#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_rejected.png) AutoShotgun

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- **EffinghamHuffnagel**
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   10 years 9 months ago - 10 years 2 months ago [\#2903](#2903) by EffinghamHuffnagel  *[AutoShotgun](https://www.realm667.com/forum/closed-submissions/539-autoshotgun#2903 "Information:

Name: AutoShotgun
Class: Level 3
Type: Hitscan
Palette: Doom
Summon: AutoShotgun
Ammotype: Shell
AltFire: Yes
Powered Mode: No

Submitted: EffinghamHuffnagel
Decorate: EffinghamHuffnagel
Sprites: UnTrustable
Sprite Edit: EffinghamHuffnagel (minor)
Sounds: Pulled them from some wads 15 yrs ago.
I edited them and have been using
them as my default sounds since.
ACS: No

I saw that Realm6667 had an AutoShotgunGuy monster, but no real AutoShotgun, so I did this in an evening as a break from getting monster Decorates to work right. I found these sprites in the ZDoom Spriting Carnival. UnTrustable posted them three years ago. He called it a ChainShotgun. As good a description as any, I guess. There is no Reload state, since the SSG is the only Doom weapon that actually has one. To try and balance the increased firing speed, I decreased damage and accuracy over distance. Shotguns are meant to use close-up. It may need some adjusting, but it will clear a crowded room quickly. The main Fire is the Shotgun, the AltFire is the SSG.

Download:
http://www.m*diafire.com/download/3f38l6a1bw4v4jj/AutoShotgun.zip")* was created by *EffinghamHuffnagel*

 Information:
Name: AutoShotgun
Class: Level 3
Type: Hitscan
Palette: Doom
Summon: AutoShotgun
Ammotype: Shell
AltFire: Yes
Powered Mode: No

Submitted: EffinghamHuffnagel
Decorate: EffinghamHuffnagel
Sprites: UnTrustable
Sprite Edit: EffinghamHuffnagel (minor)
Sounds: Pulled them from some wads 15 yrs ago.
I edited them and have been using
them as my default sounds since.
ACS: No

[ ![[img](http://i.imgur.com/FiTiWLa.png) ](http://imgur.com/FiTiWLa)

I saw that Realm6667 had an AutoShotgunGuy monster, but no real AutoShotgun, so I did this in an evening as a break from getting monster Decorates to work right. I found these sprites in the ZDoom Spriting Carnival. UnTrustable posted them three years ago. He called it a ChainShotgun. As good a description as any, I guess. There is no Reload state, since the SSG is the only Doom weapon that actually has one. To try and balance the increased firing speed, I decreased damage and accuracy over distance. Shotguns are meant to use close-up. It may need some adjusting, but it will clear a crowded room quickly. The main Fire is the Shotgun, the AltFire is the SSG.

Download:
http://www.m*diafire.com/download/3f38l6a1bw4v4jj/AutoShotgun.zip

 Last edit: 10 years 2 months ago by Tormentor667.

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   10 years 9 months ago [\#2904](#2904) by ozymandias81  Replied by *ozymandias81* on topic *[AutoShotgun](https://www.realm667.com/forum/closed-submissions/539-autoshotgun#2904 "Information:

Name: AutoShotgun
Class: Level 3
Type: Hitscan
Palette: Doom
Summon: AutoShotgun
Ammotype: Shell
AltFire: Yes
Powered Mode: No

Submitted: EffinghamHuffnagel
Decorate: EffinghamHuffnagel
Sprites: UnTrustable
Sprite Edit: EffinghamHuffnagel (minor)
Sounds: Pulled them from some wads 15 yrs ago.
I edited them and have been using
them as my default sounds since.
ACS: No

I saw that Realm6667 had an AutoShotgunGuy monster, but no real AutoShotgun, so I did this in an evening as a break from getting monster Decorates to work right. I found these sprites in the ZDoom Spriting Carnival. UnTrustable posted them three years ago. He called it a ChainShotgun. As good a description as any, I guess. There is no Reload state, since the SSG is the only Doom weapon that actually has one. To try and balance the increased firing speed, I decreased damage and accuracy over distance. Shotguns are meant to use close-up. It may need some adjusting, but it will clear a crowded room quickly. The main Fire is the Shotgun, the AltFire is the SSG.

Download:
http://www.m*diafire.com/download/3f38l6a1bw4v4jj/AutoShotgun.zip")*

 Sounds description are not in line with other submissions imho.
Where did you get them exactly? Try to ask on forums like Doomworld or ZDoom ones, maybe you'll get an answer.

