Monster Names when summoning are :
ZegVok (Recomend)
ZegGhost
Scourge
DotDScourge (Reccomend)
Aludac
Aludac2
Rogor
UberManc
Alphasoulcrazy
Firedrake
These are just a few of the main ones I am quite happy with
Weapons :
When I made some of these, I considered Multiplayer aswell
The "StinkBombRifle" unfortunately isn't really working as I had planned, I originally wanted it to spawn a little toxin cloud upon contact with something, sort of like a way to help flag carriers when their being pursued, aka, they could run backwards and fire off a couple of shots that would stay on the ground and hurt their pursuers, and even kill the weaker ones.
The "NailGun" is actually my flak cannon, once I added a Melee state to its projectile, it stopped acting like an actual projectile
Oh, and That was originally meant to be a form of rustic Elephant rifle, I modified the graphics of the Blackpowder rifle from big game hunter, not what I would call a triumph . . . I enjoy the coding over the graphical and sound works
Once I get my whole PNG ineptness behind me, Alot of the weapons will be using their actual colors, as I saved most of them as PSDs before converting them to the Doom pallette.
The Spiral Gun of Death is actually just a test weapon, but since it works so well, I might as well keep it. Again, the PSD of it looks MUCH better . . .
The Scuba Steve Unmaker is actually broken, I meant for the projectiles to last Alot longer than they do, but A_Countdown didn't work the way I expected to, and the length of code I had for the projectiles before was just rediculous, I might switch to A_FadeOut instead, but if you've ever played NoX, you'de get a good understanding of how the primary fire is meant to work, I modeled it after the Force of Nature spell.
The Secondary Fire on the Wind Gaunlets are meant to bounce projectiles back, as well as damage enemies, but for some reason, after it hits an enemy, the tornado subsides, and the Primary Fire stops projectiles as well as rips through enemies, I would consider it essential if you actually want to fight and win against one of the boss monsters without god mode
The Rapid Fire Crossbow is the ChuKoNu, well, based off of it, it was the Manchurian repeating crossbow, the bolts are weaker and dont go as far, but since the wad is 6 and a half megs, I figure I should reuse whenever I can in regards to sounds
The Mace is meant to spawn a small explosion not harmful to the player when it connects with something, I forget why it doesnt work, but either way, I've been thinking about ditching it.
The Alpha Doom Rifle sound doesnt cut out for me, Ill admit the sound sucks, but I wanted something slightly manlier than the Thompson or Punchgun sounds
The Black thing is my Heavy EMG, based off of the EMGs from Total Annihilation (If anyones played it), its meant to be a more powerful and viscious version of the PlasmaRifle
The SuperSutogun is kindof like the UT Minigun, in the sense that the different firing modes vary in speed vs accuracy
The Quake Nailgun is my Ultimatum, It fire an Uber SSG SHot, a Ripping SLug, and "StinkBomb" bullets that vary in gas colors
The Doom Beta Machinegun is my attempt at doing something similar to that quad handgun in the Doom Weapons resource wad, in the sense that you have to use the alternate fire to reload it, but For the life of me, I cant get the reloading shenanagins to work
The spheres are my mines, yes the graphics are Cop outs, but Im more into the coding end than the graphics end, one is a normal explosive mine, one is slightly stealthy, and one spews out clouds of toxic gas
The Shotgun rod (Grey Shotguns) are actually 2 different guns, I wanted to (With the help of ACS) ,ake a level of "Kill the Rabbit", were everyone starts out with just the chicken beaks, in a level with a bunch of cover and jumping stuff, and there is the M.A.D. Shotgun in the middle, which is the secondary version of the Shotgun Rod, with endows super speed, and hurts the shooter every time they fire. After they would die, the gun would drop.
The "Throw Gun" is sort of a "Tribute" to my favorite form of fighting in ZDaemon, aka, getting up close with the SSG, and hoping I fire first
The N64 Unmaker is my Demonic Nuke, it needs more work, and the Radius_Quake command doesnt work for some odd reason, I've also noticed, that if the player takes more than 400 points of damage in one "tic", God Mode wont save them, and the nuke is the only "Sane" way of killing ZegVok
Your post was exactly what I wanted, constructive criticism with your own opinions, Ill probably work on the Nuke some more for now, and Ill try to finish some more of this, as for the sounds . . . augh, I really dont want to do them, so this will probably remain in unfinished beta form.
Anyway, thanks!