=========================================================================== Advanced engine needed : GZDoom 1.1.0 or newer Primary purpose : No levels included =========================================================================== Title : "Run-n-Gun 2" Filename : runngun2.wad Release date : 28.04.2008 Author : zer0 (aka Jekyll Grim Payne aka Ashigaru) Email Address : jekyllgrim@gmail.com Other Files By Author : wizardr2.wad, equilibr.wad; a number of other wads which you can't find on Doomworld Description : Modified version of my previous Run-n-Gun mod, complete weapon replacement and monsters modification, funny dynamic action =========================================================================== * What is included * New levels : None Sounds : Yes Music : No Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : Decorate, ACS, new cheat codes (GIMMEGUNS and GIMMEALL),which work better with this mod than the original ones Other files required : None * Play Information * Game : Doom Map # : any Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Designed for Other game styles : None Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : about 4 months Editor(s) used : XWE 1.17, Photoshop CS2, Sound Forge 6.0 Known Bugs : you may stuck into shield created by Forcefield spawner, but it's not a big deal, as you can remove shield anytime; sometimes for unknown reason minigun skips its starting spinning animation and goes directly to firing animation - had this bug before and couldn't do anything; some enemies may sometimes stuck in the walls because of their bigger size (for example Cyber on doom2m10) May Not Run With... : old GZDoom * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * Web sites: www.ashigaru-rostov.narod.ru * Additional Mod Description * Many weapons and new powerups, but not too much - otherwise it won't be good for gameplay. However, I cannot call this mod "new interpretation of classic" like precious ZDoom/GZDoom Advanced Weapons mod. It's something new. ===Runner-Gunner=== Player is a little slower and a little higher. Also, maximum health is now 300, but only with Megasphere. Weapons should be reloaded with "Reload" button (default 'R'). ===Guns=== 1: Local Forcefield Spawner Spawns a litle forcefield that protects you from absolutely anything. It blocks projectiles and enemies, as well as you. Field consits of segments which may be destroyed with weapons, so you can't hide behind it forever. You can spawn as much shields as energy in the battery lets you. Energy restores quickly, but only when the LFS is in your hands. (secondary attack) Removes spawned forcefields. You can spawn it again without it, but this function is still present 1: Fists Left weak fast punch or right slow and heavy one. You can hold down alt. attack button and wait to make stronger power-stored blow (it has 9 grades of power) 2: Beretta M84 Typical Beretta, 15 bullets per clip. Handy thing. 2: Dual Berettas You can use two. More handy. 2: Magnum That's a man's gun! Powerful and heavy revolver is always a nice thing against big guys. 3: Franchi SPAS-12(a/s-a) Powerful Italian 12 gauge shotgun. You can also find upgraded variant in the game, which has full-automatic mode and is protected from recoil; you can switch modes by alt.attack button. 4: Ruger MP9 Simple nice machine gun. 4: Dual MP9 ...And another one in left hand. The only disadvantage is that it takes a lot of time to reload them. 5: Rocket-n-Roll Launcher Powerful rocket launcher, if you hold fire button you can shoot a few (up to 5) rockets at once! (secondary attack) Throws a grenade. You can also throw up to 5 grenades at once! 6: Gatling cannon Old familiar 6 barreled happiness. Although not too powerful, still extremely fast. Even if you don't have ammo you can make barrels revolve - just... for fun. 6: AN-94 "Abakan" Russian assault rifle, 30 rounds per clip. Powerful, accurate. The best. 7: Blood Magic Dangerous! Bad for your health, believe me... Shoots a hellish blue fire that shoots other spells around it. No one will survive. But you are protected during several first seconds after firing. Bosses receive only 10% of damage from this weapon, so you can't remove them with one shot. (secondary attack) Also bad for your health, but no as bad as primary attack. Spawns a helper - hellish servant Afrit shall be glad to rip bad guys apart for you. He's got not too much health, but his spells are very powerful. You can have only one servant at once. Don't try to spawn it standing in front of wall or an enemy. ===FRESH MEAT!=== In Run-n-Gun 2 there's a slaughter which Quake only dreams about. Every enemy is bleeding when hit, some have special death animation - Caco loses it's eye, Revenant - it's skull, Pain Elementals and Lost Souls just pour blood everywhere, when the blow up, etc. But when you take your rocket launcher, you can tear them apart. All types of zombies, Imps, Pinkys and Spectres can be dismembered, their hands, legs and heads will be all over the place - and these will be their own hands, legs and heads, which you will notice. It turns to bloodbath not only with rocket launcher, but with Afrit spells and Blood Magic and with various chance Gatling Cannon, Magnum and Shotgun may gib enemy as well. SpiderDemon and CyberMaster also blow up when dying and scatter their body parts everywhere (I especially like Spider's death). Not for children! Enjoy! (^,..,^) ===ENEMIES=== Many of the changes are similar to those in my previous Terminator-mods. However, imps learnt how to throw Caco's balls, Chainguy likes to fire grenades, and Caco now can charge forward to you (like Lost Soul). Hell Knight and Baron throw new and more balls, Arachnotron sometimes fires something much more powerful than plasma. In final version, however, there're usual zombies with pistol and grey ones with Uzi. In addition now there're not only Shotgun Guys, but also Auto-Shotgun Guys (green) and Magnum Guys (darkblue). Spectre now can run even faster than visible Demon. Also there're two types of Mancubuses (usual, but bigger, and red-skinny with green blood) and two types of Revenants (smaller ones with blue flesh can't shoot, but can run fast and hit you). In Run-n-Gun 2 I remade SpiderDemon and CyberMaster: the former one is now disgustingly pink and chooses between firing his terrible chaingun or horrible speedy-plasmagun, the latter one likes to perform chain-combos of firing many rockets, grenades, plasma and railguns. So, learn to run fast and kick hard! ======= Drug ========= What was some kind of 'weapon booster' in final version of "Run-n-Gun", turned back to be drug, as it was in alpha version of "Run-n-Gun". But it changed a lot. Drug replaces Doom Berserk and is placed in your inventory, so then you can activate it manually. You can store up to 3 Drug syringes. Its effects are: * immediate full healing when used * superfast left-right punch * superpowerful right punch (it gibs monsters, and power-stored punch of 9 grade can kill Baron of Hell at one hit) * 5 health/3 sec regeneration * 3 times improved endurance agains ememies' attacks of any kind * boosted speed * boosted jump height * acid/lava full immune * improved eyesight (you can see everything in any dark place) * everything around seems to be golden... * no other weapons can be used Its effects last for about 85 seconds (3000 tics to be precise) and these are 85 seconds of pure fun as you're literally invincible and can be killed only by a large amount of powerful enemies or bosses. But this is not a problem as you can make an injection at the moment you want and sometimes it's enough to rip the whole level apart.