Name: Explosive Super Shotgun Class: 5 Type: Hitscan Palette: Custom Summon: ExplosiveSuperShotgun Ammo Type: ExplosiveShells (Custom) Altfire: No Powered Mode: No Brightmaps: No Actor modification: No ACS: No
Submitted: That_One_Doom_Mod Decorate: That_One_Doom_Mod, Wh1teFang Sprites: ID Software, Banjo Software Sounds: Unknown Sprite Edit: That_One_Doom_Mod Idea Base: The Horrible Doom Punch, Its Pathetic for a Marine!
Name: Flak Cannon Class: 5 Type: Hitscan/Projectile Palette: Custom Summon: FlakCannon Ammo Type: FlakAmmo (custom) Altfire: No Powered Mode: No Brightmaps: No Added States: No ACS: No ZScript: Yes
Submitted: DavidN Decorate: DavidN ZScript: Blue Shadow GLDefs: DavidN Sounds: id Software, DavidN Sprites: DavidN, PillowBlaster Sprite Edit: BadMojo Idea Base: Unreal Tournament's Flak Cannon
An Unreal Tournament-inspired flak cannon. It fires a hitscan attack similar to the super shotgun, with an additional random spread of rebounding flak projectiles. With some skill, this allows you to damage enemies around corners!
Name: Flamer Class: 6 Type: Projectile Palette: Doom Summon: Flamer Ammo Type: Cell Altfire: No Powered Mode: No Brightmaps: No Actor Modification: No ACS: No
Submitted: Xim Code: Xim GLDefs: Xim Sounds: Id Software Sprites: Jimmy Beaubien, The Innocent Crew Idea Base: Having a more old-school vanilla Doom style flamethrower
A simple flamethrower based off the one from "Obituary 1.1" by The Innocent Crew. Intended to be a more vanilla Doom style version compared to the UTNT Flamethrower. For more simplicity this uses the standard cell ammo type. Projectile has short range but deals high damage.
Name: Flashlight Class: None Type: Harmless hitscan Palette: Doom Summon: FlashLightCentered, FlashLightAngled Ammo Type: None Altfire: No Powered Mode: No Brightmaps: No Actor modification: No ACS: No
Name: Frag Grenade Class: 5 Type: Projectile, Explosive Palette: Doom Summon: FragGrenade Ammo Type: FragGrenadeAmmo (custom) AltFire: Yes Powered Mode: No Brightmaps: No Added States: No ACS: No
Submitted: DBJ87 Decorate: DBJ87 Sounds: id Software (Doom 3), Froon Sprites: Kronos (Doom 2.5), BloodyAcid (ClipBox Variant used for GrenadeBox) Sprite Edit: Kronos, DBJ87 Idea Base: Doom 3; extra grenades or mines thrown by hand instead of fired from a gun.
Standard issue UAC infantry frag grenades. Dealing high damage for crowd control, wiping out weaker enemies quickly and packing a punch to tougher enemies. You can take advantage of various throwing distances bouncing off walls or the floor, as well as using full speed attack, throwing the grenade with little bounce intended, adding a faster attack.
Submitted: BadMojo Decorate: BadMojo Sounds: BadMojo Sprites: IdSoftware, BadMojo Sprite Edit: BadMojo Idea Base: I guess it reminds me of the gatling laser from fallout 4 but doom style ACS: Nope ACS: No
Fully Automatic Laser Gatling Gun. Deals less damage than the PlasmaGun, but has faster projeciles and a higher fire rate.
Name: Heavy Carbine Class: 4 Type: Projectile Palette: Doom Summon: HeavyCarbine, BloodyCarbine, Bloodycarbineguy Ammotype: Clip AltFire: Yes Note: Requires zdoom 2.8.1 or later
Submitted: Skelegant Decorate: Skelegant, ozymandias81 Gldefs: Skelegant Sprites: Id Software, Uboa, Wildweasel (puff sprites), David G. Sprites Edit: Skelegant Sounds: Id Software, FatSoundEffects's (www.freesfx.co.uk/sfx/knife?p=2)
This bad girl's ready to whup some demon tush! Mow down foes with streams of hot lead, or skewer them with the twin bayonets. Comes with an impaled corpse, complete with removable carbine (just press use to haul it out and start shootin'). The "salvaged" carbine has lower accuracy due to its battle-wear.
Name: HellStorm Cannon Class: 6 Type: Projectile Palette: Doom Summon: HellStormCannon Ammo Type: ImpactGrenade (Custom) Altfire: No Powered Mode: No Brightmaps: No Actor modification: No ACS: No
Submitted: Ghastly_dragon Code: Ghastly_dragon GLDefs: Ghastly_dragon Sounds: Epic Games, The Funktasm Sprites: Eriance, KDiZD Team (Projectile) Sprite Edit: Ghastly_dragon, Infernus, Xaser Idea Base: Fallout 3's Experimental MIRV.
The HellStorm fires a cluster of impact grenades. Individually, each impact grenade has only half the explosive potential of a rocket, but the entire cluster has a total of four times the yield, easily able to clear a swarming group or a more powerful demon with a single shot.
The drawback is that the weapon takes some skill to fire correctly. One mis-fire could smear a careless marine across the walls, and the spread itself it difficult to aim correctly. It also has a reload time greater than that of the rocket launcher, and must reload after every shot.
Name: Impactor Gauntlet Class: 1 Type: Melee Palette: Doom Summon: Impactor Ammo Type: None Powered Mode: No Added States: No ACS: No
Submitted: TheDoomedArchvile Code: TheDoomedArchvile Sounds: Capcom Sprites: HacX Sprite Edit: TheDoomedArchvile Idea Base: Big mechanical punchy arm
The Impactor Gauntlet was created with the aim to give space marines a perminent powerful melee weapon in case they run out of ammo. This heavy beast packs a serious punch which can knock back some foes when up close. This weapon also includes a boost thruster which allows the wearer to speed forward a ways to cross gaps and hit enemies multiple times, but deals significantly less damage. With careful timing, the primary fire can even punch away projectiles!