This mod REQUIRES GZDoom 3.6 or later. 4.1.3 is recommended. This is a gameplay mod for DOOM II, Final DOOM, and FreeDOOM that aims to adapt the mechanics and weapons of the Ratchet & Clank series into GZDoom. There are a total of 27 weapons that can all be leveled up through the acquisition of XP, with all but the Omniwrench transforming at V5. Maximum health can be increased in the same fashion, reaching a maximum of 400. You'll be facing off against an extended bestiary with more complex behaviors than your standard DOOM monsters. Fortunately, hitscan is more or less absent from the mod. Player agility has been enhanced with faster speed, double jumping, and gliding. The package contains modified versions of gleasspty's weapon wheel and Sgt_Mark_IV's Bolognese gore mod. Lastly, you'll find two playable maps inside the main pk3: a tutorial map to get players used to the new mechanics and the hub map for the Annihilation Nation arena.

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The next update to the 1.2 WIP is here and sooner than I expected. Not much more to say than that this time around. See below for details!


AT long last, NATION01 (Zombie Complex) has been finished. All in all, it should take about 15 minutes to play through everything that can be accessed at this point in the game. Have some screenshots!


Going forward, I don't expect to treat the rules and design specifications like the Prime Directive. I have learned very quickly that that is just not realistic. What I wrote into them is about 90% there, but for the sake of fun, compromises had to be made.

The next maps I plan to work on will be much smaller than this one, in the hope that I can get them done faster. My focus will be on the final area (The Tower of Power) and Forbidden Summit. They mostly serve as single-room challenges, so they should not take long... I hope.


Since the last update, many sprites were replaced or updated. These include the Chopper (renamed Buzz Blades), Meteor Gun, R.Y.N.O., their V5s, and the Mini-Turrets. This extends to enemy turrets as well. That leaves us with only one weapon pair not using Ratchet & Clank model rips, the Scorpion/Leviathan Flail. For those, I am still stuck.

Rearranging the Mod Files

Previously, the maps were contained in rc.pk3 while their resources were scattered across that file and two others. This is just idiotic on my part, so I've condensed things. You'll find the maps, their MAPINFO data, textures, music, and all of the prop assets in rc-AnnihilationNation.wad. Some things are going to remain in rc.pk3 for ease of testing. VR Training, which still needs some new voice clips to match the altered weapons, no longer uses textures from Reaku's set, so it remains in rc.pk3.

What to expect from WIP #5

For the time being, just new maps. I don't have plans to alter the mod in any way unless some fix is needed or better sprites/sounds come my way. Expect to see at least one of the above mentioned areas completed. It's made somewhat easier by the fact that their last maps are already done.

As always, I am open to suggestion, critiques, or anyone willing to help build these maps. My contact info is below!

  1. Discord (Scarlet Mango #9198)
  2. Twitter (@_ThatBlindGuy)
  3. Email (

Changelog So Far

-Three Annihilation Nation-exclusive weapon pairs: Pyrocitor/Magma Vulcan, Electro-Grinder/Spiralizer, and Spitting Hydra/Tempest.
-Option to toggle dynamic lights, trails, Nash Gore, and debris.
-Arena boss monsters, and their maps, NATION09, NATION15, NATION19, NATION28, and NATION41.
-Secret difficulty, Highway to Heck.
-BOSSTEST map for... testing bosses.
-A punch for every weapon. Monsters killed with this have a 25% chance to drop a 5% ammo capsule.
-Auxiliary/altfire actions for most weapons that lack a scope or detonator. Harbinger and Supernova have gained a scope.
-Sets of prop and trap actors for use in Annihilation Nation. These are subject to being expanded at any time.


