Here's the skinny:
- The Purpose of the Armory Resource Wad
- The main goal of the project is to create a comprehensive collection of Decorate weapons for ZDoom/GZDoom modders to import for their own maps. This is much the same as the last project.
- A secondary goal for the Armory Resource Wad is to provide reference material for those who are learning to use Decorate weapons. While advanced weapons are encouraged, I also strongly recommend that submitters place comments in the more complicated portions of code to explain what they do.
The Submission Guidelines - Most importantly, weapons must be fully functional - incomplete weapons will not be added to the resource file.
- Your weapon ought to come with appropriate sprite graphics. Ripped graphics are accepted, but only marginally okay (just don't rip anything we've seen hundreds of thousands of times before without modifications or your entry will be immediately rejected).
- Try and be original. We don't need 100 sub-machine guns. That doesn't mean that you shouldn't submit your sub-machine gun, even if it's really good - I only suggest that weapon makers come up with more interesting concepts that haven't already been submitted.
- Special effects are okay, but don't replace any existing Doom actors in the process (bullet puffs, blood splatters, monsters, etc). This is a weapons resource, not a full-fledged weapon mod.
- The weapon ought to be balanced for regular gameplay - I will not accept overpowered weapons, nor will I add weapons that do very little damage with no discernable benefits.
- This is mainly common sense, but please take your weapon seriously. Joke weapons and silly things won't be added to the wad file.
- I will be using the Power Level system from the last wad. I will choose an appropriate power level for each weapon, though authors are free to suggest one upon submitting.
Power Level 1: Starting weapon quality. About on par with the Pistol or Fist.
Power Level 2: Secondary weapons, such as the Shotgun or Chainsaw.
Power Level 3: Heavier weapons like the Chaingun or Plasma Rifle.
Power Level 4: Rocket Launchers or other powerful weapons.
Power Level 5: Ultimate Weapon caliber. All your Wraithverges, BFG's, and IWBG's go here (WITHIN REASON).
Power Level 0: Weapons that aren't weapons at all (grappling hooks, repulsion blasts, flashbombs, etc) and aren't directly related to killing enemies. - Weapons can support any number of additional features - reloading, alternate fire, and whatever else you guys can come up with. I will be dividing them up into two sections: Doom-Like (no reloading or alt-fire) and Special (any of the above).
Addendum 1-and-a-half: 7/31/2006 - You do not need to assign an editor number to your weapon and/or ammo pickups. I will be using my own selection of editor numbers (2100-2999). (Thanks, Graf)
Addendum 2: 8/2/2006 - Revised the "ripped graphics" statement in the submission guidelines, in light of Lord Mattus' rejected submissions using ICD-SE graphics.
Addendum 3: 8/7/2006 - When assigning your weapons to specific keys, put them on keys 8, 9, or 0 in the interests of usability. Don't worry about clutter - I'll assign the weapons to their own keys when the whole thing is compiled.
Other Stuff I Expect From You Guys - No "unofficial" reviews. It just clutters up the thread. I'm the only one that'll be approving and disapproving the weapons this time around.
- Don't apply to be a judge. There are no judges.
- Don't post in the thread just to ask when the next version will be released. I will get around to it whenever I have time. I have a job and a life to tend to and can't be bothered to maintain the wad 24 hours a day.
Please use these if you're coding weapons that use DoomRater's reload system, or need a dummy alert function.
Code: Select all
ACTOR CheapAlert //used to alert monsters
{
Health 1000
Radius 1
Height 1
Speed 0
Damage 0
Mass 1
PROJECTILE
States
{
Spawn:
Death:
NULL AA 1 A_AlertMonsters
Stop
}
}
ACTOR IsReloading : Inventory //Dummy reloading item
{
Inventory.MaxAmount 1
}
ACTOR Action_Reload : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
-INVBAR
States
{
Use:
TNT1 A 0 A_GiveInventory("IsReloading",1)
Fail
}
}
ACTOR Action_ReloadCancel : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
-INVBAR
States
{
Use:
TNT1 A 0 A_TakeInventory("IsReloading",1)
Fail
}
}
Code: Select all
addkeysection "Armory Resource Wad" arwkeys
addmenukey "Reload" +arw_reload
alias +arw_reload "use Action_Reload"
alias -arw_reload "use Action_ReloadCancel"
defaultbind r +arw_reload
(List of people whose weapons are rejected on sight)
- Currently none