SWWM GZ brings to GZDoom a "best of" collection of custom weapons I've made for Unreal Tournament, plus many new things that didn't make the cut there.
This is the very first fully original mod based on Doom Tournament code.
You are an Akari Labs Demolitionist Bot, one of the very first units, fresh off the factory. You are the company's greatest achievement in AI-controlled combat units, trained to efficiently use all sorts of weaponry, built with premium quality armor plating and robust but flexible joints. In order to show off your capabilities, your creator has decided to send you out to fight the demonic invasion brought upon by "those big stinkin' idiots at the UAC".
Additional features:
- Programmable colour tags: Located around various parts of your body, allows quick and easy differentiation between multiple units (not available due to engine limitations™, so they're always green).
- Lucky Collar: A little something that your creator gives to all of her creations. Reduces incoming damage by 75% when you're below 25% health.
- User Menu: With the press of a button, open a dedicated menu to see all your stats in detail, info on carried items and weapons, and (when it's done) accessing the store for buying stuff with your score points.
- Magnetic Utility Belt: Makes some weapons easier to reload while on the go.
- Keychain: For carrying all your keys around, and other valuable things.
- Pocket Hammerspace™ containers: These will store and deploy your ammunition and weapons on demand. Their capacity can be increased by finding Hammerspace™ Embiggener modules.
- Forx JetBurst™ Units: Can be used for quick dashes in any direction, or even for triple jumping.
- Targetting Array: Tracks nearby foes and provides basic information on their stats. Compatible with Omnisight™ mapping modules for tracking key items, usable objects and nearby exits.
- Akari Labs CuteEmotion™ Display: Equipped onto your visor to show a wide range of predefined facial expressions in order to convey simple emotions to others.
- Akari Labs LoudBoi™ Voicebox: Allows you to emit. Additional voice options will be available through add-ons. Note that the default voice is in Japanese, but subtitles will be provided when available.
Note: Since you're a robutt you pretty much can swim indefinitely and are also inmune to poison.
The arsenal this mod brings to the table is composed mainly of stupidly overpowered weapons, which has been my specialty for years.
Some weapons may have extra functions attached to the reload or zoom buttons, so don't forget to bind those too.
All weapons also have a quick melee attack using the Weapon State 1 button, this is optional but may help to have it bound too.
If a weapon has no actions on either the reload or zoom buttons, it may be replaced with some special idle action, such as spinning or fiddling around with it.
For now these are all the weapons planned for the first release. More will be added afterwards (until then I'll tease you with some empty zscript files :P).
What was going to be the new melee weapon in Ultra Suite 2, but it never happened. A pimped up jackhammer.
Primary fire drills at whatever you're facing.
Secondary fire pulls the drill head back all the way in, then on button release pushes it back out with immense force. This will pretty much pierce a hole through anything, plus there's a random chance you'll lose grip on the weapon and it'll go flying until it hits something.
The signature SWWM melee weapon, an Impact Hammer on steroids.
Primary fire is your usual compressed air push, you can use it to deflect projectiles, push away enemies, or help yourself jump higher.
Secondary fire is now hold-to-charge. The device compresses air as hard as it can, then releases a massive airblast at Mach 3 that will tear apart everything on its way.
Reload pumps up more compressed air, for use by the primary fire. Note that after using secondary fire you will always be without any air for primary.
Equipped by default on spawned players.
Primary firearm, another staple of the series, but more volatile than ever. A pocket rocket, a trusty ol' gun that uses Explodium-filled bullets to wreak some havoc.
Primary fire is the usual good ol' explosive shot. Has considerable knockback, but not really lethal damage.
Secondary fire is an "explosive reload". Rather than just discarding the mag as usual, pulling the pin at the bottom arms it as a grenade that you can fling at enemies for increased damage. The yield will be proportional to the ammo left in it.
Reload is just a plain ol' reload, nothing else, no explosions or anything.
Equipped by default on spawned players. Cannot be dual wielded, that'd just be too much. Has infinite ammo.
Coming from the Doom modding side of things, this gun really packs a punch, but is kind of unwieldy to use.
Primary fire fires, duh. Depending on the loaded ammo the effects may vary.
