[Submission] Quad-Shotgun
- DBJ87
- Topic Author
- Wicked
- Posts: 228
Name: Quad Shotgun
Class: 3
Type: Hitscan
Palette: Doom
Summon: QuadShotgun
Ammotype: Shell
AltFire: Yes
Credits:
Submitted: DBJ87
Decorate: DBJ87
Sprites: Id Software, 1337spy, Bgraybr, Warhawk
Sprite Edit: 1337spy (Idle Sprites), Bgraybr, Warhawk
Sounds: Id Software (Doom 3 Fire & Reload), Bad Mojo (Quad Fire)
Idea Base: Based on the QuadShotgun Zombie's Weapon by Ghastly_dragon.
Thanks to MagicWazard, Blue Shadow, Bad Mojo for your feedback and input.
Thank you to Yholl. For giving me the permission to use the sprite set now in use.
Quad Shotgun's sprites taken, with permission, from DRLA. I take no credit for any sprites now in place.
Description:
4 Barrelled Shotgun, 4 Boom-Sticks of carnage! Simple, but effective it deals heavy damage but the reload time causes a long delay between shots. It might use
more ammo, but bullets have a higher chance to hit than the Super-Shotgun, due to modifications made to the Barrels, decreasing its horizontal spread. Can plough through crowds of weaklings but is limited in tight situations. You can make the most of the gun's bullet & spread at close range but you're more open to enemy attacks. But which is better? Speed or Power? Quality or Quantity?
Can take out some of the higher tier enemies in 3-5 shots* at close range.
*Compared to average 5-8 from the Super Shotgun vs. Baron of Hell & Mancubus. It does use more ammo overall compared to the Super-Shotgun. But the weapon is a lot more accurate with a higher chance of all the bullets hitting your target.
Fires 4 Single shots with high accuracy, taking out weaker enemies that would take 2-4 standard shotgun blasts quicker. Or use the Alternative fire to manually reload the gun or fire all 4 barrels at once dealing high damage & better accuracy against wider targets & slightly faster reload times compared to the Super-Shotgun.
"Custom Punch" damage has been added mostly extra effects such as stronger close range damage, larger push-backs & gibbing weak enemies*, (especially when firing all 4 at once, extra impact increases the effective value of using the Quad Shotgun at close range instead of any alternative. The push-back factor mostly is influenced by the weapon's Kickback, but the more bullets that hit the target at close range (stacking the damage from this attack) the farther they should fly back.
*Best comparison being like the Plasmagun, critical hits that deal highest damage & take the most health off. Enemies such as Imps, Former Humans & Sergeants occasionally gib from at short to point-blank range. More information about Melee Damage configuration of File's Description.
Updates:
-New configured reload Sprites & Spawn/Weapon Icon Sprite.
-New Damage configuration
26/05/16
-Added the Key Configuration. after people had noticed you couldn't freely swap weapons after collecting this gun.
-Reset damage back to the Quad-Shotgun Zombie stats.
-Fixed a Decorate issue with the Primary Fire that allowed you to shoot 5x if the trigger is held down before reloading.
-Removed any "GunFlash" states as there is no Flash sprite set up being used.
-Primary Firing Rate Slowed down.
-Removed Inventory Icon in as it is not needed for weapons.
-Alternative Version of this weapon was Created.
27/05/16
2 versions of the weapon, now added as separate files are included in the submission. "Quad-Shotgun" & "Quad-Shotgun Alt.". Both share the same Summon details & Key Config.
-Quad-Shotgun is the more Advanced weapon with a Primary & Secondary fire.
-The Decorate is more complex & it is the larger of the 2 files.
-Quad-Shotgun Alt. (summon QuadShotgun), is the more basic version that acts like a bulkier version of the Super-Shotgun.
-Less complex Decorate & the weapon's damage is slightly higher.
28/05/16
-Bullet & Damage balanced out to be more effective, but not over-powering for both versions.
-Both weapons deal 5% Damage per bullet
-Secondary Fire of the Original Version & shooting the Alternative Version, will fire 30 Bullets.
-Primary Fire of the Original Version shoots 7 Bullets per shot, dealing more damage overall, but it has a slow firing rate.
22/06/16
Fixed an outstanding issue with the Original Version 4th Barrel. (Chances are I had probably kept the wrong file Original Version after last update -_-). The gun was still able to shoot 5x if the trigger is held down before reloading, or if you fired single shots. Tested again this issue should hopefully, be fixed But please, contact me if it continues to crop up...
