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

##

- **DeVloek**
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   2 years 3 months ago [\#11819](#11819) by DeVloek  Replied by *DeVloek* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=50#11819 "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.")*

 I came across this sprite based on the Nuker, made by Skelegant
 [ ![Bild_2024-04-13_030023618.png](https://www.realm667.com/forum/attachment/2174) ](https://www.realm667.com/forum/attachment/2174 "..._030023618.png")

I'm thinking about updating the Thermonuker with an edit of this sprite, or maybe make a new weapon... What do you think?

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- **Gothic**
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   2 years 3 months ago [\#11825](#11825) by Gothic  Replied by *Gothic* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=50#11825 "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.")*

 I'd say it's better than having unedited Hacx sprites

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- **DeVloek**
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- Arachnotron
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   2 years 3 months ago [\#11826](#11826) by DeVloek  Replied by *DeVloek* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=50#11826 "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.")*

 I had a feeling you would say that :![XD](https://www.realm667.com/laugh.gif "XD"):

Alright, I'm on it.

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- **DeVloek**
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- Arachnotron
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   2 years 3 months ago [\#11830](#11830) by DeVloek  Replied by *DeVloek* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=50#11830 "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's the ThermoNuker v2.0

[ https://drive.google.com/file/d/10OzJ0v-5dixHXtZo6ayK3rOqbiXYPsrr/view?usp=sharing](https://drive.google.com/file/d/10OzJ0v-5dixHXtZo6ayK3rOqbiXYPsrr/view?usp=sharing)

base sprite
 [ ![VNKGA0.png](https://www.realm667.com/forum/attachment/2177) ](https://www.realm667.com/forum/attachment/2177 "VNKGA0.png")

with light layers
 [ ![Bild_2024-04-14_134420216.png](https://www.realm667.com/forum/attachment/2178) ](https://www.realm667.com/forum/attachment/2178 "..._134420216.png")

Also added a low hum idle sound and brightmaps for the ammo pickups. Weapon behavior remains unchanged.
For now the new sprites are not entirely converted to Doompal. I'll try to convert them later if needed.

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- **DeVloek**
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   2 years 3 months ago - 2 years 3 months ago [\#11832](#11832) by DeVloek  Replied by *DeVloek* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=50#11832 "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.")*

 I tried converting some of the sprites to Doom pallette but it looked kinda bad so I scratched that.
But I did some small improvements to the code, fixed a bug with the ammo icons and improved the weapon pickup sprite a little bit. I think it's good to go unless something else comes up. The file in above post is up-to-date.

btw @Gothic I just found a small bug in the Nitromite and I didn't wanna make another thread. In GLDEFS, the last 2 lines both have a typo with an extra G, should be NTMTN0 and NTMTO0 instead. I didnt even notice until i went through the logs looking for something else :ouch: I fixed it and uploaded to my [ google drive](https://drive.google.com/file/d/1uEn5RXt4HKUpk4t4agDSEAj00MC4TGX8/view?usp=sharing).

 Last edit: 2 years 3 months ago by DeVloek.

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   2 years 3 months ago [\#11861](#11861) by Gothic  Replied by *Gothic* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=50#11861 "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.")*

 I updated the Nitromite, but there's a bug with the Thermonuker, the "PowerAnim" overlay is still visible when you die.

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- **DeVloek**
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   2 years 3 months ago [\#11862](#11862) by DeVloek  Replied by *DeVloek* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=50#11862 "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.")*

> [ Gothic wrote: ](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=50#11861)

>
>  the "PowerAnim" overlay is still visible when you die.

Fixed [ https://drive.google.com/file/d/10OzJ0v-5dixHXtZo6ayK3rOqbiXYPsrr/view?usp=sharing](https://drive.google.com/file/d/10OzJ0v-5dixHXtZo6ayK3rOqbiXYPsrr/view?usp=sharing)

This is a weird bug, I have no idea why the overlay lowers normally when you deselect the weapon but it stays on screen when you die and the weapon is lowered automatically... I tried all kinds of tricks and even learned a few new things along the way, but it seems like in case of player death, lowering the overlay all the way off-screen does not work at all, it stops right at the bottom. In the end I just added a check for the player's health, so if you're dead the overlay is simply destroyed.

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   2 years 3 months ago - 2 years 3 months ago [\#11863](#11863) by Gothic  Replied by *Gothic* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=50#11863 "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.")*

 All custom layers need to be cleared manually with [ A\_ClearOverlays,](https://zdoom.org/wiki/A_ClearOverlays) or by setting them to "" with A_Overlay. If you want them to stay for a little longer, use it after a couple of frames: Code:

 Deselect: YWEP AAAAA 1 A_Lower(); TNT1 A 0 A_ClearOverlays(min layer, max layer); Loop;

 Last edit: 2 years 3 months ago by Gothic.

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- **DeVloek**
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   2 years 3 months ago [\#11868](#11868) by DeVloek  Replied by *DeVloek* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=50#11868 "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.")*

 Clearing the layer isn't the issue, it's about the layer not lowering together with the weapon when you die. When you look at the select and deselect states you can see that the layer is initially transparent and is faded in while rising, and faded out while lowering the weapon. Which works fine when selecting and deselecting but for some reason the layer does not fade out nor lower down when you die.
The obvious fix was to check for the player's health and clear the layer incase they're dead. There may be a better way but it should do.

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   1 year 10 months ago [\#12561](#12561) by Gothic  Replied by *Gothic* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=50#12561 "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.")*

 There hasn't been much activity around here lately.
I though it could be fun to remake one of the least remarkable weapons in the set.
 [ ![[img](https://i.imgur.com/vYlBrNc.png) ](https://i.imgur.com/vYlBrNc.png "[img")

####  File Attachment:

 File Name: [ ArcaneAxeWIP.zip](https://www.realm667.com/forum/attachment/2494 "ArcaneAxeWIP.zip")
 File Size:469.8 KB

One day I'll edit the arms so it can fit in Doom.

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