Secondary fire switches ammo type for the next shot to be loaded.
Reload unloads the current shell and loads a new one. Unspent shells are re-added to their respective ammo type pool.
The Spreadgun uses 10 gauge ammunition (like the Quadshot).
Available in the following types, with varying chances of appearing depending on replaced item, may also come in bundles:
- Standard shotshell (red). Lots of tiny pellets ready to tear enemies to shreds. Most common.
- Slug (green). Concentrated damage in a single, large projectile. Common.
- Dragon's breath (white). Fiery pain in one shot for everything in front of you. Not very effective underwater, but still deals some small heat damage. Somewhat rare.
- Kinylum saltshot (blue). Highly volatile pieces of Kinylum that leave behind a trail of burning plasma. Rare.
- "Fuck your shit" round (black). A special home-made incendiary ammo type that only an absolute madman would have come up with. Sets everything on fire (potentially including yourself). Very rare.
- "The ball" (purple). A big lead ball, 'nuff said. Somewhat rare.
- Golden shell (self-explanatory color). An extremely rare, but very valuable type. Fires a sabot packed with a very dense, high-grade Explodium charge, the shell also contains some gold glitter, but it's just for show. Clearly designed by someone completely insane, and definitely guaranteed to not fail catastrophically and blow up your gun, your hands, your arms, and the rest of your upper body. Unlike the others, this one is only available as a rare drop from boss monsters, and as a rare spawn for chaos devices in Heretic and Hexen.
The two first standard types will also pop up in Hammerspace Embiggeners and Ammo Fabricators.
A ludicrously overkill weapon, courtesy of the always-overkill Blackmann Arms. Sporting 5 groups of 5 barrels, for a grand total of 25. Everything in front of you is pretty much dead. Cannot use incendiary ammo types or golden shells.
Primary fire shoots one barrel at a time.
Secondary fire shoots five barrels at once, watch out for the recoil.
Press the zoom button to fire all barrels at the same time, but keep in mind this might kill you too if you're not well protected.
Reload reloads (obviously). The process is very complicated so I'll explain it better as a list:
- Press fire to change the ammo type to load.
- Press altfire to queue reloads, if the selected ammo is exhausted, you will be prompted to reselect one.
- Press zoom to undo the last action (or cancel if there's nothing to undo).
- In single player, the game is paused when you're in the queueing process, so you can take your time, but in coop you better have someone to cover you while you micromanage this beast.
- Since it's actually just a menu, you can also cancel by closing it.
- The reload menu can also be helpful to see the current status of all loaded barrels.
- Press reload again to start filling it up (or cancel if there's no queue).
- While loading shells, you can stop the reload by pressing any weapon button.
- For a skilled combat robot like you, reloading this should be very fast.
- The barrels have a mechanism that prevents unspent shells from being ejected, so those will stay there until they're fired.
People like to nickname it the "Ballbuster". You'll see why.
The pleasure of shrapnel spamming. Make hot steaming pain rain upon your enemies.
Primary fire deploys a curtain of hot lead, it covers a rather wide angle.
Secondary fire unleashes the shitstorm bomb. If you thought primary fire was spammy, think again.
Reload toggles between wide spread (default) and tight spread for primary.
This weapon made the Unreal Engine cry, so GZDoom may suffer a lot too.
Little bundles of fun (in hot lead form) coming in various sizes, either single units or six-packs.
Another signature weapon of the SWWM series. Rebranded to distance itself from its original inspiration.
Primary fire shoots a hot flaming rocket that unleashes hell in a wide area.
Secondary fire lobs it as a grenade that will bounce around.
Reload changes the ammo type, there are four options (see ammo section below).
This thing is more explosive than it looks, so if you're reading this, Icarus, DO NOT use it at close range.
Ammo for the Hellblazer, comes in various types, and some of them can come in packs. There are four types:
- Hellblazer missiles. The standard ammunition, highly explosive.
- Hellblazer crackshots. Cluster bombs, all sorts of little bits that fly around after the initial blast, and have some heatseeking to them.
- Hellblazer ravagers. Wide range incendiary missiles, the flames will engulf pretty much everything around itself.
- Hellblazer warheads. Frickin' nukes, keep your distance.
