[VARS] Genesis X Weaponry Mod [v3.1.3]

[VARS] Genesis X Weaponry Mod [v3.1.3]

Postby archmint » 09 Sep 2012, 22:29

Genesis X Weaponry Mod
By ArchZombie >DOOM< (aka ArchMint)
Version 3.1.3 (major.minor.bugfix)

Weapons:

Radiation Gun (pistol)
The radiation gun uses electromagnetic radiation. The primary uses short-range bursts of energy, and the secondary is a zoomed long-range superheated projectile.

Lightsaber (sword)
The lightsaber does large amounts of damage. The primary does a slice, a headshot will do 100 damage. The secondary is a dash attack, but must reload.

Mortar (shotgun)
Does heavy damage, but don't use it up close, it's an artillery weapon.

Assault Machinegun (SMG)
Similar to the SMG, but the secondary fires exploding bullets.

Thermite Bombs (flamer)
Fires explosive bombs. These have a large damage radius. Primary has 5 shots, secondary uses all the ammo. Secondary will do 101 damage with a headshot.

Stormwave Generator (plasma)
Fires energy bursts that pass through walls. Anti-camp weapon, not good for much else.

Lasergun (rifle)
Excellent sniping weapon. No splash, same damage zoomed or unzoomed. Headshots do 75 damage. Does not require reloading, and primary is fully automatic.

Tactical Bomb (grenade)
These weapons have long timers. Primary uses 1 bomb, for a very large explosion. Secondary uses 2 bombs, but causes a massive explosion.

YinYang Rocket (rocket)
Primary fires a burst of light energy, this causes a large explosion and a lot of damage. Secondary fires dark energy, this will suck players in and consume them.


Downloads
Note: Missing version numbers may have been loaded onto the doom server but not posted here.

You will need 7-Zip if you use wingdingz to download this.

gexmod.tar.gz
All versions
(7.36 KiB) Downloaded 362 times


1.1.1
Client: http://pastebin.com/pak0CEtK
Server: http://pastebin.com/35NLSisn
Last edited by archmint on 26 Dec 2012, 20:28, edited 18 times in total.
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Re: [Mod] Genesis Weapons Mod [v1-beta]

Postby bonifarz » 10 Sep 2012, 15:53

First impression: Quite original and entertaining, I like the style more than the previous one. I cannot judge game balance, but spamming the forcefield guns primary on some spawnpoints is just invidious ;)
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Re: [Mod] Genesis Weapons Mod [v1-beta]

Postby ballist1c » 10 Sep 2012, 20:01

I think this is the only mod so far that is original and actually very well balanced. All the other weapon mods I have seen so far have been terribly unbalanced, this mod is my favorite! <3- the only thing that needs to be fixed is the plasma's secondary - as boni stated, some people spam it on spawnpoints and it is devastating then. Fix this! Also, maybe slow down the lightsaber swing a tiny bit.
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Bloodlust // Abuse // Insidious // Longest Yard 2000
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Re: [Mod] Genesis Weapons Mod [v1-beta]

Postby Karoushi » 10 Sep 2012, 20:59

ballist1c {l Wrote}:I think this is the only mod so far that is original and actually very well balanced. All the other weapon mods I have seen so far have been terribly unbalanced, this mod is my favorite! <3- the only thing that needs to be fixed is the plasma's secondary - as boni stated, some people spam it on spawnpoints and it is devastating then. Fix this! Also, maybe slow down the lightsaber swing a tiny bit.


Can't really blame the other mods (including mine) considering when you join, fire a gun once then leave - you give zero feedback about the weapons so we can't balance them to your "likings".

Furthermore, this mod contains Ideas I was discussing with someone in my server a few weeks ago, so I don't really see this as original and I don't ever intend to play it. :P

Besides, Genesis is a dumb religious word. :D
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Re: [Mod] Genesis Weapons Mod [v1-beta]

Postby ballist1c » 10 Sep 2012, 21:51

Karoushi {l Wrote}:Can't really blame the other mods (including mine) considering when you join, fire a gun once then leave - you give zero feedback about the weapons so we can't balance them to your "likings".

Besides, Genesis is a dumb religious word. :D



Whenever someone finishes a mod, I prefer to download and install it, so I can mess around on my own time, not on yours. And I frequent your Madhouse server quite a lot.

Karoushi {l Wrote}:Furthermore, this mod contains Ideas I was discussing with someone in my server a few weeks ago, so I don't really see this as original and I don't ever intend to play it. :P


:hatersgonnahate:

Genesis is also a beast song ^^

http://www.youtube.com/watch?v=W2og3IZV4g0
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Re: [Mod] Genesis Weapons Mod [v1-beta]

Postby archmint » 10 Sep 2012, 22:24

gen·e·sis
   [jen-uh-sis] Show IPA
noun, plural gen·e·ses  [-seez] Show IPA.
an origin, creation, or beginning.

