Archive Maintainer : Weapons mod, combos directory
Advanced engine needed : ZDoom 2.0.96x UNOFFICIAL!
Title : Batteries STILL Not Included!
Filename : WW-BSNI.WAD
Release date : July 17, 2005
Author : WildWeasel
Email Address : firstname.lastname@example.org
Other Files By Author : WW-OPM, WW-BNI, WW-XM, WW-ANA, WW-DIZD
Misc. Author Info : Doom Armory Quartermaster.
Description : I always liked the original "Batteries Not
: Included," not just for its concept (energy
: weapons only) but also for the unique designs
: that I had come up with for the weapons. That
: being said, I also had lots of glaring issues
: that needed to be corrected. I originally
: intended to port the mod to ZDoom and correct
: those issues, but since ZDoom currently (as of
: this writing, I've been disconnected for a week)
: lacks custom pain states, it's difficult to port.
: So instead, I made a sequel. New weapons,
: expansions on old weapons, new ideas, and
: graphics that don't suck.
Additional Credits to : Resources list at the bottom of this file.
* What is included *
New levels : None
Sounds : Yes
Music : No
Graphics : Yes
Dehacked/BEX Patch : Yes (What little is required...)
Demos : No
Other : DECORATE, SNDINFO, that sort of thing
Other files required : None
* Play Information *
Game : Doom 2
Map # : No maps
Single Player : Designed for
Cooperative 2-4 Player : Works, but items may not respawn properly
Deathmatch 2-4 Player : Untested, not recommended because nothing respawns
Other game styles : Won't work in Skulltag or ZDaemon!
Difficulty Settings : Whatever the maps have
* Construction *
Base : New from scratch (inspired by WW-BNI)
Build Time : About two weeks (however long it was that I had no
: connection to the outside world...)
Editor(s) used : XWE, Adobe Audition 1.5, Irfanview, PSP 9.
Known Bugs : The Heater Rifle's altfire works regardless of its
: current heat level (not a bug). Cheating for weapons
: also maxes out the heat level and adds a charge to
: the Mark IV Crazy Sue. Projectiles on the various
: weapons will explode on walls if you are too close on
: the right, so stay to the left if possible -
: especially if you're using Plasma Mines or Fuel Rods.
May Not Run With... : ZDoom 2.0.96 or lower. THIS REQUIRES ZDoom 2.1 or GZDoom
: to run. NOT TESTED with Grbzdoom 2.0.99x.
* 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 *
Web Sites: http://armory.drdteam.org/
* Official Strategy Guide *
Batteries Still Not Included's projectile-based weapons have one thing in
common: they're all as skilled as you are. Unlike more conventional weapons
like rocket launchers and BFG's, these take precise calculations and
aiming skill to use effectively. Due to the modifications I made to the
three Former Human monsters, there is no longer a cause for "cheap" deaths
(unless it's a Spider Mastermind, and I'm not going to change him). So it's
more necessary than ever to brush up on your dodging skills.
For future reference, there are six ammo types in BSNI:
Cells (originally Bullets)
Power Cells (originally Shells)
Fuel Rods (Rockets)
Slot 1: The Only Melee Weapon
'LECTRIC BOOTS - I removed the Berserk packs in favor of another place to
spawn ammo (cells for Weapon #7), so to make up for this (and the lack of
a chainsaw) I made this weapon twice as powerful as the usual fist. It
is pretty hard to use effectively, but there's less of a windup delay than
Doom's old fist, meaning you can react more quickly after a monster finishes
their attack. (Who would have thought that watching Homestar Runner cartoons
would result in inspiration for a melee weapon?)
Slot 2: The Pistols
BLASTER - Your trusty sidearm has been juiced up on some fresh 9-volt
batteries. It's slower than Doom's pistol, but it fires a single plasma
ball that has the potential to kill an Imp in 3-4 shots (instead of 6 or 7).
DUAL BLASTERS - Replacing the Chainsaw, and giving a generous 20 Cells
on pickup (10 if you got it from a Shotgunner), this makes the things fire
at twice the rate. Neither projectile is any more powerful than the other.
