Title:
Adventures of Salvo Jettison, or "The Quest" (for Weight Watching)
Filename:
combos/rslquest.zip
Size:
6179 KB
Date:
06/03/11
Author:
Richard Smith Long
E-mail:
ferratos@tiscali.it
Description:
when renowned mercenary Salvatore "Salvo" Jettison accepted a new job from a mysterious organization called UAC, it all seemed like a great bargain - they would supply everything, from brand new weapons and ammunition, to a plethora of minor benefits. What they didn't tell him until too late: first, he was going to fight against the netherworld, and second, they wouldn't have supplied him with the legendary everything-carrying space suit all marines had had so far...
Credits:
"surprise monsters" in the modification...
Base:
New from scratch
Build time:
4 months
Editor(s) used:
Adobe Photoshop, GoldWave Audio Editor, Notepad, XWE, Slade
Bugs:
None (that I know of, at least)
Rating:
(17 votes)
Supported mirrors:
Unsupported mirrors:
/idgames protocol:
View rslquest.txt
===========================================================================
Archive Maintainer : Ty Halderman
Update to : /combos subdirectory
Advanced engine needed : GZDOOM 1.5.6 (no GLDEFS included)
Primary purpose : Single play
===========================================================================
Title : Adventures of Salvo Jettison, or "The Quest" (for Weight Watching)
Filename : rslquest.wad
Release date : June 03, 2011
Author : Richard Smith Long
Email Address : ferratos@tiscali.it
Other Files By Author : rslproto.zip, rslvenge.zip, rslrebel.zip, rslengee.zip, rsliczdp.zip,
rslforce.zip, rslredux.zip, rsldiazp.zip, rslzhino.zip
Misc. Author Info : AKA "Dick S. Long"
Description : when renowned mercenary Salvatore "Salvo" Jettison accepted a new job
from a mysterious organization called UAC, it all seemed like a great
bargain - they would supply everything, from brand new weapons and
ammunition, to a plethora of minor benefits. What they didn't tell him
until too late: first, he was going to fight against the netherworld, and
second, they wouldn't have supplied him with the legendary everything-carrying
space suit all marines had had so far...
My rationale:
][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][
After a fast-paced, arcade-style mod like "Shinobi" I decided once more to experiment with a new and
peculiar gameplay system I have had in mind for quite a lot of time now.
In this mod - as suggested by the wacky intro above - you are no more free to carry whatever you
want weapons-wise, but instead have a limited carrying capacity measured in terms of "weighting units".
Each weapon has its weight, and once you've exhausted your carrying capacity by picking up a number
of them, you can't carry any new ones unless you decide to drop something that weighs at least the same.
Due to this and the number of special effects included, this may more properly be deemed a "tech demo" rather
than a modification, but don't worry, it is very playable once you have got the basics of it and learned the
pros and cons of each available weapon.
In this connection, WildWeasel and his "Magnum Opus" deserve a mention, because that's actually
from where I started to get the idea! :-)
SEMI-
SERIOUS-
DISCLAIMER: After having experienced the average level and tone of comments on the IDGames archive
for quite some time now, and having realized that it deviates so much from polite
criticism *or my very own attitude for example*, I feel obligated to state the following:
if you believe you might belong to one of the following categories...
- { vanilla DOOM integralist } who simply does not tolerate the concept of
weapon mods,
- { weapon thugtard } that does not admit the introduction of any new/creative
weapon concept other than traditional boomsticks, classix-ballystix-based
firearms, or generally any weapon that simply fires in a straight line
and injures the target with a varied degree of power,
- { IDGames | DWforums | ZDforums troll } who never managed to put serious efforts
in anything DOOM-related, but is instead very proficient in flaming work
by others without even knowing very well what does it enhance, or making feature
requests just like at the restaurant,
...then you may safely stay away from/avoid wasting time on this modification,
because it probably won't amuse you. Avoid also posting any criticism or
consideration of yours in this connection, because nobody is interested in it.
CAPITO? ;-D
To quote Duke: "Aaahh... Much better now!"
Changelog:
][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][
June 03, 2011: initial release.
Modification details:
][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][
Important: your statusbar / HUD shall look quite familiar, except for the ARMS section
being replaced by a scales section with a counter over it. That is actually
the indication of your currently-carried weight - keep an eye on it, since
when you're approaching 100 weight units (the limit) you're running out of
room for new weapons. Consider dropping one you already have with the
specifically-designed key configurable under the (G)ZDOOM Options menu.
Also, consider that the more you weigh, the slower you move!...
