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Author Topic: [Community Project] eXperimental Weapons Mode V2.3  (Read 19258 times)

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February 24, 2011, 05:25:50 PM
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Offline tsukiyomaru0

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[Community Project] eXperimental Weapons Mode V2.3
« on: February 24, 2011, 05:25:50 PM »
NEW VERSION!
V2.3: http://wadhost.fathax.com/files/ExpWepV2.3.zip

What's new in the random insanity:
*BurningBigBang (By Arkman): The Motherfucking BFG of this mode. However, to compensate for that, it takes VERY long to reload.
*Stray Wisps: Originally, this is a weapon I had in mind for a fangame. However, since I had no skills on Game Maker, I scrapped the idea. But the weapon stayed! Usefull shield, I tell you,
*Solar Blast: Mix Fire Storm with a powerfull blast of energy and you get THIS. This weapon contains an interesting laser effect.
*Atomic Buster: The only Hitscan + Projectile weapon. While the hitscan causes damage ONLY at direct hit, the projectile can cause Crash Bomb-like damage. The custom code I used for this makes it very interesting to use.
*ALL weapons had their damage halved

This Buckshot Mode mod gives a random weapon each time you respawn, and there's no "Everyone with the same weapon". This happens due to a simple-to-edit randomizer, that is given to you in the beginning of the round or when you respawn. It then picks a weapon at random and gives to you. AUTOMATICALLY!

This is a true challenge for whoever that thinks that is too good in DeathMatch.

Currently, the weapons are:
*X-Buster Third Charge: Powerfull weapon, can have a ripping effect upon a dying enemy.
*X4 Ultimate Buster: Think of this as a nerfed BFG or buffed X-Buster It can not only rip through the enemies but creates a lightning orb that causes constant damage, killing a standing fool in seconds.
*Crissaegrim: Rapid slashes + high damage makes this a deadly melee weapon. However, on distance, it is VERY useless. Save it for "backstabbing"
*Anthony Higgs' Plasma Gun: Fires fast plasma bullets, but acts more like a sniper rifle. Has a long reloading time, but is really good for campers and snipers.
*BurningBigBang (By Arkman): The Motherfucking BFG of this mode. However, to compensate for that, it takes VERY long to reload and makes you stop moving while it is firing. Mind surviving if you want to frag.
*Stray Wisps: Upon firing, it will take a while to charge the shield. Once it does, the shield will spin around you, damaging everyone who comes near. Pressing Fire again will shoot the shield, causing it to track the enemies with a slowly increasing speed.
*Solar Blast: Fires a long beam of solar energy that toasts the enemy and also hits enemies next to the user. Pretty much an "extended Fire Storm", but with an interesting effect.
*Atomic Buster: Fires a slow atomic beam and also hits the targetted instantly with a typical hitscan. Even though the beam is somewhat slow, it has the possibility to cause additional damage.

AND I'M STILL ACCEPTING SUBMISSIONS!
Come, people! If you made a fully functional weapon and want it in, just post it here!

Some Weapons' showcase:

March 01, 2011, 02:52:13 AM
Reply #1

Offline tsukiyomaru0

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Re: eXperimental Weapons Mode V2.1
« Reply #1 on: March 01, 2011, 02:52:13 AM »
Weapon to be added in V2.2:
Crissaegrim
Yes, the Crissaegrim, Valmanway, Wind Blade, Vorpal Sword, whatanot. The same one from Castlevania SotN. Being attacked by it is crtain death, but it is very short ranged.

And I need a fourth weapon to the roll.

March 03, 2011, 09:35:40 PM
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Offline tsukiyomaru0

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Re: [EXPANSION] eXperimental Weapons Mode V2.1
« Reply #2 on: March 03, 2011, 09:35:40 PM »
XBuster Third Charge
X4 Ultimate Buster
SotN Crissaegrim

I need a fourth one before releasing the next version!

March 03, 2011, 10:10:34 PM
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Offline Hallan Parva

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Re: [EXPANSION] eXperimental Weapons Mode V2.1
« Reply #3 on: March 03, 2011, 10:10:34 PM »
ZA WARUDO Thousand Knives from MegaMari.

