Prototype Weapons Test mod .plan

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Dr. Shadowborg
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Posts: 1120
Joined: Sat Oct 16, 2004 3:34 pm

Prototype Weapons Test mod .plan

Post by Dr. Shadowborg »

My current project. I'm not going to go too much into details regarding gamemodes, etc. other than to say that it will have deathmatch and last man standing. Nor will this go too much into the details of the current map that I'm making that's intended to be used with this mod, currently entitled DRSDM2 - "Dr. Shadowborg's Lab", as this map may well eventually prove to be beyond the means of my limited skills / and or the quake engine.

The purpose and intent of this thread is to get written down the basic plan with the functions of the weapons that will be present / debut, address issues with the armor system, items, and provide open discussion regarding said subjects.

Armor System:
The Armor system will remain mostly unchanged from it's current incarnation. (No differing types, Maximum 250 points, all armor pickups give universal amounts that add to your current total)

- Changes -
Energy type armor removed.
Enviro armor type sort of removed. Now functions as a sort of gasmask / fire-retardant item.
Armor icon types now are used for Malice style item icons.

Items:
Items are now classified into two types: Upgrade and Immediate.
Upgrade items use the armor icons.

- Upgrade -
Remote Control: Always availible, use to detonate / activate stuff.

Enviro-Field Generator (EFG): I'll probably stuff this goodie into the Reactor Core area of the level. Use it to hang out in the pool, become immune to the effects of turning on the irradiation fumes, and avoid getting lit on fire. The downside is that it slowly drains armor points while active.

Use Special: Probably used to drop / use secret goodies you can pickup throughout the level, such as the Pumpkin of DooM located in the garden area or the Ammo Pack.

- Immediate -

None yet...

Weapons:
Due to the large selection, I've decided to make it such that you can only have a certain weapon, or it's alternate, but not both at the same time. If you come upon such an alternate, and already have the other weapon it shares a slot with, and want to change, just walk up to it's pickup zone, and press the use key. You'll drop the weapon you had and pick up the new one.

Weapon List: (* denotes new debut)

- Melee -
Axe - Default Melee. You can power it up with cells, and also charge it up to do even more damage.

*Concussion Lancer - Replaces Axe. Unlike other weapons, this will automatically replace the axe, no questions asked. Modified industrial tool. Impale foes with detonating rivets, or blow them and their projectiles around. Features self-recharging power cell.

- Initial Starter -
Voltbuster Pistol - Straight from TROH. I'm hoping to set up a new model for this sucker.

Akimbo Voltbusters - Replaces Single Voltbuster. Get it from certain pickups throughout the level, or from fallen foes.

- Shotgun -
AutoShotgun - TROH Standard. Secondary unleashes flak bursts, whilst trifire lets you offhand grenades.

*Double-Barrel Coach Gun - PERQuake model. Way badassed, and probably overpowered, there's only one to be found in the level, and it will be located in the guest quarters area, right above the fireplace mantle, beside the shambler and fiend trophy.

- First Rapidfire weapon -
MGUN-2X Assault Rifle - TROH Standard. Need I say more? Underslung grenade launcher uses hand grenade ammo.

*Inferyno Shotgun - Since this mod will not have explosive shells for the AS and DBCG, I've made this one. Uses the SPAS-12 model I made, it functions like a normal shotgun except that it lights stuff on fire, and it's secondary delivers explosive blasts. Look around in the Habitation Dome's bathtub area for this one.

- Second Rapidfire weapon -
Impact Minigun - TROH Standard. Fires explosive bullets and an insane rate. Pair it up with an Ammo Pack Special for even more sustained fire endurance!

Thermal Disruptor - TROH Standard. Cook foes, then Freeze them for later consumption. :twisted: Totally useless against someone using an EFG though.

- First Explosive Weapon -
Barracuda Grenade Launcher - TROH Standard. Highly versatle, grenade spammer. Proxies and Thermite 'nades require hand grenade ammo.

*Line-Lock Launcher - Rapid fires half strength missiles that can punch through three targets exploding each time. Secondary bounces 'em off walls, exploding with each wall contact, but cannot pentrate living targets. Switch modes to flip the launcher around and unleash a swarm of drunk missiles or grenade cluster. 12 round magazine, drunk missiles are launched in packs of three, while grenades in 6.

- Second Explosive Weapon -
Apocalyse Missile Launcher - Slow reload, but extremely powerful.

- Changes -
Normal Missiles are now launched at half speed for the first half second, then speed up full. Additionally, the blast radius has been reduced to that of a regular q1 rocket, but the damage within that radius is double. This is intended to help balance the fact that this is most often a one shot killer. Additionally, if you have locked on to a target using the secondary fire key, missiles will home in on a target, so long as you keep the target within the lock cone. You can NOT fire any more missiles until you have unlocked the target (Trifire key), or the seeker missile has detonated.

X-Bomb, and X-Bomb Divider remain unchanged.

*PFG "Ragnarok" SigmaStrike - Fires the Plasma-Fusion Bursts that the upgraded CPR Grungir used to.

- First Energy Weapon -
CPR Grungir - TROH Standard. Plasma Rifle 40 watt range. Secondary fires a railgun like laser beam. Upgrade allows you to bounce the laser beam off walls, and unleash a new attack called the Linque Buster :twisted:

*SPC Plasma Smartgun - Auto targets closest enemy. Cycle targets using the trifire key. Secondary fires slow moving, homing plasma bolts, whilst primary fires faster shots that cannot autotrack. Don't try using this underwater, unless you like that ever-crispy electric explosion.