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   10 years 9 months ago [\#2907](#2907) by EffinghamHuffnagel  Replied by *EffinghamHuffnagel* on topic *[AutoShotgun](https://www.realm667.com/forum/closed-submissions/539-autoshotgun#2907 "Information:

Name: AutoShotgun
Class: Level 3
Type: Hitscan
Palette: Doom
Summon: AutoShotgun
Ammotype: Shell
AltFire: Yes
Powered Mode: No

Submitted: EffinghamHuffnagel
Decorate: EffinghamHuffnagel
Sprites: UnTrustable
Sprite Edit: EffinghamHuffnagel (minor)
Sounds: Pulled them from some wads 15 yrs ago.
I edited them and have been using
them as my default sounds since.
ACS: No

I saw that Realm6667 had an AutoShotgunGuy monster, but no real AutoShotgun, so I did this in an evening as a break from getting monster Decorates to work right. I found these sprites in the ZDoom Spriting Carnival. UnTrustable posted them three years ago. He called it a ChainShotgun. As good a description as any, I guess. There is no Reload state, since the SSG is the only Doom weapon that actually has one. To try and balance the increased firing speed, I decreased damage and accuracy over distance. Shotguns are meant to use close-up. It may need some adjusting, but it will clear a crowded room quickly. The main Fire is the Shotgun, the AltFire is the SSG.

Download:
http://www.m*diafire.com/download/3f38l6a1bw4v4jj/AutoShotgun.zip")*

 "Sounds Description"? That's what you're focusing on? So, if you're in a room with a Cyberdemon and one Shotgun, you're going to notice the texture alignment? I'm sorry, that's funny. I didn't just rip the sounds and use them as is from some late 90's map 15 years ago. I edited the Shotgun to remove some reload clicks and dropped the pitch a little and added some bass to the SSG. I doubt anyone could identify them now. But, if you're that concerned about the sounds' provenance, I'll go to some Sound Libraries this weekend and find some replacements. I just wanted something with more weight than the Doom default sounds. I also notice that you didn't download the file to actually listen to the sounds and try to identify them.

Look, I made this in an evening with resources on hand. I had the sprite sheet, I had the sounds, I had the time. I wasn't trying to create an OP Godkiller, or even a replacement for the Shotgun and SSG. That's why I used the default Doom Shotgun/SSG damage/accuracy settings for short range only. I made it worse than the originals at medium distance and at long range, it sucks. I'm also very proud that I was able to figure out by myself how to control damage/accuracy over distance.

This weapon is an ammo-waster. Its primary use is for when a Player is surprised by a Pinky Rush, or a Horde of Revenants, or two Barons in a small room between him and the exit. It's for fast, massive killing in a small space where you can't use Rockets. I'm sure an AutoSSG would find a happy home in Slaughtermapland.

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   10 years 9 months ago - 10 years 9 months ago [\#2908](#2908) by ozymandias81  Replied by *ozymandias81* on topic *[AutoShotgun](https://www.realm667.com/forum/closed-submissions/539-autoshotgun#2908 "Information:

Name: AutoShotgun
Class: Level 3
Type: Hitscan
Palette: Doom
Summon: AutoShotgun
Ammotype: Shell
AltFire: Yes
Powered Mode: No

Submitted: EffinghamHuffnagel
Decorate: EffinghamHuffnagel
Sprites: UnTrustable
Sprite Edit: EffinghamHuffnagel (minor)
Sounds: Pulled them from some wads 15 yrs ago.
I edited them and have been using
them as my default sounds since.
ACS: No

I saw that Realm6667 had an AutoShotgunGuy monster, but no real AutoShotgun, so I did this in an evening as a break from getting monster Decorates to work right. I found these sprites in the ZDoom Spriting Carnival. UnTrustable posted them three years ago. He called it a ChainShotgun. As good a description as any, I guess. There is no Reload state, since the SSG is the only Doom weapon that actually has one. To try and balance the increased firing speed, I decreased damage and accuracy over distance. Shotguns are meant to use close-up. It may need some adjusting, but it will clear a crowded room quickly. The main Fire is the Shotgun, the AltFire is the SSG.

Download:
http://www.m*diafire.com/download/3f38l6a1bw4v4jj/AutoShotgun.zip")*

 Well, first of all, calm down mate, I don't wanna harass nobody here, ok?

Second, the issue here is your looong description for those 2 sounds you used for your weapon, there are some rules here and everybody follow them.
As for suggestion, just add "made from scratch" if you heavily modified them and didn't get a clue which were their original authors *(the DSDSHTGN seems to be from Chasm The Rift, but I am not sure)*.
Concerning your AutoShotgun:

http://imgur.com/a/2IvNT
- PNGOUT'd all sprites
- Reduced file sizes for those 2 .ogg sounds
- Removed an empty space at EOF on DECORATE lump
- Commented out the DoomEdNumber, it's up to users to add one

####  File Attachment:

 File Name: [ AutoShotgun.zip](https://www.realm667.com/forum/attachment/196 "AutoShotgun.zip")
 File Size:57.81 KB

Beside that, the weapon works good and I like it.

