Advanced engine needed : EDGE 1.29 or higher or GZDoom ============================================================================== Title : Doom: Dark Forces Arsenal for the EDGE engine Filename : dfmod.wad Author : James A. Murdah III Email Address : murdahj3@verizon.net Replaces all original doom weapons with the ones from the game Star Wars Dark Forces Misc Author Info : Additional Credits to : LucasArts (graphics)(sound), The guys who made the Edge engine (for enabling me to make this mod), Sambo's soundpack for the Doomsday Engine (some new monster sounds were added), and Id software for making doom in the first place. ============================================================================== * Play Information * Episode and Level # : Works with all Doom 1, Doom 2, and Final Doom games, can also be used in combination with megawads provided the megawads do not have custom weapons in them. Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : No New Sounds : Yes New Graphics : Yes New Music : No Demos Replaced : No Compatibility : Can only be used either EDGE: Enhanced Doom Gaming Engine: Recommend version 1.29 or higher. or GZdoom. If using edge, try Edge Shell Launcher. ============================================================================== * Construction * Base : originally wanted grenades in Doom, then this idea hit me. Also I made this mod because I really liked the original dark forces weapons. Editor(s) used : Wintex 5.0, XWE, Paint (used to iron out graphics problems with the assault cannon, it was too big), Wordpad Known Bugs : EDGE: Some stuff I can't fix. With the laser weapons and the repeater rifle, when aiming up, projectiles tend to slope down a little and when aiming down, projectiles tend to slope up a little. Proximity Mines tend to fail to spawn if you try to set them up to close to a wall or on stairs. Always set them up on a flat surface and not to close to a wall. Sometimes, if mines are placed close to the bottom of a flight of stairs, monsters may tend to walk over them without causing them to detonate. The shields protect against crushing ceilings and harmful floors which is not supposed to happen but I have no idea how to fix it. The IDFA and IDKFA codes will give you up to 400 of the original doom blue armor which does not work like my new shield modification. GZDoom: Once again some stuff I can't fix: Some issues similar to the Edge Version, shields protect against crushing ceilings and harmful floors. I'm not that good at zdoom editing, therefore I don't know how to fix it. Sometimes, if mines are placed close to the bottom of a flight of stairs, monsters may tend to walk over them without causing them to detonate. I would also like to find out how to edit the shields so that attacks don't chew them up so fast. Build Time : About less than a week for the edge version and over a week for the gzdoom version Weapon Info Fist: Graphics look different but behaves very much similar to the original fist, with the addition of a new swing sound and a much better punch sound. Unlimited Ammo Bryar Pistol: Replaces the pistol, Fires a single weak but very accurate fast moving green laser. Has a heavy recoil, and as a result a slow firing rate. Zombiemen use this weapon, and have a much better aim. Uses 1 energy cell per shot Stormtrooper Laser Rifle: Replaces the Shotgun, Fires a slightly stronger but not as accurate red laser. Has a faster firing rate. Be careful, shotgun guys carry this weapon too, and will drop them when killed. Uses 2 energy cells per shot Imperial Repeater Rifle: Replaces the Chaingun, Primary fire behaves much like the chaingun, but fires small blue accurate bullets which do just as much damage as the bryar pistol. This weapon is also used by heavy weapon dudes. Kill them quickly before they shoot at you then pick up the weapon after they drop it. Secondary fire shoots 3 small bullets in a triangle formation. Primary: Uses 1 power cell per shot Secondary: Uses 3 power cells per shot Thermal Detonators: Replaces the Rocket Launcher: Primary Fire throws the detonator with a 3 second delay fuse. Secondary Fire, makes it explode on impact. Sometimes dropped by heavy weapon dudes, but they don't use them. Both Primary and Secondary use 1 thermal detonator per shot Jeron Fusion Cutter: Replaces the Chainsaw: Primary Fire throws slow moving fusion balls at enemies from each of it's four barrels in succession: Secondary Fuse Fires all four barrels simultaneously. Primary Fire is good for taking out a single tough monster. But secondary fire should be used at close range or against several weak enemies in front of you, since the projectiles tend to spread out. Primary: Uses 2 power cells per shot Secondary: Uses 8 power cells per shot Packered Mortar Gun: Replaces the Double Barrel: Fires mortar shells that can be tossed over a wall or into a window. But the shells don't do as much damage as other explosives and have small blast radii. Uses 1 mortar shell per shot I.M. Mine: Primary Fire sets up a proximity mine that makes a very good booby trap for enemies. The next creature that touches it (including you) gets blown to kingdom come. Secondary Fire sets the mine up as a 5 second time bomb. Both Primary and Secondary use 1 mine per shot Hint - Arch-vile Trap: If you suspect an arch-vile nearby, you could always booby trap the corpses, so that the monster being resurrected and the arch-vile both get blown to bits. Stouker Concussion Rifle: Replaces the Plasma Rifle: Fires an invisible missile of compressed ionized air that explodes in shockwaves. Anything caught in the blast radius, gets engulfed in a blue flame, that includes you if you use this weapon too close to a target or wall. Uses 4 power cells per shot Assault Cannon: Replaces the BFG9000: The most powerful weapon. Primary fire fires powerful balls of plasma. Secondary fire launches a very powerful rocket, like the original rocket launcher, but rockets do more damage. Use sparingly, ammo for this weapon is rare. Primary: Uses 1 plasma cartirage per shot Secondary: Uses 1 rocket per shot Note: Since the game Star Wars: Dark Forces has more ammo types than Doom, and because I couldn't edit any maps to get the new ammo types in, and didn't want to either, I had to program the mod to make some of the additional ammo types randomly spawn in place of some of the original ones. For example, the replacement for the doom rocket launcher, most times it will be 5 thermal detonators, other times it will be a mortar gun. This mod also comes with shields that replace the doom armor. The shields give 100% protection against energy or heat based attacks such as fireballs and lasers. But beware that each time your shields get hit they will weaken. The shields will also stand up against the arch-vile attacks and cyberdemon rockets though such attacks will turn your shields into swiss cheese in no time. Beware though that the shields won't protect you against melee attacks such as imp claws or demon bites. It is also no good against bullets such as those fired by the Wolfenstein Nazis. ============================================================================== * Copyrights, ect.* These graphics and sounds were originally made by LucasArts. A few sounds were from Sambo's soundpack for Doomsday engine. All I did was put together this weapons mod for the edge engine.