#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[Submission\] Quad-Shotgun

##

- **MagicWazard**
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   10 years 2 months ago [\#3839](#3839) by MagicWazard  Replied by *MagicWazard* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=10#3839 "Information:

Name: Quad Shotgun
Class: 3
Type: Hitscan
Palette: Doom
Summon: QuadShotgun
Ammotype: Shell
AltFire: Yes

Credits:
Submitted: DBJ87
Decorate: DBJ87
Sprites: Id Software, 1337spy, Bgraybr, Warhawk
Sprite Edit: 1337spy (Idle Sprites), Bgraybr, Warhawk
Sounds: Id Software (Doom 3 Fire & Reload), Bad Mojo (Quad Fire)
Idea Base: Based on the QuadShotgun Zombie's Weapon by Ghastly_dragon.

Thanks to MagicWazard, Blue Shadow, Bad Mojo for your feedback and input.
Thank you to Yholl. For giving me the permission to use the sprite set now in use.

Quad Shotgun's sprites taken, with permission, from DRLA. I take no credit for any sprites now in place.

Description:
4 Barrelled Shotgun, 4 Boom-Sticks of carnage! Simple, but effective it deals heavy damage but the reload time causes a long delay between shots. It might use
more ammo, but bullets have a higher chance to hit than the Super-Shotgun, due to modifications made to the Barrels, decreasing its horizontal spread. Can plough through crowds of weaklings but is limited in tight situations. You can make the most of the gun's bullet & spread at close range but you're more open to enemy attacks. But which is better? Speed or Power? Quality or Quantity?

Can take out some of the higher tier enemies in 3-5 shots* at close range.
*Compared to average 5-8 from the Super Shotgun vs. Baron of Hell & Mancubus. It does use more ammo overall compared to the Super-Shotgun. But the weapon is a lot more accurate with a higher chance of all the bullets hitting your target.

Fires 4 Single shots with high accuracy, taking out weaker enemies that would take 2-4 standard shotgun blasts quicker. Or use the Alternative fire to manually reload the gun or fire all 4 barrels at once dealing high damage & better accuracy against wider targets & slightly faster reload times compared to the Super-Shotgun.

"Custom Punch" damage has been added mostly extra effects such as stronger close range damage, larger push-backs & gibbing weak enemies*, (especially when firing all 4 at once, extra impact increases the effective value of using the Quad Shotgun at close range instead of any alternative. The push-back factor mostly is influenced by the weapon's Kickback, but the more bullets that hit the target at close range (stacking the damage from this attack) the farther they should fly back.
*Best comparison being like the Plasmagun, critical hits that deal highest damage & take the most health off. Enemies such as Imps, Former Humans & Sergeants occasionally gib from at short to point-blank range. More information about Melee Damage configuration of File's Description.

Updates:

//12/12/16
-3rd incarnation (of the online export) of the with new Sprites & Sounds. (See Credits)
-Close Range Damage increased with a Melee Attack dealing moderate damage.
-Faster Reload compared to any version pre December 2016.
-Reload Sound Sequence improved.

//01/03/17
-Weapon's Firing & Reload Sequences have had all sounds allocated to seperate channels. Firing Sounds were getting cut off when reloading.
(Thanks to Blue Shadow & MagicWazard, for addressing this)
-Reload Sound timing for when gun is actually closed is more accurately placed.
-Bullet Damage rounded down to 7 (from 7.5) to fix Issues with newer the GZDoom/ZDoom configurations.
(Thanks to Blue Shadow, for addressing this & MagicWazard, for addressing this)

I can only take credit for the idea on creating this version of a highly popular idea itself & creating the Decorate for it.

All other Credit goes to those named above.
Thank you to everyone that has tested this since it was first started & everyone who has given me feedback.
And thank to Yholl, 1337spy and the team behind DRLA. For permission to use the new Idle Sprite models & Flashes.

Sprite:

Download
http://www.m*diafire.com/file/k2orv3mvd2cv150/Quad-Shotgun.zip")*

 You could always bundle both versions (two firing modes and quad-only) together in the same submission. It doesn't have to be an either-or case. There's always going to be someone who prefers one over the other; if you already have both options, I'd say include 'em both.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81OTEtc3VibWlzc2lvbi1xdWFkLXNob3RndW4/c3RhcnQ9MTA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
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   10 years 2 months ago [\#3844](#3844) by DBJ87  Replied by *DBJ87* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=10#3844 "Information:

Name: Quad Shotgun
Class: 3
Type: Hitscan
Palette: Doom
Summon: QuadShotgun
Ammotype: Shell
AltFire: Yes

Credits:
Submitted: DBJ87
Decorate: DBJ87
Sprites: Id Software, 1337spy, Bgraybr, Warhawk
Sprite Edit: 1337spy (Idle Sprites), Bgraybr, Warhawk
Sounds: Id Software (Doom 3 Fire & Reload), Bad Mojo (Quad Fire)
Idea Base: Based on the QuadShotgun Zombie's Weapon by Ghastly_dragon.

Thanks to MagicWazard, Blue Shadow, Bad Mojo for your feedback and input.
Thank you to Yholl. For giving me the permission to use the sprite set now in use.

Quad Shotgun's sprites taken, with permission, from DRLA. I take no credit for any sprites now in place.

Description:
4 Barrelled Shotgun, 4 Boom-Sticks of carnage! Simple, but effective it deals heavy damage but the reload time causes a long delay between shots. It might use
more ammo, but bullets have a higher chance to hit than the Super-Shotgun, due to modifications made to the Barrels, decreasing its horizontal spread. Can plough through crowds of weaklings but is limited in tight situations. You can make the most of the gun's bullet & spread at close range but you're more open to enemy attacks. But which is better? Speed or Power? Quality or Quantity?

