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Simple Pistol Starter

   (3 reviews)
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About This File

This is a mod that automates the process of pistol starting in Doom and several other IWADs.

It makes no other changes to gameplay in the IWADs or other mods that the included "pistol starters" are compatible with.

Usage is simple: Load only one pistol starter, and load it after whatever WADs you want to use.

Autosaves should be enabled, and the game should be played as in normal continuous play.

The process of pistol starting will be performed for you automatically via ACS scripting.

At the start of each level a script will run.

It will remove from all players all weapons, armor, ammo, etc. and give them the default weapons and ammo and reset their health to 100.

If autosaving is enabled the game will then save your progress as it would otherwise.

You will be able to play the entire game with no need for cheats or further configuration.

These pistol starters should only be used with IWADs, megawads and other mods that include multiple levels and are "pistol start friendly", such as Ancient Aliens, Sunlust or Valiant.

For Freedoom use the pistol starters for Doom or Brutal Doom.

Chex Quest 3, Hacx, and Heretic have been given pistol starters because of the similarity of their structure and gameplay to Doom.

Other IWADs such as Hexen and Strife were not, due to their unsuitability for pistol starts.

If any other mod or IWAD is hub-based or otherwise dependent on continuous gameplay, it may be "broken" by these scripts.

If a WAD only includes one map these scripts would be pointless.

If a WAD includes custom weapons it will not work as intended unless the pistol starter is compatible.

Pistol starters for several mods have been included:

Beautiful Doom v6.1.0.2 Brutal Doom v20b Elf Gets Pissed v1.1 PerK's Smoother Weapon Animations Enhanced Strange Aeons v5.4 Valiant

The pistol starter for Brutal Doom v20b includes a patch for the error that prevents Brutal Doom from working with recent versions of GZDoom, which is the reason why this pistol starter is in ".pk3" format instead of ".wad".

It will also "remember" whether the initial "crack knuckles and load rifle" and shotgun-pump animations have played and skip them in future maps as they would be skipped normally.

As for the pistol starter for Elf Gets Pissed: It will remember whether or not the Lightbringer was found, and will give it back to the player on pistol start, along with the amount of ammo that would have been given on pickup. (120 on skills 0 and 4, 80 otherwise)

For Strange Aeons: It will remember the Yithian Lightning Gun, giving it back after pistol start if it was found, along with the ammo given on pickup. (80 on skills 0 and 4, 40 otherwise)

This is a list of the included pistol starters:

(IWAD) Doom and Freedoom: pstlstrt.wad (Mod) Brutal Doom v20b: btlpstrt.pk3 (Mod) Beautiful Doom v6.1.0.2: bdpsstrt.wad (Mod) Elf Gets Pissed v1.1: egpsstrt.wad (IWAD) Heretic: evwdstrt.wad (IWAD) Hacx: hxpsstrt.wad (IWAD) Chex Quest 3: mzchstrt.wad (Mod) PerK's SWAE: pkpsstrt.wad (Mod) Strange Aeons: sassstrt.wad (Mod) Valiant: vlpsstrt.wad

The pistol starter for Brutal Doom is compatible with Freedoom if used with Brutal Doom v20b.

It is not intended for use with mods based on Brutal Doom, such as Project Brutality. (It may work correctly, it but probably won't.)

The pistol starter for PerK's Smoother Weapon Animations Enhanced can be used with either the brown or black gloves editions, and is also fully compatible with Smooth Doom.

The Valiant pistol starter is intended for use with skillsaw's "Valiant.wad" and "sawdust.wad".

For Valiant: Vaccinated Edition use either the Doom pistol starter, or the one intended for whatever mod you want to use with it.

The original ACS script source files have been left inside each pistol starter WAD, and are commented for reference.

The source files could be used to make more pistol starters for other mods and IWADS.


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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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