The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.

Add addon D64 Lightning Gun v3
Location
Games : Doom : Mods : Brutal Doom : Addons
Filename
Lightning_Gun_BD_v3.zip
Category
Weapons Model
Licence
Proprietary
Uploader
⋆Ƅarge™
Credits
Inside the PK3's
Added
Updated
Size
3.11mb (3,255,843 bytes)
Downloads
2,065 (1 today)
MD5 Hash
652a785621edb243bbb830e3d9881667
Embed Button
Embed Widget
Description

Do you all remember the beta weapon on the one magazine cover for D64 release? Welp, here it is brutalized and finished!! (No? well here it is either way!) This is a lightning gun that zaps your enemies to the ground and demolishes them! I would recommend staying far away while using the alt fire/spec. fire...you'll see why (for spec. fire just stand clear of the targeted area, you'll also see why i say this too). Have fun!

Preview
D64 Lightning Gun v3
Comments  (0 - 50 of 84)
CyborgParrot
CyborgParrot

Looks nice.

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⋆Ƅarge™ Author
⋆Ƅarge™

does it?¿ (but seriously thanks!)

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ts879
ts879

Dude your addons are getting better and better!! :)

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⋆Ƅarge™ Author
⋆Ƅarge™

ooohhhh yooou :P but huge thanks!! :)

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JohnnyTheWolf
JohnnyTheWolf

I take it this weapon was ultimately replaced in Doom 64 by the Unmaker?

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⋆Ƅarge™ Author
⋆Ƅarge™

i have no clue! theories say it was a flame thrower, but rendering limits and such make that seem impossible, but some textures named "BOLT" retained to the game, so hint-hint took onto the play and this came to be! Whenever BD64 comes out i might make this compatable if Sarge doesnt put it in as a secret

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LordGh0st
LordGh0st

Let's test this, looks awesome.

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⋆Ƅarge™ Author
⋆Ƅarge™

ohh you will be amazed ;3 (i hope!)

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NanoTheBandit
NanoTheBandit

A doom 64 weapon pack would be nice, especially the plasma rifle

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⋆Ƅarge™ Author
⋆Ƅarge™

when BD64 comes out that might be a possability, i actually have debated it before the initial project (bd64) came to be to be honest!

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Dracologist
Dracologist

again i seen this sprite used as a flamethrower

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⋆Ƅarge™ Author
⋆Ƅarge™

i know i know this sprite has been a base to other weapons, but i just felt this suited it best-and that it hasnt been done yet so why not? :)

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renkoha28
renkoha28

hi man long time no see, this one looks very promising i'll give you a full review later, now one question about other of your projects, will you release your flametrowner addon anytime soon as well? and is this pbcompatible?

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⋆Ƅarge™ Author
⋆Ƅarge™

hey! i'll be awaiting. and that little tid bit will be on the way along with a few other things, i just have been kinnda run down but as of now im getting real into things, stay tuned! and yes this certainly is!!

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Grandmasters
Grandmasters

Please fix shitload damage, cyberdemon die one shoot this gun

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⋆Ƅarge™ Author
⋆Ƅarge™

which fire?

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Grandmasters
Grandmasters

Nerf damage

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⋆Ƅarge™ Author
⋆Ƅarge™

i know what you mean but for which kind of fire? (primary, alt, special)