Can take out some of the higher tier enemies in 3-5 shots* at close range.
*Compared to average 5-8 from the Super Shotgun vs. Baron of Hell & Mancubus. It does use more ammo overall compared to the Super-Shotgun. But the weapon is a lot more accurate with a higher chance of all the bullets hitting your target.

Fires 4 Single shots with high accuracy, taking out weaker enemies that would take 2-4 standard shotgun blasts quicker. Or use the Alternative fire to manually reload the gun or fire all 4 barrels at once dealing high damage & better accuracy against wider targets & slightly faster reload times compared to the Super-Shotgun.

"Custom Punch" damage has been added mostly extra effects such as stronger close range damage, larger push-backs & gibbing weak enemies*, (especially when firing all 4 at once, extra impact increases the effective value of using the Quad Shotgun at close range instead of any alternative. The push-back factor mostly is influenced by the weapon's Kickback, but the more bullets that hit the target at close range (stacking the damage from this attack) the farther they should fly back.
*Best comparison being like the Plasmagun, critical hits that deal highest damage & take the most health off. Enemies such as Imps, Former Humans & Sergeants occasionally gib from at short to point-blank range. More information about Melee Damage configuration of File's Description.

Updates:

//12/12/16
-3rd incarnation (of the online export) of the with new Sprites & Sounds. (See Credits)
-Close Range Damage increased with a Melee Attack dealing moderate damage.
-Faster Reload compared to any version pre December 2016.
-Reload Sound Sequence improved.

//01/03/17
-Weapon's Firing & Reload Sequences have had all sounds allocated to seperate channels. Firing Sounds were getting cut off when reloading.
(Thanks to Blue Shadow & MagicWazard, for addressing this)
-Reload Sound timing for when gun is actually closed is more accurately placed.
-Bullet Damage rounded down to 7 (from 7.5) to fix Issues with newer the GZDoom/ZDoom configurations.
(Thanks to Blue Shadow, for addressing this & MagicWazard, for addressing this)

I can only take credit for the idea on creating this version of a highly popular idea itself & creating the Decorate for it.

All other Credit goes to those named above.
Thank you to everyone that has tested this since it was first started & everyone who has given me feedback.
And thank to Yholl, 1337spy and the team behind DRLA. For permission to use the new Idle Sprite models & Flashes.

Sprite:

Download
http://www.m*diafire.com/file/k2orv3mvd2cv150/Quad-Shotgun.zip")*

 I'll put both versions in one file now, there isn't much else I can change without over or under powering the weapon now, I'm glad that those decorate problems &amp; code errors were pointed out though... that's been a massive improvement, Thank you for your help.

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- **MagicWazard**
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   10 years 2 months ago [\#3849](#3849) by MagicWazard  Replied by *MagicWazard* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=10#3849 "Information:

Name: Quad Shotgun
Class: 3
Type: Hitscan
Palette: Doom
Summon: QuadShotgun
Ammotype: Shell
AltFire: Yes

Credits:
Submitted: DBJ87
Decorate: DBJ87
Sprites: Id Software, 1337spy, Bgraybr, Warhawk
Sprite Edit: 1337spy (Idle Sprites), Bgraybr, Warhawk
Sounds: Id Software (Doom 3 Fire & Reload), Bad Mojo (Quad Fire)
Idea Base: Based on the QuadShotgun Zombie's Weapon by Ghastly_dragon.

Thanks to MagicWazard, Blue Shadow, Bad Mojo for your feedback and input.
Thank you to Yholl. For giving me the permission to use the sprite set now in use.

Quad Shotgun's sprites taken, with permission, from DRLA. I take no credit for any sprites now in place.

Description:
4 Barrelled Shotgun, 4 Boom-Sticks of carnage! Simple, but effective it deals heavy damage but the reload time causes a long delay between shots. It might use
more ammo, but bullets have a higher chance to hit than the Super-Shotgun, due to modifications made to the Barrels, decreasing its horizontal spread. Can plough through crowds of weaklings but is limited in tight situations. You can make the most of the gun's bullet & spread at close range but you're more open to enemy attacks. But which is better? Speed or Power? Quality or Quantity?

Can take out some of the higher tier enemies in 3-5 shots* at close range.
*Compared to average 5-8 from the Super Shotgun vs. Baron of Hell & Mancubus. It does use more ammo overall compared to the Super-Shotgun. But the weapon is a lot more accurate with a higher chance of all the bullets hitting your target.

Fires 4 Single shots with high accuracy, taking out weaker enemies that would take 2-4 standard shotgun blasts quicker. Or use the Alternative fire to manually reload the gun or fire all 4 barrels at once dealing high damage & better accuracy against wider targets & slightly faster reload times compared to the Super-Shotgun.

"Custom Punch" damage has been added mostly extra effects such as stronger close range damage, larger push-backs & gibbing weak enemies*, (especially when firing all 4 at once, extra impact increases the effective value of using the Quad Shotgun at close range instead of any alternative. The push-back factor mostly is influenced by the weapon's Kickback, but the more bullets that hit the target at close range (stacking the damage from this attack) the farther they should fly back.
*Best comparison being like the Plasmagun, critical hits that deal highest damage & take the most health off. Enemies such as Imps, Former Humans & Sergeants occasionally gib from at short to point-blank range. More information about Melee Damage configuration of File's Description.

Updates:

//12/12/16
-3rd incarnation (of the online export) of the with new Sprites & Sounds. (See Credits)
-Close Range Damage increased with a Melee Attack dealing moderate damage.
-Faster Reload compared to any version pre December 2016.
-Reload Sound Sequence improved.