Weapons:
][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][
(along with their weight, if applicable)
{ }
{ slot 1: melee }
{ }
[ [ [
] ] ] Knuckledusters (Weight: )
[ [ [
Your fists, equipped with metal knuckles.
PRIMARY: (no berserk) deal a quick and weak double-hit combo.
(w/ berserk) many combos like the one above can be stringed together full-auto,
with greater power. Unfortunately, the effect wears off after
a handful of seconds.
[ [ [
] ] ] UAC PowerGlove kit (Weight: 10)
[ [ [
A special self-defense device consisting of an energy-emitting glove controlled through
a separate trigger.
PRIMARY: continuous stream of energy, makes former humans glow - literally.
ALTFIRE: a short and strictly-timed thrusting pulse that can deviate projectiles and
push away movable bodies.
{ }
{ slot 2: starting standard issue }
{ }
[ [ [
] ] ] UAC Compression sidearm (Weight: 10)
[ [ [
The standard-issue firearm that mercenaries get from UAC. Not so weak for a pistol, and
sports a nice kickback effect (beyond the usual pistol accuracy).
Needs reloading after 15 rounds.
PRIMARY: fire a single round.
{ }
{ slot 3: single-round }
{ }
[ [ [
] ] ] UAC TekBow (Weight: 15)
[ [ [
A modern, (relatively) lightweight incarnation of a bow. Propels tempered-steel,
silent arrows that pierce through multiple bodies, and stop intact on any wall - so
that they can be recollected. Requires a little rearming time between rounds.
PRIMARY: propel a single arrow.
[ [ [
] ] ] UAC Hybrid shotgun (Weight: 20)
[ [ [
Effectively a cross-breed between a standard pump-operated shotgun and a double-
barreled model, this one can be fired in both modes (singular and dual). Requires
cocking every two shells.
Needs reloading after 12 rounds (6 if always fired double).
PRIMARY: fire one barrel.
ALTFIRE: fire both barrels.
{ }
{ slot 4: continuous fire }
{ }
[ [ [
] ] ] UAC Infantry rifle (Weight: 15)
[ [ [
The canonical equipment of the UAC militia (once) and of the weaker zombies (now).
A well-balanced full-auto weapon overall, although the magazine empties in no time.
Needs reloading after 40 rounds.
PRIMARY: start the firing mechanism.
[ [ [
] ] ] UAC Overdrive gun (Weight: 25)
[ [ [
Aptly named after the maximum spinning speed it can reach, this gatling gun has
excellent firepower and sustains lengthy fire sequences, but suffers from bad accuracy/recoil,
and has startup/cooldown vulnerable moments.
Needs reloading after 300 rounds.
PRIMARY: start the spin-then-fire combination.
{ }
{ slot 5: explosives }
{ }
[ [ [
] ] ] UAC Tubular bombs (Weight: )
[ [ [
These metallic rods are stuffed with plutonium and equipped with a radio
receiver. Shortly after they are detonated, their small-scale nuclear reaction
provokes a subsequent implosion that can be used for damaging larger areas with
a "delayed-trap" effect.
PRIMARY: - throw a bomb if none is engaged on the ground, or
- detonate an already-deployed one.
ALTFIRE: - throw a bomb if none is engaged on the ground, or
- disengage an already-deployed one; after a while, it becomes
pickable up again.
{ }
{ slot 6: experimental }
{ }
[ [ [
] ] ] UAC Desizer ray cannon (Weight: 25)
[ [ [
A brand-new prototypical weapon of UAC, generates a microwave ray that shrinks
almost any living creature to smurf-size. Once the enemy is desized, it can be
easily killed, but trampling it is the most fun.
PRIMARY: starts generation of the continuous ray stream.
[ [ [
] ] ] UAC Cryogenizer rifle (Weight: 30)
[ [ [
The last in a series of similar prototypes, this is probably the best one ever
obtained by UAC. Triggering it shots a concentrated cloud of cryogenizer gas that
explodes upon first impact. Foes are instantly frozen, and remain so for a limited
amount of time, within which they can be shattered to pieces before they free
themselves at *full health*...
PRIMARY: launch a cryogenizer gas cloud.
ALTFIRE: cast the weapon body aside, deliver a right jab
(useful to quickly kill a frozen opponent).
{ }
{ slot 7: mass-destruction }
{ }
[ [ [
] ] ] UAC Plasma concentrator (Weight: 30)
[ [ [
A plasma-fueled rifle that, when operated, hurls a large blob of overheated plasma
that travels very slowly but inexorably in a straight line, cancelling everything it
encounters.
Needs reloading after 7 rounds.
PRIMARY: start the plasma concentration sequence.
[ [ [
] ] ] UAC Entropy collider (Weight: 35)
[ [ [
An arc-shaped, plasma-based weapon that can be charged to progressively attack in three
different modes.
PRIMARY: (phase 1 - green) projects a stream of plasma that explodes upon first contact
with anything, freeing a large number of small plasma particles
that bounce in any direction and deal moderate damage to everything
they touch;
(phase 2 - orange) upon collision, the obtained stream of plasma releases a multitude of
explosive plasma particles that slowly deposit towards the floor,
effectively creating an "explosive carpet" for the enemy to stumble upon.
Consumes twice the energy required by phase 1;
(phase 3 - red) the resulting plasma blob shall turn into a multitude of ripping plasma
particles that shall stop suspended in mid-air, effectively permeating all
the surrounding space, and tearing any foe traversing it.
Consumes three times the ammo required by phase 1.
{ }
{ slot 8: magical }
{ }
[ [ [
] ] ] Iron Hand (Weight: )
[ [ [
A legendary hellish sword that must be assembled - its two halves may be obtained from the
major hellspawn only. Feeds upon black mana and has a multitude of uses:
PRIMARY: (with mana) deal outstanding melee damage that may or may not consume magical power.
(without) deal a fairly ordinary sword slash.
ALTFIRE: (with mana) invoke a storm of flaming meteors from above.
(without) deal a fairly ordinary sword slash.
Items:
][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][
{ }
{ First-aid kit }
{ }
A portable medical kit that - when used - quickly restores you to full health. 'Nuff said.
Powerups:
][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][
{ }
{ Fire haste }
{ }
Doubles your firing speed for 30 seconds.
{ }
{ Protection aura }
{ }
Halves any damage done to you for 60 seconds.
{ }
{ Terror pentacle }
{ }
Renders you frightening to hellspawn and makes them run away; exhausts after 45 seconds.
{ }
{ Armor upgrade }
{ }
Grants you five armor points, and raises by the same amount the maximum level of your protection.
{ }
{ Health extender kit }
{ }
Fully heals you, and adds three points to the maximum health level you can reach.
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\rslquest.wad
(if under GZDOOM, add option '+gl_nogl 1' to disable hardware rendering)
(2) Do not forget to bind a key for weapon reload under 'Options > Customize Controls'
in (G)ZDOOM.
(3) Similarly, do not miss binding a key for dropping weapons still under 'Options > Customize Controls'
in (G)ZDOOM.
(4) 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.
(5) 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 for resources and/or inspiration (see below):
WildWeasel for inspiration ("Magnum Opus") and color palette
Z86 for the custom blood system
DuduKrazy and Jekyll Grim Payne for the custom explosive barrels
Sergeant Mark IV for the headshot system, bruised death and gore effects
(note: if you are looking for the ultimate DOOM splatter experience,
be sure not to miss his Brutal DOOM!)
Z86 and phi108 for the custom bullet puffs
Paavo Ilmari for the casing effects
DoomRater for the reload system
WildWeasel for the "drop" system
Sergeant Mark IV for the former humans and imp redefinition
Jimmy91 for the Necrodemon and Bronze Mastermind base
The Alpha Dog Alliance for the Knuckledusters
Rogue/Velocity and amv2k9 for the Infantry Rifle
Raven Software and MG_Man for the TekBow
Espi, MG_Man and Captain Red for the Hybrid Shotgun
iD Software and Daniel for the Plasma Concentrator
iD Software, WildWeasel, 3D Realms, Midway, Cage for the
Overdrive Gun
Raven Software, 3D Realms and Rex Claussen for the Powerglove Kit
Banjo Software and MasterOfMorag for the Compression Sidearm
Banjo Software and iD Software for the Cryogenizer Rifle
Rogue/Velocity, 3D Realms, Eriance and Xaser for the Entropy Collider
Raven Software and WildWeasel for the Iron Hand
3D Realms, Monolith, Xaser for the Tubular Bombs
Rogue/Velocity, Blaskowitz and PillowBlaster for the Desizer Ray Cannon
Vaecrius and DoomRater for the ACS scripts
Brian Goodsell for the custom small fonts
The Requiem team for the big fonts
Team Future for the custom mugshot graphics
Mechadon for the custom player class graphics
Glen Payne and Marshal Bostwick for the custom status bar base.
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 : Yes
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 : 4 months
Editor(s) used : Adobe Photoshop, GoldWave Audio Editor, Notepad, XWE, Slade
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