Advanced engine needed : ZDoom/Skulltag
Primary purpose : Single play
Title : The Ranger
Filename : 13-rgr.wad / 13zd-rgr.wad
Release date : 12/11/2011
Author : TerminusEst13
Email Address : email@example.com
Other Files By Author : Stuff that's remained on the harddrive.
Misc. Author Info : I'm just a guy.
Description : Hello, this is my first mod. Please don't bite.
This is really a simple mod. Two of the biggest
complaints I've had with Hexen is that A: the classes
don't feel like actual people or characters, and B:
for having so few weapons, none of them feel very
fun to use. The game quickly became tedious. So,
because I really wanted to play Hexen, I decided
to make a new class.
Enter Terry Holtzer the Ranger, a gunslinger woodsman
with a snarky attitude. While many would disparage an
inclusion of guns in Hexen, and for very good reason,
I tried my best to make the guns have an archaic or
medieval feel to them. There's no rapid-fire gatling
rockets, no BFG energy weapons that spray ion proton
neutrons or other science stuff, it's strictly early
black powder, kinetic energy, a lot of historical
inaccuracy, and a little magic.
Hopefully it works, and hopefully this helps
other people to enjoy the underrated game that is
Thank you very much for your time. Please, have
Why Two Files? : Ah, well, that's an interesting story.
The tl;dr of the matter is that while I use Skulltag
as my engine of choice, a lot of people (with very
good reasons) prefer ZDoom over Skulltag. Skulltag
also doesn't quite have all the features ZDoom has, so
basically I made two seperate versions to accomodate
whichever engine your preferences lie.
While there aren't TOO many differences, mostly some
polish here and a custom HUD there, I still would very
much suggest you use the 13zd version with ZDoom and
the other with Skulltag.
What're The Differences?: Well, not much. Like I said, mostly some polish around
some areas. Specifically:
1: Skulltag version has an extra Taunt, the skin's
2: ZDoom version has a customized HUD that gives gun
ammo info when in the fullscreen HUD.
3: ZDoom version has A_Print replaced with A_Log when
picking up the pieces of the Godcannon.
4: ZDoom's Razor Wind forces enemies into Pain state.
See? Not that much.
Additional Credits to : You, for downloading this. For the rest, please
see below. I have quite a hefty list.
* What is included *
New levels : No
Sounds : Yes
Music : No
Graphics : Yes, significantly
Dehacked/BEX Patch : Lots of DECORATE
Demos : No
Other : I did things! They're pretty cool!
Other files required : Hexen, I guess?
* Play Information *
Game : Hexen/Hexen: Deathkings of the Dark Citadel
Map # : Any
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : Possible, but glitchy
Other game styles : I hear if you make fun of it online, you get laid
Difficulty Settings : Not implemented
* Construction *
Base : New from scratch
Build Time : July to December 2011 - Half a fucking year!
Editor(s) used : Slade 3, Photoshop, MSPaint, Audacity
Known Bugs : 1: The Scrapbox rounds don't move when nailed to
moving objects, and can get nailed to the sky. It's
interesting to try and figure how this would work
logically, but I just have no damn clue how to fix
2: In Skulltag, the difficulty settings for the
Ranger are way off to the side, rather than being
centered. I have no clue why.
5: When playing in Skulltag 98d's Software mode,
random sprites have odd grey splotches on them. Not
in a more recent ZDoom or in ST's Hardware mode,
4: If you play Fighter with this mod loaded, you'll
find your weapon pickup and HUD sprites have changed
into something else. You can still play normally,
but things will look pretty weird.
5: Related to above, the GiveAll and GiveWeapons
cheats seriously fuck the Fighter--giving him his
weapons but unable to actually select them. If you
play honestly and aren't a cheating munchkin, then
you shouldn't encounter this.
6: I don't have a widescreen monitor, so a sprite or
two may look weird in widescreen.
May Not Run With... : Kindle
* Copyright / Permissions *
Did I make original things for this? Yes.
Anything of mine that you see in here, please feel free to use. If the
Claws match a mod that you want to put in, please feel free to take it
for your own use. If the Ironsheath code/graphics really help you to
create a weapon you've had in mind for a while, please feel free to
take it for your own use. If you like the graphic of the Scrapbox but
think it could use some tweaking, please feel free to take it and edit
it until you get something you like. If the broken glass of the flechette
really appeals to you, please feel free to take it. Etc, etc, etc.
All I ask is two things.
One, please put my name in the credits preferably along with what I did.
You don't need to do anything fancy, just put my name and "this punk did
this gun, wasn't even anything good". Two, I'd love to see what you use
it for. You don't need to ask permission to use it, but I'd be very
interested in seeing how you use it, what you put it in, and how you tweak
it for your own use--so please feel free to send me a message or an e-mail
saying "Hey, I'm putting it in such-and-such mod and it will do such-and-
Whatever you want to use it for, I have no qualms. You can use it for
something vast and epic, or something taking the piss. Just please
credit me, and feel free to tell me what for.
Thank you. Please enjoy.