//01/03/17
-Weapon's Firing & Reload Sequences have had all sounds allocated to seperate channels. Firing Sounds were getting cut off when reloading.
(Thanks to Blue Shadow & MagicWazard, for addressing this)
-Reload Sound timing for when gun is actually closed is more accurately placed.
-Bullet Damage rounded down to 7 (from 7.5) to fix Issues with newer the GZDoom/ZDoom configurations.
(Thanks to Blue Shadow, for addressing this & MagicWazard, for addressing this)

I can only take credit for the idea on creating this version of a highly popular idea itself & creating the Decorate for it.

All other Credit goes to those named above.
Thank you to everyone that has tested this since it was first started & everyone who has given me feedback.
And thank to Yholl, 1337spy and the team behind DRLA. For permission to use the new Idle Sprite models & Flashes.

Sprite:

Download
http://www.m*diafire.com/file/k2orv3mvd2cv150/Quad-Shotgun.zip")*

 So, has one of the links in the OP been updated to include both versions? I would suggest either removing or spoilering out any outdated links to avoid confusion.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81OTEtc3VibWlzc2lvbi1xdWFkLXNob3RndW4/c3RhcnQ9MTA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
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   10 years 2 months ago [\#3851](#3851) by DBJ87  Replied by *DBJ87* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=10#3851 "Information:

Name: Quad Shotgun
Class: 3
Type: Hitscan
Palette: Doom
Summon: QuadShotgun
Ammotype: Shell
AltFire: Yes

Credits:
Submitted: DBJ87
Decorate: DBJ87
Sprites: Id Software, 1337spy, Bgraybr, Warhawk
Sprite Edit: 1337spy (Idle Sprites), Bgraybr, Warhawk
Sounds: Id Software (Doom 3 Fire & Reload), Bad Mojo (Quad Fire)
Idea Base: Based on the QuadShotgun Zombie's Weapon by Ghastly_dragon.

Thanks to MagicWazard, Blue Shadow, Bad Mojo for your feedback and input.
Thank you to Yholl. For giving me the permission to use the sprite set now in use.

Quad Shotgun's sprites taken, with permission, from DRLA. I take no credit for any sprites now in place.

Description:
4 Barrelled Shotgun, 4 Boom-Sticks of carnage! Simple, but effective it deals heavy damage but the reload time causes a long delay between shots. It might use
more ammo, but bullets have a higher chance to hit than the Super-Shotgun, due to modifications made to the Barrels, decreasing its horizontal spread. Can plough through crowds of weaklings but is limited in tight situations. You can make the most of the gun's bullet & spread at close range but you're more open to enemy attacks. But which is better? Speed or Power? Quality or Quantity?

Can take out some of the higher tier enemies in 3-5 shots* at close range.
*Compared to average 5-8 from the Super Shotgun vs. Baron of Hell & Mancubus. It does use more ammo overall compared to the Super-Shotgun. But the weapon is a lot more accurate with a higher chance of all the bullets hitting your target.

Fires 4 Single shots with high accuracy, taking out weaker enemies that would take 2-4 standard shotgun blasts quicker. Or use the Alternative fire to manually reload the gun or fire all 4 barrels at once dealing high damage & better accuracy against wider targets & slightly faster reload times compared to the Super-Shotgun.

"Custom Punch" damage has been added mostly extra effects such as stronger close range damage, larger push-backs & gibbing weak enemies*, (especially when firing all 4 at once, extra impact increases the effective value of using the Quad Shotgun at close range instead of any alternative. The push-back factor mostly is influenced by the weapon's Kickback, but the more bullets that hit the target at close range (stacking the damage from this attack) the farther they should fly back.
*Best comparison being like the Plasmagun, critical hits that deal highest damage & take the most health off. Enemies such as Imps, Former Humans & Sergeants occasionally gib from at short to point-blank range. More information about Melee Damage configuration of File's Description.

Updates:

//12/12/16
-3rd incarnation (of the online export) of the with new Sprites & Sounds. (See Credits)
-Close Range Damage increased with a Melee Attack dealing moderate damage.
-Faster Reload compared to any version pre December 2016.
-Reload Sound Sequence improved.

//01/03/17
-Weapon's Firing & Reload Sequences have had all sounds allocated to seperate channels. Firing Sounds were getting cut off when reloading.
(Thanks to Blue Shadow & MagicWazard, for addressing this)
-Reload Sound timing for when gun is actually closed is more accurately placed.
-Bullet Damage rounded down to 7 (from 7.5) to fix Issues with newer the GZDoom/ZDoom configurations.
(Thanks to Blue Shadow, for addressing this & MagicWazard, for addressing this)

I can only take credit for the idea on creating this version of a highly popular idea itself & creating the Decorate for it.

All other Credit goes to those named above.
Thank you to everyone that has tested this since it was first started & everyone who has given me feedback.
And thank to Yholl, 1337spy and the team behind DRLA. For permission to use the new Idle Sprite models & Flashes.

Sprite:

Download
http://www.m*diafire.com/file/k2orv3mvd2cv150/Quad-Shotgun.zip")*

 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 &amp; Damage based off the Quad-Shotgun Zombie's attacks.

They are separated to hopefully, avoid confusion. 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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   10 years 2 months ago [\#3878](#3878) by MagicWazard  Replied by *MagicWazard* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=10#3878 "Information:

Name: Quad Shotgun
Class: 3
Type: Hitscan
Palette: Doom
Summon: QuadShotgun
Ammotype: Shell
AltFire: Yes

Credits:
Submitted: DBJ87
Decorate: DBJ87
Sprites: Id Software, 1337spy, Bgraybr, Warhawk
Sprite Edit: 1337spy (Idle Sprites), Bgraybr, Warhawk
Sounds: Id Software (Doom 3 Fire & Reload), Bad Mojo (Quad Fire)
Idea Base: Based on the QuadShotgun Zombie's Weapon by Ghastly_dragon.