- [ AutoShotgun.zip ](https://www.realm667.com/forum/attachment/196?download=1 "AutoShotgun.zip") [ ](https://www.realm667.com/forum/attachment/196?download=1 "AutoShotgun.zip")

 Last edit: 10 years 9 months ago by ozymandias81.

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   10 years 9 months ago [\#2923](#2923) by Gez  Replied by *Gez* on topic *[AutoShotgun](https://www.realm667.com/forum/closed-submissions/539-autoshotgun#2923 "Information:

Name: AutoShotgun
Class: Level 3
Type: Hitscan
Palette: Doom
Summon: AutoShotgun
Ammotype: Shell
AltFire: Yes
Powered Mode: No

Submitted: EffinghamHuffnagel
Decorate: EffinghamHuffnagel
Sprites: UnTrustable
Sprite Edit: EffinghamHuffnagel (minor)
Sounds: Pulled them from some wads 15 yrs ago.
I edited them and have been using
them as my default sounds since.
ACS: No

I saw that Realm6667 had an AutoShotgunGuy monster, but no real AutoShotgun, so I did this in an evening as a break from getting monster Decorates to work right. I found these sprites in the ZDoom Spriting Carnival. UnTrustable posted them three years ago. He called it a ChainShotgun. As good a description as any, I guess. There is no Reload state, since the SSG is the only Doom weapon that actually has one. To try and balance the increased firing speed, I decreased damage and accuracy over distance. Shotguns are meant to use close-up. It may need some adjusting, but it will clear a crowded room quickly. The main Fire is the Shotgun, the AltFire is the SSG.

Download:
http://www.m*diafire.com/download/3f38l6a1bw4v4jj/AutoShotgun.zip")*

 Yeah unfortunately "grabbed from somewhere 15 years ago" is kind of insufficient for credits; though worst case this can be solved by changing the sounds.

It's funny we don't already have an autoshotgun in the armory, given that there were such weapons in various Torm projects, including Stronghold and ZDCMP2.

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   10 years 7 months ago [\#3067](#3067) by CaptainManiac  Replied by *CaptainManiac* on topic *[AutoShotgun](https://www.realm667.com/forum/closed-submissions/539-autoshotgun#3067 "Information:

Name: AutoShotgun
Class: Level 3
Type: Hitscan
Palette: Doom
Summon: AutoShotgun
Ammotype: Shell
AltFire: Yes
Powered Mode: No

Submitted: EffinghamHuffnagel
Decorate: EffinghamHuffnagel
Sprites: UnTrustable
Sprite Edit: EffinghamHuffnagel (minor)
Sounds: Pulled them from some wads 15 yrs ago.
I edited them and have been using
them as my default sounds since.
ACS: No

I saw that Realm6667 had an AutoShotgunGuy monster, but no real AutoShotgun, so I did this in an evening as a break from getting monster Decorates to work right. I found these sprites in the ZDoom Spriting Carnival. UnTrustable posted them three years ago. He called it a ChainShotgun. As good a description as any, I guess. There is no Reload state, since the SSG is the only Doom weapon that actually has one. To try and balance the increased firing speed, I decreased damage and accuracy over distance. Shotguns are meant to use close-up. It may need some adjusting, but it will clear a crowded room quickly. The main Fire is the Shotgun, the AltFire is the SSG.

Download:
http://www.m*diafire.com/download/3f38l6a1bw4v4jj/AutoShotgun.zip")*

 Your weapon is not autoshotgun,it is Shell launching minigun like the Shadow Warrior Riot Gun.The real autoshotgun is like the normal ahotgun,but semi-automatic.See example of SPAS 12 shotgun.If you make the changesyou will be ok.I will upload a photo of the example of autoshotgun,you see that and fix your mod.Tip from a good begginer modder,accept it if you want,imho

- [ Spas12.jpg ![Spas12.jpg](https://www.realm667.com/forum/attachment/217?download=1) ](https://www.realm667.com/forum/attachment/217?download=1 "Spas12.jpg") [ ](https://www.realm667.com/forum/attachment/217?download=1 "Spas12.jpg")

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   10 years 2 months ago - 10 years 2 months ago [\#3769](#3769) by MagicWazard  Replied by *MagicWazard* on topic *[AutoShotgun](https://www.realm667.com/forum/closed-submissions/539-autoshotgun#3769 "Information:

Name: AutoShotgun
Class: Level 3
Type: Hitscan
Palette: Doom
Summon: AutoShotgun
Ammotype: Shell
AltFire: Yes
Powered Mode: No

Submitted: EffinghamHuffnagel
Decorate: EffinghamHuffnagel
Sprites: UnTrustable
Sprite Edit: EffinghamHuffnagel (minor)
Sounds: Pulled them from some wads 15 yrs ago.
I edited them and have been using
them as my default sounds since.
ACS: No

I saw that Realm6667 had an AutoShotgunGuy monster, but no real AutoShotgun, so I did this in an evening as a break from getting monster Decorates to work right. I found these sprites in the ZDoom Spriting Carnival. UnTrustable posted them three years ago. He called it a ChainShotgun. As good a description as any, I guess. There is no Reload state, since the SSG is the only Doom weapon that actually has one. To try and balance the increased firing speed, I decreased damage and accuracy over distance. Shotguns are meant to use close-up. It may need some adjusting, but it will clear a crowded room quickly. The main Fire is the Shotgun, the AltFire is the SSG.

