This mod REQUIRES GZDoom 4.5 (4.10 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. The package contains modified versions of gleasspty's weapon wheel, Xaser's DAMNUMS, and Sgt_Mark_IV's Bolognese gore mod. Lastly, a mapset is in the works for this mod. Any and all help is welcome on this front.

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Zorro_de_la_noche
Zorro_de_la_noche - - 562 comments

It looks amazing but you still have to correct how some of the weapons look in the gameplay. For example, some weapons are too far to the right of the screen and it doesn't look good because of that. In addition, there is the fact that the firing of some of these weapons doesn't usually come out of the barrel correctly. Basically it's all I have to say at the moment.

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VermilionRua Author
VermilionRua - - 33 comments

The placement of the sprites is something I wish I could help. Many of them, i had to rip from screenshots of the games. For some insane reason, that's where Going Commando and Up Your Arsenal place weapons.

That then presents the issue of projectile offsets. The player has a radius of 16 map pixels. Some projectiles are offset as much as 14. The aggravating part of that is all you have to do is stand next to something for it to clip the projectiles and kill them immediately.

I can make small tweaks here and there, but my options are frustratingly limited. I will give the weapons a once-over before the next WIP goes out. Thanks!

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Description

I have long since given up on calling this mod done on the gameplay side. There's always room for improvement, and here is one such place. Many weapons had holes in their functionality, so auxiliary weapon behaviors were added. This goes beyond detonators and scopes, as you'll see in the video. For the sake of brevity, V5 weapons that use the same auxiliary as their V1-4 counterparts are omitted from the showcase.

All of these, in addition to the scopes, bashes, and detonators of before, are bound to the "Auxiliary" key. As an added bonus, you can now throw a punch regardless of what weapon is equipped.