- Second Energy Weapon -
*Singularity Cannon - Sucks. Literally.
Dr. Shadowborg
InsideQC Staff
Posts: 1120
Joined: Sat Oct 16, 2004 3:34 pm

Post by Dr. Shadowborg »

DRSDM2 Progress Report:

Sub-Level Basement / Reactor Core and connections to Ground floor Hangar and ground floor laboratories - 0% completed, 100% planned.

Ground Floor Laboratories, connections to outdoor area and primary control room - 15% completed, 95% planned. (Basic Laboratory room layout 95% complete)

Primary Control Room / Helicopter landing pad, connections to Habitation Dome, Outdoor areas and connecting guest room areas - 0% completed, 70% planned.

Habitation Dome, 0% completed, 100% planned.

Guest room / Caves - 0% completed, 50% planned.

Outdoor area - 0% completed, 5% planned.
Dr. Shadowborg
InsideQC Staff
Posts: 1120
Joined: Sat Oct 16, 2004 3:34 pm

Post by Dr. Shadowborg »

Addenda regarding the Enviro-Field Generator:
- Since this item is togglable and drains Armor Points while in use, I've decided to have it function as an autodoc, in addition to providing immunity to flame, gas, drowning, and reduced lava damage.

I've decided to add the "Can of Whoopass".

Function:
The Can of Whoopass imparts random powerup effects. Also, no matter what kind of whoopass, it will always impart a 100 point health boost, ignoring health maximums. It is a special item, that is carried until used.

- Powerup Types -

Quad Whoopass - 45 seconds of Quad.

Evile Whoopass - 45 seconds of Invulnerability.

One Ring Pasta Whoopass - 45 seconds of invisiblity.

Luna Whoopass - For 45 seconds, half of all damage recieved is reflected back on the inflictor. Additionally, all damage done by the player with this in effect is doubled.

Sol Whoopass - Imparts 30 seconds of Quad and Invulnerability.

Ultra Mega Chicken Whoopass - Jacks health up to 400, when fatal damage is recieved, the player with this in effect is automatically teleported elsewhere once, with 100 health and any weapons and ammo he may have had.

Bomb Whoopass - Kinda like the Vengance rune, except this sets the guy who killed you up the bomb with a 5 second counter. Normally this results in a -2 frag for the guy who killed you, but here's where it gets interesting: If the guy detonates such that he kills two or more other players, he gets an accomplice bonus instead of a frag reduction, whilst the players who got killed lose -1 frag. Also each played killed by the blast counts as +1 frags for the original bomb whoopass owner. Note that the bomb can be disarmed by other players simply by killing the guy who got set up with a bomb. The player who does this recieves a +5 frag bonus.

Pork and Bean Whoopass - +200 health ignoring health max. Has some amusing side effects. Try pressing and holding the jump key while in mid air.

Trap Whoopass - Tosses out the used can. If anybody comes within it's activation range, it will try to suck them in, usually resulting in gibbage, and creation of a +50 health munchie item.
Dr. Shadowborg
InsideQC Staff
Posts: 1120
Joined: Sat Oct 16, 2004 3:34 pm

Post by Dr. Shadowborg »

Updates:
Project now named TAKOP.

Four total characters, one hidden:
FrikaC - God of Evile
Abilities: HP Regen, Cursed Heads (gibbed heads when touched become exploding seekers that follow player until target is found, 2 maximum), Dark Retribution (Ultra Mega Suicide Bomb, Trigger ability, can only be used when HP low)

Dr. Shadowborg - Teh token Cyborg guy
Abilities: Cybernetic Construction (25 extra HP max, 25% chance of reviving when killed), Energy Recover (when armor is below 50% armor will regenerate while standing still), Copy Scanner (Steal a passive or status ability from enemy corpse, if availible, Trigger ability)

Sajt - PsychoHockeyPlayer. Official mascot of DooM Cola.
Abilities: Beefy Guy (100 extra hp max, all melee attacks cause double damage), Action Movie Backpack (increased ammo capacity), PsychoRage (for 30 seconds, all melee attacks cause EIGHT times normal damage, guts rating leaps to 90% (damage reduction), costs 50 hp once rush wears off. Also cannot use guns when active. Trigger ability.)

Gargoyle - Gargeh (secret character, gain DM access phrase by completing SP campaign with him)
Abilities: Iron Stomach (eat gibs and heads for hp recovery), Wing Boost Glide (Super Double Jump, can also glide when jump is held. Never takes falling damage), Soul Crest (like Copy Scanner, only better. Trigger ability)

Full speedmap quality SP mini-episode consisting of five start maps, five sp maps (one of which is dm compatable), one iD map and four end cutscene maps.

Map Progression:
DRSCS1: What Was Fated To Be... (Character select level)
DRSTM1: Nexus - Unimatrix Area Zero (Dr. Shadowborg Start)
DRSTM2: God of Evile (FrikaC Start)
DRSTM3: Another Perfect IceRink (Sajt Start)
DRSTM4: A Gargeh's Qwest (Gargoyle Start)
DRSSP1: Base-IC Premise (Contains miniboss battle)
DRSSP2: Door, Door, Door, Duck. (Contains miniboss battle)
E1M7: The House of Chthon (Original iD Map, uses nightmare reprise modifications, and features a boss battle a bit different from the original...)

If you haven't played through the game once with each character, you get dumped into the end cutscene maps. If on the other hand, you have, your journey can continue into:

DRSSP3: Doom Machine
DRSSP4: If It Smells Like Ass...
DRSSP5: Void Where Prohibited

End cutscene maps:
DRSEND1
DRSEND2
DRSEND3
DRSEND4
Sajt
Posts: 1215
Joined: Sat Oct 16, 2004 3:39 am

Post by Sajt »

wooooooot
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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