One click fires both of them at once, so if you only want to shoot once, use
the single pistol.
Slot 3: Rifles
HEATER RIFLE - This one lives up to its name. It shoots a single superheated
laser beam through a string of targets, doing moderate damage (two shots to
kill an Imp). But don't hold the trigger too long, because it WILL overheat
and refuse to fire (the buzzing noise) until you release the trigger and
let it cool off. Alternate fire charges up and shoots a Beam of Incredible
Power, at the cost of 10 Power Cells. It can be used regardless of how high
the heat level is (unless it's peaked at 100%), but it will immediately
max it out and hold it there for a couple of seconds before it'll cool off.
Since this weapon penetrates enemies with ease, you may want to conserve ammo
by stringing them in a line and shooting them all at once. It doesn't do
any less damage based on range, so don't be afraid to snipe things with it either.
MOMENTARY CHARGE PLASMA SHOTGUN - In place of Ye Olde Super Shotgun, the MCPS
fires 9 bolts of plasma in a square formation at the cost of 2 Power Cells.
It doesn't have an alternate fire, but it doesn't really need one.
Slot 4: Rapid Fire
SPLINTER CANNON - The logical step up from the Splinter Cycler, this one doesn't
rely on a clunky old rotary barrel. Instead, this baby launches white-hot cesium
at incredible speed (you can't even see it in transit). Alternate fire concentrates
these blasts into one large projectile and launches it as a sort of plasma grenade.
It's handy for riot-clearing operations, but this alt-fire costs 10 Cells - and
since you can only hold 200 (400 with backpack), that's quite a chunk of your
supply. Replaces the Chaingun pickup.
NEUTRON DISRUPTOR - Formerly seen in akimbo form, this singular form packs the
same amount of punch with a new, more satisfying sound. The projectile rips
clear through foes, but costs 5 Z-Cells to fire, which makes it none-too-
economical when you're low on energy. Dropped rarely by Chaingunners.
Slot 5: Fun With Explosives?
FUEL ROD CANNON - The Covenant had always treasured this as a man(?)-portable
artillery cannon that needed little upkeep and had a common ammo supply. When
the Spartans managed to obtain several battle-worn units from an outpost on
Reach, the UAC took interest in designing a variant that would work with their
own plutonium fuel canisters and look somewhat more pleasing to the eye. The
end result is this blue beast. Primary fire launches a single rod, while alternate
fire splits five rods and launches them in a loose spread to pepper multiple targets.
Replaces the Rocket Launcher.
PLASMA MINE LAUNCHER - The old hand-primed plasma mines were very powerful, but
also extremely dangerous to use in the close-quarters environments that make
up the majority of the infested UAC facilities. So a small company on Areston
Island (somewhere about two hundred miles off the coast of eastern Canada)
decided to fashion a lightweight, pump-action launching device for these
mines. It draws some of the power from the mine to launch it as far as it does,
but the end result is almost as powerful as the original hand-primed models.
The mine bounces around a bit and arms itself, burning its casing as fuel to
keep its radioactive burn intact. After about five seconds, the superheated
ball of plasma fizzles out, and it is safe to pass again. Replaces the
Slot 6: Two In One
CHARGED PLASMA BOLTER - A slow-charging auto-fire plasma rifle, dropped by
Arachnotrons. The initial burst is a huge ball of smoldering plasma with
a decent amount of splash damage (that miraculously doesn't affect you),
but holding the trigger down causes the weapon to fire weaker projectiles.
Both of them cost just 1 Z-Cell to fire, but the trade-off is
fire rate. You may find it more economical to fire in short, powerful
bursts, or you could just hold the button and work quickly.
Slot 7: Scientists Are Weird
MARK IV "CRAZY SUE" NUCLEAR FUSION CANNON - Named for quantum physicist
Susan J. Parker, who was infamous for misfiring her particle accelerator
and shattering several vials containing hazardous chemicals, the Crazy
Sue was designed for complete room clearing "in the style of an old
pinball machine." Three revisions later, the Sue is more powerful than
ever before, but unfortunately requires a power source so compressed
that one could only carry six at a time (with a backpack) before they'd
start complaining that they can't stand up anymore. When you first
pick up the Sue, you must charge it before you can use it (alt-fire uses
one fusion pack and preps the Sue for firing). Then, click the Primary
Fire and let 'er rip. Don't even worry about letting the resulting
projectile hit you in the face. It doesn't hurt one bit.
