swwmgz_m/readme.txt

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CODENAME: DEMOLITIONIST
a.k.a.
Some Weird Weapons Mod: GZDoom Edition
--------------------------------------------
(C)2020-2024 Marisa the Magician - UnSX Team
Index of contents:
1. Introduction
1.1. It's back!
1.2. The Story So Far
2. Inventory
2.1. Weaponry
2.1.1. Deep Impact
2.1.2. Explodium Gun
2.1.3. Spreadgun
2.1.4. Wallbuster
2.1.5. Eviscerator
2.1.6. Hellblazer
2.1.7. Biospark Carbine
2.1.8. Silver Bullet JET
2.1.9. Candy Gun
2.1.A. Ynykron Artifact
2.2. Powerups
2.2.1. Grilled Cheese Sandwich
2.2.2. Elemental Coating
2.2.3. Ghost Artifact
2.2.4. Ragekit
2.2.5. Gravity Suppressor
2.2.6. Fucking Invinciball
2.2.7. Hammerspace Embiggener
2.2.8. Universal Ammo Fabricator
2.2.9. Lämp
2.2.A. Omnisight
2.2.B. Mykradvo Artifact
2.2.C. Devastation Sigil
2.2.D. Divine Sprite
2.2.E. Safety Tether
2.3. Armors
2.4. Health
2.5. Others
2.6. DLC Weapon Set
2.6.1. Itamex Hammer
2.6.2. Plasma Blaster
2.6.3. Puntzer Beta
2.6.4. Puntzer Gamma
2.6.5. Sheen HMG
2.6.6. Quadravol
2.6.7. Sparkster Rifle
2.6.8. Mortal Rifle
2.6.9. Ray-Khom
2.6.A. Rafan-Kos
3. Credits
3.1. UnSX Team Is
3.2. Special Thanks
1. Introduction
---------------
"Start reading from here"
- Me in most of my previous projects' readme files
1.1. It's back!
- - - - - - - -
Surprise surprise, after a decade of delving into other works, I have made my
epic return! The SWWM series has been, in a way, "rebooted" through this here
project, and so it goes. The UT side of things is pretty much dead for me, I've
jumped ship to GZDoom and boy is it one heckin' powerhouse for modding.
1.2. The Story So Far
- - - - - - - - - - -
You are a Demolitionist, an autonomous combat unit devised by genius nerd
gremlin and CTO of Akari Labs Saya Miyamoto, with additional feature work from
various collaborators, including a sentient AI core by Nekuratek, a robust
chassis from Unissix Crafts, a durable battery from the Tach-Engine Technology
Institute, potent jets from Forx Aeronautics and last but not least, trusty
Hammerspace Containers from Cyrus Enterprises. Added to this is your arsenal,
also composed of various bits and pieces provided by partners of Saya herself,
making you one of the deadliest machines out there.
So, what is the purpose you were built for? Why, of course, to get rid of all
those pesky demons that have suddenly begun invading Earth. The UAC has ruined
everything once again, shoving their noses into things they shouldn't mess with
as your creator announces. Those idiots think just one of their puny space
marines can do the job, but she's not buying that. And so, that's why you're
here.
Time to explode some demon knees.
2. Inventory
------------
There's a whole lot of stuff here, trust me. This ain't your usual weapons
replacer with just seven lil' slots and that's it, oh no no, it goes deeper.
2.1. Weaponry
- - - - - - -
As you'd expect, there are some familiar faces here from the old SWWM and Ultra
Suite lineups, along with other hidden gems from unreleased works. And this
time, none of that cheap retexture bullshit. We're doing all-original model
work here, and it won't be ugly crap like in SWWM Platinum Ep2, oh no. I've
learned since then, I've had time to practice and get good. You'll see...
2.1.1. Deep Impact
Slot 1. Melee weapon. Available at start.
A staple of SWWM, compressed air gun cranked to eleven.
Primary fire blows, can deflect projectiles or push you and enemies around.
Secondary fire charges up a big thicc air bullet that rips hard.
Remember to keep this puppy recharged by pumping more air, especially for that
altfire, which requires 100% charge.
2.1.2. Explodium Gun
Slot 2. Pistol. Available at start.
Another SWWM staple, the pocket exploder.
