Weasel's Mods
Moderator: wildweasel
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
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I've been getting over a bout of sickness lately (probably something I ate), but I've been putting my energy into all kinds of creative outlets.
The Project
I'm sure you might have noticed that I'm working on a complete TC with a team of talented (VERY talented) modders, an official sequel of sorts to Cold Hard Cash, a mod that I still consider to be my very best (next to Diaz).
The Story
My skills at humor are not going untapped, as I write a holiday-themed Phoenix Wright fan fiction: A Turnabout for the Holidays. This remains a work in progress, but you can read the first three parts by following the links.
The Hexen Mod
I fired up XWE for the first time in ages and worked on the Hexen mod. I added the Turner T6800 Shotgun to Agent Zero's arsenal. He's already got a shotgun, but I figured why not add another one? I'll find some way to differentiate them for gameplay purposes.
The Project
I'm sure you might have noticed that I'm working on a complete TC with a team of talented (VERY talented) modders, an official sequel of sorts to Cold Hard Cash, a mod that I still consider to be my very best (next to Diaz).
The Story
My skills at humor are not going untapped, as I write a holiday-themed Phoenix Wright fan fiction: A Turnabout for the Holidays. This remains a work in progress, but you can read the first three parts by following the links.
The Hexen Mod
I fired up XWE for the first time in ages and worked on the Hexen mod. I added the Turner T6800 Shotgun to Agent Zero's arsenal. He's already got a shotgun, but I figured why not add another one? I'll find some way to differentiate them for gameplay purposes.
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
The Hexen Mod's progress continues as I add the Mecha's Anti-Tank Rifle (super weapon, replaces the final weapon piece) and as I figure out how to add one last weapon, in the form of a Special Weapon crate that replaces the Banishment Device.
The latest version of the hexen mod can be downloaded at
http://armory.drdteam.org/wwmods/inprog ... -hexen.rar
And I also finished up Part 4 of "A Turnabout for the Holidays", which sees the Judge drinking far too much coffee.
The latest version of the hexen mod can be downloaded at
http://armory.drdteam.org/wwmods/inprog ... -hexen.rar
And I also finished up Part 4 of "A Turnabout for the Holidays", which sees the Judge drinking far too much coffee.
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
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After a grand silence, I have finally returned to work on Cola 2 and the hexen Mod.
http://armory.drdteam.org/wwmods/inprog ... -hexen.rar
http://armory.drdteam.org/wwmods/inprog ... -cola2.rar
The Hexen Mod was updated to include Agent Zero's new Swarmer launcher, an incomplete version of the BAR for the Mini Mod guy, and a couple new weapons for the Mecha.
Cola 2 now contains fists, the F2000 rifle, a complete design document within the wad file, and the P90 was moved to Slot 2 and spawns in place of the Chainsaw.
http://armory.drdteam.org/wwmods/inprog ... -hexen.rar
http://armory.drdteam.org/wwmods/inprog ... -cola2.rar
The Hexen Mod was updated to include Agent Zero's new Swarmer launcher, an incomplete version of the BAR for the Mini Mod guy, and a couple new weapons for the Mecha.
Cola 2 now contains fists, the F2000 rifle, a complete design document within the wad file, and the P90 was moved to Slot 2 and spawns in place of the Chainsaw.
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- wildweasel
- DRD Team Admin (Inactive)
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- Joined: Wed Jun 29, 2005 22:00
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- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
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You're all in for a surprise, with a huge update to Mr. Cola 2. Same link as usual.
Updates since last version:
- Exp. Weapon #4425 now has its third power level. It's great for groups of monsters, but for single targets, it'd be better to use other weapons, as this thing really wastes ammo.
- Added the Swarmer Autorifle - launches homing plasma swarmers. Level 1 only fires a single bolt, but the next two levels add an additional pair of plasma swarmers that will home in on whatever target you're aiming at.
- Added the Midgrais SMD Mk.II Mass Driver, replacing the Super Shotgun. Uses 3 shells per shot and is only slightly more powerful than the original SSG, and takes forever to charge - but powered up, it's very powerful. (I had a hard time conveying how powerful it is in game though - it barely kicks back, and the weapon still "feels" weak) Level 3 takes 6 shells to fire - this is intended!
- Adjusted the PSHT - it now fires slower and is a bit weaker. I want the player to use something other than the shotguns.
I only need to replace the rocket launcher, and it'll be another homage to a previous weapon of mine (after the SMD Mk.II, I'm drawing another one from doomos.wad - guess which one it is and you get a cookie).
Updates since last version:
- Exp. Weapon #4425 now has its third power level. It's great for groups of monsters, but for single targets, it'd be better to use other weapons, as this thing really wastes ammo.
- Added the Swarmer Autorifle - launches homing plasma swarmers. Level 1 only fires a single bolt, but the next two levels add an additional pair of plasma swarmers that will home in on whatever target you're aiming at.
- Added the Midgrais SMD Mk.II Mass Driver, replacing the Super Shotgun. Uses 3 shells per shot and is only slightly more powerful than the original SSG, and takes forever to charge - but powered up, it's very powerful. (I had a hard time conveying how powerful it is in game though - it barely kicks back, and the weapon still "feels" weak) Level 3 takes 6 shells to fire - this is intended!
- Adjusted the PSHT - it now fires slower and is a bit weaker. I want the player to use something other than the shotguns.
I only need to replace the rocket launcher, and it'll be another homage to a previous weapon of mine (after the SMD Mk.II, I'm drawing another one from doomos.wad - guess which one it is and you get a cookie).
- Chronoteeth
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- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
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- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
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