Text File
===========================================================================
Advanced engine needed : GZDoom 1.3.17 (1.4.08 recommended)
ZDoom 2.4.1 (not tested with it)
Primary purpose : No levels included
Update : Improved version of Bad Guns 2
===========================================================================
Title : Bad Guns Revised (compatible with Beautiful Doom)
Filename : BadGunsR.wad
Release date : 01.06.2010
Author : Jekyll Grim Payne
Email Address : jekyllgrim@gmail.com
Other Files By Author : Run-n-Gun 2, Wizardry 2, Equilibrium, Kill the Pain,
Beautiful Doom, Bad Guns, Bad Guns 2, Russian Arsenal
Misc. Author Info : A misanthropic badass that pisses everybody off.
Description : This is an updated version of Bad Guns 2 mod.
The main difference is that this mod is COMPATIBLE
with Beautiful Doom 5, but doesn't require it to
run. If you use it along with BD, you'll get some
additional special effects, etc. You can use it
standalone as well.
To launch with Beautiful Doom:
gzdoom.exe -file bdoom_5.zip badgunsr.zip
Additional Credits to : WildWeasel (some sounds from his mods and
original pistol graphics from some of them)
Zero Prophet (assault rifle graphics from zp-zerot.wad)
Xaser (for the drug injection animation and kick-ass
"Zen Dynamics")
New stuff included :
- doesn't require Beautiful Doom to work
- the rifle uses shells like shotgun (but keeps the accuracy)
- assault rifle (renamed machine gun) uses handgun 9mm ammo
- 9mm ammo max.amount increased from 150/300 to 250/500
- new Fusion 1st attack: aggresively homing plasma projectile
- new plasmagun alt.attack: a plasma missile
- slightly faster reload for D.Eagle and machine gun
- black gloves are on when using knife and knuckleduster
- revised Berserk Drug (uses 8 slot, new sprite)
- 1 Berserk Drug is available at the beginning of the game
- fixed Q.M.Launcher fast reloading animation (when using Berserk)
- if you take more than one Berserk Drug it won't kill you,
and the time of the powerup's effect will add up
- fixed Berserk Drug not giving the effects when used 2nd time
- minor tweaks and fixes
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* What is included *
New levels : None
Sounds : Yes
Music : No
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other : Decorate
Other files required : bdoom_*.wad (OPTIONAL)
* Play Information *
Game : Doom
Single Player : Designed for
Cooperative 2-4 Player : Not tested
Deathmatch 2-4 Player : Not tested
* Construction *
Base : original Bad Guns and Bad Guns 2 (by me :))
Build Time : a couple of weeks, maybe
Editor(s) used : XWE, Photoshop, Sound Forge
Known Bugs : 1. knives can be crushed by doors and crushers, which I
didn't mean to implement, but it can't be fixed
(ZDoom engine problems);
2. sometimes when you kill too many enemeis with
Fusion Purifier's 3rd attack, the game crashes
3. not really a bug, but when playing Doom 1 wads you
can find rifle ammo but can't get the rifle itself
(because it replaces SSG, but its ammo are spawned
along with shells)
May Not Run With... : Old GZDoom, ZDoom, Skulltag, etc.
* Weapons *
1. Combat knife : a silent and deadly combat knife
prm.atk: fast hitting with a knife
alt.atk: throw a knife (can be picked up)
Notes: You can't use knives if you've thown them all away
Berserk speeds and powers up your knife attacks
knives can be picked up, but can be lost too
every ammo pack contains 3 knives
any knife attack is silent (doesn't alert enemies)
1.0 Knuckleduster : Usual knuckle, similar to the one from Beautiful Doom
(silent and smoothly animated)
Notes: knuckle is selected automatically if you're out
of knives
Berserk affects knuckle differently from usual
Doom Fist
2.1 Handgun : pretty normal handgun, 15 ammo per clip
2.2 Burst-fire Handgun : can fire 3-bullet burst, has extended clip of 21 ammo
Notes: alt.atk. switches between SA and burst fire
Burst-fire Handgun replaces usual Handgun when found
can be taken from a dead Burst-fire Zombieman
2.3 Desert Eagle .50AE : powerful pistol, 12 ammo per clip
Notes: it's more powerful than a shotgun and has average
firerate and spread
can be taken from a dead Desert Eagle Dude
3.1 Striker : a semi-automatic shotgun, 12 ammo per clip, average power,
Notes: this gun has fast fire rate but slow reload
3.2 Hunting Rifle : a very powerful scoped rifle with manual cocking,
10 ammo per clip, extremely accurate
Notes: if the enemies are weak, can pierce through them
the gun is equipped with a night vision scope
replaces SuperShotgun
uses Special Shells like shotgun, but fires them
in a single spot
4. Machine gun : machine gun with fast fire rate, 42 ammo per clip, uses
handgun 9mm ammo
alt.atk: fire attached grenade launcher (uses rocket ammo)
Notes: grenades' explosions have a little less radius
and deal a little less damage than rockets'
5. Quadruple Missile : four-barrelled missile launcher with slow reload
Launcher prm.atk: fire one missile
alt.atk: fire all loaded missiles
Notes: rockets deal more damage and have smaller radius
than usual Doom rockets
6: Phased Plasmagun : a plasma rifle with fire rate faster than usual
prm.atk: normal attack (plasmaballs)
alt.atk: a plasma missile (can't hurt shooter)
Notes: railgun hits only one enemy in a row and it is accurate,
despite visual behaviour of the ray
7: Fusion Purifier : fearsome plasma weapon which has three attacks:
prm.atk:
atk.1: (20 cells) fire a plasma homing missile which
follows its targets extremely agressively
atk.2: (50 cells) fire a chained-lighting railgun
that keeps shooting enemies while there are some
around
atk.3: (100 cells) fire a deadly projectile that
shoots enemies at sight with railgun rays
alt.atk: switch fire modes
Notes: selected fire mode is indicated by glowing lamps
on the top of the gun;
chained-lighting railgun may start attacking other
enemies even if its target is still alive, it is also
not very powerful and disappears when there are no
targets
8: Berserk Drug : see below 'New PowerUp' section
* New Enemies *
Burst-fire Zombieman : a former human with a burst-fire handgun, wears grey uniform and
has dark hair; he's not much more dangerous than the usual one
Semi-Autoshotgun Guy : a sergeant with a semi-automatic shotgun, the cooldown between
his attacks is pretty short, as he doesn't pump the gun
Desert Eagle Dude : a former human commando in a green uniform with a Desert Eagle;
deals pretty serious damage and has pretty much health
Assault Rifle Guy : similar to ChaingunGuy, but carries and drops an assault
rifle; in addition can fire grenades (if there's enough space
so he doesn't blow himself up)
* New PowerUp *
Berserk Drug : can be picked up (up to 3) and used at will (slot 8)
lasts for 66 seconds with the following effects:
get healed up to 100 hp
1.5x moving speed
2x jump height
-30% damage taken
5 hp/sec regeneration
1.5x knife hit speed
2x knife throw speed
1.7x throwing knife damage
2.5x fist damage
2x fist hit speed
weapons reloading speed increased extremely
weapon hitting speed increased
weapon recoil removed
screen animation of the drug injection
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for modification or
reuse under the condition that they NOTIFY the author via e-mail or any other
means of communication.
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 *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors