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It's been a while since the last WIP, so here's an update. This one's a doozy!

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It has been nearly 3 months since the last WIP build of the mod was released, and as far as I'm concerned, that is too long, but it hasn't been for lack of tryiing. Shortly after WIP #5 went live, I was thrown into the busiest semester I have ever experienced since starting university back in the summer of 2011. As a result, I have only been able to chip away at my to-do list for the mod a little bit at a time.

That is not to say significant progress has not been made. As of today, there are two new maps and, by popular demand, a new weapon. On top of that, I have made the decision to stop releasing occasional WIP builds in favor of opening up Hot and Bothered's Google Drive repository for anyone to view and download.

Let's get right into the changes since the last update!

The Rift Inducer

We'll start with possibly the most exciting change to be made. After some thought, I realized that a chainsaw-type weapon just doesn't fit the mod very well, especially being a hidden weapon at that. Therefore, the Electro-Grinder has been removed from the arsenal, and the Rift Inducer has taken its place. I shared a video of it some time ago, but here it is again!

I am really proud of how this turned out and how straightforward it actually was to make. Yeah, it took a lot of work, but none of it was amazingly difficult. The only feature of the Inducer I was not able to work out is how, if two rifts are close to each other, they combine into one with increased power. Maybe that will come later if I can work it out.

In addition to this, I have also added a mutator that allows slot 9 weapons (Pyrocitor, Rift Inducer, Spitting Hydra) to be shuffled in with slot 8 ones. It is a fixed 25% chance to replace purple G-boxes with the new black ones, and these are still subject to the effects of the Random and Chaotic spawn settings. The catch is that the same ammo pickup restrictions that limit overuse of slot 8 weapons now also apply to slot 9 weapons, meaning unless a given slot 9 weapon is below V5, the large and small ammo capsules that replace all vanilla ammo types won't refill it.

Credit goes to Monkeybtm6, as is the usual case for weapons sprites taken from Up Your Arsenal, but in this case, their code was also used as a base for the rifts themselves.

New Maps

As I said above, there are two new maps available, the first and second floors of The Tower of Power. Because these are endgame maps and I don't have a very reliable way to account for scaling, I have not done much in the way of balancing them yet. That said, you should be able to get a good idea of how the maps are going to feel off of these rough drafts. Some parts, like the other maps, are a bit simplistic from a visual standpoint as well, but I will worry about that when their mechanical aspects are locked in and I've had more practice with GZDoom Builder.

Tower Of Power - 2nd FloorTower Of Power - 2nd Floor

As an aside, Kinsie's DOOMTEST.wad has been integrated into rc.pk3. I have added some things to it to test things specific to this mod. That said, if you are using DOOMTEST.wad in your load order with Hot and Bothered, you should remove it.

Proximity Spawners

Google Drive Repository

Lastly, a change to the way the mod is being drip-fed to all of you. Below is a link to the mod in Google Drive. You will now be able to download and try every new change, feature, map, etc. as soon as they are saved to the repository. I try to do this when I'm done working on it for the day, and I try not tto leave loose ends in the uploaded builds.

Google Drive Repository for Ratchet & Clank: Hot and Bothered

Contributions are absolutely welcome if you want to make a map, do some coding, or whatever you like. I make no guarantees that everything sent my way will make it into the mod, but I will check everything out and give it a fair chance. Of course, if it makes it into the mod, you will be given a top-of-the-page credit in the documentation of the WAD/PK3 you contributed to, and you will get a mention in the next article.

Some important stuff I want to mention for anyone interested in being a part of this project.

First of all (and this should go without saying), when you send me a contribution, please be sure to include a full list of credits. I'll be sure to include those in the credits section of whichever file you modify.

For anyone who wants to contribute maps, please read through the text files found under Maps->"Important Words and Stuff" first, as I have a general roadmap for most of them already planned out. You are welcome to add to them, and the information does not necessarily need to be followed to the letter. I only ask that the general ideas and setpieces already detailed be preserved. You are, of course, welcome to reach out to me to discuss these if you have ideas that could improve them or outright replace them with something better.

For anyone who wants to contribute code, please comment your work. I'm not asking for much, just enough to make reading the code easier.

For anyone who wants to contribute sprites, keep in mind that assets derived from the Ratchet & Clank series are highly preferred. Edit and rework them, by all means, but try to use materials from the games as a starting point.

Send whatever you want to make to me via one of these contact methods.

  • Discord (Scarlet Mango#9198 - preferred)
  • Email (

Going Forward

That'll do it for this update. In the future, I will try to post smaller updates more frequently: short articles, images, videos, etc. This will also be the last time I include the "Changelog So Far" section of the article. Hope you all enjoy!

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: Overlord, Ogre, Arachnorb Queen, Motherdemon, Terminator.
-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. Said capsule is able to restore slot 8 weapons below V5.
-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.
-Monster base health and damage scalars in Gameplay Mutators.
-Mutator option to disable the bolt pickup time limit.
-Mutator option to enable health regeneration or degeneration.
-Mutator options to force fast monsters, respawning monsters, jumping, crouching, and freelook.
-Mutator option to have Lost Souls spawn from gibbed Imps and Pinkies.
-Mutator option to turn random quips on or off.
-"Skin Of Your Teeth" mutator option. When exiting a level with 10 or less health, you'll start the next level with 200.
-Health bar display for Annihilation Nation bosses.