-Made Blots immune to Dance-type damage.
-Ethereal Souls now take time to appear before attacking. They also do not disappear under standard behaviors.
-Poison souls spread less gas. Gas clouds do more damage initially, but this drops off with time as its radius increases.
-Homing Afrit balls are less aggressive.
-NEVERRESPAWN flag added to summoners and Lost Souls.
-NEVERFAST flag added to any monster projectile with a speed of 40 or greater. This prevents them from being impossible to dodge when fast monsters are enabled.
-Orange, green, and black Hellspawn firing patterns are easier to read.
-Fixed some projectiles still rolling a D8 when they should have been rolling a D5.
-Chaingunner fast-fire damage reduced.
-Monsters that can float up now check vertical position. They shouldn't float off into space any more.
-Arachnorb attacks reversed. It now fires a spread normally, and in bursts when hurt or under aggressive behaviors.
-Enemy turret sprites changed for better distinction. Idle sound added. Time between detecting the player and firing increased.

-A few more sound changes for better distinction.
-Synthenoid reaction time decreases with each level. Self-destruct melee removed.
-Gave weapons the kickback they should have had from the beginning.
-V1 and V2 Chopper fire rate reduced, V3 and V4 fire rate increased.
-Bomb Glove and Meteor Gun damage increases faster with each level.
-B6 Obliterator fire rate slightly increased, damage dramatically increased, reload sound and animation changed, time reduced. Now fires in a horizontal line.
-Mini/Mega-Turret Launcher, Gravity Mine, Singularity, Feltzin Device bombs, Synthenoids, and Zurkons have restrictions on how many can be active at once. Detonator added for clearing the area of them. This is used by pressing the Auxiliary key.
-Multiple Hoverbombs can be fired in succession.
-Singularity ripping damage reduced.
-Soaring Comet homes in on targets. The meteors it breaks into have much more aggressive homing.
-Flux/Splitter Rifle adjustable zoom removed in favor of being able to move while aiming.
-Lava and LN2 Guns replaced by the Lacerator and Dual Cryolators.
-Combustor range increased.
-Tesla Claw and Thunderbolt range increased, spread decreased.
-Hydra Saw damage reduced.
-The wrench can now deflect projectiles. Weapon switching is now possible while the wrench is in flight.
-V3 and V4 Arbiter accuracy increased.
-Blitz Cannon charge shot uses less ammo.
-N90 fires two shots for one unit of ammo, and its projectiles move much faster and do more damage, but accuracy is slightly reduced and homing is removed.
-Bouncer shell sprite changed.
-Decoy Glove and Zapper replaced by the Nanoswarm Glove and Hive Hand.
-All altfire actions aside from punching (scope, detonator, bash, etc.) have been moved to an "Auxiliary" key. Altfire renamed to "Punch".
-Plasma Storm now fires single bolts of lightning at individual targets.
-Meteor Gun, Arbiter, and Decimator damage increased.
-The majority of weapons now have auxiliary actions.
-Combustor, Magmabustor, Meteor Gun, Soaring Comet, Chopper, Hydra Saw, R.Y.N.O., and R.Y.N.O. II sprites changed.
-R.Y.N.O. II renamed to R.Y.N.O. V. Spreads of bullets now fires along with missiles.
-Chopper renamed to Buzz Blades.
-Hydra Saw renamed to Doom Blades.
-Punches can be thrown after the Omniwrench is thrown without waiting for it to return.
-Omniwrench now has an array for its required XP to level up.
-Omniwrench added to the weapon wheel.
-Mini-Turret sprites changed to match enemy turrets.

-Warp Pad beacons no longer factor in vertical distance when checking proximity and make a sound when they disappear.
-Holoshield is now always forward-facing and has been recolored. Height reduced.
-Bolt pickup sounds are much softer and less obnoxious.
-If bolts fall into deep liquids, they will bypass their wait for contact with the floor and begin searching for a nearby player.
-Bolts no longer check for vertical position.

