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