100GunsX
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- | '''100GunsX''' (By: Theshooter7) started off as a | + | '''100GunsX''' (By: Theshooter7) started off as a simplistic set of weapons, that were all-in-all not too great. But eventually, the project began to grow more powerful, with more weapons, and even new features. The wad is boasting with edited objects and Actors. Taking advantage of ZDoom's LOADACS Lump, it manipulates scripts to perform special actions, such as in game menus, special effects, new player abilites, and more. A complete list of things in the next release, along with current features: |
* (Currently) 60 weapons in total for the wad. | * (Currently) 60 weapons in total for the wad. |
Current revision as of 02:26, 18 August 2006
100GunsX (By: Theshooter7) started off as a simplistic set of weapons, that were all-in-all not too great. But eventually, the project began to grow more powerful, with more weapons, and even new features. The wad is boasting with edited objects and Actors. Taking advantage of ZDoom's LOADACS Lump, it manipulates scripts to perform special actions, such as in game menus, special effects, new player abilites, and more. A complete list of things in the next release, along with current features:
- (Currently) 60 weapons in total for the wad.
- A fully working, mind bending Bullet Time (Slow Motion) ability. Time can be slowed down to dodge bullets, evade projectiles, slow enemy movement, and more.
- Additional Gore effects. When monsters are struck, blood falls and touches the ground, creating a pool of blood. Corpses can be attacked, and even gibbed.
- Most items are interactable. They can be pushed around, shot up, or even pulled straight towards you.
- New abilities like Double jumping, and quick dodging. The ability to deploy cameras where ever you want to, and then view through them at any time.
- Debris and Bullet Sparks add to the realism of the mod. Ejecting brass, Ejecting Shotgun Shells of various types, even the pins of grenades are all shown in this mod.
- In game Hud Menus can easily alter gameplay. New magic abilites make it possible to destroy foes without wasting any ammo at all. Or maybe your on the verge of death? Then you can use a pesonal healing kit from your inventory to heal you up. Don't like the font? You are able to change it at will (Limited to Console Font, Big Font, and Small Font).
- Tired of the same old dissatisfaction of killing enemies? Now, the more you kill, the stronger you grow. As you kill, you gain XP. With enough XP, you can gain levels and learn new magic abilities. Of course, it's not linear. You gain stat points for leveling up, and you can use your points to increase your HP, MP, Jump Height, or even your Magic Damage.
- Drastic Multiplayer support is implemented. Almost every script is compatible with up to 8 people. Everyone will have seperate Xp and Levels, along with seperate stats, Hud options, and more. However, the game proves customizable once again with new console commands! Want everyone to share XP when a monster dies? Just enter sv_oldxp_1 to do it. Don't like gaining 3 stat points a level? Want to make it harder? Then try sv_statgain_1 to only recieve 1 stat point a level.
- Sick of everyone being the same old Doom Marine? Want to be something that suits your fighting styles a little better? Taking advantage of ZDoom's Custom Classes, you are able to play as 3 new player classes (This counts the original marine, because he is altered in many ways for this mod) (NOTE: Starting HP has been lowered due to the new stat system. The original starting off was 200)
-Marine - 110 HP - 25 MP - Weapon: Glock19 - The standard marine. Has the typical movement speeds, and normal jump height. Is also, by default, able to use every weapon in this mod.
-Ninja - 100 HP - 10 MP - Weapon: Kunai Knife X 5 - A fast class, the ninja has almost twice the movement speed of the marine, and can jump at least 3 times as high. His speed is great for dodging attacks, while moving closer to targets. However, this class is limited in that it can only learn up to level 1 spells. Thus, he is rather weak on the magic end. He is also limited in his weaponry. He cannot use magic-based weapons (Such as the ForceHands) and generally ends up less heavily armed for situations. However, his speed makes him excellant at Melee, so using a FireSword would be a good choice (Although he cannot shoot the soul daggers, as it is magic based)
-Mage - 80 HP - 50 MP - Weapon: ForceHands - Starting off with 50 MP is a big plus for this class. Although, his jump height is slightly shorter than the marines, and his move speed is reduced as well. This makes fighting tough for this class, especially as he is confined of most weaponry. This class is not recommended without support, unless you are a skilled player, or just looking for a challenge. The biggest advantage this class has over the others, is that it can learn magic levels beyond the standard. This means it can learn magic such as Cure4, which will instantly heal the caster to full health. If the player can get the mage up to high levels, the mage just may be unstoppable.
Links to current version are unavailable, as this is not meant for SkullTag. The removal of the links is to avoid confusion. Visit the skulltag forum to look for links.