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Super Shotgun from Quake 2 (with muzzle flash)

   (10 reviews)
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About This File

This is a Doom mod which replaces the Super Shotgun with the weapom of same name from Quake 2.


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It's nice that Quake 2's shotgun was given a bit more beef, but Quake 2's shotgun just doesn't look particularly good in Doom - particularly not when it's been ripped in the software renderer. -WW

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This is actually a fairly decent rip of the Q2 shotgun. Seems a little weird with the pre-existing Doom sounds but definitely looks the part. 4/5

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This wad kicks butt! :-]

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I'm tired of seeing the super shotgun from Q2, I want the regular shotgun.

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If you use this .wad in a source port that supports OpenGL like ZDoomGL, it looks as if it were really 3d and had quake1 animations. 4 stars

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This deserves an extra star for being one of the few weapons mods that points correctly towards the centre of the screen. But it has a problem common with all old mods where the gun emerges from the right side of the screen; it doesn't work properly on widescreen monitors, because there's a gap between the right edge of the mod and the edge of the monitor. Not really the author's fault (it's a 2004 rip of a sprite from 1997) but worth pointing out.

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You, sir, are my hero :) --Zell_1388

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i was just about to retire from being a doomer, or rather a cheating doom noobie for 1.5 years. but until i saw this, i couldn't believe how beautiful this shotgun is, iv'e only played quake1 so this shotgun is new to me. but i just want to say that doom will always be in my heart. o ya and i'm still gonna be a cheating doom noobie frover.- i was always nameless but now my name is going to be xolzo. 5/5

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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.
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