Title:
Revenge: a classic DOOM experience
Filename:
combos/rslvenge.zip
Size:
2192 KB
Date:
11/09/09
Author:
Richard Smith Long
E-mail:
ferratos@tiscali.it
Description:
after the first encounter with Hell dimension took place, space marines began to engage in a long and hazardous series of missions against hellspawn. Let's see how the standard UAC arsenal has changed during all this time...
Credits:
"surprise monsters" in the modification...
Base:
New from scratch
Build time:
3 months
Editor(s) used:
Adobe Photoshop, GoldWave Audio Editor, Notepad, XWE
Bugs:
None (that I know of, at least)
Rating:
(20 votes)
Supported mirrors:
Unsupported mirrors:
/idgames protocol:
View rslvenge.txt
===========================================================================
Archive Maintainer : Ty Halderman
Update to : -
Advanced engine needed : GZDOOM 1.0.29 (ZDOOM 2.1.7)
Primary purpose : Single play
===========================================================================
Title : Revenge: a classic DOOM experience
Filename : rslvenge.wad, rslvealt.wad
Release date : November 10, 2009
Author : Richard Smith Long
Email Address : ferratos@tiscali.it
Other Files By Author : rslproto.wad, rslrebel.wad
Misc. Author Info : AKA "Dick S. Long"
Description : after the first encounter with Hell dimension took place,
space marines began to engage in a long and hazardous series
of missions against hellspawn. Let's see how the standard UAC
arsenal has changed during all this time...
My rationale:
------------
Some times ago, the release of "GZDOOM Advanced" set IMHO a new trend in the field
of DECORATE weapon modding: the restyling/refresh of classic DOOM weapons. Soon other great mods
followed ("DOOM Plus", "DOOM Enhanced" and "Beautiful DOOM" come to mind), each one with its own
particular focus in reinterpreting the classic arsenal of the space marine.
This is my modest attempt at it - "Revenge" takes most of its inspiration from older versions
of "GZDOOM Advanced" (version 0.72g specifically) and builds on it, trying to keep it simple
but also adding its own bits of originality.
Modification details:
--------------------
Weapons:
(they are mainly described in terms of differences with their original counterparts)
UAC standard issue knuckleblade (Fist)
===============================
- now a stealth weapon (does not alert monsters)
- increases speed and can hit repeatedly only with Berserk or Adrenaline
UAC 9-gauge semi-automatic rifle (Pistol)
================================
- 10 rounds, requires reload (wastes magazine leftovers)
- not fully automatic
- each round is now more powerful
(a better alternative to shotguns against former humans)
UAC 12-gauge pump-action shotgun (Shotgun)
================================
- 8 rounds, requires/allows for per-shell reload
- slightly improved speed
- improved kickback
UAC 12-gauge double-barreled shotgun (SuperShotgun)
====================================
- 1 round, requires reload
- increased reload time
- generous kickback
UAC 10-gauge minigun (Chaingun)
====================
- 200 rounds, requires reload
- ammo type is Belt (of 10-gauge bullets)
- wind-up and wind-down delays
- frantic firing rate
UAC Rocket-Propelling Gun (RocketLauncher)
=========================
- 1 round, requires reload
- rockets travel x1.5 times faster
UAC phased plasma cannon (PlasmaRifle)
========================
-
UAC BFG 9001 (BFG9000)
============
- slightly higher charge-up time
- increased number of traces (x1.5 times)
Items:
(yes, some carriable items are also added!)
Portable infrared goggles (Infrared)
- can be carried and activated whenever necessary
Portable adrenaline dose
- can be carried and activated whenever necessary
- gives Berserk power, and increased movement speed for a limited amount of time
Portable endurance kit
- can be carried and activated whenever necessary
- increases health, armor and gives reflective invulnerability for a limited amount of time
Footnotes:
(1) The suggested commandline for launching the modification is the following one
(assumes that the modification has been decompressed in subdirectory 'RSL' of your (G)ZDOOM directory):
(g)zdoom.exe -iwad \ -file RSL\rslvenge.wad
(1) if under GZDOOM, add option '+gl_nogl 0' to ensure GL lights are applied.
(2) to try a different set of (more classic-looking) sprites for some weapons,
also add 'RSL\rslvealt.wad'.
(2) Do not forget to bind a key for weapon reload under 'Options > Customize Controls'
in (G)ZDOOM.
(3) To obtain the complete set of weapons and/or carriable items for quicktesting
without breaking the weapon set at your disposal, type 'rsl' in the console.
(4) The modification is compatible with the following IWADs: The Ultimate DOOM, DOOM 2, Final DOOM.
WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING
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By reading the following credits you may spoil certain "surprise monsters" in the modification...
-------------------------------------------------------------------------------------------------
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WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING
Additional Credits to : Various sources (see below)
eliw00d for the original GZDOOM Advanced, from where I took
resources, code... But most of all, inspiration
Eriance, for the gorgeous Plasma cannon and BFG 9001 spritework
Captain Red for DOOM Plus
Kinsie for DOOM Enhanced (doomenh.wad)
Jekyll Grim Payne for Beautiful DOOM (dbeauty.wad)
DoomRater for the reload-oriented DECORATE actors
id for the original DOOM sprites I customized
Rogue/Velocity for the Knuckleblade
Carnevil and the Skulltag team for the Minigun
Banjo Software for the RPG and the Portable endurance kit
Cory Whittle (icd-deh.wad) for the Portable adrenaline dose
Enjay for the terrain splashes and animations
Graf Zahl for the default GLDEFS I slightly customized
The Innocent Crew for the Rocket Zombie
The Monster Resource WAD (monsters.wad) for the Shotgun Soldier
Vader for the Lord Of Heresy
All other authors I forgot to mention: please forgive me! I tried to be accurate as much as I could.
If you here notice some of your resources un-mentioned, please notify me and I will try to remedy.
===========================================================================
* What is included *
New levels : None
Sounds : Yes
Music : No
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : (G)ZDOOM-specific lumps
Other files required : None
* Play Information *
Game : DOOM
Map # : None
Single Player : Designed for
Cooperative 2-4 Player : Maybe (untested)
Deathmatch 2-4 Player : Maybe (untested)
Other game styles : None
Difficulty Settings : N/A
* Construction *
Base : New from scratch
Build Time : 3 months
Editor(s) used : Adobe Photoshop, GoldWave Audio Editor, Notepad, XWE
Known Bugs : None (that I know of, at least)
May Not Run With... : Ports not supporting DECORATE; level WADs with heavy amounts of DEHACKED / DECORATE modifications
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for modification or
reuse. Permissions have been obtained from original authors for any of
their resources modified or included in this file.
You MAY distribute this file, provided you include this text file, with no
modifications. You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact. I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites: None others than the IDGames archive
FTP sites: None others than the IDGames archive