Thanks to MagicWazard, Blue Shadow, Bad Mojo for your feedback and input.
Thank you to Yholl. For giving me the permission to use the sprite set now in use.

Quad Shotgun's sprites taken, with permission, from DRLA. I take no credit for any sprites now in place.

Description:
4 Barrelled Shotgun, 4 Boom-Sticks of carnage! Simple, but effective it deals heavy damage but the reload time causes a long delay between shots. It might use
more ammo, but bullets have a higher chance to hit than the Super-Shotgun, due to modifications made to the Barrels, decreasing its horizontal spread. Can plough through crowds of weaklings but is limited in tight situations. You can make the most of the gun's bullet & spread at close range but you're more open to enemy attacks. But which is better? Speed or Power? Quality or Quantity?

Can take out some of the higher tier enemies in 3-5 shots* at close range.
*Compared to average 5-8 from the Super Shotgun vs. Baron of Hell & Mancubus. It does use more ammo overall compared to the Super-Shotgun. But the weapon is a lot more accurate with a higher chance of all the bullets hitting your target.

Fires 4 Single shots with high accuracy, taking out weaker enemies that would take 2-4 standard shotgun blasts quicker. Or use the Alternative fire to manually reload the gun or fire all 4 barrels at once dealing high damage & better accuracy against wider targets & slightly faster reload times compared to the Super-Shotgun.

"Custom Punch" damage has been added mostly extra effects such as stronger close range damage, larger push-backs & gibbing weak enemies*, (especially when firing all 4 at once, extra impact increases the effective value of using the Quad Shotgun at close range instead of any alternative. The push-back factor mostly is influenced by the weapon's Kickback, but the more bullets that hit the target at close range (stacking the damage from this attack) the farther they should fly back.
*Best comparison being like the Plasmagun, critical hits that deal highest damage & take the most health off. Enemies such as Imps, Former Humans & Sergeants occasionally gib from at short to point-blank range. More information about Melee Damage configuration of File's Description.

Updates:

//12/12/16
-3rd incarnation (of the online export) of the with new Sprites & Sounds. (See Credits)
-Close Range Damage increased with a Melee Attack dealing moderate damage.
-Faster Reload compared to any version pre December 2016.
-Reload Sound Sequence improved.

//01/03/17
-Weapon's Firing & Reload Sequences have had all sounds allocated to seperate channels. Firing Sounds were getting cut off when reloading.
(Thanks to Blue Shadow & MagicWazard, for addressing this)
-Reload Sound timing for when gun is actually closed is more accurately placed.
-Bullet Damage rounded down to 7 (from 7.5) to fix Issues with newer the GZDoom/ZDoom configurations.
(Thanks to Blue Shadow, for addressing this & MagicWazard, for addressing this)

I can only take credit for the idea on creating this version of a highly popular idea itself & creating the Decorate for it.

All other Credit goes to those named above.
Thank you to everyone that has tested this since it was first started & everyone who has given me feedback.
And thank to Yholl, 1337spy and the team behind DRLA. For permission to use the new Idle Sprite models & Flashes.

Sprite:

Download
http://www.m*diafire.com/file/k2orv3mvd2cv150/Quad-Shotgun.zip")*

> DBJ87 wrote: 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 &amp; Damage based off the Quad-Shotgun Zombie's attacks.

Remember that you aren't beholden to imitating a monster's attack behavior when designing your own version of the weapon; it's not uncommon for enemies' weapons to be weaker than the player's. For example, the Sergeant's shotgun only fires 3 pellets versus the player's 7 pellets. You can change the attack pattern for balance purposes if you think it makes a better weapon. If you're happy with the current setup, though, then that's fine too!

> DBJ87 wrote: 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).

I'd prefer upping the pellet count (maybe to 30 or so?) rather than changing the damage of each pellet; even though the total damage may balance out, I find the huge amount of puffs and blood splats produced by the higher pellet count to be quite entertaining. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

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- **DBJ87**
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   10 years 2 months ago [\#3891](#3891) by DBJ87  Replied by *DBJ87* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=10#3891 "Information:

Name: Quad Shotgun
Class: 3
Type: Hitscan
Palette: Doom
Summon: QuadShotgun
Ammotype: Shell
AltFire: Yes

Credits:
Submitted: DBJ87
Decorate: DBJ87
Sprites: Id Software, 1337spy, Bgraybr, Warhawk
Sprite Edit: 1337spy (Idle Sprites), Bgraybr, Warhawk
Sounds: Id Software (Doom 3 Fire & Reload), Bad Mojo (Quad Fire)
Idea Base: Based on the QuadShotgun Zombie's Weapon by Ghastly_dragon.

Thanks to MagicWazard, Blue Shadow, Bad Mojo for your feedback and input.
Thank you to Yholl. For giving me the permission to use the sprite set now in use.

Quad Shotgun's sprites taken, with permission, from DRLA. I take no credit for any sprites now in place.

Description:
4 Barrelled Shotgun, 4 Boom-Sticks of carnage! Simple, but effective it deals heavy damage but the reload time causes a long delay between shots. It might use
more ammo, but bullets have a higher chance to hit than the Super-Shotgun, due to modifications made to the Barrels, decreasing its horizontal spread. Can plough through crowds of weaklings but is limited in tight situations. You can make the most of the gun's bullet & spread at close range but you're more open to enemy attacks. But which is better? Speed or Power? Quality or Quantity?