29/08/16
If you've been following this over the past few months note that the version uploaded from now on, is going to eventually be the final version. All updates will now be focused on the more basic variant, reducing bugs & for simplicity.
Bullet Count (30) Set to (25), but damage changed (from 5 to 7.5).
-It is higher than Shotgun & Super-Shotgun bullet's damage in Doom. But the weapon still most effective at close range.
-I'm trying to balance Quality over Quantity (Damage, Ammo Used)
The horizontal spread has been narrowed but the vertical spread is increased.
-It's 4 Barrels are tightly packed so it has a narrower spread than the SSG. But the 4 Barrels are stacked 2 on 2 increasing height.
-Key Config Removed.
-Sprites set to PNG.
-Quad-Shotgun Spawn Sprite, is scaled down in the weapon's Decorate.
-Time between Firing Sprites reduced (should fire & reload smoother).
-Weapon is swapped when last 4 shells available are fired, instead of reloading.
-If there is less than 3 Shotgun Shells you can't fire or select the gun until it is higher than 5.
02/10/2016
U-Turn on proposition from the last update's statement. 2 Versions of this weapon will be submitted as seperate files in 1 download as originally intended.
//VERSION 1 (Added again, with damage/bullet count changes matching last update.)
Primary Fire Cosmetic issues Fixed:
-Each Barrel fires separately. Even when trigger is not held down*.
-Sprite Offsets changed to match changes made new offsets by Bad Mojo.
-All reused Sprites are PNG Palette (they were PNG TrueColor or originally in Doom Format)
*For a very long time, if the trigger was released the weapon would fire from the top-left Barrel every time you fired a single primary fire shot. I'd fixed this, at a very early stage when making this weapon but lost the file that actually had that issue fixed before submitting it online and was unable to figure out a much more easier way to solve this then what I had done before.
Secondary Fire:
-Weapon fires or reloads as soon as the trigger is pressed. (The player was allowed to hold until ready, but this speeds everything up)
-Sprite Offsets made more central (Credit to Bad Mojo).
-Improved Fire & Reloading Sound Effects added (Credit to Bad Mojo).
-All Sprites are PNG Palette (Changed by Bad Mojo).
-Firing Sprite modified, improving PNG Transparency.
//VERSION 2 [Based off Secondary Fire and was the only version used in the last Update]
Updates by Bad Mojo
-Sprite Offsets made more central (Credit to Bad Mojo).
-Improved Fire & Reloading Sound Effects added (Credit to Bad Mojo).
-All Sprites are PNG Palette (Changed by Bad Mojo).
-Firing Sprite modified, improving PNG Transparency.
//03/12/16
-Weapon Spawn Sprite doesn't need to be scaled down...
-Faster, Smoother Reloading system to help improve it's performance compared to
Super-Shotgun as it now loads slightly faster...
-Sound Effects Changed...
//12/12/16
-3rd incarnation (of the online export) of the with new Sprites & Sounds. (See Credits)
-Close Range Damage increased with a Melee Attack dealing moderate damage.
-Faster Reload compared to any version pre December 2016.
-Reload Sound Sequence improved.
//01/03/17
-Weapon's Firing & Reload Sequences have had all sounds allocated to seperate channels. Firing Sounds were getting cut off when reloading.
(Thanks to Blue Shadow & MagicWazard, for addressing this)
-Reload Sound timing for when gun is actually closed is more accurately placed.
-Bullet Damage rounded down to 7 (from 7.5) to fix Issues with newer the GZDoom/ZDoom configurations.
(Thanks to Blue Shadow, for addressing this & MagicWazard, for addressing this)
I can only take credit for the idea on creating this version of a highly popular idea itself & creating the Decorate for it.
All other Credit goes to those named above.
Thank you to everyone that has tested this since it was first started & everyone who has given me feedback.
And thank to Yholl, 1337spy and the team behind DRLA. For permission to use the new Idle Sprite models & Flashes.
Sprite:
Download
[URL=http://www.m*diafire.com/file/k2orv3mvd2cv150/Quad-Shotgun.zip]http://www.m*diafire.com/file/k2orv3mvd2cv150/Quad-Shotgun.zip[/URL]
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https://www.doomworld.com/idgames/combos/qshot
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
ozymandias81 wrote: Maybe you missed this one... I added it on Gore too.
https://www.doomworld.com/idgames/combos/qshot
I've never seen it. So yes, I must have missed it (hope you don't think I'm copying your idea). Saw the Quad Shotgun Zombie and use it on a lot of my maps. Thought it would be interesting to try and start making my own weapons and a weapon based on this enemy wasn't submitted here so, I decided to give it a try...
