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Description

the SMG & Double SMG from Duke Nukem 64 as a mod for Vanilla Doom.

Preview
SMG & Double SMG
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MrRumbleRoses
MrRumbleRoses - - 446 comments

this replace anything, or is it a console only weapon to summon?

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EpicJasonX9000 Author
EpicJasonX9000 - - 12 comments

it's a mod for Vanilla Doom that fits into slot 4. you can access both the single SMG and the Double SMG without replacing the Chaingun. normally I make an attempt to make sure that these mods do not replace the main weapons by doing some minor editing through Slade 3.

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MrRumbleRoses
MrRumbleRoses - - 446 comments

ok, but what are the chances of getting this weapon if it's for the chaingun slot? cause the way i see it is. this could have a certain percent chance to appear where you'd find a chaingun in a map. or it could be dropped by chaingunners only or something

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EpicJasonX9000 Author
EpicJasonX9000 - - 12 comments

I have no idea. what I do know that even if it uses the same slot for the chaingun, it will not replace the chaingun itself. keep in mind that this is a mod that you can use for Vanilla Doom, and I always test each mod I've found, extracted, and/or edited to make sure that they work. which you can definitely see in the weapons mod showcase videos I've also included in these posts. plus, I tend to use IDFKA to obtain these weapons since in many games I play I tend to cycle through a lot of weapons and I like using these mods a lot. I haven't done that kind of extensive testing, but, I do at least try to test out the mods to make sure that they work and are functional for Vanilla Doom since my go to source port that I still use to this very day is ZDoom. which is no longer supported by the community despite it being a solid source port in my personal experience, the only real issues being lag from slaughtermap mods. sorry if that doesn't answer your question, but, at least I gave an honest answer. ^-^

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EpicJasonX9000 Author
EpicJasonX9000 - - 12 comments

the thing is that I found this mod, but I went out of my way to get the proper sound effects from Duke Nukem 64 which isn't exactly as widely available as I thought. thankfully I was able to find the proper sound effects from some files in eDuke and I was able to get this mod working via Slade 3. I normally just tend to use IDKFA to gain any weapons mods as I've mentioned, but I can try to do a little experimentation via recording some random gameplay footage to see if they can be found on the map regularly since you brought it to my attention.

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MrRumbleRoses
MrRumbleRoses - - 446 comments

yeah. might wanna do some testing with this cause, you wouldn't want to have made a weapons mod only to find out it can't be gotten by normal means. cause though i'm not a mod expert, but usually with weapons. it either has a random percent chance to spawn over the main gun it goes into said slot. or it goes over the replacement entirely. and i'd check it with all your weapons mods. cause i'll admit. you got some cool weapons i'd love to play around with if i was doing a vanilla like weapons mod for Doom. like these SMG's. or even the Tesla Cannon

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EpicJasonX9000 Author
EpicJasonX9000 - - 12 comments

I will certainly try. but to be fair, I'm not an expert either. the mods I've uploaded I've either found and only slightly altered through Slade 3, extracted from other mods since you can't find them normally like the Phased Plasma Rifle, which I was very proud of, and the ones I've custom edited that are loosely inspired by the weapons I've designed for my anime project like the BRZ-0, the HX-9000 Blutinum, or most recently, the UNT Annihilator Cannon. even the ones using part of my name like the BFGX9000 and the Plasma Rifle X9000 were also edited by yours truly, which btw were heavily edited through a photoshop website called Pixlr which is where I also do some random photo editing for stuff like images I find online, screencaps for my YouTube videos, and even the designs for my now 24 year old anime project. I honestly wish I had the proper resources and knowledge to figure out how to design and test my own original weapons mods, or even find someone who can interpret my designs as a collaboration project. which I would love to do at some point and it would be a lot of fun.

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EpicJasonX9000 Author
EpicJasonX9000 - - 12 comments

and, even though I don't do the most extensive testing as far as regular gameplay session is concerned, I do test every single weapons mod I find using IDKFA to make sure that A) they actually work and B) how good they are to use. which is mostly my #1 priority because ultimately, they have to be able to work properly at all in the game, period. some I've found simply don't work at all and some don't work as properly as I hope. a few even had gun fire which tilted the screen, and although I do encourage the use of jumping, I still keep the screen locked in place. weapons like that would just be a pain to have to keep readjusting my position, so, I don't keep weapons with that kind of kick back. but, from a functionality perspective, I do test every single weapons mod I find, download, extract, slightly edit, or extensively edit through pixlr. so, while it would be nice to do this kind of extensive testing for all mods, that's not my concern. my primary concern is mostly to make sure that these mods actually work and that they function properly during gameplay. and, I try to offer mods that no one can find, that isn't widely available, and/or even if they can already find, I still try to offer a proper alternative with better sfx and making sure that the files will work for Vanilla Doom which is the basic standard. if I can get them to work properly in Doom, Doom II, Final Doom TNT & Plutonia, Master Levels, and any other mods that I can add them to, then as far as I'm concerned, I've done my job well. the rest is beyond my capabilities since I'm not a programmer.

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jokerrider
jokerrider - - 301 comments

I looked into it and only found a sprite for a single SMG. Obviously, this wad needs more work.

Also, I created this line in DECORATE that you can add to spawn either an SMG / Chaingun by 50% if you still want to make an improvement on this file:

Actor SMGSpawner: Randomspawner replaces Chaingun
{
dropitem "smg" 256 50
dropitem "AltChaingun" 256 50
}
ACTOR AltChaingun : DoomWeapon
{
Weapon.slotnumber 4
Weapon.SelectionOrder 700
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Clip"
Inventory.PickupMessage "$GOTCHAINGUN"
Obituary "$OB_MPCHAINGUN"
Tag "$TAG_CHAINGUN"
States
{
Ready:
CHGG A 1 A_WeaponReady
Loop
Deselect:
CHGG A 1 A_Lower
Loop
Select:
CHGG A 1 A_Raise
Loop
Fire:
CHGG AB 4 A_FireCGun
CHGG B 0 A_ReFire
Goto Ready
Flash:
CHGF A 5 Bright A_Light1
Goto LightDone
CHGF B 5 Bright A_Light1
Goto LightDone
Spawn:
MGUN A -1
Stop
}
}

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EpicJasonX9000 Author
EpicJasonX9000 - - 12 comments

thanks, I'll look into testing this out whenever I get some free time.

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