#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/weapon.png) Weapons Resource Wad

##

- **CaptainToenail**
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   2 years 8 months ago [\#11270](#11270) by CaptainToenail  Replied by *CaptainToenail* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=10#11270 "Earlier today Captain Toenail brought up this old weapon pack and asked if it might be worth updating some of the weapons for the R667 armory.

Now that I looked at each weapon and tried them out a bit I wanna share my thoughts.

Many sprites look kinda ugly and aren't worth considering. Most of the sprites that look good are rips from games like DN3D and Shadow Warrior. Nothing too exciting there either. Some other weapons are already in the repository, like the Sniper Rifle that was recently updated with new centered sprites. I won't go into balancing, it's all over the place and needs to be looked at individually if someone decides to update a weapon.

These are the weapons that stood out to me:

* Railgun (by Daniel)

Just a plain old railgun, but the sprite looks good and afaik hasn't been used for anything in the armory. Could be repurposed for another type of weapon if yet another railgun seems too boring.

* Seeker Missile Launcher (by NekroMage)

I think this weapon was ripped from Osiris.wad, like the sprite of the Freeze Rifle that is already in the Armory. In WRW it's what the name says, but the weapon's looks suggests something entirely different. Could be worth repurposing, maybe some kind of liquid sprayer.

* Tazer (by HellsBane)

Despite the name, it doesn't tase at all. It doesn't even lock the enemy in place like the chainsaw does. Also the sprite doesn't have Doomguy hands. But the rest isn't too shabby so might be worth turning into an actual taser.

* Blaster Pistol (by Inuyasha_989)

For some reason it has the same pickup sprite as the Plasma Bolter from the Armory. But the HUD sprites of both these weapons don't really look like the pickup sprite. Oh well. Anyway, it's a decent gun and might be worth updating if people want more energy based sidearms. Just needs Doomguy hands.

* Multi-Projectile Weapon (by TheDarkArchon)

Imo the best looking sprites in the whole pack. Not sure if they are an original work or ripped from another game. The way the weapon works is kinda neat too, and I quote the description:
"The projectile this fires out depends on how long you hold down the fire button. The more lights on the weapon that turn red, the more powerful the blast and the more ammo used. One light fires a strong green plasma ball and uses 10 cells, two lights sends fires three slightly-stronger homing yellow plasma balls and uses 30 cells, and three lights fires a powerful red blast and a energy shotgun spread for 50 cells."

The thing is, the 3rd projectile is basically a red BFG blast that kills everything in front of you, so there is no reason to use the other projectiles unless your only enemy is an imp or something. Also it simulates a blinding muzzle flash by coloring the whole screen yellow or red. Yikes!
So yeah this weapon needs some fixing but I think it's worth updating, or better yet, repurposing the sprites to make a mini-nuke launcher, kinda like the Fatman from Fallout 3. At least that's what I would do. But before I do anything I wanna hear other people's thoughts, especially Captain Toenail's who brought this wad up in the first place.

btw I think the version of WRW that I got is missing quite a few weapons from the final v2.2 release. I looked for a download link but the only one I could find is on DRD Team's site which doesn't work for me, the website throws a bunch of security risk errors. Doomworld only seems to host the older version that I got.")*

 Here is the updated Blaster Pistol. What I have done:

 Warning: Spoiler!

- recoded the entire thing in zscript
- fixed the projectile brightness
- added a smoother trail animation
- added a decal
- added dynamic lighting
- moved the weapon from slot 6 to slot 2
- new item pickup sprite (thank you Gothic for providing that)
- added Doomguy hands
- added a muzzle flash
- added brightmaps
- replaced the original altfire (increased fire-rate at double ammo consumption) with the ability to dual wield blasters instead. Picking up a second blaster will remove the single blaster weapon and replace it with dual blasters. Functions similar to the original altfire in practice. I adapted code from the 'Mismatched Pistols' for this (thank you ctlcdn)

I feel this is a nice update to the weapon while sticking close to the original concept.

Are we submitting these to the Armory through the usual process, or are we going to compile them all into one package?

- [ BlasterPistol.zip ](https://www.realm667.com/forum/attachment/1781?download=1 "BlasterPistol.zip") [ ](https://www.realm667.com/forum/attachment/1781?download=1 "BlasterPistol.zip")

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- **Gothic**
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   2 years 8 months ago [\#11273](#11273) by Gothic  Replied by *Gothic* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=10#11273 "Earlier today Captain Toenail brought up this old weapon pack and asked if it might be worth updating some of the weapons for the R667 armory.