No dicking around with model numbers here. This is a legacy model that uses what's best described as "sentient lightning".
Primary fire releases small blobs of energy that have some slight seeking abilities.
Secondary fire is a concentrated beam shot, a very old thing from the original UnSX 1 incarnation. The beam can penetrate multiple solid targets.
Reload deploys a capsule that releases a massive sphere of pure energy that tracks down any hostile targets. It has a rather limited lifespan, and can be even shot down.
If the beam hits either of the other energy blobs, they will detonate with highly amplified damage and range.
Ammunition for the Sparkster. These capsules contain a lot of energy despite their small size.
A lighter (43kg), higher caliber (1.150 XSB) variant of the original Silver Bullet, with built-in recoil compensation. A joint project of Blackmann Arms and Forx Industries. This thing kills almost everything in one shot, provided you can aim straight.
Primary fire shoots, duh.
Secondary fire toggles the recoil compensators. These small jet engines can potentially deal damage to yourself if you don't have any armor, so be careful.
Reload reloads (what else is new).
Zoom uses the scope. Can be held to go up to 16x.
This weapon is generally not recommended for human use outside of power armor. Good thing you're not a human, then.
The 1.150 caliber Extreme Super Burst bullets employ an explodium microcharge to be shot with enough energy to reach a relatively high, although still subsonic speed. They are hard to come by, so spawns are scarce, and they won't even pop up in Hammerspace Embiggeners, only on higher tier Fabricators.
Coming from an old unreleased weapon mini-mod, the candy gun is like an explodium gun on steroids.
Primary fire releases explosive candy bullets. The blasts are a tasty treat of pain.
Secondary fire works exactly like the explodium gun, the mag is armed and yeeted with extreme prejudice.
Reload does what you'd expect.
Zoom throws the weapon away, armed and ready to explode if it hits anyone or anything. The blast area for this is pretty ridiculous. You can hold spare guns, by the way.
Pickups for this weapon may come in various amounts, from single units to packs of 5 if you're lucky.
Popularly known as the "Death Cannon". One of the four ultimate weapons commissioned by the mad dictator god Nedoshiaan, before his defeat.
Primary fire initiates the charge process for one shot. Once it has completed charging, using either fire button will release the shot. Make sure to keep some distance from your targets, because the resulting blast has a pretty nasty amount of splash damage.
Secondary fire initiates a reverse charge process for another shot. The result of this is an implosion of massive strength located at a singular point, which temporarily creates a miniature black hole that will eat up anything that's not bolted down, including yourself.
Reloading cancels the charge. Ammo will not be wasted, but it will have to vent for a while longer than after firing normally. Note that you can't cancel if it's already full.
Unlike its previous incarnation in SWWM Platinum, this one doesn't have such an obscene pre-fire delay, so it's much easier to land a shot.
Additional ammo charge for the Ynykron Artifact. These don't spawn, so you'll have to get more ammo by finding additional weapon pickups (at least until the store is implemented).
Of course some powerups are needed, too.
Healing items restore health (duh).
Armor does exactly what you'd expect.
All of these items can be carried in your inventory indefinitely before use, except in deathmatch, where they're activated immediately. Healing items are always used immediately if they can heal you or you're about to die (with the lowest tier healing items taking priority). Armor is immediately carried if you don't have any of that type on you, or if your existing armor drains and you have a spare. Most powerups can be toggled, unless specified otherwise.
Health nuggets increase health by 5% up to a cap of 200.
Health tetrahedrons provide a 15% health boost up to a cap of 100.
Health cubes provide a 30% health boost up to a cap of 100.
This artifact provides a massive boost of health to 500, plus a regeneration effect that heals 10% every 5 seconds, for up to 60 seconds, thus it doubles as a powerup. Like other health items, the Refresher is auto-activated if you're about to die, though it sometimes won't be enough to save you.
Cumulative armor items that can increase resistance to all damage by as much as you can find. Each nugget adds 5% to the total. Above 100%, damage gets turned into additional health (up to the standard 100% cap). The upper cap for these is 200%.
Protection decreases by a 10% of absorbed damage.