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Grandmasters
Grandmasters

all firemode. Or that they consume ammo very quickly

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⋆Ƅarge™ Author
⋆Ƅarge™

ohh alright, i'll look into it

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renkoha28
renkoha28

hi man, am done with tests and i got to say that this project is very promising but needs some work to reach its full potential, now primary fire has good reach but doesn't feel like an electric attack i mean when you use primary fire the effect is that of rifle/pistol bullets, or continuous railgun, of course i understand that the electric effect would require custom death/pain sprites and code but i won't push too much about that since i don't know how much of a trouble is all that matter, but something i'll mention is that this firemode is fairly overpowered i mean, with primary fire alone i can totally paralize ANY monster and easily destroy it in no time so that damage needs an adjustment, now secondary attack is very good and feels more like an electric attack, but as first is overpowered as well imho, i killed a cyberdemon with one shot, however its functionality is totally awesome so i wouldn't change too much stuff over there, perhaps reduce the range just a little bit since the effect area is like bfg one, and its eye candy effect are very good i like them a lot, now about special attack, the lightning pillars are a nice touch but they are very imprecise since they wander around close to point of impact so they don't track enemies at all which means that relaying in them to deal with enemies is certain death and its damage is good for small enemies only any high tier enemy is almost inmune to the pillars, since they touch them for a very short period of time, so this attack needs some work as well, of course i have some ideas for you but i don't know if they'll be too hard/possible to implement anyway here they are

fist of all i'd like to have various set of firemodes cycled with special button, the aforementioned sets would be like this

1) primary mode, i was thinking to make it in a way that when you hit an enemy the ray becomes attached to the enemy causing dps damage with a certain chance to stun the enemy based on size, strengh, tier, and specially in organic percentage, now the alternate attack for this firemode would be like c-12 final resistence ion cannon there is a video here, , where you charge the energy into a small ball in front of the weapon, after being shot the ball or stream would ricochet from enemy to enemy (in order for this to happen targets must be relatively close to each other) or randomly around the map if there are no objetives, in the case you miss the target the ball/stream should have preference over the targets than the environment in the ricochet in order to not waste ammo/charge time.

2) secondary mode, here i think primary should be the spreading thunder ball (current secondary) but i'll add a charging effect where energy ball is formed inside the weapon letting you see a bit of it in weapon's cannon before shooting it and after that the ball should slightly head over nearby targets, not like a homming projectile but like being attract to them just a bit (of course this is something i think would make them look more realistic so is not absolutely necessary), the secondary for this mode should be another energy ball but instead of heading straigh forward it should head up to the sky, after detonation it would cause 5 or 6 lightning pillars to fall down with preference for the targets, these pillar must be static if they hit a target or mobile if they don't hit anyone.

another posibility for 2nd mode secondary is to make the ball stand in front of the weapon and after detonation it could turn into 5 or 6 pillars that spreads in a semicircular pattern heading forward the targets, when they hit someone they become static and if they kill the target too fast then they can wander around each pillar should last no more than ten seconds if you ask me.

so this is all i got right now, i hope anything here can help you improve this already awesome addon, keep up the great job, is people like you that makes good things even better, i'll patiently wait next version

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⋆Ƅarge™ Author
⋆Ƅarge™

*gets eye surgery after reading the e-book of a comment and scans all details carefully* i will look into all that you said, a main point being i know its a "tad" overpowered, which i will tend to toning down, and the effects of the primary fire i know kind of seem a little familiar, i might try something new if it works, and i like the sounds of the other fire ideas, i'll see what i can do, and oh golly youve got me tomata' faced! i will certainly tend to what seems best, it might take a bit though as i have other unfinished projects

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renkoha28
renkoha28

yeah sorry about that, i know it was too much but i had to point out everything i noticed and what i think would benefit this, anyway i talked about a video in the comment but i forgot to put the link there so here it is Youtube.com also the sprites for c-12 final resistance's ion cannon are pretty cool if you are gonna work the sprites would you consider taking some elements from there? and don't worry about the time there's no hurry

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⋆Ƅarge™ Author
⋆Ƅarge™

hey its not too much at all!! its just too much to RESPOND to in depth XD and ohh okay i'll look into it!

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wpninja
wpninja

I kinda wish there were some better looking Lightning effect sprites out there somewhere for the alt fires but so far the weapon seems pretty interesting.

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⋆Ƅarge™ Author
⋆Ƅarge™

which ones exactly and what parts about them?

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wpninja
wpninja

I was thinking of lightning bomb explosion sprite. Its cool as it is but imo it doesn't look quite as good as the other altfire but is much more useful.

