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Real Reload Weapon Mod r2

   (15 reviews)
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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.


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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.

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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

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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.

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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?

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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

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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.

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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.

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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.

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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

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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)

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  • File Reviews

    • By Argenteo · Posted
      It took me several tries to unwrap the map but I really enjoyed it. J Flynn still amazes me. A tricky great map.
    • By kin0agent · Posted
      This map is beautiful to look at and amazing to play. It reminds me of a something I'd see from a map in the late 90s and I love it.
    • By Teo Slayer · Posted
      I'm breaking up with Valiant to start my new love with Hellbound. Best DOOM mapset that has been made. I have replayed it more than once with Brutal DOOM Platinum and Final Doomer(Hellboundguy class) and I still can't get tired of it. Cities, hellish maps, tech bases, I just love it. I also really like the combination of E2M1, E2M2 and E2M3 in Map19. Amazing stuff right there, I strongly recommend this
    • By Astronomical · Posted
      I forgot to review it when I first finished it, but I played it again with final doomer so I think it's time.   Ancient aliens is beautiful, and it plays as well as it looks.  SkillSaw gives some of his best maps in his career, only matched by his heartland performance.  But the heavy lifting is really done by the presentation, stewboys midis always fit, and the fact the soundtrack is bespoke is incredible.  I personally enjoy all of the maps, only the secret maps have any issues fitting in, and secret maps are allowed to not be great.  My only issue with the wad are the inconsistent 3rd episode, and ironically it's skillsaw's work in that episode that is probably the worst (So good, but not as good as the earlier work in the wad) as the rest of the team turns in great work.  
    • By Astronomical · Posted
      Valiant was hyped up in my mind as a future favorite megawad, Often proclaimed as the best megawad by many.   But it is imperfect. 1. The Super chaingun is lame, not a fan, it want's to be the ultimate weapon, but it is never set up to be powerful, most enemies are too tough too be taken down by it without justifying use of a better weapon, and moments where cannonfodder are plentiful enough to justify it are too rare.  Most importantly chaingun sniping is limited, I almost wish for a regular chaingun because its ability to pick off enemies from a distance was that valuable for me.  The pistol isn't a good replacement for it, so a gap is left to pursue an overlap in the arsenal.  The custom enemies are fun all of them are great.    2. The maps are divided into episodes Ep1 - Earth tech base that is fun Ep2 - Waste episode that is ok I think for 2 or 3 maps but starts to suck later Ep3 - The Darkwave episode Ep4 - Hell that is hell to play Ep5 - Lunatic reloaded (I liked lunatic so it's fun)   The aggressive red and orange maps just unfortunately suck sometimes.  The maps aren't bad but annoying and it feels like they suck out the fun.  The other 3 episodes are fun most of the time but are imperfect.  I love custom monsters and weapons so I had that to look forward too every map, but the wad just isn't fun sometimes.   3.  Maps are detailed, but I personally enjoy vanilla maps so it doesn't appeal to me in that regard.  But In theory you wouldn't notice it because of the speed of play, the best valiant maps would be hard to recreate from memory because they would force the player to go fast.  But that also clashes with Skillsaws love of map 24 the Chasm, I wanted to idclip so many times because I fell off a thin ledge or didn't do the platforming section as well, I didn't but the restraint required was immeasurable.   4.  The aracnorb, cool in theory but combined with high ceilings made me want to hang myself, thankfully Skillsaw made the ceiling so high I can't hang myself from it because there isn't a ladder long enough.   5. I don't have a 5th point but I like the number 5 so I felt disgusting not having a 5th point.   To conclude, Valiant is fine and most of the enemies are cool but it has issues, play at your own risk.
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