Now that I looked at each weapon and tried them out a bit I wanna share my thoughts.

Many sprites look kinda ugly and aren't worth considering. Most of the sprites that look good are rips from games like DN3D and Shadow Warrior. Nothing too exciting there either. Some other weapons are already in the repository, like the Sniper Rifle that was recently updated with new centered sprites. I won't go into balancing, it's all over the place and needs to be looked at individually if someone decides to update a weapon.

These are the weapons that stood out to me:

* Railgun (by Daniel)

Just a plain old railgun, but the sprite looks good and afaik hasn't been used for anything in the armory. Could be repurposed for another type of weapon if yet another railgun seems too boring.

* Seeker Missile Launcher (by NekroMage)

I think this weapon was ripped from Osiris.wad, like the sprite of the Freeze Rifle that is already in the Armory. In WRW it's what the name says, but the weapon's looks suggests something entirely different. Could be worth repurposing, maybe some kind of liquid sprayer.

* Tazer (by HellsBane)

Despite the name, it doesn't tase at all. It doesn't even lock the enemy in place like the chainsaw does. Also the sprite doesn't have Doomguy hands. But the rest isn't too shabby so might be worth turning into an actual taser.

* Blaster Pistol (by Inuyasha_989)

For some reason it has the same pickup sprite as the Plasma Bolter from the Armory. But the HUD sprites of both these weapons don't really look like the pickup sprite. Oh well. Anyway, it's a decent gun and might be worth updating if people want more energy based sidearms. Just needs Doomguy hands.

* Multi-Projectile Weapon (by TheDarkArchon)

Imo the best looking sprites in the whole pack. Not sure if they are an original work or ripped from another game. The way the weapon works is kinda neat too, and I quote the description:
"The projectile this fires out depends on how long you hold down the fire button. The more lights on the weapon that turn red, the more powerful the blast and the more ammo used. One light fires a strong green plasma ball and uses 10 cells, two lights sends fires three slightly-stronger homing yellow plasma balls and uses 30 cells, and three lights fires a powerful red blast and a energy shotgun spread for 50 cells."

The thing is, the 3rd projectile is basically a red BFG blast that kills everything in front of you, so there is no reason to use the other projectiles unless your only enemy is an imp or something. Also it simulates a blinding muzzle flash by coloring the whole screen yellow or red. Yikes!
So yeah this weapon needs some fixing but I think it's worth updating, or better yet, repurposing the sprites to make a mini-nuke launcher, kinda like the Fatman from Fallout 3. At least that's what I would do. But before I do anything I wanna hear other people's thoughts, especially Captain Toenail's who brought this wad up in the first place.

btw I think the version of WRW that I got is missing quite a few weapons from the final v2.2 release. I looked for a download link but the only one I could find is on DRD Team's site which doesn't work for me, the website throws a bunch of security risk errors. Doomworld only seems to host the older version that I got.")*

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- **CaptainToenail**
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- Wicked
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   2 years 8 months ago - 2 years 8 months ago [\#11276](#11276) by CaptainToenail  Replied by *CaptainToenail* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=10#11276 "Earlier today Captain Toenail brought up this old weapon pack and asked if it might be worth updating some of the weapons for the R667 armory.

Now that I looked at each weapon and tried them out a bit I wanna share my thoughts.

Many sprites look kinda ugly and aren't worth considering. Most of the sprites that look good are rips from games like DN3D and Shadow Warrior. Nothing too exciting there either. Some other weapons are already in the repository, like the Sniper Rifle that was recently updated with new centered sprites. I won't go into balancing, it's all over the place and needs to be looked at individually if someone decides to update a weapon.

These are the weapons that stood out to me:

* Railgun (by Daniel)

Just a plain old railgun, but the sprite looks good and afaik hasn't been used for anything in the armory. Could be repurposed for another type of weapon if yet another railgun seems too boring.

* Seeker Missile Launcher (by NekroMage)

I think this weapon was ripped from Osiris.wad, like the sprite of the Freeze Rifle that is already in the Armory. In WRW it's what the name says, but the weapon's looks suggests something entirely different. Could be worth repurposing, maybe some kind of liquid sprayer.

* Tazer (by HellsBane)

Despite the name, it doesn't tase at all. It doesn't even lock the enemy in place like the chainsaw does. Also the sprite doesn't have Doomguy hands. But the rest isn't too shabby so might be worth turning into an actual taser.