I just wish the weapon could look a bit more HD but the particle resources are just no where to be found to make lightning. If I do come across something I will make sure to send it your way.

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⋆Ƅarge™ Author
⋆Ƅarge™

hmm...what if the ball had floating bolts around it too if it was doable? and yeah there arent many electrical weapons, if any at all besides this one! i might look around for a while and see what all could be done. Hey please do im open for all options if doable!

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Carniblue
Carniblue

As with the Unmaker, superb work.
However I feel the need to add input.

Initial testing. (Software) Zdoom ver 2.8.1
The gun as it is, is FAR too powerful. I suggest some changes:

Nerf the damage so it's comparable to the Cryobeam (PB) so that it's still very powerful, but not OP. Note: it also stun locks doing rapid continuous damage when firing, but drains ammo quickly however.

Look wise the animations/sprites look almost d64 authentic, nice.
But if you're going for the BD approach instead, it needs to look as powerful as it delivers. (See BFG11K Prototype beam on PB)

I have a suggestion for the alt fire: since this is a BD wep it could use some functionality over raw firepower for a change of pace, in my opinion.

For about a 20 cell cost it could shoot a low to med DMG ball of lightning to stunlock a target for a few seconds, giving one an opening to do more damage or escape perhaps?

Death animations need to be in the same zone as the plasma deaths for added effect, it would make much more sense.

Drop-wise, you could make it a small chance to spawn with backpacks.
Another suggestion would be having a cyber/mastermind drop it on death.

Just my two pennies.

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⋆Ƅarge™ Author
⋆Ƅarge™

*marks another OP talley mark on the chart* i will seek to it at once, and im more willing to stick with the D64 sprite style besides maybe some little changes like RenK said. The lightning ball thats shot out in alt fire is actually also an enviornmental effect weapon, such as with invulnerability you can jump across a whole pit thats huge! The death animations also are a think i was willing to seek, but also in a way have the body burn in the end too as of lightning causing fires sometimes. Drop wise i'll think of something possibly im not sure, and hey all input is welcome!

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Carniblue
Carniblue

Ah, sorry I should have clarified.
The sprite for the weapon is spot on, I meant the firing animation could use some touching up.

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⋆Ƅarge™ Author
⋆Ƅarge™

ohh how so?

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Carniblue
Carniblue

Similar to PB's BFG11k, but blue imo.
Like a blue beam with lightning arcing around it with the initial lightning strike firing sound but with the beefier firing like the 11k has.

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⋆Ƅarge™ Author
⋆Ƅarge™

ohh i see what you mean, i will look into that!

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infernic
infernic

Hi, can you help me?
Is thi in good order?

Zdoom-dhtp-20150723
brightmaps
lights
NiceWallBlood
JF
BD_Voxel_Patch_3-2-1
PB 2.03 Jrmyxd and Hellstorm edition
mapsofchaos-ok
PB_Lightning_Gun
PB_Unmaker
Weapon Wheel
Weapon_PBv20_Jawbones
Weapon_UAC_Explosives_PBv20
Inventory_Standalone_Flares
Item_Standalone_SmartScav_Medikit_NanoStim
Weapon_StandAlone_HandGrenade
Weapon_Standalone_HandGrenade_Brownglove_Mutator
F4_Core
F4_Music
F4_Nightmare
F4_Sounds
F4_Sprites
UDV_v1.84_A_BASE
UDV_v1.84_B_MOD_ProjectBrutality
UDV_v1.84_C2_VISOR
UDV_v1.84_D_MISC_Fearrific_Nightmare
UDV_v1.84_D_MISC_Inventory_Goggles
UDV_v1.84_D_MISC_Inventory_HEV_Suit

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⋆Ƅarge™ Author
⋆Ƅarge™

The load order isnt correct, please check each individual mod's page and check to see how everything is loaded. Test the new load order and i'll see if any other tweaks can have it run correctly :)

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Grandmasters
Grandmasters

Where new version?

