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

##

- **DBJ87**
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   9 years 5 months ago - 9 years 5 months ago [\#5542](#5542) by DBJ87  Replied by *DBJ87* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=40#5542 "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")*

 All the recent changes (October/November 2016 onwards) to GZDoom (and GZDB) have caused a massive headache for me.  Warning: Spoiler!

 So I am forced to use earlier versions of both, everything got wiped off the resources loaded in map editors or things like configured Brightmaps &amp; GLDefs wouldn't work because of all the changes.

The changes to GZDoom also stopped standard versions of Doom, Doom2 etc from working, so I'm pretty much stuck with what I've got.

What should be happening:
The extra damage is dealt by a "Custom_Punch" is sent out when firing the gun, (adding a MeleeRange/Threshold I tried it, to be sure but I know that weapons don't use this) didn't work) anything standing in front of you (within default Melee range of the Player) takes some extra damage, mostly to knock them back but it also rarely gibs weaker enemies. Although it's easier to see with higher damage outputs (or more bullets, but any higher isn't what everyone's looking for).
> 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.

> 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.

I'm a bit confused about this (sorry), it's sad &amp; a bit frustrating that the weapon's not loading, can someone explain this a bit more? The extra close-up damage added isn't something I really had planned on adding, if it's now going to keep causing errors, I'll remove it.

Appearance wise, I don't see what else can be done. But at least it's better than what I had originally.

Thanks for replying Blue Shadow, MagicWazard

 Last edit: 9 years 5 months ago by DBJ87.

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   9 years 5 months ago [\#5545](#5545) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=40#5545 "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 game starts and runs fine, since it's just a warning, not a fatal error. Now that I had a look, fixing the warnings is easy: the damage parameter for A_FireBullets is an integer, so you can have it as 7 or 8, and nothing in between. I say go with 7.

I have to say, this came a long way. My gripes seem to have been addressed, except one; the firing sound is still being cut off by the reload sound.

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- **DBJ87**
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   9 years 5 months ago - 9 years 5 months ago [\#5548](#5548) by DBJ87  Replied by *DBJ87* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=40#5548 "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: The game starts and runs fine, since it's just a warning, not a fatal error. Now that I had a look, fixing the warnings is easy: the damage parameter for A\_FireBullets is an integer, so you can have it as 7 or 8, and nothing in between. I say go with 7.
>
> I have to say, this came a long way. My gripes seem to have been addressed, except one; the firing sound is still being cut off by the reload sound.

Thank you, I'll knock the bullet's damage down to 7 &amp; take a look at the sound issues.

[Edit]
-Fixed the problems with sounds, everything was allocated to 1 channel because it was still using A_PlayWeaponSound. It's now been set up via A_PlaySound and split into seperate Channels so the Alternate Fire or 4th Shot aren't be cut off by the reload sounds.
-Bullet's Damage from Primary is 7. No Changes to Secondary Fire or the amount of Bullets fired.

 Last edit: 9 years 5 months ago by DBJ87.

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   9 years 5 months ago [\#5559](#5559) by MagicWazard  Replied by *MagicWazard* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=40#5559 "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'm OK with this if everybody else is...

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   9 years 5 months ago [\#5572](#5572) by Dreadopp  Replied by *Dreadopp* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=40#5572 "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")*

 Just gave this another go and it certainly has come a long way. I'm also okay with it as it stands currently. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

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   9 years 5 months ago [\#5576](#5576) by DBJ87  Replied by *DBJ87* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=40#5576 "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")*

 Thank you. I really appreciate everyone's help and contribution to this. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

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   9 years 5 months ago - 9 years 5 months ago [\#5582](#5582) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[Submission\] Quad-Shotgun](https://www.realm667.com/forum/closed-submissions/591-submission-quad-shotgun?start=40#5582 "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")*

 [ Added](http://www.realm667.com/index.php/en/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349/1896-quad-shotgun).

 Last edit: 9 years 5 months ago by Blue Shadow.

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