* Blaster Pistol (by Inuyasha_989)

For some reason it has the same pickup sprite as the Plasma Bolter from the Armory. But the HUD sprites of both these weapons don't really look like the pickup sprite. Oh well. Anyway, it's a decent gun and might be worth updating if people want more energy based sidearms. Just needs Doomguy hands.

* Multi-Projectile Weapon (by TheDarkArchon)

Imo the best looking sprites in the whole pack. Not sure if they are an original work or ripped from another game. The way the weapon works is kinda neat too, and I quote the description:
"The projectile this fires out depends on how long you hold down the fire button. The more lights on the weapon that turn red, the more powerful the blast and the more ammo used. One light fires a strong green plasma ball and uses 10 cells, two lights sends fires three slightly-stronger homing yellow plasma balls and uses 30 cells, and three lights fires a powerful red blast and a energy shotgun spread for 50 cells."

The thing is, the 3rd projectile is basically a red BFG blast that kills everything in front of you, so there is no reason to use the other projectiles unless your only enemy is an imp or something. Also it simulates a blinding muzzle flash by coloring the whole screen yellow or red. Yikes!
So yeah this weapon needs some fixing but I think it's worth updating, or better yet, repurposing the sprites to make a mini-nuke launcher, kinda like the Fatman from Fallout 3. At least that's what I would do. But before I do anything I wanna hear other people's thoughts, especially Captain Toenail's who brought this wad up in the first place.

btw I think the version of WRW that I got is missing quite a few weapons from the final v2.2 release. I looked for a download link but the only one I could find is on DRD Team's site which doesn't work for me, the website throws a bunch of security risk errors. Doomworld only seems to host the older version that I got.")*

 That's a neat adaptation of the original. I guess if there is a chainsaw on Phobos it would make sense they have a leaf blower too ![:D](https://www.realm667.com/bigsmile.gif ":D")
I'll avoid making any fart jokes about the gas clouds :roll: Igniting them is really cool although they can easily blow up in your own face.

-There is a typo - 'flamable' should be 'flammable'
-I reckon the air clouds look better with additive rendering and a low alpha around 0.2.
-Perhaps the tube on the dust blower could be clear, but keep it green on the gas variant? To further distinguish the two?
-There is also a bug with the bubbles I discovered recently - a checkceiling check needs to be added otherwise you can end up with infinite bubbles in underwater tunnels which can slow the game down a lot. I should really update the bubbles entry again with the fix.

Edit: if nobody minds, I'd like to tackle the Ice Crystal gun next.

 Last edit: 2 years 8 months ago by CaptainToenail.

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- **DeVloek**
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- Arachnotron
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   2 years 8 months ago - 2 years 8 months ago [\#11286](#11286) by DeVloek  Replied by *DeVloek* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=10#11286 "Earlier today Captain Toenail brought up this old weapon pack and asked if it might be worth updating some of the weapons for the R667 armory.

Now that I looked at each weapon and tried them out a bit I wanna share my thoughts.

Many sprites look kinda ugly and aren't worth considering. Most of the sprites that look good are rips from games like DN3D and Shadow Warrior. Nothing too exciting there either. Some other weapons are already in the repository, like the Sniper Rifle that was recently updated with new centered sprites. I won't go into balancing, it's all over the place and needs to be looked at individually if someone decides to update a weapon.

These are the weapons that stood out to me:

* Railgun (by Daniel)

Just a plain old railgun, but the sprite looks good and afaik hasn't been used for anything in the armory. Could be repurposed for another type of weapon if yet another railgun seems too boring.

* Seeker Missile Launcher (by NekroMage)

I think this weapon was ripped from Osiris.wad, like the sprite of the Freeze Rifle that is already in the Armory. In WRW it's what the name says, but the weapon's looks suggests something entirely different. Could be worth repurposing, maybe some kind of liquid sprayer.

* Tazer (by HellsBane)

Despite the name, it doesn't tase at all. It doesn't even lock the enemy in place like the chainsaw does. Also the sprite doesn't have Doomguy hands. But the rest isn't too shabby so might be worth turning into an actual taser.

* Blaster Pistol (by Inuyasha_989)

For some reason it has the same pickup sprite as the Plasma Bolter from the Armory. But the HUD sprites of both these weapons don't really look like the pickup sprite. Oh well. Anyway, it's a decent gun and might be worth updating if people want more energy based sidearms. Just needs Doomguy hands.

