Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Real Reload Weapon Mod r2

   (15 reviews)
Sign in to follow this  

Guest

5 Screenshots

About This File

This mod replaces all weapons with modified ones, and tries to retain the same balance and feelings of the old Doom. See RRWMr2_Info.txt for details.

We use Subversion to track all changes of this mod. See RRWMr2_SVNInfo.txt for details.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Guest

  
Very nice. I use this mod with Beautiful Doom and the Metal music pack. Much better experience than that Brutal Doom crap. 5/5.

Share this review


Link to review
Guest

Unknown date

  
I've been looking for a weapons mod that features reloading while not replacing any of the monsters. As soon as I came across this I had to give it a try. I definitely enjoy it and I hope to see the author's future works and efforts, especially if they're similar to this. 5/5

Share this review


Link to review
Guest

Unknown date

  
So you made weapons that can reload. It's a redundant thing that nearly evey zdoomer knows how to do. Besides, a real reload would be counting entire X-round clips or magazines and not individual units of ammo so you're not even doing what you are saying you are doing right. 1/5: a failed experiment.

Share this review


Link to review
Guest

Unknown date

  
Doesn't load when you drag n' drop either the normal PK3, or the railgun PK3 on Skulltag's exe. Lemme guess, is because it's a PK3 file, right?

Share this review


Link to review
Guest

Unknown date

  
this is balanced, looks good, and works good (for GZdoom anyway) in the text file there looks to be a lot of bugs, but they are superficial bugs that few people will probably even notice 4/5

Share this review


Link to review
Guest

Unknown date

  
Nice work. I like how it in many ways is a re-imagining of Doom's original arsenal. I feel obligated to inform you that the SMG wouldn't keep clicking once you empty the magazine, it would click once and stop.

Share this review


Link to review
Guest

Unknown date

  
In all a great basic weapons replacement mod, with a few caveats in case the author would like to make some future updates: the pistol need some higher rate of fire and accuracy to compensate for the small clip size; pump-action need faster reload rate; SSG could use a higher ROF to offset the reloading delay; and the chainsaw REALLY needs to lose the ammo limitations. Other than that, great stuff.

Share this review


Link to review
Guest

Unknown date

  
This is one of the best mods for Doom. It adds new features weapons and fits perfectly with the game. For me it was almost impossible to play without this mod vote 5 stars, congratulations.

Share this review


Link to review
Guest

Unknown date

  
As fun as this mod is, it seems like your code is the only original thing in here - the weapon graphics (even their animations and sprite alignment) seems to be lifted wholesale from Zen Dynamics and Zero Tolerance. Now I'm aware that the Doom community tends toward resource reuse, but at least make an effort to really make these weapons "your own". This is pretty solidly coded, though, so don't be too upset. -weasel

Share this review


Link to review
Guest

Unknown date

  
Quite nice! The mod is really enjoyable and balanced, and some effects for smoke and casings are simply excellent. My only real gripe is that not all the animations are equally fluid... 4/5 -rsl (BTW, I tried to make something similar using Zen and Zero resources, you may want to check it out: rslproto.zip)

Share this review


Link to review
  • File Reviews

    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
    • By Player Lin · Posted
      Normally, I don't like DooM (1 or UD) WADs because I tired shooting baddies with shotgun as most of them tend put a lot of shotgun guys/ammo and I have shot those full of shotty shit...well, this one can't escaped from that but I found author's tricky as I didn't found many of them(or they placed when I needed to use shotty), also the monster placements(with middle-tier ones) in this megawad helped too, even E1 doesn't suffers low-tier ammo-droping-fest unlike IWAD and most PWADs.   Level layouts and theme are interesting, some E3 levels just a little mazed but I feel okay, never get lost...many levels I feel plays like IWAD but better and larger, you'll found middle-tier monsters in E1 levels and it helps the gameplay, unlike the IWAD you'll have too much ammo in every level even pistol start, if you wasted too much and will out of ammo for sure(at least in UV).   All I can say about this megawad is...fun,  vanilla fun. Except E3M8, the yellow key area with platforming when all enemies + 4 cyberdemons are try to kill me and battles-of-deal-with-4-cyberdemons-or/and-other-powerful-monsters are nasty to me, on top of them, the final "BOSS"...I feel trolled...really? IoS-style?? IT'S ****ING DOOM, NOT DOOM 2 WHY USE IOS-STYLE AS FINAL BOSS?!  :P (At least there is no respawning monster cubes just annoying cyberdemons and barons...but they're still give me a lot of headaches as the battle area isn't very huge and a little cramped I think...)   But at least IDMUS11 helps me dealt with those problems all, for some reasons I feel the main theme of Power Ranger does fit DooM...don't know why but I keep switch to the theme with IDMUS11 cheat if I don't like the level's music, helps me blast through this megawad and the nasty E3M8. :P
    • By Doomkid · Posted
      Download the REAL file here (rd1.zip is NOT correct) https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2   Shocked to see so many negative reviews. I had an absolute blast with this one, and I'm not sure what Nems was talking about with the Boom stuff as this runs in Doom2.exe with no trouble. In fact, there is a TON of impressive vanilla stuff going on here. I guess it was so well done that it tricked him.   This deserves a high score. It's a lot of fun.
    • By Rimantas · Posted
      It definitely makes Doom look darker, but also slightly changes colors (it reminds me PSX Doom). I prefer original Doom colors and miss how it looked on CRT (almost same colors as with modern monitors, but less brightness and maybe more contrast).
    • By Hypпotiк · Posted
      Great spirit/item placements, and also nice trap placements. Textures are georgeous and scream "1980's sci-fi action movie".
×