Download:
http://www.m*diafire.com/download/3f38l6a1bw4v4jj/AutoShotgun.zip")*

> Gez wrote: It's funny we don't already have an autoshotgun in the armory, given that there were such weapons in various Torm projects, including Stronghold and ZDCMP2.

Well, we do have stuff like the AA12 and the Smasher, which are kind of in the same vein as this, although it's true we don't have an actual "AutoShotgun" yet.

Personally, I don't think the sprites really work--it looks too much like the chaingun for my liking, particularly the pickup. There's *gotta* be some more appropriate sprites out there. Maybe someone can make a rotation animation from the SSG barrels. Mechanically, it's gratifying, though. Of course an auto-shotgun is going to be a little overpowered for many engagements, but that kind of goes with the territory.

 Warning: Spoiler!

 (And please try not to take personal offense if someone points out a possible credits issue. Just remember that we try to enforce proper crediting whenever possible not to hassle people, but specifically to protect people--including people like you who may have edited the resources in some way. And the burden doesn't fall on us to try to identify where assets are sourced from if the submitter can't, though we're willing to try and help out as long as the submitters are forthcoming and reasonable.)

 Last edit: 10 years 2 months ago by MagicWazard.

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   9 years 9 months ago [\#4893](#4893) by Dreadopp  Replied by *Dreadopp* on topic *[AutoShotgun](https://www.realm667.com/forum/closed-submissions/539-autoshotgun#4893 "Information:

Name: AutoShotgun
Class: Level 3
Type: Hitscan
Palette: Doom
Summon: AutoShotgun
Ammotype: Shell
AltFire: Yes
Powered Mode: No

Submitted: EffinghamHuffnagel
Decorate: EffinghamHuffnagel
Sprites: UnTrustable
Sprite Edit: EffinghamHuffnagel (minor)
Sounds: Pulled them from some wads 15 yrs ago.
I edited them and have been using
them as my default sounds since.
ACS: No

I saw that Realm6667 had an AutoShotgunGuy monster, but no real AutoShotgun, so I did this in an evening as a break from getting monster Decorates to work right. I found these sprites in the ZDoom Spriting Carnival. UnTrustable posted them three years ago. He called it a ChainShotgun. As good a description as any, I guess. There is no Reload state, since the SSG is the only Doom weapon that actually has one. To try and balance the increased firing speed, I decreased damage and accuracy over distance. Shotguns are meant to use close-up. It may need some adjusting, but it will clear a crowded room quickly. The main Fire is the Shotgun, the AltFire is the SSG.

Download:
http://www.m*diafire.com/download/3f38l6a1bw4v4jj/AutoShotgun.zip")*

 Was there any luck finding/changing the sounds for this weapon? I think it could potentially work if the name was changed to Chain Shotgun or something similar, as mentioned in the first post.

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   9 years 5 months ago [\#5602](#5602) by Blue Shadow  Replied by *Blue Shadow* on topic *[AutoShotgun](https://www.realm667.com/forum/closed-submissions/539-autoshotgun#5602 "Information:

Name: AutoShotgun
Class: Level 3
Type: Hitscan
Palette: Doom
Summon: AutoShotgun
Ammotype: Shell
AltFire: Yes
Powered Mode: No

Submitted: EffinghamHuffnagel
Decorate: EffinghamHuffnagel
Sprites: UnTrustable
Sprite Edit: EffinghamHuffnagel (minor)
Sounds: Pulled them from some wads 15 yrs ago.
I edited them and have been using
them as my default sounds since.
ACS: No

I saw that Realm6667 had an AutoShotgunGuy monster, but no real AutoShotgun, so I did this in an evening as a break from getting monster Decorates to work right. I found these sprites in the ZDoom Spriting Carnival. UnTrustable posted them three years ago. He called it a ChainShotgun. As good a description as any, I guess. There is no Reload state, since the SSG is the only Doom weapon that actually has one. To try and balance the increased firing speed, I decreased damage and accuracy over distance. Shotguns are meant to use close-up. It may need some adjusting, but it will clear a crowded room quickly. The main Fire is the Shotgun, the AltFire is the SSG.

Download:
http://www.m*diafire.com/download/3f38l6a1bw4v4jj/AutoShotgun.zip")*

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