Primary fire just goes shoot. Stuff will blow up.
Secondary fire arms the mag and throws it as a grenade. Stronger the more
bullets you have left in it.
You can have two of them, by the way.
2.1.3. Spreadgun
Slot 3. Shotgun.
Coming from Instant Action 3, of all places, here's this thing.
Primary fire fires (duh).
Secondary fire switches to golden shells (if you've got any).
Reload does what you'd expect it to do.
This thing may be unwieldy, but it's handy in a pinch, as it reloads faster
than the next gun on the list.
2.1.4. Wallbuster
Slot 4. Revolver shotgun.
A slight readjustment of a weapon from Total Destruction (cancelled).
Primary fire fires one barrel.
Secondary fire fires five barrels.
Tertiary fire fires all barrels.
Reload will start topping up the gun with shells, one cylinder at a time, until
the button is released (or you have no more shells to load).
Shooting multiple barrels may allow you to bust doors, bars, and other
structures, quite handy.
2.1.5. Eviscerator
Slot 5. Flak cannon.
It's back, and it's still pure unadulterated danmaku.
Primary fire shoots out all them metal bits.
Secondary fire shoots out the whole shell as a grenade.
Tertiary fire toggles between wide and tight spread.
A rare case of a weapon that doesn't need to reload, as it pulls in ammo from
your inventory directly.
2.1.6. Hellblazer
Slot 6. Rocket launcher.
We've seen its predecessors before, but now it's time for the new cool kid, the
long-awaited Mk3 model of this marriage between demonic and human technology.
Primary fire shoots the rocket. You can hold it to preload a couple more for a
burst attack. Tapping the opposite button while doing so will stop the preload.
Secondary fire launches it as a bouncing grenade. Same deal.
Tertiary fire, when holding in some rockets, will select targets for seeking.
Reload does what you'd expect. But when holding rockets, it clears any selected
seek targets. That's pretty much all.
2.1.7. Biospark Carbine
Slot 7. Energy weapon.
The Sparkster is back, but not in pog form however.
Primary fire shoots a beam, just like in its UnSX 1 incarnation.
Secondary fire shoots them balls. You can combo these two, obviously.
Tertiary fire ejects the ammo core turning it into a heatseeking orb of death.
Reload reloads. You can stack two mags together if you want, for more shoots,
at the price of some slight unstability (you might hurt yourself with it).
2.1.8. Silver Bullet JET
Slot 8. Anti-Materiel rifle.
The big and bulky brother of that unwieldy thing from Ultra Suite.
Primary fire (you guessed it) shoots.
Secondary fire cycles the bolt.
Reload does what you'd expect.
Tertiary fire is a zoom. Hold to keep increasing the zoom factor, up to 16x.
Crouching with this weapon braces it and disengages the recoil compensator,
which can definitely cause some self-hurt from how hot the jet gas can get.
2.1.9. Candy Gun
Slot 9. Pistol (but very strong).
A tasty treat of sweetness and DEATH. From the lost forever™ Weirdweapons pack.
Primary fire does the thing.
Secondary fire does also the same thing as its slot 2 counterpart.
Holding secondary and primary fire (in that order) will switch to yeeting the
entire damn gun, for some absurd reason. It's very effective, though.
Considering that you can dispose of it like that, you can hold some spares.
2.1.A. Ynykron Artifact
Slot 0. Divine WMD (replica).
The good ol' Mortal Cannon, now in all its unadulterated glory.
Primary fire initiates the charge process. Once done, a second press ignites
the beam, destroying everything in a straight line, and causing some very nice
chain reactions too. Really good for massive hordes.
Secondary fire will flip the ammo box around. Don't do this, you don't want to
see what happens when you charge and fire it later. Don't say I didn't warn
you (you won't be able to, you'll be dead by then).
If you spotted a certain detail in the docs of the cancelled SWWM Z, you may
have noticed that the "Mortal Cannon" and "Ynykron" were separate weapons
there. Well, let's just say that funky lore reasons™ have merged both of them
together.
2.2. Powerups
- - - - - - -
Very much needed little things here.
2.2.1. Grilled Cheese Sandwich
The ultimate meal. Full 1000 health and full armor to boot. If you'd rather
keep it preserved nice and warm in your inventory, it might autoactivate to
prevent your untimely death, too. Note that you can't eat one again until
you're back at 500 health or lower.