Can take out some of the higher tier enemies in 3-5 shots* at close range.
*Compared to average 5-8 from the Super Shotgun vs. Baron of Hell & Mancubus. It does use more ammo overall compared to the Super-Shotgun. But the weapon is a lot more accurate with a higher chance of all the bullets hitting your target.

Fires 4 Single shots with high accuracy, taking out weaker enemies that would take 2-4 standard shotgun blasts quicker. Or use the Alternative fire to manually reload the gun or fire all 4 barrels at once dealing high damage & better accuracy against wider targets & slightly faster reload times compared to the Super-Shotgun.

"Custom Punch" damage has been added mostly extra effects such as stronger close range damage, larger push-backs & gibbing weak enemies*, (especially when firing all 4 at once, extra impact increases the effective value of using the Quad Shotgun at close range instead of any alternative. The push-back factor mostly is influenced by the weapon's Kickback, but the more bullets that hit the target at close range (stacking the damage from this attack) the farther they should fly back.
*Best comparison being like the Plasmagun, critical hits that deal highest damage & take the most health off. Enemies such as Imps, Former Humans & Sergeants occasionally gib from at short to point-blank range. More information about Melee Damage configuration of File's Description.

Updates:

//12/12/16
-3rd incarnation (of the online export) of the with new Sprites & Sounds. (See Credits)
-Close Range Damage increased with a Melee Attack dealing moderate damage.
-Faster Reload compared to any version pre December 2016.
-Reload Sound Sequence improved.

//01/03/17
-Weapon's Firing & Reload Sequences have had all sounds allocated to seperate channels. Firing Sounds were getting cut off when reloading.
(Thanks to Blue Shadow & MagicWazard, for addressing this)
-Reload Sound timing for when gun is actually closed is more accurately placed.
-Bullet Damage rounded down to 7 (from 7.5) to fix Issues with newer the GZDoom/ZDoom configurations.
(Thanks to Blue Shadow, for addressing this & MagicWazard, for addressing this)

I can only take credit for the idea on creating this version of a highly popular idea itself & creating the Decorate for it.

All other Credit goes to those named above.
Thank you to everyone that has tested this since it was first started & everyone who has given me feedback.
And thank to Yholl, 1337spy and the team behind DRLA. For permission to use the new Idle Sprite models & Flashes.

Sprite:

Download
http://www.m*diafire.com/file/k2orv3mvd2cv150/Quad-Shotgun.zip")*

> Remember that you aren't beholden to imitating a monster's attack behavior when designing your own version of the weapon

No problem, I'm glad to know that. I will change the damage to bullet damage 5 on the for both weapons.
> I'd prefer upping the pellet count (maybe to 30 or so?)

30 Bullets for Secondary fire &amp; the Alternative version seems more then fair (it did have 40 but that is too much),
I'll give the Original version's Primary fire 7 bullets (a quarter of the secondary fire, rounded down).

Primary Fire will do more damage overall, but that's if all 4 shots are direct hits &amp; it has got a slow firing rate to take into consideration, so it's Secondary fire is not redundant.

Then, it's down to personal preference. I preferred it with extra bullets &amp; damage, it made it more effective.

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   10 years 2 months ago [\#3895](#3895) by MagicWazard  Replied by *MagicWazard* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=10#3895 "Information:

Name: Quad Shotgun
Class: 3
Type: Hitscan
Palette: Doom
Summon: QuadShotgun
Ammotype: Shell
AltFire: Yes

Credits:
Submitted: DBJ87
Decorate: DBJ87
Sprites: Id Software, 1337spy, Bgraybr, Warhawk
Sprite Edit: 1337spy (Idle Sprites), Bgraybr, Warhawk
Sounds: Id Software (Doom 3 Fire & Reload), Bad Mojo (Quad Fire)
Idea Base: Based on the QuadShotgun Zombie's Weapon by Ghastly_dragon.

Thanks to MagicWazard, Blue Shadow, Bad Mojo for your feedback and input.
Thank you to Yholl. For giving me the permission to use the sprite set now in use.

Quad Shotgun's sprites taken, with permission, from DRLA. I take no credit for any sprites now in place.

Description:
4 Barrelled Shotgun, 4 Boom-Sticks of carnage! Simple, but effective it deals heavy damage but the reload time causes a long delay between shots. It might use
more ammo, but bullets have a higher chance to hit than the Super-Shotgun, due to modifications made to the Barrels, decreasing its horizontal spread. Can plough through crowds of weaklings but is limited in tight situations. You can make the most of the gun's bullet & spread at close range but you're more open to enemy attacks. But which is better? Speed or Power? Quality or Quantity?

Can take out some of the higher tier enemies in 3-5 shots* at close range.
*Compared to average 5-8 from the Super Shotgun vs. Baron of Hell & Mancubus. It does use more ammo overall compared to the Super-Shotgun. But the weapon is a lot more accurate with a higher chance of all the bullets hitting your target.

Fires 4 Single shots with high accuracy, taking out weaker enemies that would take 2-4 standard shotgun blasts quicker. Or use the Alternative fire to manually reload the gun or fire all 4 barrels at once dealing high damage & better accuracy against wider targets & slightly faster reload times compared to the Super-Shotgun.

"Custom Punch" damage has been added mostly extra effects such as stronger close range damage, larger push-backs & gibbing weak enemies*, (especially when firing all 4 at once, extra impact increases the effective value of using the Quad Shotgun at close range instead of any alternative. The push-back factor mostly is influenced by the weapon's Kickback, but the more bullets that hit the target at close range (stacking the damage from this attack) the farther they should fly back.
*Best comparison being like the Plasmagun, critical hits that deal highest damage & take the most health off. Enemies such as Imps, Former Humans & Sergeants occasionally gib from at short to point-blank range. More information about Melee Damage configuration of File's Description.

