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

##

- **Dreadopp**
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   9 years 9 months ago - 9 years 9 months ago [\#4909](#4909) by Dreadopp  Replied by *Dreadopp* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=30#4909 "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")*

 Any further update for this weapon? Looking at the posts above, it sound like new sprites were being worked on?

I tried the "new sprites" version that BadMojo posted and it's not bad. I think the sprites there look a bit better than the super shotgun edit on the first post.

 Last edit: 9 years 9 months ago by Dreadopp.

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- **DBJ87**
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   9 years 9 months ago [\#5020](#5020) by DBJ87  Replied by *DBJ87* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=30#5020 "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 know this isn't a social media site so I'll keep this as brief as possible.

Going through a lot of problems at home &amp; right now as well as once again lost an unfinished 32 Map project &amp; having to recreate lost weapons &amp; enemies, so any further updates are going to take a while because right now my attention is on retrying to motivate myself to restart again (as well as on other things).

As for the Quad Shotgun. I've tested out the suggested melee attacks for extra kickback &amp; gib effects on my own version and with a bit of tweaking to user preference it's working great. Will try it on both submitted versions here when I get time, but it's made the weapon a bit stronger for close range assault and pushes enemies back or kills them (not always gib death, tried that just to see what it would be like &amp; everything turning inside out from a shotgun is pretty ridiculous).

Appearance wise, unfortunately (for some) I'll be carrying on with the Super Shotgun type model, if anybody wants to improve the appearance feel free, I'm more than happy to make this a joint effort project... Gimp's great, but my mind's not in the right place to figure where to start. I'm finding very it confusing...

If anybody wants to use the weapon (or anything I've posted) in their own projects, feel free to do so.

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- **DBJ87**
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- Wicked
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   9 years 8 months ago [\#5236](#5236) by DBJ87  Replied by *DBJ87* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=30#5236 "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")*

 Close/Melee Damage (tested output on a more "overpowered" original version, I've made &amp; use) updates still to come, need to rebalance the damage dealt at point blank range, this in response to a request to add more impact to the weapon's kickback &amp; even on very rare occasions, cause extreme deaths to weaker enemies.

I've got all the suggestions for better damage working, but bullet damage &amp; count is much higher than suggested by Realm667 Admin. Appearance is going to be staying as it is, anybody willing to edit the weapon's appearance is free to do so. It'd be nice to see what others can and will do with this, where I have failed.

I am working on numerous projects but will start the scaled down (compared to my version) Kickback, extra Gory Death and much needed "Heavy Hit" side of the weapon... but it's now got a faster, space saving and hell of a lot smoother reloading system added into it...

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81OTEtc3VibWlzc2lvbi1xdWFkLXNob3RndW4/c3RhcnQ9MzA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **BadMojo**
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   9 years 8 months ago - 9 years 8 months ago [\#5244](#5244) by BadMojo  Replied by *BadMojo* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=30#5244 "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: Appearance is going to be staying as it is, anybody willing to edit the weapon's appearance is free to do so.

So... Your not going to use the one I made for you?

Edit: Ill probably put it up on zdoom forums if not, just want to make sure.

 Last edit: 9 years 8 months ago by BadMojo.

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- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
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   9 years 8 months ago - 9 years 7 months ago [\#5252](#5252) by DBJ87  Replied by *DBJ87* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=30#5252 "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")*

> BadMojo wrote:
>
> > DBJ87 wrote: Appearance is going to be staying as it is, anybody willing to edit the weapon's appearance is free to do so.
>
>
> So... Your not going to use the one I made for you?
>
> Edit: Ill probably put it up on zdoom forums if not, just want to make sure.

For now, no. After finding some new reload sprites to match the current Shotgun's appearance, I'll carry on with this as it is... It's not necessarily a case I'm "Not going to use yours", it's more that I don't know how I can work with them and get what I've got to match the higher quality I've been given. I'm not used to advanced Image editors... so if you want to place it in another forum, please feel free and I'd like thank you again for your help...

I have also found and put a request* to another user that has used a more accurate Sprite set &amp; Flashes (I've tested them, but I will not post that version online unless I'm given permission) that can (and do) drastically make this look a lot better following the Super-Shotgun Style... Except the barrels aren't a mess (like mine are) and the flashes reduced the amount of sprites needed when firing either version...

[12/12/16]
*Permission Granted and now updated version is online. New Sprite Models added &amp; Melee "Impact" Damage Factor created. 1 File with Primary or Secondary firing modes.

 Last edit: 9 years 7 months ago by DBJ87.

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- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
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   9 years 5 months ago [\#5533](#5533) by DBJ87  Replied by *DBJ87* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=30#5533 "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")*

 Interested on any feedback about the requested &amp; suggested close range damage added ("Custom Punch" for gibbing weaker enemies) &amp; the new Sprite set I've been allowed to use. Unless anybody has any other suggested changes, this is now finished.

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   9 years 5 months ago [\#5536](#5536) by MagicWazard  Replied by *MagicWazard* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=30#5536 "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")*

 Overall I like it, apart from the fact that I find a quad-shotgun to be slightly ridiculous just out of principle. ![:P](https://www.realm667.com/tongue.gif ":P") The appearance is still pretty similar to the SSG, but at least there's a little more going on with the current sprite set.

I noticed a couple of warnings:
"Script warning, "Quad-Shotgun.zip:quad-shotgun.wad:DECORATE line 37:
Truncation of floating point constant 7.5000000"
"Script warning, "Quad-Shotgun.zip:quad-shotgun.wad:DECORATE line 69:
Truncation of floating point constant 7.5000000"
I am using a very new debug build of GZDoom, though, and it could just not be handling the values for "damage" gracefully (GZDoom builds the last few weeks or so have been kind of rough). I don't get any warnings when using the last official ZDoom build, so I don't think you're doing anything "wrong".

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   9 years 5 months ago [\#5537](#5537) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=30#5537 "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")*

 GZDoom is now more strict when it comes to errors and warnings.

I can't check this currently, but you mention "damage", which is an integer. Floats shouldn't be used in this case.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81OTEtc3VibWlzc2lvbi1xdWFkLXNob3RndW4/c3RhcnQ9MzA=&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

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- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
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   9 years 5 months ago [\#5540](#5540) by MagicWazard  Replied by *MagicWazard* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=30#5540 "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")*

> Blue Shadow wrote: GZDoom is now more strict when it comes to errors and warnings.
>
> I can't check this currently, but you mention "damage", which is an integer. Floats shouldn't be used in this case.

That crossed my mind too. There's a few weapons that use floats for the damage value. Since the player can't have a percentage of a point of damage, won't the values just get rounded off? (Presumably down, since anything after the decimal is most likely getting truncated?)

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   9 years 5 months ago [\#5541](#5541) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=30#5541 "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 engine does truncate the decimal part, yes. The difference now is that it tells you, because it considers it "loss of data" (or something like that - not sure about the exact term). An explicit conversion from float to integer should solve this, I think.

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