-Renamed the Enhanced GFX option to Smoke and Flames.
-Moved graphical options from Mod Menu->Mutators to Mod Menu->Enhanced GFX.
-Fixed key display on the status bar.
-Updated and corrected typos in MENUDEF.
-Added custom help screen.
-Difficulties have been tweaked in order to remove changes to monster health.
-Maximum health in challenge mode increased to 800.
-Textures34.wad renamed to rc-CustomMapTextures.wad. Terrain definitions added.
-XP mutators removed.
-Option added in Enhanced GFX to reposition the gadget icons in the event the player's resolution causes issues with them.
-Combined all arena assets exclusing ACS, monsters, and laser traps into rc-AnnihilationNation.wad.
-Pressing reload only equips main main weapon. It does not equp the wrench.

-Landing on solid objects would not reset the double jump script. Solution: Check for the player's vertical speed in addition to their distance from the floor.
-Sometimes, kill taunts play at the start of a map. Solution: Set the token's InterHubAmount to 0.
-Bolognese and ice deaths caused graphical conflicts. Solution: Use the player's damage type as a flag to prevent the spawning of Bolognese gore.

Work-In-Progress Build #3 (w/ Download Link)

Work-In-Progress Build #3 (w/ Download Link)


I feel that enough progress has been made to release another WIP build. See below for details and a download link!

Work-In-Progress Build #2 (w/ Download Link)

Work-In-Progress Build #2 (w/ Download Link)


The second WIP of Hot and Bothered is ready for the public! See the full article for the link.

About the Maps...

About the Maps...

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This is an update about the maps being made for Hot and Bothered, namely how I'll be releasing them.

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Moving Forward

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A quick, post-patch update on where the mod is headed. I know I've said this before, but this time, I refuse to steer from the path. Aside from minor...

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Comments  (0 - 10 of 12)

Some pretty cool stuff in this mod. I'm excited to see the final result!

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Awesome... Happy to play that... Especially with the new additions...

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slight problem with this mod: when playing in the ultimate doom on a difficulty that has no monster spawn bias it can spawn monsters from doom 2. the ultimate doom doesn't have sprites for them though, which results in invisible archvilles.

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That_Blind_Guy Creator

I don't seem to be having that issue, but I'll do more testing in Ultimate DOOM to see if I do spot it. Some difficulties are supposed to put DOOM II monsters in Ultimate, but I copied the sprites into the main pk3 file to address the glitchy Archviles and such.

What difficulty were you on exactly?

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sorry for the super late reply, I never got a notification. I was playing on Going Commando difficulty at the time. I had no other other mode files going, just rc.pk3, rc-WeaponWheel.pk3, rc-Bolognese.pk3, and the Textures34.wad. I found the archville right at the start of E1M3. Tested it again just now on Up Your Arsenel difficulty to see if I could get another archville to spawn. Got a mancubus instead, which I took a screenshot of

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That_Blind_Guy Creator

This is very strange. I'm not having this issue on my end, nor are any testers. I should note that textures34.wad is only for Annihilation Nation and should be excluded otherwise, as stated in the load order documentation. If you play DOOM II with the texture pack loaded, you shouldn't get any problems, but it won't do anything.

I'll give it a try with the texture pack to see if I get the same problem. If that's the issue, I'll be sure to mention it in the docs.


EDIT: I can't reproduce this bug for the life of me. I will mention it in the documentation anyway and let testers know to keep an eye out for it.

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very strange that you can't reproduce this. testing without textures34.wad and doom 2 enemies are still invisible. If neither you nor your testers can make this happen, then it must just be something really weird and obscure on my end.

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That_Blind_Guy Creator

That's what it sounds like unfortunately. I've been using GZDoom 4.0 for the record, as are the testers. That shouldn't be the cause of this though.

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Yeah my GZDoom is also up to date, so I got no idea why it happening. Hopefully I'm the only who expiriencing this. I wouldn't wish invisible archvilles on my worst enemy.

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Finally had the time to play.
Awsome laying destruction upon hell with the help of the arsenal of the Ratchet and Clank series.
while so I do have some suggestions and questions.

