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Gravity Gun

   (33 reviews)
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About This File

I was browsing the ZDoom forums when I saw people adamantly stating that you could never make anything like the gravity gun in ZDoom. So I made one.

It works more or less just like the HL2 gravity gun. "Pick up / drop" defaults to E and "shoot" is bound to "R" although you can change it in the options.


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Guest

Unknown date

  
eh, the idea is good, but make this as a "weapon". and if you got binds in E-R you can't use that thing rotfl

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Guest

Unknown date

  
You could develop this gravity gun like it would work on every DooM's maps. Not only your build map. But the gun was OK. So was the map. I'll give 3/5

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Guest

Unknown date

  
This gets me to thinking. Imagine what could be done; you could pick up a Cyberdemon's rocket, right out of the air! --Crazee Boy, 4/5

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Guest

Unknown date

  
Really buggy but good

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Guest

Unknown date

  
Why is this only for 1 map?

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Guest

Unknown date

  
I made a better one using custom damage types and thrusting, boo yaa!

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Guest

Unknown date

  
I wish you could pick up all of the objects in doom and kill bad guys with it. It's still a cool mod.

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Guest

Unknown date

  
Well, congratulations on the alteration. However... so what?

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Guest

Unknown date

  
the only real thing that amazes me (besides the mod) is that the file is so small 5/5

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Guest

Unknown date

  
AWESOME MOD I love this mod but how is it possible to make something that was from half life 2 into doom isn't that complicating it seems like it would be.

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Unknown date

  
Sometimes it just takes someone like Linguica to kick peoples' asses when they start saying shit like "NO U KANT MAEK A GRAVITY GUN IN DOOM, THIS IS DOOM NOT HAF-LIYF" Anyway, I think that by now thrustthing and similar codepointers work for all objects.

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Guest

Unknown date

  
Nifty. Not really a lot to do here, but the scripting is awesome and it would be neat to see this incorporated into a future map. -Mr_Person

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Unknown date

  
To those who couldn't get it to work: read the Read-Me file. Check the customize controls menu in ZDooM. Make sure you have the latest version of ZDooM and Doom 2. How it works: Press E near a barrel to pick up and carry around. Press E again to drop. Press R (while carrying) to shoot barrel. Also, every time you shoot a barrel it takes damage. There's a test map included in the gravgun.wad file so you can see how it works.... It really couldn't be simpler. Amazing job Ling. Very nice. - GeeDougg

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Unknown date

  
Not only is this kick-ass, but you showed us yet again that things we think cannot be done are possible. Awesome job! 5 -MasterOFDeath

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Unknown date

  
Awesome, f'ing awesome. :-D

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Unknown date

  
Wow! awesome! but there is no graphic :( 4/5

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  • File Reviews

    • By elend · Posted
      What a set of maps. At first I only expected random maps that use use Mario textures, but this is so much more. From the cutesy bullet puffs of the weapons, to the plasmagun sprites, there have been more changes than "just" textures. All together they form a very, very coherent picture which makes you almost disappointed, that there are no Mario enemies in the game.   Even then, the actual quality of the maps surprised me quite a bit as well. Very, very fun to play from the beginning to the end, with admittedly frustrating parts (the map featuring only Archies and Revenants or the map featuring ice and wind. Oh god, the ice...). These are not just simple techbases given a Mario texture paint, these maps are well thought out and tailored to the textures, ranging from grass lands, over desert to impressive castle scapes and even an air ship. I played on TYTD not only because I am a wimp, but also because those maps are really, really hard and have some frustrating moments. It speaks for this mapset's quality, though, that you can live with those moments and still enjoy the maps.   Try it out at least.
    • By P41R47 · Posted
      I really dig it! Its feel like a Ultimate Doom take of TNT, but its not at that level either.
      Its a great adventure mapset, leaning more to the  atmospheric and realistic architecture.
      First and second episodes are amazing. Introducing the new enemies as the maps unfold. But midway around episode three it start to lose steam, with a serie of really short maps and then maps really similar to the originals, this is not bad at all, just feels a little uninspireds. Fourth episode on the other hand, feels extremely rushed, with a lot of monotexturing and undetailed areas. Its not bad, but coming as the ending episode it could be much better, specially with the degree of detailing the author showed on the precious episodes.

      All the episodes offers a good challenge, even on Hurt Me Plenty, but don't expect anything near the difficulty of NEIS.   All in all, being one of the few complete Ultimate Doom megawads, its pretty good and i liked the new enemies sprites and the music used, almost all the time.
    • By chlef · Posted
      No, this is not good by any stretch. First 25 levels feel like they are all the same - colorless, flat, dull and bland. Next 3 look like deathmatch arenas with a handful of monsters. Again, all pretty much the same. The last two are pitch black mazes - oh what fun. As for the secret levels - I abandoned both. Map31 is a maze alternating between pitch darkness and flashing primary colours and map 32 is simply an incomprehensible mess. Possibly acceptable if you just want to kill some time with mindless point and shoot, but not what I would call an enjoyable Doom experience. At least it avoids degenerating into slaughter.
    • By aargh · Posted
      Pros: Straightforward, lot of action, no button madness. Plays smooth. Classic Doom feeling.
      Cons: Lots of invisible lines blocking monsters. Lots of hitscanners and not enough health packs.
    • By MuratMikal · Posted
      An enjoyable set of maps of easy difficulty (MAP 07 is medium) in UV with simple design that worked well for me. Finished the whole set in 02:40 min. Certainly worth a shot!
       
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