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The final update, is back to basics- there is no over-powered version, decided not to include that. Instead there is 2 versions of the same weapon as 2 separate files. that use the Bullet count, Spread & Damage based off the Quad-Shotgun Zombie's attacks.
The Alternative Version (which just acts like a Super-Shotgun now) has a slight damage increase but the output is nowhere near as high as it was before, it still uses the bullet count as the Original's "Quad-Fire" (20 bullets).
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Remember that you aren't beholden to imitating a monster's attack behavior when designing your own version of the weapon
I'd prefer upping the pellet count (maybe to 30 or so?)
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Since we don't yet have a quad-shotgun of any nature, this is looking like a good candidate.
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I don't find the idle HUD sprite to be interesting.
If you fire one, two or three barrels, then go for the quad shot, you reload it like there are no shells in the weapon, i.e. you see Doomguy putting four shells.
When firing, there is a relatively longer pause between pressing the firing key and the weapon shooting
It costs more ammunition and takes a little longer time to kill, for example, a baron of hell than the super shotgun; 16 shells versus 10.
If you tap the fire key, all shots come out from the upper-left barrel as opposed to alternating like when you press and hold the fire key.
Upon loading the Quad-Shotugn.wad file, ZDoom reprots this warning at line 58 of DECORATE: Numeric type expected, got "Fire4".
Sprite QSRLH0 doesn't feel it belongs with the rest of the sprites.
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