Screenshots and the mod itself are in the attachments below, hope you all like it, hopefully I'll be able to finish what's left soon. expanding bullets set icons in different colors isolated on white background. gaming gunfire muzzle flash transparent effects free clipart. Gravity for the player is lowered as well as player speed, again to emulate the original game muzzle flash fire effect transparent glowing star light psd. Revenants fire weaker cannonballs that don't bounce around, and so does the Cyberdemon. Zombies still drop weapons for now, in order not to break wads that rely on dropped weapons for ammo, so you may have a REAL surplus of shells.Īlso all enemies fire projectiles, Zombies fire one shot, Sergeants 2, Commandos 5. It's accomplished by being constantly (and silently) being fed the Goggles powerup, so the shadows will reveal themeselves on startup and death.Ģ) Pistol, replaces Chainsaw, unlimited ammo, short rangeģ) Coach gun, replaces Shotgun and one half of Supershotgun spawns, short rangeĤ) Tommygun, replaces other half of Supershotgun spawns, long rangeĥ) Minigun, replaces Chaingun, long rangeħ) Prion Gun, replaces one half of Plasmarifle spawns (turns monsters friendly for a while, then they die, however no indicator is currently visible)Ĩ) Time Strike (a glorified sniper rifle), replaces the other half of Plasmarifle spawnsĩ) Cannon, replaces one half of BFG spawns, pierces through enemies and bounces around 'till detonationġ0) Microwave Gun, replaces other half of BFG spawns, clears FOV of enemies There are no extra lives because I honestly didn't know how to make them.Īll floors and ceilings are flat colors, as is the lighting of the levels (for the full "emulation" of the original game). The HUD is functional and features a score system, where enemies killed directly by the player award points. These include enemy projectiles (the ones that have been changed), blood (for guns and for chainsaw), bullet puffs and the prion gun projectile. Not all sounds have yet been replaced, and those assets I couldn't recover from the game have been re-drawn by me to be as faithful as possible. ( If playing on OpenGL renderer, be sure to disable "Enhanced Night Vision Mode" for the time being, until I can find a better solution) Also, the crosshair would change when you were targeting an enemy you could hit, and that as well has been replicated ( mod should be played at capped 35fps, or this will hilariously break). For those unaware, guns in SSAdvance had different ranges despite being hitscan (and also have no spread), and this behaviour has been replicated with projectiles here. It's compatible with techincally any recent version of GZDoom of Zandronum (Deathmatch is playable, though some guns are a little unbalanced)Īll weapons are ported and functional. I've been working on a mod to port the Serious Sam Advance weapons into Doom, it's not complete yet, 'cause I have very little time to work on it as of late due to work and other "real-life" stuff, so I will release what I've made so far.
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