2.2.2. Elemental Coating
A rehash of the ol' Barrier from other SWWM versions. Although it can't deflect
bullets anymore, it instead soaks up all elemental damage, allowing you to wade
through dangerous environmental hazards safely.
2.2.3. Ghost Artifact
Invisibility, basically. Have fun distracting enemies with it as they
fruitlessly try to attack literally nothing at the last spot they heard you.
2.2.4. Ragekit
It makes you angry, and also stronger and faster, but especially angry.
Eight times the melee damage, two times the fast, four times the damage
resistance... but boy are you going to scream.
2.2.5. Gravity Suppressor
Pops up on Heretic and Hexen. Lets you fly around freely without needing to
care about fuel usage from your jets.
2.2.6. Fucking Invinciball
Does what it says on the tin. Goes well with a glass of Sunny D.
2.2.7. Hammerspace Embiggener
A perfectly cromulent expansion to your ammo storage. Can have up to 8 active.
2.2.8. Universal Ammo Fabricator
What pops up as ammo in Hexen. Not exactly lottery, as it tends to prioritize
things nicely with what it builds.
2.2.9. Lämp
It's a floating magic lamp. It may attract moths, and these moths will get very
pissed when enemies draw close.
2.2.A. Omnisight
You can see forever with this thing. A full automap, unlimited target scanning
in the minimap, and even highlights where keys and exits are. Quite handy.
2.2.B. Mykradvo Artifact
The Great Anomaly makes a return. Smite all those who dare try to attack you!
Note: May cause immense lag in slaughtermaps, use in moderation.
2.2.C. Devastation Sigil
A return of the olden "Complete Devastation" powerup of the early versions,
with a shiny new look, and some real attitude.
2.2.D. Divine Sprite
The Soul Spark from Platinum also makes a return, now with far more power.
2.2.E. Safety Tether
Sometimes you really just need to warp away from some nasty spot. This exists
for that very reason.
2.3. Armors
- - - - - -
You've got the war armor, pretty handy, robust, built from the same stuff as
your robot chassis, actually, though not as "high grade".
Then there's the blast suit, comfy and easy to wear, has very good splash
damage reduction, so keep that in mind.
And lastly there's the armor nuggets. These things can soak up damage like
crazy once you get them high enough. Above 100% they'll even start healing you!
Armor works in layers, with the war armor having the highest priority, and the
nuggets having the lowest. What one armor can't fully block, the next one will
have to deal with. For the Doomers out there, this is just how we roll in
Unreal land, we can wear multiple pieces of armor at once.
2.4. Health
- - - - - -
From measly health nuggets that add just two points of health, to the 4-faced
tetrahedrons of health or the 6-faced cubes. But all of these pale in
comparison to the mighty Refresher, which not only gives you a full 100 hp
boost, up to a cap of 500, but can also autoactivate should you take mortal
damage. Unlike the sandwiches, however, the Refresher might not be strong
enough to really prevent a lethal death.
2.5. Others
- - - - - -
Well, there's the keys, I guess. Those are always there.
And then, also the collectibles. Yup. You can find some fancy lil' boxes in
secret areas and whatnot, that might sometimes drop goodies, and some other
times little pieces of treasure that you might want to collect, as they can be
very valuable.
2.6. DLC Weapon Set
- - - - - - - - - -
An additional set of 10 weapons to spice things up. Note that you can only have
one of each in every slot (excluding slot 1), so make sure you pick the right
options for the battles ahead (or you could just disable that mechanic
entirely, if you're the kinda person who prefers to carry EVERYTHING).
2.6.1. Itamex Hammer
Slot 1. Melee weapon.
A strong as fuck sledgehammer.
Primary fire does the expected hammering.
Secondary fire does a charged overhead swing.
Tertiary fire does a spin. Keep pressing it to spin more.
2.6.2. Plasma Blaster
Slot 2. Pistol.
A fine plasma gun. Bit of a downgrade compared to its old SWWM counterparts,
but don't let that deceive ya, it's still very useful.
Primary fire does the shootin'.
Secondary fire charges a big blast.
Can also be dual wielded.
