Text File
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Advanced engine needed : GZDoom 1.1.0 or newer
Primary purpose : No levels included
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Title : "Run-n-Gun 2"
Filename : runngun2.wad
Release date : 28.04.2008
Author : zer0 (aka Jekyll Grim Payne aka Ashigaru)
Email Address : jekyllgrim@gmail.com
Other Files By Author : wizardr2.wad, equilibr.wad; a number of other
wads which you can't find on Doomworld
Description : Modified version of my previous Run-n-Gun mod,
complete weapon replacement and monsters
modification, funny dynamic action
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* What is included *
New levels : None
Sounds : Yes
Music : No
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : Decorate, ACS, new cheat codes (GIMMEGUNS and
GIMMEALL),which work better with this mod
than the original ones
Other files required : None
* Play Information *
Game : Doom
Map # : any
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : Designed for
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : about 4 months
Editor(s) used : XWE 1.17, Photoshop CS2, Sound Forge 6.0
Known Bugs : you may stuck into shield created by Forcefield
spawner, but it's not a big deal, as you can
remove shield anytime; sometimes for unknown
reason minigun skips its starting spinning
animation and goes directly to firing animation -
had this bug before and couldn't do anything;
some enemies may sometimes stuck in the walls
because of their bigger size (for example Cyber
on doom2m10)
May Not Run With... : old GZDoom
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for modification or
reuse. Permissions have been obtained from original authors for any of
their resources modified or included in this file.
You MAY distribute this file, provided you include this text file, with no
modifications. You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact. I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.
* Where to get the file that this text file describes *
Web sites: www.ashigaru-rostov.narod.ru
* Additional Mod Description *
Many weapons and new powerups, but not too much - otherwise it won't
be good for gameplay. However, I cannot call this mod "new
interpretation of classic" like precious ZDoom/GZDoom Advanced
Weapons mod. It's something new.
===Runner-Gunner===
Player is a little slower and a little higher. Also, maximum health
is now 300, but only with Megasphere.
Weapons should be reloaded with "Reload" button (default 'R').
===Guns===
1: Local Forcefield Spawner Spawns a litle forcefield that
protects you from absolutely
anything. It blocks projectiles
and enemies, as well as you.
Field consits of segments which
may be destroyed with weapons,
so you can't hide behind it
forever.
You can spawn as much shields
as energy in the battery lets
you. Energy restores quickly,
but only when the LFS is
in your hands.
(secondary attack) Removes spawned forcefields.
You can spawn it again without
it, but this function is still
present
1: Fists Left weak fast punch or right
slow and heavy one. You can hold
down alt. attack button and wait
to make stronger power-stored
blow (it has 9 grades of power)
2: Beretta M84 Typical Beretta, 15 bullets per
clip. Handy thing.
2: Dual Berettas You can use two. More handy.
2: Magnum That's a man's gun! Powerful and
heavy revolver is always a nice
thing against big guys.
3: Franchi SPAS-12(a/s-a) Powerful Italian 12 gauge shotgun.
You can also find upgraded
variant in the game, which has
full-automatic mode and is
protected from recoil;
you can switch modes by alt.attack
button.
4: Ruger MP9 Simple nice machine gun.
4: Dual MP9 ...And another one in left hand.
The only disadvantage is that it
takes a lot of time to reload
them.
5: Rocket-n-Roll Launcher Powerful rocket launcher, if you
hold fire button you can shoot a
few (up to 5) rockets at once!
(secondary attack) Throws a grenade. You can also
throw up to 5 grenades at once!
6: Gatling cannon Old familiar 6 barreled happiness.
Although not too powerful, still
extremely fast. Even if you don't
have ammo you can make barrels
revolve - just... for fun.
6: AN-94 "Abakan" Russian assault rifle, 30 rounds per
clip. Powerful, accurate. The best.
7: Blood Magic Dangerous! Bad for your health,
believe me...
Shoots a hellish blue fire that
shoots other spells around it. No
one will survive. But you are
protected during several first
seconds after firing.
Bosses receive only 10% of damage
from this weapon, so you can't
remove them with one shot.
(secondary attack) Also bad for your health, but no as
bad as primary attack. Spawns a
helper - hellish servant Afrit shall
be glad to rip bad guys apart for
you.
He's got not too much health, but
his spells are very powerful. You
can have only one servant at once.
Don't try to spawn it standing in
front of wall or an enemy.
===FRESH MEAT!===
In Run-n-Gun 2 there's a slaughter which Quake only dreams about. Every
enemy is bleeding when hit, some have special death animation - Caco loses
it's eye, Revenant - it's skull, Pain Elementals and Lost Souls just pour
blood everywhere, when the blow up, etc.
But when you take your rocket launcher, you can tear them apart. All types
of zombies, Imps, Pinkys and Spectres can be dismembered, their hands, legs
and heads will be all over the place - and these will be their own hands,
legs and heads, which you will notice. It turns to bloodbath not only with
rocket launcher, but with Afrit spells and Blood Magic and with various
chance Gatling Cannon, Magnum and Shotgun may gib enemy as well.
SpiderDemon and CyberMaster also blow up when dying and scatter their body
parts everywhere (I especially like Spider's death).
Not for children!
Enjoy! (^,..,^)
===ENEMIES===
Many of the changes are similar to those in my previous Terminator-mods.
However, imps learnt how to throw Caco's balls, Chainguy likes to fire
grenades, and Caco now can charge forward to you (like Lost Soul). Hell
Knight and Baron throw new and more balls, Arachnotron sometimes fires
something much more powerful than plasma.
In final version, however, there're usual zombies with pistol and grey
ones with Uzi. In addition now there're not only Shotgun Guys, but also
Auto-Shotgun Guys (green) and Magnum Guys (darkblue). Spectre now can
run even faster than visible Demon. Also there're two types of
Mancubuses (usual, but bigger, and red-skinny with green blood) and two
types of Revenants (smaller ones with blue flesh can't shoot, but can
run fast and hit you).
In Run-n-Gun 2 I remade SpiderDemon and CyberMaster: the former one is
now disgustingly pink and chooses between firing his terrible chaingun
or horrible speedy-plasmagun, the latter one likes to perform
chain-combos of firing many rockets, grenades, plasma and railguns.
So, learn to run fast and kick hard!
======= Drug =========
What was some kind of 'weapon booster' in final version of "Run-n-Gun",
turned back to be drug, as it was in alpha version of "Run-n-Gun".
But it changed a lot. Drug replaces Doom Berserk and is placed in your
inventory, so then you can activate it manually. You can store up
to 3 Drug syringes. Its effects are:
* immediate full healing when used
* superfast left-right punch
* superpowerful right punch (it gibs monsters, and power-stored punch
of 9 grade can kill Baron of Hell at one hit)
* 5 health/3 sec regeneration
* 3 times improved endurance agains ememies' attacks of any kind
* boosted speed
* boosted jump height
* acid/lava full immune
* improved eyesight (you can see everything in any dark place)
* everything around seems to be golden...
* no other weapons can be used
Its effects last for about 85 seconds (3000 tics to be precise) and
these are 85 seconds of pure fun as you're literally invincible and can
be killed only by a large amount of powerful enemies or bosses. But
this is not a problem as you can make an injection at the moment you
want and sometimes it's enough to rip the whole level apart.