Metal Ops: Premonitions is a weapons mod that emulates a mixture of classic and modern style game play. Although mostly having the Doom formula, it also has a mix of modern FPS game play formula. All artwork is subjected to change. Credits are in the pk3 under Credits.txt. If I'm missing someone, please let me know.
Metal Ops: Premonitions is a weapons mod that emulates a mixture of classic and modern style game play. Although mostly having the Doom formula, it also has a mix of modern FPS game play formula. The weapons have a more updated or futuristic look, different weapons, and such. You also have a kick attack (default bind Q) that you can do at any time, even while reloading or shooting. You also have Molotov cocktails (default bind G) in possession, but currently only able to be picked up with backpacks. This is my first mod, so if you have any criticisms or suggestions, feel free to ask below. Just a note since that this is the first release, the whole mod is subjected to change in the future, such as adding new features, weapons, better effects, better art and such. Brutal Doom Monsters Only compatibility is also in place, just load Metal Ops after Brutal Doom Monsters Only. I would like to thank the mods Brutal Doom, Project Brutality, Insanity's Requiem, Complex Doom and Trailblazer for being an inspiration for the creation of Metal Ops: Premonitions. I hope y'all enjoy it despite it being my first ever mod.
Note: Due to the increasingly large description, I may move future changes into a changelog into a text file in the zip file, so please stay alert on that.
Update v1.1 changes:
Added Frag Grenades to the throwables (sprites from Powerslave/Exhumed, recolored. Credits: Lobotomy Software, Nightdive Studios, Running With Scissors (pin sounds), Infinity Ward and Activision for bounce and toss)
The game will put a notice if your hud is not full screen and the ensure that Alternative HUD is disabled.
Added Keybind to change between molotovs and grenades
Flamethrower uses more gas and gasoline reserve decreased
Plasma rifle projectiles buffed
Pistol buffed, SMG nerfed
Chex Quest Compatibility added
All hitscan weapons do fixed damage
BFG and Plasma Repeater do fixed damage
Minigun fixes
Update v1.5 changes:
Rocket Launcher has a mini-nuke mode now. Be careful though, getting close or a bit far can still hurt or even kill you. Uses 30 rocket ammo, has a 15 second cooldown.
SMG has an inspect animation inspired by the Shadow The Hedgehog intro where Shadow pumps has submachinegun.
Action Special key for the mini nuke for rocket launcher added. Default bind is X.
SSG recoil fixed
Player sounds added
New weapon: Unmaker, based on the older PB 3.0 sprites by Enchanter. It functions similar to the Doom 64 Unmaker, however, primary fire is one beam, while altfire is three beams.
Plasma cells are animated now.
Version 2 changes:
- Fixed some sprite conflicts with Project Malice.
- Updated Pistol casings to Metalman's casings from Project Brutality
- Fixed Pump shotgun issue when reloading where the animation would loop if fire was held down
- Weapons that are reloadable now have the ammo in when the magazine clicks on the guns, rather than at the end of the animation.
- Some smoke effect sprites fixed rendering wise.
- Plasma Ball has some mini lightning and blue smoke effects.
- Katana swings are faster
- Icethrower mode made for the flamethrower
- SMG has a burst fire mode, Combat Rifle has a semi auto mode
- Power up timer expiring is similar to Quake
- You can now hold the toss grenade button to cook the grenade when grenades are selected.
An indicator will be on screen telling you when the grenade is about to explode, you have 3 seconds.
It's inspired by Call of Duty 3, while the smoke trail that spawns from the grenade is inspired by Black Mesa.
- Plasma Rifle has an alt fire, a very fast fire for normal, and a new alternate mode, heated plasma rounds. Heated Plasma Rounds alt fire is more inspired by the heat blast from Doom Eternal
- Lever Action Shotgun has an altfire, fast firing aka cowboy action shooting style
- Pump Action altfire added, double blast, inspired by Half Life.
- New special modes, Burst mode for SMG (will likely move this to the pistol and SMG will have a 5 round burst), and semi-auto mode for the Combat Rifle)
- New Powerups, Haste and Quad Damage. Haste will make your melee attacks and reload animations faster, and shotgun pumping/levering actions faster. Quad damage increases your damage by four times, like in Quake.