-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. Burst fire rate is decreased, but projectile speed is increased.
-Enemy turret sprites changed for better distinction. Idle sound added. Time between detecting the player and firing increased.
-Turning monsters with more than 250 health into chickens no longer results in an XP penalty.
-Monster behaviors have been overhauled for more variety and consistent "Aggressive" logic.

-Many, many audiovisual changes to weapons. We'd be here all day if I listed every single one.
-Synthenoid reaction time decreases with each level. Self-destruct melee attack 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 and also applies to Hoverbombs.
-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. Tesla Claw ammo capacity increased.
-Hydra Saw damage reduced.
-The wrench can now deflect projectiles. Weapon switching is now possible while the wrench is in flight, as is punching.
-V3 and V4 Arbiter accuracy increased. One might actually be able to hit something now!
-Blitz Cannon charge shot uses less ammo. Primary fire does 50% more damage.
-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.
-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.
-Plasma Storm now fires single bolts of lightning at individual targets.
-Arbiter and Decimator damage increased.
-The majority of weapons now have auxiliary actions.
-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.
-Omniwrench now has an array for its required XP to level up. It is no longer based on a formula.
-Omniwrench added to the weapon wheel.
-Mini-Turret sprites changed to match enemy turrets.
-Scorpion/Leviathan Flail changed to the Pulsar/Blackstar Cutlass. The Pulsar Cutlass behaves identically to the Scorpion Flail, but the Blackstar Cutlass throws an energy wave when swung. This always uses ammo, but the auxiliary remains the same.
-Blackstar Cutlass max ammo and fire rate increased. Damage decreased compared to Leviathan Flail.
-Bindings for Auxiliary Fire and Punch have been swapped. Auxiliary is now on AltFire (as it should have been from the start), and Punch is on Zoom.
-Morph-O-Ray and Beakinator beam now emit rotating spirals in a lattice pattern. Rail core width reduced. Range reduced and now increases with each level.
-Combustor/Magmabustor now do all their damage in a low-radius splash to try and enhance their effectiveness.
-EXTREMEDEATH flag removed from most weapons.
-Mega-Turrets have a new set of sprites. This also applies to enemy rocket turrets.
-After many requests, the Electro-Grinder has been replaced by the Rift Inducer.

-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.
-Groovitron fires sound waves that carry its effect beyond walls.
-Warp Pad teleport fog changed to something less blinding.
-Premium and Ultra Nanotech changed to soda cans.
-50 and 100 XP denomination bolts added.
-Refractor has been changed to the Phaserator, offering the same partial invisibility, but also Heretic-style protection from physical projectiles.

-Renamed the Enhanced GFX option to Smoke and Flames.
-Moved graphical options from Gameplay Mutators to 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.
-Terrain definitions added to custom textures.
-XP mutators removed, as they would render Annihilation Nation unplayable.
-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 excluding ACS, monsters, and laser traps into rc-AnnihilationNation.wad.
-Pressing reload only equips main weapon. It does not equip the wrench.
-Overhauled the main and skill menus to use sprite patches instead of text. Mod Options removed, its contents added to the main menu.
-Evil Unleashed has been removed from MAPINFO since it clashes with SIGIL.
-Helpdesk voice lines have been reworked.
-Level scaling has been broken out into four settings: off, health, damage, and both.
-Both numbers shown on the scouter now adjust for scaled monster health.
-DOOMTEST added to rc.pk3.
-Removed double ammo from Vindicator difficulty because it took me this long to realize it doesn't work and isn't necessary anyway.
-VR Training updated to better suit the weapons in their current state. Air combat room pillars have a darker texture, and the lava only does 10 slime damage instead of 20.

-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.


Love seeing this being developed!

One thing that has been a damper on my fun is the lag that is caused by all the usual yellow/green/red/whatever XP pickups that drop from the enemies, especially on maps with larget enemy counts and large groups of enemies dying at once. (more than 300 monsters per level or 30 monsters or more dying at once)

My hope is that there could be either or both of these options to reduce the lag and simplify the XP pickups:

a) Do not make the XP pickups move towards the player, simply instantly delete them the moment the player is within their attraction radius.

b) Do not physically spawn the XP pickups at all, just instantly reward the player for the XP they drop on kills.

These would greatly prevent severe FPS loss on more busy maps and keep the mod fun even in more intense battles.

Currently I stopped playing the mod after I was wading though 3 FPS slideshows when I had fired a LVL5 buzzsaw shot that wiped out about a +60 monsters on average, leaving tons of XP pickups everywhere, slowing the game to a crawl.

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That_Blind_Guy Author

I may be able to do something about that, but this is a very graphically-intensive mod. I recommend turning off some of the graphics settings in Enhanced GFX for the time being or playing without Bolognese, assuming you are. I know that's not ideal though.

When I get the chance, I'm going to try making a script that does your second idea. It'd be more in line with the way the Ratchet & Clank games work anyway, so that's a plus. I'll even add it as a mutator so people still have the choice of drops.

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