This is actually quite good for your first mod (this...
is your first, isn't it?). That said, I do have some suggestions for ways it can be improved.
- The way you've coded this is a little outdated by todays standards. I notice that you're using FSGLOBAL, which will tend to break on maps that use extensive scripting (as well as in multiplayer mode). I'd suggest using a
custom player class that inherits from DoomPlayer, with the sole changes being the Player.StartItem entries. This will also solve the problem of the player not starting with a weapon selected.
- You're using the DoomEdNums to replace your weapons...while this will work on most vanilla maps, it won't work on maps that use heavy scripting to spawn weapons and monsters, and you might find yourself killing shotgunners that still drop the Doom shotgun instead of your custom one. I'd suggest replacing the numbers with "replaces <weapon>" - this way they'll still spawn in the correct places, and if a map decides to spawn one, it'll spawn your weapon instead of the Doom weapon.
- The Colt pistol is more powerful than the later-obtained Lucky assault rifle. The Lucky isn't very useful as a result.
- The minigun is actually very creative, dare I say it...I like the railgun alternate fire.
- The alternate fire on the grenade launcher is just awesome - extra fire rate at the expense of making the weapon very unreliable for accurate hits. Great for crowds.
- The experimental plasma pistol could use just one more thing to give it that powerful feeling - use
A_SetBlend to flash the screen and have it fade smoothly out. That'll finish off the "Noisy Cricket" feeling it has. I felt like Will Smith in Men In Black the first time I fired that thing. Thank goodness there was a zombie there to break my fall, else I would have launched myself off the map.
- I thought the slime-gun (slot 7) was too difficult to use effectively. If you want my opinion, I say increase the projectile speed and give it just a little bit of gravity.