• double jump is more than welcome but needs to be reduced. singel jump alone can take you to most places.
• Weapon tweak needed, feels like the weapons are a little bit off sight,
• Fire rate sometimes feel a little uneven an exampel is N60 storm, such weapon should have the option for a more faster fire rate when button mashing the fire button.
• find it difficult to get some shots through windows and other openings through wall or ground, as if the shots hit an invisible wall.
• Weapon sprites: while non-ratcher looking guns looks cool as hell I feel it would do the nostalgia right to have all available weapons with the sprites looking like in the Ratchet series.
• Decoy doesn't seem to work (or i'm doing it wrong, could possible be that too)
it does not attract enemies
• TOO easily obrained weapons. tried this mod with Doom2 and within the first few levels i felt like i had too many weapons.
• number slots (1-9 etc.) felt unsorted, N60 for exampel being on 1 while I feel it should be on 2. and such things.
[in short, better categorized slots.
• there is some low buzzing noice in the background now and then.

suggestions for things to add:
• Any of the equipment from the ratchet series like helipad or hoverpack or other things of such
• vendors of some sort if it would be possible. would add a lott to the gameplay
• with the weapons leveling (awsome by the way) maybe the addition in the weapons wheel of the damage of each weapon
• possibility to costumize your slots (like in the old ratchet games.
• the possibility of adding... lightning, acid or some of that sort to your weapons

That's all for now.
sorry about the long post and even if seems like I found a lot of flaws with the mod I DID actually LOVE it. I'm just also a bit of a Ratchet and Clank nerd.

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That_Blind_Guy Creator

This is a ton to unpack, but exactly the feedback I was hoping for!
I'll reply to each of your bullet points in the same order you gave them.

-I could look into that. I do plan on designing some future maps around the jump physics as they sit though so I'm not sure.
-It is a hassle with trying to do angled projectile weapons in DOOM, as it was made for centered weapons. I'll consult some other mods and see how they handle the issue.
-I would love to add the button-mash trick to the N60 to make it behave just like the one in Up Your Arsenal, but that proved to be a headache so I dropped it. I will give the fire rates on weapons a once-over at all levels to look for any mistakes I may have missed.
-That could either be a hitbox sizing issue or a sprite offset one. I'll look into both possibilities.
-I can certainly try to capture more sprites of the R&C guns (the ones in the mod were done by monkeybtm6, the author of Ratchet DOOM). Truth be told, I didn't do it because I felt a bit intimidated by the task.
-I thought it seemed a bit off as well, but none of the people who tested it complained. Thought it was just me. I'll see what I can do.
-I've been thinking about that too, but I'm not sure what to do there. I'd be fighting DOOM II's problematic pacing there, but there's gotta be a solution.
-The slots are based on where the weapons are obtained from (starting weapons and the colored boxes). I'll consider other options, but I make no promises on this one.
-I'm not sure what you're talking about. You might be referring to the white noise from the lamps.

-I could certainly try, but I'm trying to avoid any randomization outside of monster spawns and damage. Maybe the Warp Pad could replace something.
-Vendors would be cool, but I'm afraid they'd break the pace of the mod.
-Hmm... Maybe I can throw together some extra tables the wheel could draw data from.
-That would be amazing! My issue there is that weapon slots are based on static actor properties. I don't think I can do anything about those themselves, but I could replace them with more quick slots in the mod menu. Can't really do anything about the weapon wheel though.
-Ahh, Omega Mods! As fun as that would be, it's a layer of complexity I really don't have the patience for after my last project.

Thanks for all of this! It gives me a fair bit to consider for v1.1. I've been taking a modding break for a little while to actually play some games for once, but once I'm back on it, I'll post updates.

Addendum: I'm a massive R&C nerd myself, though I haven't gotten to enjoy the games post-Deadlocked. It's great to get this much feedback, especially from a fellow fan.

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