Except, it'd be a support like Item-1 or Tango, so people can't W-Tank stall like with Time Stopper.

March 03, 2011, 10:14:44 PM
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Offline Blaze Yeager

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Re: [EXPANSION] eXperimental Weapons Mode V2.1
« Reply #4 on: March 03, 2011, 10:14:44 PM »
I'd say make Ray Laser from Mega Man X6

March 04, 2011, 12:26:11 AM
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Offline arkman

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Re: [EXPANSION] eXperimental Weapons Mode V2.1
« Reply #5 on: March 04, 2011, 12:26:11 AM »
Charged Particle cannon.

If that is too simple,

Super arrow from mm5

March 04, 2011, 01:11:00 AM
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Offline tsukiyomaru0

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Re: [EXPANSION] eXperimental Weapons Mode V2.1
« Reply #6 on: March 04, 2011, 01:11:00 AM »
Quote from: "arkman"
Charged Particle cannon.

If that is too simple,

Super arrow from mm5
"Charged Particle cannon." from what game?

"Super arrow from mm5" I'd rather include something that isn't Megaman or Castlevania related for fourth weapon.

March 04, 2011, 01:15:54 AM
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Offline Blaze Yeager

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Re: [EXPANSION] eXperimental Weapons Mode V2.1
« Reply #7 on: March 04, 2011, 01:15:54 AM »
instead i'd like to see a Duke Nukem Wepon on this pack (like the BFG of that Game)

March 04, 2011, 01:42:34 AM
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Offline arkman

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Re: [EXPANSION] eXperimental Weapons Mode V2.1
« Reply #8 on: March 04, 2011, 01:42:34 AM »
It's not really from a game, The Charged Particle Cannon is a recurring weapon from the zoids series. Essentially it works like a Kameha from DBZ only mechanical.

aaaand if that is to simple of a weapon

Blaster Master's Rainbow Wave gun. (at least that is what I called it.)
when you upgrade your gun level to max, It fires a single projectile that rips through walls and travels really fast. On screen it looked like a gatling gun was shooting from above and trashing  everything in front of the player.

and if you really don't like that Idea,
Rocket knight adventures, Sparkster's laser sword.

March 04, 2011, 02:11:12 AM
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Offline tsukiyomaru0

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Re: [EXPANSION] eXperimental Weapons Mode V2.1
« Reply #9 on: March 04, 2011, 02:11:12 AM »
Thanks for the idea, but I decided already:
Anthony Higgs Plasma Gun.

Don't know him

March 04, 2011, 02:37:07 AM
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Offline Blaze Yeager

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Re: [EXPANSION] eXperimental Weapons Mode V2.1
« Reply #10 on: March 04, 2011, 02:37:07 AM »
Quote from: "tsukiyomaru0"
"Remember Me?"

March 04, 2011, 05:17:19 AM
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Offline tsukiyomaru0

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Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #11 on: March 04, 2011, 05:17:19 AM »
Update in top page for top men!

March 05, 2011, 03:24:36 AM
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Offline arkman

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Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #12 on: March 05, 2011, 03:24:36 AM »
Do you accept horribly broken and unbalanced annihilation weapons?

actually I have tried to balance it, the biggest problem comes from just reusing dive missile sprites :?

March 05, 2011, 03:51:00 AM
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Offline tsukiyomaru0

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Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #13 on: March 05, 2011, 03:51:00 AM »
Quote from: "arkman"
Do you accept horribly broken and unbalanced annihilation weapons?

actually I have tried to balance it, the biggest problem comes from just reusing dive missile sprites :?

I can give a shoot at fixing, so why not?

March 06, 2011, 12:30:56 PM
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Offline linklock

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Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #14 on: March 06, 2011, 12:30:56 PM »
I wish people would make servers for this.  :roll:

And for the requests, would that mean put different weapons other people made in the game, or you yourself would make it? Or I make it and request to put it in?

If anything, I want a melee weapon for this mod. coughcoughscout'sbaseballbatcoughcough