* List of All Credits And "Borrowed" Resources *
* Unofficial ZDoom Build provided by Grubber and Graf Zahl
* DeHackEd patch based on TRAUMA_X by Xaser
* DECORATE Fusion Projectile based on ZENDYN_X by Xaser
CSAW - Eddy Talero
AMMO - Xaser (BOMB_X)
SHEL - Kronos (Doom 2.5, recolored by me)
SBOX - Banjo Software (HacX)
CLIP - Xaser (BOMB_X)
BROK - Scuba Steve (Action Doom)
ROCK - ""
MINE - Kronos (Doom 2.5)
DISP - Banjo Software (HacX)
DISG - Scero (flash by Nmn, hacked together by me)
PBAL - id Software (original Doom sprite, recolored by me)
SGN2 - Scuba Steve (modified by me)
SMG* - Nmn
MAL* - Nmn
MLAP - Nmn
HLX* - Nmn
GRN* - Bethesda Softworks (Terminator: Future Shock, flash from Powerslave, modified by me)
TFOG - FreeDoom
PIS* - Scuba Steve (Action Doom, flash recolored by me)
SHT* - Scuba Steve (Action Doom, recolored and edited by me)
PLS* - Scuba Steve
PUNG - Banjo Software (HacX, seriously modified by me)
XLS* - MofoOfSpades (Weasel's Weapons, recolored by me)
SLS* - MofoOfSpades (Weasel's Weapons)
PRF* - Scuba Steve, Kronos (Doomgun Assault Rifle plus the Plasma Gun screen from Doom 2.5, and a flash from Powerslave)
CSU* - Kronos (Doom 2.5)
BPLO - ""
BUF* - ""
OSHT - ""
SHOK - ""
ABFG - ""
FROD - Bungie Software (Halo, recolored and modified by me)
FRPK - Chronoteeth
FUEL - Me
HLSE - Scuba Steve
MBAL - Kronos (Doom 2.5, modified)
MPLS - ""
SMOK - Kronos (Doom 2.5)
BUZZER - Public domain (Findsounds.com)
FCHRGE - Doom 3
FSHOOT - Descent 2
LASR1 - ""
LASR2 - ""
LASR3 - ""
LASR5 - ""
CHARGE - ""
SFIRE - Desert Crisis
COOLER - Me, combined with public domain
PLASMA - Elite Force
TELEPT - Me
PUNCH - Desert Crisis
PULSE - Forsaken
PULSE2 - Elite Force
PXPLO - ""
BFG - Scuba Steve, me (Action Doom plus my own charge sound)
BFGFIR - Forsaken (mixture of sounds)
BFGBNC - Half-Life 2
BFGDTH - ""
ARMMIN - ""
FREXP1 - Halo
FREXP2 - ""
FRFIRE - ""
PMNXPL - ""
BURST - Descent 2
BPLO - Halo
GRNADE - Public Domain
SGOPEN - Desert Crisis
SGCLS - ""
AMMO - Halo
ARMOR - Forsaken
ITEMUP - Halo
MENU1 - Forsaken
MENU2 - ""
MENU3 - ""
GETPOW - ""
WPNUP - Counter-Life (modified)
* My parents for...well, just for existing, really
* GentryXaties (even though he can't test it this time around...)
* TheDarkArchon for giving the original BNI a good score (which motivated me
to do this sequel)
* Xaser (for who knows how much)
* Lexus Alyus
* Whoever else has been added to Team DRD while I was gone...
* SoftKey for providing me with a nifty Tomb Raider coaster
* Ion Storm - Deus Ex 2 is pretty darned cool.
* The Brothers Chaps (and Missy Palmer to some extent) - HEEEY STICKLEY MAN! WHAAAAAAT ARE YOU DOING?