Taken a look at yours, you've done a much better job then me (but this was my first Custom Weapon)... uploaded my Quad-Shotgun now, so others can use it or redesign it etc.
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
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- mattbratt11
- Chaingunner
- Posts: 69
You should make a 3BSG Next, followed by a 6BSG, the 8BSG, and finally, their Automatic Variations.
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
I'll give a 3 Barrelled Shotgun a go. Start with a full blast like the Super Shotgun, then work onwards from there.
I was lucky with the Quad Shotgun, took a long time on the decorate seeing it is the 1st weapon I made.
I Have reworked the Pump-Action Shotgun by Xim from here, to fire 8 shots then reload if you want to have a look at that.
There was some reload animation sprites on the file, but they weren't used in the Decorate- I can post that in the forum as an Update.
(As long it isn't breaking any rules, full credit will be given to original up-loader & people involved),
After getting the basics on the Quad Shotgun & reloading figured & tested rigorously, weapons with "Clips"
(set number of shots,then reload) and Dual Wielding, seemed like a good place to start experimenting.
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- Blue Shadow
- Administrator
- Posts: 1129
As long as you get permission from the original author to update their submission(s), you're in the clear.DBJ87 wrote: I can post that in the forum as an Update.
(As long it isn't breaking any rules, full credit will be given to original up-loader & people involved),
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- MagicWazard
- Moderator
- Posts: 808
The notion of a quad-shotgun has come up a few times, and although I don't want to sound like a hater, I have to question whether anything beyond 2 barrels is really good for gameplay balance. Yeah, the reload time is longer, but you get SO much more damage up-front, that in many cases, whatever you shot at is already dead, so there's no fear of reprisal as you reload. At some point, you just have to draw a line for balance purposes. That said, at some point, it becomes a matter of personal taste, and that tends to vary, of course--there's definitely an audience for something like this, and that's gotta be taken into consideration. Personal taste notwithstanding, this definitely delivers the goods, so I will give you credit for that.
(Still, I mostly blame id themselves for setting a bad example with the SSG--three times the damage for only two times the ammo consumption?? As beloved as that weapon is, it's kind of overpowered, and not necessarily a good benchmark by which to measure community weapons.)
Ethics of quad-barrels aside, I think the single-fire should be removed; this invalidates the existence of the standard Shotgun. One of the reasons why the SSG doesn't make the standard Shotgun totally obsolete has to do with ammo consumption--you don't shoot the SSG at single Zombiemen or Imps because it wastes ammo. If you're using the SSG, you commit to both barrels, and thus expending 2 shells. You want to spend only 1 shell? You switch to the standard Shotgun. I think the same should be done here--commit to all 4 barrels, or force the switch to the standard Shotgun for single-shots and ammo consumption purposes. (Worst-case scenario, you can code 2 different versions--one that supports the alt-fire, and one that's locked to quad-shots. Coding the quad-shot-only version should be comparatively easy.)
On a technical level, this throws a warning at runtime. It's apparently declaring Inventory.Icon "QUSGA0", which is not only meaningless to a weapon (the pickup acts as the "inventory icon"), but the sprite image is also not included. I also find that the weapon doesn't auto-switch away when you run out of ammo.
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
Just uploaded the newer version, damage output & speed is drastically reduced, but will add the speed, spread & bullet changes to the older version, but keeping the higher bullet damage & spread-- just for trial & error see what works best's sake as you'll notice instantly this weapon is weaker then the Super-Shotgun even with the Secondary fire (7-9+ close range shots to kill a Baron instead of the Super-Shotgun's 5-7).
New changes & reverting back to the original weapon have made the primary less over-powering & the longer delay makes the original shotgun a faster option despite having less bullets (speed over power). The whole idea of the weapon was to match the Quad-Shotgun Zombie's weapon, so primary & secondary attacks were used & being my first project, starting from scratch (had gotten used to adding alternative firing modes & custom ammo to weapons all ready in use by this time) I'd just though "let's see what I can do" and after a very bumpy start, it's turned out OK.
I'm going to create one that that commits just to using the Quad-Fire. I will have to increase the damage from what the current version has. Because right now, if you test this version, just using the secondary fire, you'll see probably it's too weak,
But apart from removing Primary & Reload the only changes will be increasing the damage back up to 6 & there is half as much bullets used in this version compared to the last, so it will fire 20 bullets like this one does instead of 40 (which was too overpowering). It will be better for bigger enemies with a similar spread to the Super Shotgun making it almost useless at long range, hopefully balancing out the need for single, double & quad shotguns
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