Updates:

//12/12/16
-3rd incarnation (of the online export) of the with new Sprites & Sounds. (See Credits)
-Close Range Damage increased with a Melee Attack dealing moderate damage.
-Faster Reload compared to any version pre December 2016.
-Reload Sound Sequence improved.

//01/03/17
-Weapon's Firing & Reload Sequences have had all sounds allocated to seperate channels. Firing Sounds were getting cut off when reloading.
(Thanks to Blue Shadow & MagicWazard, for addressing this)
-Reload Sound timing for when gun is actually closed is more accurately placed.
-Bullet Damage rounded down to 7 (from 7.5) to fix Issues with newer the GZDoom/ZDoom configurations.
(Thanks to Blue Shadow, for addressing this & MagicWazard, for addressing this)

I can only take credit for the idea on creating this version of a highly popular idea itself & creating the Decorate for it.

All other Credit goes to those named above.
Thank you to everyone that has tested this since it was first started & everyone who has given me feedback.
And thank to Yholl, 1337spy and the team behind DRLA. For permission to use the new Idle Sprite models & Flashes.

Sprite:

Download
http://www.m*diafire.com/file/k2orv3mvd2cv150/Quad-Shotgun.zip")*

 Cool. Well, I appreciate the effort you've put into making the various revisions, and taking suggestions like a champ. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)") Since we don't yet have a quad-shotgun of any nature, this is looking like a good candidate.

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   10 years 2 months ago - 10 years 2 months ago [\#3899](#3899) by DBJ87  Replied by *DBJ87* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=10#3899 "Information:

Name: Quad Shotgun
Class: 3
Type: Hitscan
Palette: Doom
Summon: QuadShotgun
Ammotype: Shell
AltFire: Yes

Credits:
Submitted: DBJ87
Decorate: DBJ87
Sprites: Id Software, 1337spy, Bgraybr, Warhawk
Sprite Edit: 1337spy (Idle Sprites), Bgraybr, Warhawk
Sounds: Id Software (Doom 3 Fire & Reload), Bad Mojo (Quad Fire)
Idea Base: Based on the QuadShotgun Zombie's Weapon by Ghastly_dragon.

Thanks to MagicWazard, Blue Shadow, Bad Mojo for your feedback and input.
Thank you to Yholl. For giving me the permission to use the sprite set now in use.

Quad Shotgun's sprites taken, with permission, from DRLA. I take no credit for any sprites now in place.

Description:
4 Barrelled Shotgun, 4 Boom-Sticks of carnage! Simple, but effective it deals heavy damage but the reload time causes a long delay between shots. It might use
more ammo, but bullets have a higher chance to hit than the Super-Shotgun, due to modifications made to the Barrels, decreasing its horizontal spread. Can plough through crowds of weaklings but is limited in tight situations. You can make the most of the gun's bullet & spread at close range but you're more open to enemy attacks. But which is better? Speed or Power? Quality or Quantity?

Can take out some of the higher tier enemies in 3-5 shots* at close range.
*Compared to average 5-8 from the Super Shotgun vs. Baron of Hell & Mancubus. It does use more ammo overall compared to the Super-Shotgun. But the weapon is a lot more accurate with a higher chance of all the bullets hitting your target.

Fires 4 Single shots with high accuracy, taking out weaker enemies that would take 2-4 standard shotgun blasts quicker. Or use the Alternative fire to manually reload the gun or fire all 4 barrels at once dealing high damage & better accuracy against wider targets & slightly faster reload times compared to the Super-Shotgun.

"Custom Punch" damage has been added mostly extra effects such as stronger close range damage, larger push-backs & gibbing weak enemies*, (especially when firing all 4 at once, extra impact increases the effective value of using the Quad Shotgun at close range instead of any alternative. The push-back factor mostly is influenced by the weapon's Kickback, but the more bullets that hit the target at close range (stacking the damage from this attack) the farther they should fly back.
*Best comparison being like the Plasmagun, critical hits that deal highest damage & take the most health off. Enemies such as Imps, Former Humans & Sergeants occasionally gib from at short to point-blank range. More information about Melee Damage configuration of File's Description.

Updates:

//12/12/16
-3rd incarnation (of the online export) of the with new Sprites & Sounds. (See Credits)
-Close Range Damage increased with a Melee Attack dealing moderate damage.
-Faster Reload compared to any version pre December 2016.
-Reload Sound Sequence improved.

//01/03/17
-Weapon's Firing & Reload Sequences have had all sounds allocated to seperate channels. Firing Sounds were getting cut off when reloading.
(Thanks to Blue Shadow & MagicWazard, for addressing this)
-Reload Sound timing for when gun is actually closed is more accurately placed.
-Bullet Damage rounded down to 7 (from 7.5) to fix Issues with newer the GZDoom/ZDoom configurations.
(Thanks to Blue Shadow, for addressing this & MagicWazard, for addressing this)

I can only take credit for the idea on creating this version of a highly popular idea itself & creating the Decorate for it.

All other Credit goes to those named above.
Thank you to everyone that has tested this since it was first started & everyone who has given me feedback.
And thank to Yholl, 1337spy and the team behind DRLA. For permission to use the new Idle Sprite models & Flashes.

Sprite:

Download
http://www.m*diafire.com/file/k2orv3mvd2cv150/Quad-Shotgun.zip")*

> Since we don't yet have a quad-shotgun of any nature, this is looking like a good candidate.

Thank you. there isn't anything else that I can or feel needs to be changed on the weapon now. so it's ready to go. It's been through a lot of changes over the last 7 months.