The blast suit is a nice little light armor which provides a 75% reduction to damage and an additional 50% to splash damage.
Can handle a total of 500 damage before breaking.
Decent armor, protects very well against all damage. Reduction factors are as follows:
- 90% reduction for elemental (fire, ice, electric, etc.)
- 80% reduction to everything else
- 70% reduction for all splash damage (multiplicative on top of the other two)
The armor can eat up a total of 1000 damage before breaking.
The ultimate meal. Grants a full 1000 health and magically gives you a full stack of armor nuggets, a blast suit and a war armor. In addition it prevents you from dying at all if it autoactivates on low health.
Actual 100% invisibility guaranteed, a relic from the old UnSX days.
The ghost artifact is capable of turning you absolutely invisible when standing still, and just slightly more visible when moving, depending on speed.
Firing of course nullifies the effect for a while.
This powerup lasts 60 seconds and cannot be toggled.
The ragekit is a special item that has some... interesting effects.
Octuples melee damage, doubles movement speed, quarters damage taken... and has the side effect of turning you into a screaming beast.
Ragequit happens after 30 seconds, also cannot be toggled after activation.
Continuing with the "replace jump boots with flight" decision in previous mods, this time you'll be getting a proper easy to control antigravity powerup.
For 60 seconds, you can fly around in the air at 2x your normal walking speed. Just be careful with height when the effect is about to run out.
This thing makes you impervious to pretty much everything excluding the Ynykron Artifact.
You're fucking invincible for a total of 90 seconds, cannot be toggled.
Each of these you pick up increase ammo capacity by half of its base value, up to 10x, and also give you some extra ammo like a normal backpack.
Separated into four tiers, they work pretty much like the ammo cubes in Doom Tournament, except they try to "balance" the total ammo given. The max tier fabricator is the only one capable of producing ammo for superweapons.
A floating lamp companion, may attract moths. The moths will disperse and attack nearby enemies when toggling it off.
Reveals the entire layout of the map and shows key locations in the HUD.
Pretty simplistic so it doesn't get in the way of the action. Some things may be configurable.
Message display, with separate queues for chat, critical messages and obituaries so you won't miss anything important. Max lines of each type are configurable, along with their lifespan.
Level stats and current score.
The scoring system is pretty straightforward. Each thing you kill (even if not an enemy) will give you points according to half of its base health, rounded up to the nearest multiple of 10 and capped to 2000, plus these bonuses (in order of application):
- x1.25 for an overkill (enemy was gibbed or killed in one shot).
- x1.5 for each combo level, up to x8 in steps of x0.5. Kills are considered combos if multiple enemies are killed within 5 seconds of each other.
- +100 for killing an enemy without having taken damage since player start, with extra +50 boosts for consecutive kills.
- +10000 if the enemy killed is a boss.
- +5000 if you've killed the last enemy in the map.
You are also given +500 points for each secret found, +5000 if it's the final secret. Countable items give +25 points each or +2500 if it's the final item.
Score is currently for show, but after first release it'll be used for the in-game store feature.
Your health and armor, along with an inventory bar.
Pickup messages. Can configure how many to display and how long they stay, plus an additional option to merge repeated messages (given a multiplier suffix).
Current equipped weapon stats. Ammo(s) and such. Below it, the weapon slots.
Because in the middle of the chaos that is this mod you might have a hard time trying to figure out where everything is in between explosions and massive smoke clouds, a targeter has been implemented, which will show the following:
- Players and monsters: Draws an identificative label and a health bar. The bar only measures their health up to default limits, so overhealed players will show up with a full bar until their health drops down below 1000. When they take damage or get healed, a number (either negative or positive) will show up below the health bar indicating the cumulative increase/decrease. The targeter only picks up enemies in your direct line of sight and can only show up to 40 individual bars, giving priority first to players, then the nearest enemies.
- Keys and map exits: If you've picked up an Omnisight, key items and any exit lines will be marked and labeled, along with a little distance indicator in map units. Note that this doesn't work for script-triggered exits.
- Usable/shootable switches and others: If visible, these will also show up once you pick up an Omnisight.
These components are toggleable.
This is all the information I can provide on this Readme file for now, stay tuned for more stuff to happen later on.