* Multi-Projectile Weapon (by TheDarkArchon)

Imo the best looking sprites in the whole pack. Not sure if they are an original work or ripped from another game. The way the weapon works is kinda neat too, and I quote the description:
"The projectile this fires out depends on how long you hold down the fire button. The more lights on the weapon that turn red, the more powerful the blast and the more ammo used. One light fires a strong green plasma ball and uses 10 cells, two lights sends fires three slightly-stronger homing yellow plasma balls and uses 30 cells, and three lights fires a powerful red blast and a energy shotgun spread for 50 cells."

The thing is, the 3rd projectile is basically a red BFG blast that kills everything in front of you, so there is no reason to use the other projectiles unless your only enemy is an imp or something. Also it simulates a blinding muzzle flash by coloring the whole screen yellow or red. Yikes!
So yeah this weapon needs some fixing but I think it's worth updating, or better yet, repurposing the sprites to make a mini-nuke launcher, kinda like the Fatman from Fallout 3. At least that's what I would do. But before I do anything I wanna hear other people's thoughts, especially Captain Toenail's who brought this wad up in the first place.

btw I think the version of WRW that I got is missing quite a few weapons from the final v2.2 release. I looked for a download link but the only one I could find is on DRD Team's site which doesn't work for me, the website throws a bunch of security risk errors. Doomworld only seems to host the older version that I got.")*

 Nice work with the blaster. Only thing I noticed is the dynamic lights for the projectile death never really light up the surface that was hit. Imo it looks much better without attenuation (radius becomes a bit too large though).

I like the gas blower too, igniting the gas clouds is a great idea. The range is a bit underwhelming though, maybe make the clouds travel a bit further? Also can you make the clouds less static? Like, make them drift apart when you shoot more into the same direction. If you keep spamming gas at the same spot in front of you, all those additive sprites look really bad after a few seconds.

Also the gas explosion has the funny but probably unwanted side effect of launching you straight to the moon when you are invulnerable :![XD](https://www.realm667.com/laugh.gif "XD"): Without invulnerability you only seem to fly a reasonable distance when you ignite the gas right in your face. Maybe because you're dead and the corpse has different mass? idk.

edit: the spark needs a bigger range too, it's extremely dangerous to ignite the clouds. One step too close and you're toast.

 Last edit: 2 years 8 months ago by DeVloek.

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- **Gothic**
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   2 years 8 months ago [\#11290](#11290) by Gothic  Replied by *Gothic* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=10#11290 "Earlier today Captain Toenail brought up this old weapon pack and asked if it might be worth updating some of the weapons for the R667 armory.

Now that I looked at each weapon and tried them out a bit I wanna share my thoughts.

Many sprites look kinda ugly and aren't worth considering. Most of the sprites that look good are rips from games like DN3D and Shadow Warrior. Nothing too exciting there either. Some other weapons are already in the repository, like the Sniper Rifle that was recently updated with new centered sprites. I won't go into balancing, it's all over the place and needs to be looked at individually if someone decides to update a weapon.

These are the weapons that stood out to me:

* Railgun (by Daniel)

Just a plain old railgun, but the sprite looks good and afaik hasn't been used for anything in the armory. Could be repurposed for another type of weapon if yet another railgun seems too boring.

* Seeker Missile Launcher (by NekroMage)

I think this weapon was ripped from Osiris.wad, like the sprite of the Freeze Rifle that is already in the Armory. In WRW it's what the name says, but the weapon's looks suggests something entirely different. Could be worth repurposing, maybe some kind of liquid sprayer.

* Tazer (by HellsBane)

Despite the name, it doesn't tase at all. It doesn't even lock the enemy in place like the chainsaw does. Also the sprite doesn't have Doomguy hands. But the rest isn't too shabby so might be worth turning into an actual taser.

* Blaster Pistol (by Inuyasha_989)

For some reason it has the same pickup sprite as the Plasma Bolter from the Armory. But the HUD sprites of both these weapons don't really look like the pickup sprite. Oh well. Anyway, it's a decent gun and might be worth updating if people want more energy based sidearms. Just needs Doomguy hands.

* Multi-Projectile Weapon (by TheDarkArchon)

Imo the best looking sprites in the whole pack. Not sure if they are an original work or ripped from another game. The way the weapon works is kinda neat too, and I quote the description:
"The projectile this fires out depends on how long you hold down the fire button. The more lights on the weapon that turn red, the more powerful the blast and the more ammo used. One light fires a strong green plasma ball and uses 10 cells, two lights sends fires three slightly-stronger homing yellow plasma balls and uses 30 cells, and three lights fires a powerful red blast and a energy shotgun spread for 50 cells."