2.6.3. Puntzer Beta
Slot 3. Revolver.
A six shooter, packing some fine... Drilling power.
Primary fire does a shoot.
Secondary fire primes a very fast six shoot mode.
2.6.4. Puntzer Gamma
Slot 4. Submachine gun.
It does the drilling, and it does it fast.
Primary fire schutts, as expected.
Secondary fire switches fire modes. You won't believe how fast this can go.
2.6.5. Sheen HMG
Slot 5. Heavy machine gun.
For those who wished for dakka. Here's the dakka.
Primary fire shoots.
Secondary fire increases the speed.
Tertiary fire decreases it.
Three speeds available. Watch out for overheating.
2.6.6. Quadravol
Slot 6. Fireball launcher.
A signature weapon of the UnSX series, mighty fireball shooting.
Primary fire does a shoot.
Secondary fire pumps for more power.
Tertiary fire toggles two-handing/one-handing.
And yes, it's a levergun, have fun.
2.6.7. Sparkster Rifle
Slot 7. Plasma artillery.
Yet another signature weapon of the UnSX saga, big fat plasma rifle.
Primary fire shoots blue plasma.
Secondary fire spews red plasma.
Both buttons at once release a deadly purple plasma.
Has two reloads, for each ammo type.
2.6.8. Ray-Khom
Slot 8. GEP gun.
The most silent way to eliminate Manderley.
Primary fire lobs a silent plasma grenade. It goes far, and it blows up good.
Secondary fire zaps whatever's in front of you, don't use it underwater.
Tertiary fire is a zoom. And this zoom is smart, it even simulates where the
projectile will fall so you won't miss a shot.
The altfire temporarily drains all the gun's capacitors, do keep that in mind.
2.6.9. Mortal Rifle
Slot 9. Battle rifle.
A weird as all hell rifle that does everything.
Primary fire does schumt.
Secondary fire the grenade.
Tertiary fire a switch of modes. Single shot, multiple shots, burst shots, and
even a gosh darned level-piercing railgun like in the ol' days. Have fun.
2.6.A. Rafan-Kos
Slot 0. Ultimate weapon.
Frickin' laser beams, big of them, very strong.
Primary fire beam. Big burn everything.
Secondary fire splits the beam. Multiple burn.
Reload insert more ammo.
I'm tired from writing these, good night.
3. Credits
----------
This mod wouldn't have been possible if I had to create everything all by
myself (yeah, imagine me having to make SOUND EFFECTS and stuff, that'd be
impossible). Detailed credits are available in the credits.txt file. It's all
there, really.
3.1. UnSX Team Is
- - - - - - - - -
Still me, really. Just me. A shame, it is, but I really don't do well working
with other people.
3.2. Special Thanks
- - - - - - - - - -
The very awesome Marrub for making Lithium, one of the many sources of
inspiration for this here mod's little worldbuilding and some other traits here
and there (which you might easily notice).
CptSledge and Bunray for making me dive deep into the Doom Modiverse™ and its
interconnected lore and worldbuilding. You're a very fine pair of cool buds.
Valerie Lavender for also supporting this mod and providing some neat little
things. You're a good bun and a good friend, stay awesome.
Bouncy for being one of the few friends who can just stand there and listen to
me rant about lore for several hours straight. Many thanks.
Gutawer for not only being one of my ZScript senseis back in the day, but also
for creating the mighty Gutamatics library, which has made some fancy things
here possible.
KeksDose for being another ZScript mad genius and teaching me a nifty trick to
fuck around with VM aborts (which I then perfected).
ZZYZX and Nash for a handy piece of code to align stuff to slopes. The math's
hard, so I don't think I'd have figured it out on my own.
KynikossDragonn for being a good pet. You're still cute even if you deny it.
Vyolette for becoming the voice of the Demolitionist, and for making my life
feel brighter and happier with your sole presence.
Lucy for having created the Tewi font, which I still use to this day. Wherever
you are, I hope you're doing well. We miss you.
All my wonderful patrons, of course, for supporting me economically so I can
basically keep working on what I love. It's a bit embarrassing to admit that I
wouldn't be able to afford HRT without your help, by the way.
And of course, all of my friends whom I have met throughout the years, and who
have stayed with me all this time, thank you all.
[End of file]