But I feel this is finally ready for submission now. Got my fingers crossed. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

 Last edit: 10 years 2 months ago by DBJ87.

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   9 years 11 months ago [\#4602](#4602) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=10#4602 "Information:

Name: Quad Shotgun
Class: 3
Type: Hitscan
Palette: Doom
Summon: QuadShotgun
Ammotype: Shell
AltFire: Yes

Credits:
Submitted: DBJ87
Decorate: DBJ87
Sprites: Id Software, 1337spy, Bgraybr, Warhawk
Sprite Edit: 1337spy (Idle Sprites), Bgraybr, Warhawk
Sounds: Id Software (Doom 3 Fire & Reload), Bad Mojo (Quad Fire)
Idea Base: Based on the QuadShotgun Zombie's Weapon by Ghastly_dragon.

Thanks to MagicWazard, Blue Shadow, Bad Mojo for your feedback and input.
Thank you to Yholl. For giving me the permission to use the sprite set now in use.

Quad Shotgun's sprites taken, with permission, from DRLA. I take no credit for any sprites now in place.

Description:
4 Barrelled Shotgun, 4 Boom-Sticks of carnage! Simple, but effective it deals heavy damage but the reload time causes a long delay between shots. It might use
more ammo, but bullets have a higher chance to hit than the Super-Shotgun, due to modifications made to the Barrels, decreasing its horizontal spread. Can plough through crowds of weaklings but is limited in tight situations. You can make the most of the gun's bullet & spread at close range but you're more open to enemy attacks. But which is better? Speed or Power? Quality or Quantity?

Can take out some of the higher tier enemies in 3-5 shots* at close range.
*Compared to average 5-8 from the Super Shotgun vs. Baron of Hell & Mancubus. It does use more ammo overall compared to the Super-Shotgun. But the weapon is a lot more accurate with a higher chance of all the bullets hitting your target.

Fires 4 Single shots with high accuracy, taking out weaker enemies that would take 2-4 standard shotgun blasts quicker. Or use the Alternative fire to manually reload the gun or fire all 4 barrels at once dealing high damage & better accuracy against wider targets & slightly faster reload times compared to the Super-Shotgun.

"Custom Punch" damage has been added mostly extra effects such as stronger close range damage, larger push-backs & gibbing weak enemies*, (especially when firing all 4 at once, extra impact increases the effective value of using the Quad Shotgun at close range instead of any alternative. The push-back factor mostly is influenced by the weapon's Kickback, but the more bullets that hit the target at close range (stacking the damage from this attack) the farther they should fly back.
*Best comparison being like the Plasmagun, critical hits that deal highest damage & take the most health off. Enemies such as Imps, Former Humans & Sergeants occasionally gib from at short to point-blank range. More information about Melee Damage configuration of File's Description.

Updates:

//12/12/16
-3rd incarnation (of the online export) of the with new Sprites & Sounds. (See Credits)
-Close Range Damage increased with a Melee Attack dealing moderate damage.
-Faster Reload compared to any version pre December 2016.
-Reload Sound Sequence improved.

//01/03/17
-Weapon's Firing & Reload Sequences have had all sounds allocated to seperate channels. Firing Sounds were getting cut off when reloading.
(Thanks to Blue Shadow & MagicWazard, for addressing this)
-Reload Sound timing for when gun is actually closed is more accurately placed.
-Bullet Damage rounded down to 7 (from 7.5) to fix Issues with newer the GZDoom/ZDoom configurations.
(Thanks to Blue Shadow, for addressing this & MagicWazard, for addressing this)

I can only take credit for the idea on creating this version of a highly popular idea itself & creating the Decorate for it.

All other Credit goes to those named above.
Thank you to everyone that has tested this since it was first started & everyone who has given me feedback.
And thank to Yholl, 1337spy and the team behind DRLA. For permission to use the new Idle Sprite models & Flashes.

Sprite:

Download
http://www.m*diafire.com/file/k2orv3mvd2cv150/Quad-Shotgun.zip")*

 Firstly, let me say that I'm not much of a fan of this type of shotguns. I consider anything beyond two barrels is ridiculous, and game-balance nightmare. But I gave this a try, and here are some notes:
- The pickup sprite is of higher resolution, why?
- I don't find the idle HUD sprite to be interesting.
- When firing, there is a relatively longer pause between pressing the firing key and the weapon shooting.
- The muzzle flash animation could do with being faster. What I mean, is that it shouldn't stick around for too long or as this long.
- Sprite QSRLH0 doesn't feel it belongs with the rest of the sprites.
- 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.
- The firing sound gets cut off by the reloading sound.
- 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.
- 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.
- The weapon goes into its reload animation even after expending all shells. For example, you have four shells and you fire all barrels at once, or fire the barrels individually.
- It doesn't auto-switch when you run out of ammo for it.
- Sprites should be in PNG.
- The KEYCONF lump should be removed.
- Upon loading the Quad-Shotugn.wad file, ZDoom reprots this warning at line 58 of DECORATE: *Numeric type expected, got "Fire4"*.

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   9 years 11 months ago - 9 years 11 months ago [\#4603](#4603) by DBJ87  Replied by *DBJ87* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=10#4603 "Information:

Name: Quad Shotgun
Class: 3
Type: Hitscan
Palette: Doom
Summon: QuadShotgun
Ammotype: Shell
AltFire: Yes

Credits:
Submitted: DBJ87
Decorate: DBJ87
Sprites: Id Software, 1337spy, Bgraybr, Warhawk
Sprite Edit: 1337spy (Idle Sprites), Bgraybr, Warhawk
Sounds: Id Software (Doom 3 Fire & Reload), Bad Mojo (Quad Fire)
Idea Base: Based on the QuadShotgun Zombie's Weapon by Ghastly_dragon.