The thing is, the 3rd projectile is basically a red BFG blast that kills everything in front of you, so there is no reason to use the other projectiles unless your only enemy is an imp or something. Also it simulates a blinding muzzle flash by coloring the whole screen yellow or red. Yikes!
So yeah this weapon needs some fixing but I think it's worth updating, or better yet, repurposing the sprites to make a mini-nuke launcher, kinda like the Fatman from Fallout 3. At least that's what I would do. But before I do anything I wanna hear other people's thoughts, especially Captain Toenail's who brought this wad up in the first place.

btw I think the version of WRW that I got is missing quite a few weapons from the final v2.2 release. I looked for a download link but the only one I could find is on DRD Team's site which doesn't work for me, the website throws a bunch of security risk errors. Doomworld only seems to host the older version that I got.")*

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   2 years 8 months ago [\#11291](#11291) by DeVloek  Replied by *DeVloek* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=10#11291 "Earlier today Captain Toenail brought up this old weapon pack and asked if it might be worth updating some of the weapons for the R667 armory.

Now that I looked at each weapon and tried them out a bit I wanna share my thoughts.

Many sprites look kinda ugly and aren't worth considering. Most of the sprites that look good are rips from games like DN3D and Shadow Warrior. Nothing too exciting there either. Some other weapons are already in the repository, like the Sniper Rifle that was recently updated with new centered sprites. I won't go into balancing, it's all over the place and needs to be looked at individually if someone decides to update a weapon.

These are the weapons that stood out to me:

* Railgun (by Daniel)

Just a plain old railgun, but the sprite looks good and afaik hasn't been used for anything in the armory. Could be repurposed for another type of weapon if yet another railgun seems too boring.

* Seeker Missile Launcher (by NekroMage)

I think this weapon was ripped from Osiris.wad, like the sprite of the Freeze Rifle that is already in the Armory. In WRW it's what the name says, but the weapon's looks suggests something entirely different. Could be worth repurposing, maybe some kind of liquid sprayer.

* Tazer (by HellsBane)

Despite the name, it doesn't tase at all. It doesn't even lock the enemy in place like the chainsaw does. Also the sprite doesn't have Doomguy hands. But the rest isn't too shabby so might be worth turning into an actual taser.

* Blaster Pistol (by Inuyasha_989)

For some reason it has the same pickup sprite as the Plasma Bolter from the Armory. But the HUD sprites of both these weapons don't really look like the pickup sprite. Oh well. Anyway, it's a decent gun and might be worth updating if people want more energy based sidearms. Just needs Doomguy hands.

* Multi-Projectile Weapon (by TheDarkArchon)

Imo the best looking sprites in the whole pack. Not sure if they are an original work or ripped from another game. The way the weapon works is kinda neat too, and I quote the description:
"The projectile this fires out depends on how long you hold down the fire button. The more lights on the weapon that turn red, the more powerful the blast and the more ammo used. One light fires a strong green plasma ball and uses 10 cells, two lights sends fires three slightly-stronger homing yellow plasma balls and uses 30 cells, and three lights fires a powerful red blast and a energy shotgun spread for 50 cells."

The thing is, the 3rd projectile is basically a red BFG blast that kills everything in front of you, so there is no reason to use the other projectiles unless your only enemy is an imp or something. Also it simulates a blinding muzzle flash by coloring the whole screen yellow or red. Yikes!
So yeah this weapon needs some fixing but I think it's worth updating, or better yet, repurposing the sprites to make a mini-nuke launcher, kinda like the Fatman from Fallout 3. At least that's what I would do. But before I do anything I wanna hear other people's thoughts, especially Captain Toenail's who brought this wad up in the first place.

btw I think the version of WRW that I got is missing quite a few weapons from the final v2.2 release. I looked for a download link but the only one I could find is on DRD Team's site which doesn't work for me, the website throws a bunch of security risk errors. Doomworld only seems to host the older version that I got.")*

 it's not really a nuisance, more like a potential exploit. In a map with an invulnerability sphere you could abuse the kickback to launch yourself to places you aren't supposed to go (yet).

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- **CaptainToenail**
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   2 years 8 months ago [\#11294](#11294) by CaptainToenail  Replied by *CaptainToenail* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=10#11294 "Earlier today Captain Toenail brought up this old weapon pack and asked if it might be worth updating some of the weapons for the R667 armory.

Now that I looked at each weapon and tried them out a bit I wanna share my thoughts.