- Powerup sphere sprites updated, sprites by Benjamin Zuriel, from unused powerup sprites that were going to be made for Project Brutality before being replaced.
- Armor and Health Bonuses have variants now, either giving two or three armor.
Sometimes New weapons can just spice your game aswell and this one do it ! Goodjob mate ! I really enjoy it... the Bfg is just awesome ! And the others too ! Let's rock !
Pretty nice weapon set. Nice alternative if you like BD style.
I love everything ab this mod this is rlly clean spritework! can you make it so casing/clips fade out like in EVP or make it so there's a casing/clip limit to where they start despawning. Also huge game breaking bug with the cocktails incase you didnt notice, it crashes everytime you press the keybind to throw once you have none left aside from that very great quality mod and smooth spritework i havent seen in a looong time thank you sir!! 👍
For the molotov cocktails, can you try to reproduce this issue? I have tried to reproduce this and it works fine on my end.
Alight i saw this post on a Doom Facebook page and i was blow away by what i saw so i decided too make a mod showcase video of your mod and too show off the weapons models animation and just get more spotlight on the mod
Overall i enjoyed my time with it and i highly recommend anyone too play your mod
Hopefully the video should be live tomorrow here a link for my YT if your interested in what my reaction are and what not Youtube.com
Can you make a alternate mode for super shotgun that shoots normal bullets?
The SSG is meant to shoot flak shells, so no thanks. Use the Pump or Lever shotguns instead.
So far its great! My only gripe is that the shotguns sound a bit too weak. I'm a sound guy so if there was a sound mod, I think it'll be a very complimentary feature. Otherwise, keep up the awesome work!
There's an issue with the no recoil option even though it's set to off I'm still getting a little recoil I have mouselook set to off and the screen gradually goes up or down I've had to turn mouselook back on because I'm constantly having to hit the End key to reposition the screen. Any chance you could fix this please?
This has been fixed already in my end, this will be updated later on. I recommend using mouselook anyway, because it helps aim better especially with throwables.
Update: Fixed
Hi! Been playing through a v1.5 of this mod with Project Malice, REALLY good. Here's some feedback:
- First and foremost; excellent gunplay! There isn't too much overlap with the weapons, and all of them feel good to use. They sound great, aswell.
- Katana seems a bit slower to pull out compared to the other weapons, so that tripped me up a bit.
- What also tripped me up is how reloading is handled. I'd usually expect the bullets to refill once the weapon has the mag visibly inserted inside and everything, but it seems like they only refill once the animation ends. Perhaps you could change that into the former? I feel it'd help with the pacing.
- I ran into some sprite conflicts while running PM, mainly concerning the bullets, smoke and flamethrowers that the enemies from that mod uses.
Other than that, pretty fun mod! There's a lot of polish that went into this, and I feel that's worth pointing out.
Which add-ons or monster pack is being used? And what sprites are being conflicted?
Here's the load order:
- GMPFinal.wad (map)
- ProjectMalice-test.pk3 (monster mod)
- MetalOpsPremonitions_V1_5.pk3
As for the sprites, seems to be an issue with X002*, X004* and FLMF*.
I've fixed these issues along with other minor sprite conflicts with other monster mods, such as Pandemonia. This update will be pushed later.
Where can I download the 1.0 version of the mod?
Amazing work :]
Small update:
Just wanted to say sorry for the lack of updates recently. I've been really busy with family and life, and that I wanted to take a break from modding for a bit. I'll likely have another announcement regarding Metal Ops someday, I just don't have enough time to work on another version at the moment. I do have some things planned though like better bullet sparks toggleable with an option(based on the Enhanced Bullet Sparks for BD) and Night Vision shaders based on HDest's Night Vision shader.
Announcement regarding the future of Metal Ops:
Moddb.com
zandronum ???
GZDoom only, however you can also use LZDoom.
There's a bug with the keys whenever I obtain a red key I can open yellows doors! UPDATE there are no yellow keys to obtain only two reds and a blue the one red being slightly darker than the other
Got a request any chance you could add iron sites to the assault rifle the gun before the chain gun! And alt ammo for the ssg and pistol please. Oh and some mines would be nice too 👌