Thanks to MagicWazard, Blue Shadow, Bad Mojo for your feedback and input.
Thank you to Yholl. For giving me the permission to use the sprite set now in use.

Quad Shotgun's sprites taken, with permission, from DRLA. I take no credit for any sprites now in place.

Description:
4 Barrelled Shotgun, 4 Boom-Sticks of carnage! Simple, but effective it deals heavy damage but the reload time causes a long delay between shots. It might use
more ammo, but bullets have a higher chance to hit than the Super-Shotgun, due to modifications made to the Barrels, decreasing its horizontal spread. Can plough through crowds of weaklings but is limited in tight situations. You can make the most of the gun's bullet & spread at close range but you're more open to enemy attacks. But which is better? Speed or Power? Quality or Quantity?

Can take out some of the higher tier enemies in 3-5 shots* at close range.
*Compared to average 5-8 from the Super Shotgun vs. Baron of Hell & Mancubus. It does use more ammo overall compared to the Super-Shotgun. But the weapon is a lot more accurate with a higher chance of all the bullets hitting your target.

Fires 4 Single shots with high accuracy, taking out weaker enemies that would take 2-4 standard shotgun blasts quicker. Or use the Alternative fire to manually reload the gun or fire all 4 barrels at once dealing high damage & better accuracy against wider targets & slightly faster reload times compared to the Super-Shotgun.

"Custom Punch" damage has been added mostly extra effects such as stronger close range damage, larger push-backs & gibbing weak enemies*, (especially when firing all 4 at once, extra impact increases the effective value of using the Quad Shotgun at close range instead of any alternative. The push-back factor mostly is influenced by the weapon's Kickback, but the more bullets that hit the target at close range (stacking the damage from this attack) the farther they should fly back.
*Best comparison being like the Plasmagun, critical hits that deal highest damage & take the most health off. Enemies such as Imps, Former Humans & Sergeants occasionally gib from at short to point-blank range. More information about Melee Damage configuration of File's Description.

Updates:

//12/12/16
-3rd incarnation (of the online export) of the with new Sprites & Sounds. (See Credits)
-Close Range Damage increased with a Melee Attack dealing moderate damage.
-Faster Reload compared to any version pre December 2016.
-Reload Sound Sequence improved.

//01/03/17
-Weapon's Firing & Reload Sequences have had all sounds allocated to seperate channels. Firing Sounds were getting cut off when reloading.
(Thanks to Blue Shadow & MagicWazard, for addressing this)
-Reload Sound timing for when gun is actually closed is more accurately placed.
-Bullet Damage rounded down to 7 (from 7.5) to fix Issues with newer the GZDoom/ZDoom configurations.
(Thanks to Blue Shadow, for addressing this & MagicWazard, for addressing this)

I can only take credit for the idea on creating this version of a highly popular idea itself & creating the Decorate for it.

All other Credit goes to those named above.
Thank you to everyone that has tested this since it was first started & everyone who has given me feedback.
And thank to Yholl, 1337spy and the team behind DRLA. For permission to use the new Idle Sprite models & Flashes.

Sprite:

Download
http://www.m*diafire.com/file/k2orv3mvd2cv150/Quad-Shotgun.zip")*

> 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.

I'm not the best at image editing and don't have anything better to edit images with, as you can obviously tell. Have had to work with what I could put together, it's not perfect, even I agree to that, but apart from Paint or Slade3 I have no other programs to create and edit images with. If I could improve either issue myself, I would have by now.
> 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.

It was originally, firing too fast and I was asked to change that, but I'll see if I can balance that out more. the same problem was raised by MagicWazard with it's damage, it was too high.
> 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.

I once had this working so it did fire all 4 barrels separately, that file was lost before I submitted the original version and I haven't been able to recreate it since. The gun either stayed shooting 1st barrel 4 times or never fired at all. But, it is time to try and fix that again.
> Upon loading the Quad-Shotugn.wad file, ZDoom reprots this warning at line 58 of DECORATE: Numeric type expected, got "Fire4".

An error I corrected and then forgot to save into the last update, that can be fixed easily.

Although after a long time weighing up the options and feedback. Right now, I'm starting to think it might be best if the final submission is just all 4 barrels shooting at once (as suggested by MagicWazard). Ignoring the whole single shot variant, it's not what I had intended, but it'll be simpler and then damage &amp; speed can be tweaked a bit more, increasing the damage slightly so it does a bit more than the SSG and/or reducing the spread a bit more too.

As far as other problems with the sprites go.> Sprite QSRLH0 doesn't feel it belongs with the rest of the sprites.

It was basically a poor way of showing the gun being lifted back up with raising or lowering it. It will be taken out.
As I mentioned before, there isn't a lot I can do to the Idle sprites, so unless someone wants to help fix them, I'm afraid they'll have to stay as they are but the Spawned Weapon sprite will be scaled down.

Sprites &amp; KeyConfig, Reload Checks will be checked, changed and removed. But every further version will just be the 4 Barreled shoot &amp; reload version, so basically, an even more powerful Super Shotgun but not intended to be overpowering.

Then, if I ever get around to sorting all the other problems out for the original idea, I will do so as best I can. Adding that as an update if the file is posted any further.I tried setting up the 4 shots to work as a "clip" to help with some of the reload problems etc in the past, that failed miserably. This was started last October &amp; my first custom thing from scratch for Doom. So the original Single &amp; Quadshot version has a long history...

Thank you for the feedback.

 Last edit: 9 years 11 months ago by DBJ87.

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