Many sprites look kinda ugly and aren't worth considering. Most of the sprites that look good are rips from games like DN3D and Shadow Warrior. Nothing too exciting there either. Some other weapons are already in the repository, like the Sniper Rifle that was recently updated with new centered sprites. I won't go into balancing, it's all over the place and needs to be looked at individually if someone decides to update a weapon.

These are the weapons that stood out to me:

* Railgun (by Daniel)

Just a plain old railgun, but the sprite looks good and afaik hasn't been used for anything in the armory. Could be repurposed for another type of weapon if yet another railgun seems too boring.

* Seeker Missile Launcher (by NekroMage)

I think this weapon was ripped from Osiris.wad, like the sprite of the Freeze Rifle that is already in the Armory. In WRW it's what the name says, but the weapon's looks suggests something entirely different. Could be worth repurposing, maybe some kind of liquid sprayer.

* Tazer (by HellsBane)

Despite the name, it doesn't tase at all. It doesn't even lock the enemy in place like the chainsaw does. Also the sprite doesn't have Doomguy hands. But the rest isn't too shabby so might be worth turning into an actual taser.

* Blaster Pistol (by Inuyasha_989)

For some reason it has the same pickup sprite as the Plasma Bolter from the Armory. But the HUD sprites of both these weapons don't really look like the pickup sprite. Oh well. Anyway, it's a decent gun and might be worth updating if people want more energy based sidearms. Just needs Doomguy hands.

* Multi-Projectile Weapon (by TheDarkArchon)

Imo the best looking sprites in the whole pack. Not sure if they are an original work or ripped from another game. The way the weapon works is kinda neat too, and I quote the description:
"The projectile this fires out depends on how long you hold down the fire button. The more lights on the weapon that turn red, the more powerful the blast and the more ammo used. One light fires a strong green plasma ball and uses 10 cells, two lights sends fires three slightly-stronger homing yellow plasma balls and uses 30 cells, and three lights fires a powerful red blast and a energy shotgun spread for 50 cells."

The thing is, the 3rd projectile is basically a red BFG blast that kills everything in front of you, so there is no reason to use the other projectiles unless your only enemy is an imp or something. Also it simulates a blinding muzzle flash by coloring the whole screen yellow or red. Yikes!
So yeah this weapon needs some fixing but I think it's worth updating, or better yet, repurposing the sprites to make a mini-nuke launcher, kinda like the Fatman from Fallout 3. At least that's what I would do. But before I do anything I wanna hear other people's thoughts, especially Captain Toenail's who brought this wad up in the first place.

btw I think the version of WRW that I got is missing quite a few weapons from the final v2.2 release. I looked for a download link but the only one I could find is on DRD Team's site which doesn't work for me, the website throws a bunch of security risk errors. Doomworld only seems to host the older version that I got.")*

 The air/poison clouds cause enemies to leave blood decals which looks strange (unless it's flesh-melting gas I guess).

Also I feel the weapon firing animation could be improved from the original.

Otherwise I really like the updated blowers, it's coming along nicely. Have you considered adding an altfire to the dust blower that sucks enemies/items towards the player like a vacuum cleaner? Then again maybe that would be too silly.

Here's what I have with the Ice Crystal Gun so far. I'd say it's around 75% complete. I still need to clean up a bunch of small things. I added the simple Mighty Boot as the Altfire to clear frozen enemies out of the way.

- [ ...talGunBeta.zip ](https://www.realm667.com/forum/attachment/1793?download=1 "...talGunBeta.zip") [ ](https://www.realm667.com/forum/attachment/1793?download=1 "...talGunBeta.zip")

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   2 years 8 months ago [\#11301](#11301) by Gothic  Replied by *Gothic* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=10#11301 "Earlier today Captain Toenail brought up this old weapon pack and asked if it might be worth updating some of the weapons for the R667 armory.

Now that I looked at each weapon and tried them out a bit I wanna share my thoughts.

Many sprites look kinda ugly and aren't worth considering. Most of the sprites that look good are rips from games like DN3D and Shadow Warrior. Nothing too exciting there either. Some other weapons are already in the repository, like the Sniper Rifle that was recently updated with new centered sprites. I won't go into balancing, it's all over the place and needs to be looked at individually if someone decides to update a weapon.

These are the weapons that stood out to me:

* Railgun (by Daniel)

Just a plain old railgun, but the sprite looks good and afaik hasn't been used for anything in the armory. Could be repurposed for another type of weapon if yet another railgun seems too boring.