* Where to get the file that this text file describes *
If you got it, you got it. Doesn't really matter where.
* Credits *
They say that there's no original idea under the sun, and that everything is a
copy of everything else. In my case, this goes double. I would like to say that
everything that comes from my head is incredibly fresh, unique, interesting,
original, and all other appropriate synonyms, the fact of the matter is that I
nicked from a host of other people--both in ZDoom mods and in other games.
So, who are the gigantic amount of people I yoinked from, and what did I take?
This is the section dedicated to them. Thank you very much for your extremely
hard work, ladies and gentlemen, and thank you very much for continuing to put
out quality work. I can only apologize that this little shindig does not even
begin to do it justice.
I would just like to start off with stating that I have an absolutely horrible
memory; I had a lot of trouble keeping track of what came from where, what was
original, what was ripped, and what was modified.
If there is something that you did not want used, or if there is something of
yours that I forgot to credit, or if I got a credit mixed up and it's actually
yours, please, please, please, PLEASE let me know. I am more than happy to
oblige by changing things up or tossing you on this list, so please don't be
upset with me if I forgot something you did or missed a "do not friggin' use
this, seriously" notice.
ObviousIssues: First and best beta tester. More than half of the total tweaks
came from his suggestions.
Hostile V: Another beta tester. Mostly I had to pester him, since he's not all
that interested in the game. Thank you for your patience and suggestions!
Graf/Randy: For ZDoom and all of your support for both it and the community.
Thank you for keeping the classics alive!
Xaser: Arguably my biggest inspiration, above all else. Thank you for your
support and your kind words.
Konami: Terry Holtzer, the Ranger, is an unabashed hybrid of CastleVania's
Cornell and Henry Oldrey.
id: Doom. What more else is there to say? The first. Still the best.
Raven Software: Heretic and Hexen are very underappreciated classics!
Tormentor667: The tutorials and the tips held on the site really helped a lot
with this. Thank you for Realm667!
Monolith: Providing the Tommygun sprite from Blood, which I edited into the
Scrapbox, and the Claws sprites, which I edited into...well, the Claws.
Xaser: The Nailgun that acts as the basis for the Godcannon came from Zen
Marty Kirra: The Ironsheath was extensively edited from his break-action
shotgun, edited from Redneck Rampage's.
Gez: For the colormap for Hexen, allowing me to use non-palette'd sprites.
And white. Seriously. I NEED white.
Strife: For the Soldier sprites I edited for the Ranger's skin.
Mark Quinn: For the Pistol Marine firing sprites I also edited for the skin.
JoeyTD: For...something that I did not write down. I'm sure I nicked something
from you, though. So here you are, anyway! Thank you.
Neoworm: For the bolts of the Scrapbox, which I edited from the Steel Crossbow
on Realm 667.
Xim: The colored knee sprites, which came from his Nukem mod.
X-CrazyKool-X: For the Razor Wind sprites I modified from his Spell Binder.
Caligari: The ricochet effects are his.
WildWeasel: For the Scrapbox's rounds, as well as recharging the Godcannon.
Xaser: The Claws primary attack's chaining ability was heavily inspired by
the machete's combo attacks from Zen Dynamics. It seemed daunting at first,
but it was actually really easy to code!
XXX: For the Godcanon in almost its entirety. I wish I could say I provided
my own original or unique twist, but it's almost entirely a rip of the turret
Xim: I took the knuckle-crack almost wholesale from his DukeWeapons mod.
Electronic Samurai: The Ranger's Flechette simply would not be possible without
the caltrops from NinjaDuel and how he coded them acting as inspiration.
Vaecrius: The recoil/muzzle climb was my first foray into ACS, only possible
with his code acting as a basis.
TheDarkArchon: Smoke effects from his weapon mods were extensively modified,
tweaked, and bastardized.
Neverwinter Nights: Most of the voice acting came from here, in the vein of
Cam Clarke's succulent voice. His gravelly tone was perfect for a Ranger.
Painkiller: Other bits of Cam Clarke's voice acting came from here, along with
numerous numerous NUMEROUS other sound effects.
FreeSound.Org: A beautiful source of sound effects for free. Thank you to
Pogotron, datasoundsample, m_O_m, qubodup, huluvu42, and thebondman.
CDTextFiles: For a flechette shattering sound.
Running With Scissors: Postal 2 was not a good game. It had lots of good
Monolith: For the Ironsheath lifting up.
id: Not just for the obvious of creating Doom, but also for Doom 3's wonderful
Weapon Resource Wad: A couple hit sounds.
Epic Games: Unreal is pretty much unreal. A lot of Godcannon sounds came from
Unreal Tournament '99 and Unreal Championship 2.
Valve: The firing sound for the Godcannon.
Other Users: Many times, instead of websites or games, I would nick some sounds
from other mods. Credit to Daniel, Alando1, DuduKrazy, WildWeasel, Xaser, RSL,
TheShooter357, TheDarkArchon, and PillowBlaster. Thank you for your incredible
work in the Doom community, and thank you for helping this marvelous game of
eightteen-plus years continue to entertain even today.