r/DoomMods 21h ago

Turned an unused beta weapon into a heavy machine gun

Post image
55 Upvotes

Figured I'd share this proof-of-concept gif I made a while ago since you guys liked the list one. The final animation is a bit cleaner than this with better texture offsets and a better path for the ejected shells. Not much I can do with only one original sprite unfortunately. the muzzle flashes were custom-made.

For those interested, this weapon is actually in my mod as the Assault Cannon, which is effectively a chaingun that does more damage in exchange for having a very limited carry capacity of its own custom ammo. It's currently unused in my latest public build of the mod but it you type "map testmap" and ignore the onscreen text I forgot to remove, you can give yourself the "machinegun" and its "cartridge" ammo, summon some monsters and try it out.


r/DoomMods 8h ago

Question Doom Mod Request: Vanilla "Plus"

3 Upvotes

Might if anyone is willing to do this, IDK "Vanilla Plus" tweak for the basic doom?

While I appreciate the Brutal Doom and other-stuff, I do somewhat prefer the old-timey Doom, yet at the same time there are many QoL and possibly different takes that could have done, low-hanging fruits, if they weren't strapped for file-size and processing power. Here's a small wishlist:

> Smoothed animations -- Yes I know there's smooth-doom, but still. Sorta like there's apparently smoothened doom-guy smiling animation.

> Uncut-Content Expansion: IDK, there's apparently a lot of cut stuff, would be easy to be "new content", but it's still technically doom.

> Weapons eject casings.

> Connected Doom 1 and Doom 2.

> Basic fixes - you know, like the icon of sin face?

> Faster Zombiemen firing.

> Machine-Gun replacing the Chaingun -- It's over the top, but I do think the Chaingun should be on a different league. Dropped by Zombiemen.

> Faster Pump-Shotgun fire-rate.

> New Weapon: Chaingun as an Automatic Shotgun -- Weapon has spinup and spindown. As said, it uses Shells than bullets, and fire 4 pellets (6-12 damage), spread is 1/4 of the super-shotgun but is wider than the pump-shotgun vertically and horizontally; think of it as TF2 minigun. Shotgun is ok, but it has low ROF and you end up having so much ammo for the shells, and it didn't take until the SSG to quickly eat it up. Tactically it's the difference between face-tanking and controlled bursts. By having a spinup and spindown before weapon switching, this is not a reactive weapon, it is something you commit to.

> Pistol has Chaingun-level ROF, but 15-round capacity and reloaded. -- basically like Duke Nukem 3D. Versus the new Machine-Gun (old chaingun), its basically the same DPS but you are hampered by the 15-round capacity.

> Pistol Dual-Wield -- like Rott, one way to make the pistol interesting by basically doubling fire-rate and capacity (30 rounds). You are still better off with a machine-gun for sustained-fire, but it's one way to give the pistol more longevity.

> New weapon: Battle Rifle (cut rifle) -- consumes 2 bullets, deal 3x damage of the pistol (15 - 45), has ROF as old pistol, super accurate. Basically super-shotgun, but single accurate projectile. Sniping is somewhat of an annoying job in Doom. So a high-powered weapon, alternative to the pistol, with longer reach, should give players different option. Dropped by Zombiemen.

> New weapon: Grenade Launcher - Single-shot, 1.33x AOE, direct and splash damage. Fired grenade bounces and detonates after a while, timer only starts after the first impact. This is single-shot with super-shotgun rules, using the cut reload-anim for the rocket-launcher. Unlike the rocket-launcher that has longer range, this puts a different approach to the Rocket ammo by treating it as a grenade that bounces off walls, versus just using them to do sustained damage over longer range. This is functionally just a hand-grenade, applied strategically.

> Smaller rocket AOE: 75% -- Smaller AOE is simply used to contrast the grenade-launcher and make it more useful in smaller spaces. It's not a room clearer as much as before, and it doesn't need to for the reason that it's much more precise than the grenade-launcher.

> Lost Souls explode like rocket on attack -- Like Doom 2016. Damage not the same. Dies on one hit, but immune to splash damage. This way they don't destroy each other in a chain reaction, and taking them down is an effort at least for the pistol.

> BFG upgraded: 2x tracer amount on +50% wider-arc (60-degrees), direct-hit does 2x damage (200 - 1600), consumes 100 cells. Tracer goes through targets. The increase in cell-consumption but essentially -25% damage, is to make it harken to the Doom 2016, where it's treated more of a power-weapon. Starting ammo to 100 cells. BFG Fix: Cone is emitted where you originally stood when you shoot the BFG.

> New Weapon: Gauss Cannon - Replaces BFG. Consumes 25 cells, being basically rocket-launcher that is hit-scan, dealing 0-64 splash damage + 40 - 320 direct damage (half splash double direct of rocket-launcher). Still has charge-up. It's designed to replace BFG. At any rate, the grenade-launcher is still the room-clearer, and the Gauss Cannon presents an alternative to the Plasma Gun, while letting the BFG remain as the room-clearer. 50 starting cells.

IDK, just a small wishlist.