* Seeker Missile Launcher (by NekroMage)

I think this weapon was ripped from Osiris.wad, like the sprite of the Freeze Rifle that is already in the Armory. In WRW it's what the name says, but the weapon's looks suggests something entirely different. Could be worth repurposing, maybe some kind of liquid sprayer.

* Tazer (by HellsBane)

Despite the name, it doesn't tase at all. It doesn't even lock the enemy in place like the chainsaw does. Also the sprite doesn't have Doomguy hands. But the rest isn't too shabby so might be worth turning into an actual taser.

* Blaster Pistol (by Inuyasha_989)

For some reason it has the same pickup sprite as the Plasma Bolter from the Armory. But the HUD sprites of both these weapons don't really look like the pickup sprite. Oh well. Anyway, it's a decent gun and might be worth updating if people want more energy based sidearms. Just needs Doomguy hands.

* Multi-Projectile Weapon (by TheDarkArchon)

Imo the best looking sprites in the whole pack. Not sure if they are an original work or ripped from another game. The way the weapon works is kinda neat too, and I quote the description:
"The projectile this fires out depends on how long you hold down the fire button. The more lights on the weapon that turn red, the more powerful the blast and the more ammo used. One light fires a strong green plasma ball and uses 10 cells, two lights sends fires three slightly-stronger homing yellow plasma balls and uses 30 cells, and three lights fires a powerful red blast and a energy shotgun spread for 50 cells."

The thing is, the 3rd projectile is basically a red BFG blast that kills everything in front of you, so there is no reason to use the other projectiles unless your only enemy is an imp or something. Also it simulates a blinding muzzle flash by coloring the whole screen yellow or red. Yikes!
So yeah this weapon needs some fixing but I think it's worth updating, or better yet, repurposing the sprites to make a mini-nuke launcher, kinda like the Fatman from Fallout 3. At least that's what I would do. But before I do anything I wanna hear other people's thoughts, especially Captain Toenail's who brought this wad up in the first place.

btw I think the version of WRW that I got is missing quite a few weapons from the final v2.2 release. I looked for a download link but the only one I could find is on DRD Team's site which doesn't work for me, the website throws a bunch of security risk errors. Doomworld only seems to host the older version that I got.")*

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   2 years 7 months ago [\#11304](#11304) by DeVloek  Replied by *DeVloek* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=10#11304 "Earlier today Captain Toenail brought up this old weapon pack and asked if it might be worth updating some of the weapons for the R667 armory.

Now that I looked at each weapon and tried them out a bit I wanna share my thoughts.

Many sprites look kinda ugly and aren't worth considering. Most of the sprites that look good are rips from games like DN3D and Shadow Warrior. Nothing too exciting there either. Some other weapons are already in the repository, like the Sniper Rifle that was recently updated with new centered sprites. I won't go into balancing, it's all over the place and needs to be looked at individually if someone decides to update a weapon.

These are the weapons that stood out to me:

* Railgun (by Daniel)

Just a plain old railgun, but the sprite looks good and afaik hasn't been used for anything in the armory. Could be repurposed for another type of weapon if yet another railgun seems too boring.

* Seeker Missile Launcher (by NekroMage)

I think this weapon was ripped from Osiris.wad, like the sprite of the Freeze Rifle that is already in the Armory. In WRW it's what the name says, but the weapon's looks suggests something entirely different. Could be worth repurposing, maybe some kind of liquid sprayer.

* Tazer (by HellsBane)

Despite the name, it doesn't tase at all. It doesn't even lock the enemy in place like the chainsaw does. Also the sprite doesn't have Doomguy hands. But the rest isn't too shabby so might be worth turning into an actual taser.

* Blaster Pistol (by Inuyasha_989)

For some reason it has the same pickup sprite as the Plasma Bolter from the Armory. But the HUD sprites of both these weapons don't really look like the pickup sprite. Oh well. Anyway, it's a decent gun and might be worth updating if people want more energy based sidearms. Just needs Doomguy hands.

* Multi-Projectile Weapon (by TheDarkArchon)

Imo the best looking sprites in the whole pack. Not sure if they are an original work or ripped from another game. The way the weapon works is kinda neat too, and I quote the description:
"The projectile this fires out depends on how long you hold down the fire button. The more lights on the weapon that turn red, the more powerful the blast and the more ammo used. One light fires a strong green plasma ball and uses 10 cells, two lights sends fires three slightly-stronger homing yellow plasma balls and uses 30 cells, and three lights fires a powerful red blast and a energy shotgun spread for 50 cells."