Origin:
1595–1605; < Latin: generation, birth < Greek génesis origin, source

Medical Dictionary

genesis gen·e·sis (jěn'ĭ-sĭs)
n. pl. gen·e·ses (-sēz')
The coming into being of something; the origin.

-genesis suff.
Origin; production: biogenesis.

So "Genesis Weapons" means something akin to "Next-generation warfare.".

Any ideas you had, I've not heard of.
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Re: [Mod] Genesis Weapons Mod [v1-beta]

Postby Karoushi » 11 Sep 2012, 01:03

archmint {l Wrote}:gen·e·sis
   [jen-uh-sis] Show IPA
noun, plural gen·e·ses  [-seez] Show IPA.
an origin, creation, or beginning.

Origin:
1595–1605; < Latin: generation, birth < Greek génesis origin, source

Medical Dictionary

genesis gen·e·sis (jěn'ĭ-sĭs)
n. pl. gen·e·ses (-sēz')
The coming into being of something; the origin.

-genesis suff.
Origin; production: biogenesis.

So "Genesis Weapons" means something akin to "Next-generation warfare.".

Any ideas you had, I've not heard of.


I don't see how you get your example when your own definitions state it is the origin of something, meaning the origin of weapons - so that would be going backwards. Sticks and stones. Perhaps, Neo-Genesis? :D
Also, even though the definitions point out that it isn't really a religious word, it has been abused in modern times and thus has been deduced to that.

Either way, i'm not hating I am just kind of in an irritated mood today because of the news networks being annoying (talking about crappy stories that make me angry, lol) and my uncanny ability (or lack there of) to not stop watching it. Not trying to take it out on anybody here.
The only reason I really replied is due to ballistics mention of all other mods being unbalanced, I don't want to think of mine as being unbalanced because I have worked to try and make it as balanced as possible... So :P.
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Re: [Mod] Genesis Weapons Mod [v1-beta]

Postby archmint » 03 Oct 2012, 05:45

Made some changes. And the mod will be updated to v2 tomorrow or the day after.

The new changes include:

Radiation Gun (Pistol) primary does not show trail further than reach.
Radiation Gun (Pistol) primary is now fully automatic, but fire rate decreased to compensate.
Radiation Gun (Pistol) secondary is faster.
Radiation Gun (Pistol) primary no longer has recoil or hitpush.

Strange Rocket primary is now white.
Strange Rocket recoil increased.
Strange Rocket secondary makes a sort of mini black hole, like the troll mod, but not as powerful.

Machinegun (SMG) recoil increased.
Machinegun (SMG) damage increased.

Mortar (Shotgun) damage decreased.
Mortar (Shotgun) hit push decreased.
Mortar (Shotgun) secondary no longer causes fire.

These are the new changes, but there may be other differences since the mod posted here may be less up-to-date than the one on the Doom Mod server.

Suggestions welcome.

PS: If anyone has played the troll mod, do you think I should post it on the forums? I don't know how it would be received... XD
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Re: [Mod] Genesis Weapons Mod [v1-beta]

Postby archmint » 04 Oct 2012, 20:01

Version 2.0:

gexmod-2_0.tar.gz
version 2.0 tarball
(2.49 KiB) Downloaded 309 times

gexmod-2_0.zip
version 2.0 zip
(3.21 KiB) Downloaded 307 times
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New version: v2.7.1

Postby archmint » 11 Oct 2012, 04:31

New version: v2.7.1
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Re: [VARS] Genesis X Weapons Mod [v2.7.1]

Postby bonifarz » 11 Oct 2012, 07:27

Looking good...
and thanks for adding some description for each of your weapons. I just wonder if I missed the purpose of the rocket in those early versions I tested. In case it was nuke-and-grab from the beginning on, I did not mean to copy your idea :D (In return, I don't mind at all if a motive of my mod is reused elsewhere, it is just inevitable that weapon concepts in FPS games get similar)
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Re: [VARS] Genesis X Weapons Mod [v2.7.1]

Postby archmint » 12 Oct 2012, 04:02

bonifarz {l Wrote}:Looking good...
and thanks for adding some description for each of your weapons. I just wonder if I missed the purpose of the rocket in those early versions I tested. In case it was nuke-and-grab from the beginning on, I did not mean to copy your idea :D (In return, I don't mind at all if a motive of my mod is reused elsewhere, it is just inevitable that weapon concepts in FPS games get similar)

At first it was regular, then purple and bouncy.

The nuke&black hole thing was just whatever I could think of that would be the most overpowered :P
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Re: [VARS] Archzombie's Genesis X Weapons Mod [v2.7.1]

Postby archmint » 26 Dec 2012, 20:18

Updated to 3.1.3!
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