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⋆Ƅarge™ Author
⋆Ƅarge™

*facepalms* patients is a virtue my friend, it will come in time-along with most other peoples needed updates

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⋆Ƅarge™ Author
⋆Ƅarge™

the a longed wait has come to an end

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⋆Ƅarge™ Author
⋆Ƅarge™

Updated!! please take a look!

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Thelegendaryplayer
Thelegendaryplayer

it lags when the lighting ball explodes i think you need to nerf it with less sparks or add an explosion like the cyrobeam

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⋆Ƅarge™ Author
⋆Ƅarge™

the shockwave or burst shot?

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wpninja
wpninja

Really nice improvement with the particle effects. It kinda feels slightly underpowered due to the alt fires using 50 cells a shot.

Any chance you could possibly tell me what all the damage actors are for the weapon?

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⋆Ƅarge™ Author
⋆Ƅarge™

*sigh* i cant win can i? XD jk, but arent they in the pk3?

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wpninja
wpninja

Oh I meant the actual names of the actors I was looking for like for example A_explode or shotgunpuff. I am just not sure of the actual actors name in this weapon is and don't want to screw up too much lol.

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⋆Ƅarge™ Author
⋆Ƅarge™

ohh i think its lightningstrike, i honestly dont remember XD

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Truvix
Truvix

I'm currently having issues with the PB version of this gun. I get this whenever the gun is anywhere in my load order:

Script error, "PB_Lightning_Gun.wad:DECORATE" line 1120:
Expected ')', got ','.

I can load the BD version, but the alt. fire isn't supported and when cycling through weapons, the M2 plasma rifle is replaced by dual wielded normal plasma rifles. I'm using Zandronum and my load order without the gun looks like this:

DoomMetalVol4.wad
mapsofchaos.wad
Project Brutality 2.03.pk3
NiceWallBlood.pk3
RealGoreBDv4.pk3
Brutal_BlackMarineLegs.pk3
Shield Sphere.pk3
Weapon Wheel.pk3
UDV_v1.84_A_BASE.pk3
UDV_v1.84_B_MOD_ProjectBrutality.pk3
UDV_v1.84_D_MISC_Inventory_Goggles.pk3
UDV_v1.84_D_MISC_Inventory_HEV_Suit.pk3
UDV_v1.84_D_MISC_OriginalFonts.pk3
PB_Overhaul_Pack_2.03.pk3
PBO_Extra_Powerups.pk3
PBO_Smart_Scavenger.pk3
PBO_Underbarrel_Grenade_Launcher.pk3
PBO_New_Upgrade_System_UGL.pk3
PBO_UDV_Compatibility.pk3

any idea what might be causing the issue?

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⋆Ƅarge™ Author
⋆Ƅarge™

hmm...it seems with the new engines comming out that things are case sensative. is there a stable zandronum version you could try?

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Truvix
Truvix

I don't think there is a stable version to my knowledge. I went ahead and made sure that I'm using the latest development build, but the latest stable zandronum build is 2.1.2, which breaks compatibility with a LOT of mods from what I've read.

Also, a bit of nitpicking that has absolutely nothing to do with loading issues or balance, but do you think the gun could be binded to 7 or 8 instead of 6? It's not a big deal, I just find it odd since it seems more comparable to the freezer rifle or the BFG beam than the plasma rifles.

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⋆Ƅarge™ Author
⋆Ƅarge™

ohh that is true...im not familiar with zand. so i wouldnt know much of what to do im sorry, i swear there was a version that didnt have this issue, and ohh thats simple to fix! do you have slade or 7zip?

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Truvix
Truvix

I'm currently using 7zip. Also, no need to apologize, I appreciate the cooperation and quick replies. I can wait as long as needed, since I know that zand. seems to have a history of making modders want to pull their hair out.

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⋆Ƅarge™ Author
⋆Ƅarge™

ohh alright! open it up, and inside KEYCONF, change the 6 to a 7/8 and resave the file as a PK3! and i always quickly snap back people :) and oh yeah my hair is on the floor XD

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