The thing is, the 3rd projectile is basically a red BFG blast that kills everything in front of you, so there is no reason to use the other projectiles unless your only enemy is an imp or something. Also it simulates a blinding muzzle flash by coloring the whole screen yellow or red. Yikes!
So yeah this weapon needs some fixing but I think it's worth updating, or better yet, repurposing the sprites to make a mini-nuke launcher, kinda like the Fatman from Fallout 3. At least that's what I would do. But before I do anything I wanna hear other people's thoughts, especially Captain Toenail's who brought this wad up in the first place.

btw I think the version of WRW that I got is missing quite a few weapons from the final v2.2 release. I looked for a download link but the only one I could find is on DRD Team's site which doesn't work for me, the website throws a bunch of security risk errors. Doomworld only seems to host the older version that I got.")*

 wow you guys are on fire! I didn't have much time at all to work on the Nuker, or any doom stuff for that matter. Might get around to it later this week, not sure.

As for the pipebomb death problem, maybe you can do it similar to how I handled it with my sticky bombs. They enter their death state as soon as they hit something, but they don't explode. The actual explosion is handled by another, custom state. So maybe you can solve this by using the Xdeath state for the explosion, Thing_Destroy has an option for that.

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   2 years 7 months ago [\#11306](#11306) by mattbratt11  Replied by *mattbratt11* on topic *[Weapons Resource Wad (and Monsters too?)](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=10#11306 "Earlier today Captain Toenail brought up this old weapon pack and asked if it might be worth updating some of the weapons for the R667 armory.

Now that I looked at each weapon and tried them out a bit I wanna share my thoughts.

Many sprites look kinda ugly and aren't worth considering. Most of the sprites that look good are rips from games like DN3D and Shadow Warrior. Nothing too exciting there either. Some other weapons are already in the repository, like the Sniper Rifle that was recently updated with new centered sprites. I won't go into balancing, it's all over the place and needs to be looked at individually if someone decides to update a weapon.

These are the weapons that stood out to me:

* Railgun (by Daniel)

Just a plain old railgun, but the sprite looks good and afaik hasn't been used for anything in the armory. Could be repurposed for another type of weapon if yet another railgun seems too boring.

* Seeker Missile Launcher (by NekroMage)

I think this weapon was ripped from Osiris.wad, like the sprite of the Freeze Rifle that is already in the Armory. In WRW it's what the name says, but the weapon's looks suggests something entirely different. Could be worth repurposing, maybe some kind of liquid sprayer.

* Tazer (by HellsBane)

Despite the name, it doesn't tase at all. It doesn't even lock the enemy in place like the chainsaw does. Also the sprite doesn't have Doomguy hands. But the rest isn't too shabby so might be worth turning into an actual taser.

* Blaster Pistol (by Inuyasha_989)

For some reason it has the same pickup sprite as the Plasma Bolter from the Armory. But the HUD sprites of both these weapons don't really look like the pickup sprite. Oh well. Anyway, it's a decent gun and might be worth updating if people want more energy based sidearms. Just needs Doomguy hands.

* Multi-Projectile Weapon (by TheDarkArchon)

Imo the best looking sprites in the whole pack. Not sure if they are an original work or ripped from another game. The way the weapon works is kinda neat too, and I quote the description:
"The projectile this fires out depends on how long you hold down the fire button. The more lights on the weapon that turn red, the more powerful the blast and the more ammo used. One light fires a strong green plasma ball and uses 10 cells, two lights sends fires three slightly-stronger homing yellow plasma balls and uses 30 cells, and three lights fires a powerful red blast and a energy shotgun spread for 50 cells."

The thing is, the 3rd projectile is basically a red BFG blast that kills everything in front of you, so there is no reason to use the other projectiles unless your only enemy is an imp or something. Also it simulates a blinding muzzle flash by coloring the whole screen yellow or red. Yikes!
So yeah this weapon needs some fixing but I think it's worth updating, or better yet, repurposing the sprites to make a mini-nuke launcher, kinda like the Fatman from Fallout 3. At least that's what I would do. But before I do anything I wanna hear other people's thoughts, especially Captain Toenail's who brought this wad up in the first place.

btw I think the version of WRW that I got is missing quite a few weapons from the final v2.2 release. I looked for a download link but the only one I could find is on DRD Team's site which doesn't work for me, the website throws a bunch of security risk errors. Doomworld only seems to host the older version that I got.")*

 Since we're on the subject of the Weapon Resource Wad, shall we also talk about the Monster Resource Wads (monsters.wad, humans.wad, and bosses.wad files respectively)?

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