This modification is a tribute to the incredible Killer Quake Pack made way back in 1997. Although it contains 21 new weapons and 43 new monsters, it also features a unique random spawning system never before seen in Doom that does not require scripting, which works with the original and almost all user-made Doom and Doom II maps.

It is also dialup-friendly, with the downloading coming in at a mere 420kb. This was done by using ZDoom's editing features to recolour the monster sprites without needing extra frames.

OMG Weapons! (and Monsters) requires the latest unofficial ZDoom build, which is available at this location: Grubber.drdteam.org

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0 comments by Dr.Noob on Apr 8th, 2006

Were fairly new..
we are making two mods for doom,
Army of Black, a GIANT TC
and Monster Mazes, a puzzle doom mod.
Check us out!

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OMG Weapons! (and Monsters) v1.1

OMG Weapons! (and Monsters) v1.1

Jul 26, 2005 Full Version 4 comments

OMG Weapons! (and Monsters) is a small modification for Doom that adds extra weapons and enemies instead of replacing the standard things. Included are...

Comments  (20 - 30 of 30)
deathz0r
deathz0r Aug 7 2005, 12:45am says:

Once the official version of ZDoom is updated to include custom weapons, I'll update OMGWPNS so that nothing won't break with the current release. Other than that, I don't have anything else planned to add onto it.

+1 vote     reply to comment
Postal_dude
Postal_dude Aug 5 2005, 6:17pm says:

So , are you going to relase any other version of this?

+1 vote     reply to comment
Postal_dude
Postal_dude Aug 3 2005, 12:25pm says:

Thank you.

+1 vote     reply to comment
deathz0r
deathz0r Aug 3 2005, 1:50am says:

The weapon sprites I did in Paint Shop Pro itself. The weapon modifications are actually in the WAD file, but the enemies are another story altogether.

Basically, ZDoom has a modding system named DECORATE, which allows modders to add custom monsters, projectiles, scenary (in the official ZDoom build) and weapons (in the unofficial build). The enemies are recoloured by creating a 'pallete translation' which changes... colours 112-127 (all shades of green) in the Doom pallete to 176-191 (16 shades of red) for example. Here is the code used for creating a monster (the red Imp) that also uses the power of pallete translation. Look for the line that starts with 'Translation':
ACTOR BloodImp 21010
{
Health 110
Radius 20
Height 56
Mass 100
Scale 1.1
Speed 20
MeleeDamage 10
PainChance 200
MONSTER
+FLOORCLIP
SeeSound "imp/sight"
PainSound "imp/pain"
DeathSound "imp/death"
ActiveSound "imp/active"
MeleeSound "imp/melee"
Translation "48:79=16:47"
States
{
*REMOVED FOR SMALLER POST SIZE*
}
}If you use a WAD management program like XWE, you can observe all of the code used to create this mod.

+1 vote     reply to comment
Postal_dude
Postal_dude Aug 2 2005, 6:03pm says:

Also , how did you edit the weapon/enemies sprites/models?

+1 vote     reply to comment
Postal_dude
Postal_dude Aug 2 2005, 2:44pm says:

Thanks , im lovin“ it.

+1 vote     reply to comment
deathz0r
deathz0r Jul 28 2005, 12:00am says:

You need to unzip omgwpns.zip into the same directory as where ZDoom and doom2.wad are located (c:\doom or whatever). After that has been done, you can simply click on omgwpns.wad and drag it onto the ZDoom icon.

+1 vote     reply to comment
Postal_dude
Postal_dude Jul 26 2005, 11:34am says:

K, how do you install this?

+1 vote     reply to comment
deathz0r
deathz0r Jul 26 2005, 6:42am says:

rite

+1 vote     reply to comment
Lynxtor
Lynxtor Jul 26 2005, 6:38am says:

deathz0r more like deathwh0re am i rite

0 votes     reply to comment
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Platform
Windows
Game
Doom
Developed By
deathz0r
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Official Page
Deathz0r.unidoom.org
Release Date
Released Apr 8, 2006
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First Person Shooter
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