A personal fork of "Zandronum" compatible weapon mod named "Call of Doom" of version 1.4. I've just tweaked some stuff by my own preferences and added few things here and there. Also, it works in source-ports like "RZDoom" & "ZZDoom"! Check them out, mate!
First of all, original mod were made by @WaterMelon_Eater_Gaming and can be found here:
Doomworld.com
If you want this weapon pack to properly work in "Zandronum", I am heavily suggesting you to set CL_NoAmmoSwitch to 0 in console or else you gonna have bad time with Slot 5...
Since it isn't just a rip-off, here is an almost complete list of stuff that were changed by me:
- All Decorate stuff were packed into their respective separate modules for better readability.
- Some replace lines were removed, since PlasmaBall, BFGBall and Rocket actors may be used on custom maps, not to mention that last thing in that list is used by CyberDemon.
- Made pickup sprites of the guns smaller, since they were too big.
- Completely revamped spawners, since it was a bit of mess. Now shells gonna give you shells instead of pistol mags. And instead of clips you gonna get mags for pistol and M16. Same goes to all ammo for every weapon in this mod.
- Added small and big packs of ammo for all the weapons that wasn't presented before.
- Revamped slots: Slot 1 for Knife, Slot 2 for Pistol, Slot 3 for ShotGun, Slot 4 for M16, Slot 5 for HandGrenade, M79 and M72LAW, Slot 6 for M60 and Slot 7 for SniperRifle.
- Since there is no ChainSaw and SuperShotGun replacements, on the spots of these you gonna encounter a bountiful gift in a way of Berserk, BackPack and ComputerMap.
- Reworked output damage of all weapons: Knife (2;20->30;150), Pistol (3->10), ShotGun (10x3->10x20), M16 (5->20), HandGrenade (15->200), M79 (25-400), M72LAW (20->1000), M60 (5->40), SniperRifle (50->1000). A bit power fantasy, but why not?
- Explosive weapons also have a bit buffed radius.
- Reworked output spread of some weapons: Pistol (5.6;5.6->2.0;2.0), ShotGun (10.0;4.0->10.0;5.0), M16 (5.6;5.6->4.0;4.0). M60 (7.6;7.6->6.0;6.0), SniperRifle (1.0;1.0->0.0;0.0).
- Made quake from shooting a bit weaker and also lowered radius of the shots (but buffed radius of the explosions). It wasn't that fun when entire room is shaking after single shotgun shot from the far corner.
- Also changed quake's intensity from float to integer to be matched with some "ZDoom"-based source-ports.
- Pistol, M16 and M60 now have "tapping" mechanic, so every single shot is ideally precise. All hail to tacticool gameplay!
- Changed amount of ammo that can be carried.
- All hitscan weapons have bulletchip decals. M79's projectile has scorch decal. M72LAW's projectile have bigscorch decal.
- Added decorative shell casings that have +NoInteraction flag at some point. Enjoy filling your beloved maps with these!
- Knife now has unique sound of swinging (instead of using Revenant melee attack one) and also it now producing impact sounds while hitting the surfaces.
- Entire library of sounds in this mod were replaced by brand new sounds. Enjoy meaty moans of the gunshots!
- Now M79's and M72LAW's projectiles has unique sprites.
- Also, HandGrenade's and M79's projectiles now not gonna drown in some liquid FLATs.
- Fixed wrong frame of the M72LAW after reloading (before gun were positioned down for one tic and that wasn't smooth).
- Updated sprite of SniperRifle (before there was a huge gap on its upper part).
- Also added an "scoping" mechanic to SniperRifle. Enjoy X2, X4 and X1 zoom factors while pressing the AltFire!
- Added a plenty of sounds for player (including taunts).
- Added a plethora of sounds for new pickups (both weapons and its ammo).
- Weapons now has bass sounds for their firing (enjoy loud noises in coop).
- Explosions of the projectiles of HandGrenade, M79 and M72LAW now has reverb sounds (they must be loud in coop too, I presume).
- Decals for hitscan weapons are now insanely hot and cooling few tics.
- Knife has its own decal too.
- All hitscan weapons now has new BulletPuff, so enjoy nice debris from the walls along with meaty sounds of impacts (both for geometry and bodies).
- Replaced all the items with refreshed ones (new visuals and sounds).
- Added some ricochet sounds to dedicated VFX.
- New sounds for moving mechanisms.
- New sounds for GUI.
- Added proper A_CheckReload function to the Select state, so weapons not gonna be selected with no ammo.
- Added inventory icon for Knife.
- All explosions have nice debris effect (shoutout to the Captain Toenail for this). Be sure to enable particles and/or sprites for the rocket trails to see this stuff!
- Added new HUD (mix of tweaked fullscreen "Beautiful Doom HUD" and widgets from "Peter's Sexy HUD" (the K/I/S stats (clock were deleted, since coop info is overlapping with it))).
- Added mugshot for the player.
- Changed icons for the used ammo.
- Made SniperRifle shots to be piercing (but w/o railgun trick, so don't expect it to one shot infinite amount of enemies that is standing by one line),
- Added small console font fix (for "RZDoom" and "Zandronum", at the very least).
- Added my humble ACS script for nice messages on map's milestones.
- Added "meaty" explosive barrels from OG "Beautiful Doom" mod.
- Added fancy footstep sounds (tip to The Zombie Killer for that).
- Removed that "1d3" random witchcraft from vanilla "Doom".
- Replaced M16 sprite with one from "BattleField 2" mod that has hands on it.
- Included a plethora of custom crosshairs, made by Mauricio Rocks (original post were written 15 years ago).
- Changed seeking missile of vanilla revenant, so it is not gonna bang player's ears, but since new seeking missile is very precise, it now can be trashed by hitscan attacks.
- Added small colored blood fix made by PlayerT.
- Added tiny blood bits that were scratched from "CodeName: Veneza" mod.
For now some things is still subject to change, so don't consider this version as the final one.
Also I want to mention that I had no goal to add new weapons or change sprites of existing ones.
All I wanted to to is some tweaking to made this mod a lot more pleasuring to my personal playthroughs, but since it were "Zandronum" compatible - I wanted to share it with the Doomer-comrades from the "ModDB".
And here is a small list of things that I either not gonna add, either it may happen sometime in the future:
- 3D tracers from "Brutal Doom". They are not gonna look good with these weapons, not to mention that set up their origin on the screen is a huge pain in the ass.
- Reloading. It wasn't done by the original author, so why should I bother then?
- Empty mags. Since there is not gonna be any reloading, these things is pointless.
For some reason, I have stutters when firing for the first time with some weapons. It's especially notable with the shotgun.
(Tested with GZDoom, Zandronum and ZZDoom)