Extra Dropped Class Weapons
Yeah, YD said these weren't going in, so I'll just leave this here.
Edit: They're in now, kept for history's sake.
http://www.mediafire.com/file/c1as8enuom8qmqu/Classes-v5d-New-Weapons.pk3
(http://i683.photobucket.com/albums/vv191/JaxOf7/Screenshot_Doom_20110803_220115.png)
(One swift killing later)
(http://i683.photobucket.com/albums/vv191/JaxOf7/Screenshot_Doom_20110803_220126.png)
Broken Time Stopper: Flash Man's time stopper with the limitations of good time stopper.
Flash Bulbs: Bright Man's Alt.
Skull Sniper: Skull Man's Alt.
Gravity Sphere: A slow sphere that crushes those that get too close at the wrong time. Good luck trying to combine it with wind storm.
Centaur Arrow: A slow, powerful, ripper.
Other changes:
- Fixed Time Stopper Ammo issue.
- Fixed Quick Man laser death issue.
- Pharaoh and Dive drop their weapons.
- Dr. Wily drops a WTank upon his death.
- The Killers drop their weapons.
Geminiman Revamp
Hey guys, you know Gemini Man?
Yeah, that class that can only once summon a clone that acts randomly and dies to seekermissiles and teammates?
I didn't like him.
So I changed him.
http://www.mediafire.com/?hnaiybph39m511m
His weapon file is gigantic because his clone needs to match his colors.
It uses 2 unique ACS scripts and changes 1 number in the ACS dive mines use.
Oh and his actor changed a bit.
Slide with any weapon.
Remember when I made all the weapons able to slide? Well I did it again.
http://www.mediafire.com/?bb706bab44jxyxs
Bass can also double jump with any weapon; just changed one word in his ACS.
I have also made a new treble boost, please consider it.
Shade and Slash do not drop their weapons, I would have fixed this myself but I didn't feel like it.
And I would like to discuss having the killers drop their weapons, they have been nerfed quite a bit in v2c.
Plant Medic
All this talk of Engineer and no mention of Medic.
I think it's time for Plantman to grow...
(http://i683.photobucket.com/albums/vv191/JaxOf7/Screenshot_Doom_20110930_205106.png)
http://www.mediafire.com/file/szzyjsj8yin8bi1/Classes-v6aPlantMedic.pk3
Weapon Settings
Alright, so I learned that there are those who hate switching items, and those who hate swtiching weapons.
So why not please both?
Introducing custom settings.
http://www.mediafire.com/?vfz94d617rimz93
This build does not actually address the problem itself; it puts mmc_napalmskin in your config.
It demonstrates that custom settings can not only change your weapon loadout, but also your skin.
So even if mmc_condenseweapons is not agreeable, class selection would be less cluttered with alternate skins.
I have tested this online. I just had some weird flickering problem in the spawn state that I'm pretty sure I fixed.
Duo Adaptor (pre v3 Jax version)
Long ago, Ivory thoroughly rebuked the idea of a power fighters duo adaptor.
So being the classes guy, that meant I would have to make a duo weapon.
If anything, this at least shows the power of high speed projectiles.
(Duo buster replaces proto buster)
http://www.mediafire.com/?9v093qyjsobaxcw