Serpent: Resurrection - Weapons Mod
A standalone mod containing the weapons from Serpent: Resurrection. Compatible with any Hexen wad that has no additional weapons.
Filenames
serp-wpn.pk3
Size
4.00 MB
MD5
403f60601722060dc1da41ff44350370
SHA-1
187e87512d2b2fbdbf69f06fe1763b0d20fbb0f9
SHA-256
9e36debad2e402ad06a6f35bae0066d153c0c613e94f2d2586819b51a6f45a36
WAD Type
PK3
IWAD
Hexen
Engines
Unknown
Lumps
1430
Download
Read Me
Updated May 2015 with 3 new characters and various other improvements. ================================================================================================= Title : Serpent: Resurrection - Weapons Mod Filename : SERP-WPN.WAD Author : Stephen Clark (The Ultimate DooMer) Email Address : [email protected] Other WAD's by me : Operation: Lightning (OP-LITE2.WAD) - 11 Doom 2 levels Fragport (FRAGPORT.WAD) - 32 innovative Doom 2 levels Shadowcaster (SHADOW.WAD) - 9 Heretic levels Licence to Spell DooM (007LTSD.WAD) - 9 Ultimate ZDoom levels Super Sonic DooM (SONIC.WAD) - 35 Sonic-themed ZDoom levels. Serpent: Resurrection (SERPENT.WAD/PK3) - 25 GZHexen levels. I have also contributed to the following community wads: Community Chest - map 01, 20 & the titlepic/level name graphics. Mock 2 - map 39, 40 & the 'you fail it' area in map 41. Community Chest 2 - map 15. ZDaemon CTF Map Pack - map 23 & 29, plus leading/releasing it. ZDaemon CTF B-Sides - map 39. ZDaemon 4-way CTF pack - map 08, 15, 20 (v5) or map 10 & 15 (v6) plus leading/releasing it. Crazy CTF - map 05 (pack 2) or map 20 (pack 1/2 compilation version). ZDaemon 3-way CTF pack - map 17. ZDaemon 3-way CTF Madness - map 18. Heretic Treasure Chest - E2M5. Completion Date : 27th October 2010 (released 15th April 2011 to sync with Serpent update) Misc. Author Info : A hardcore Doomer who loves all it's similar games and some others but still thinks Doom is best. Has decided to make Hexen levels. Description : A standalone mod containing the weapons from Serpent: Resurrection. Compatible with any Hexen wad that has no additional weapons. Additional Credits To: Randy Heit (for ZDoom). Graf Zahl (for GZDoom and the additional coding which made things like new monsters and weapons possible). Grubber (for creating the unofficial build that kept us all going with new features while Randy was reworking the main ZDoom code) Enjay (the flashlight in BGPA led me to discover dynamic lights, which proved revolutionary) DRD Team (for the SVN repository and file hosting server) The creators of all the editors I used to make this happen. The creators of all the resources I used to make this happen. (see serp-rpgc.txt for a full list of resources & authors) Ian Livingstone (for the fantasy gamebook "Legend of Zagor") Steve Jackson & Ian Livingstone (for "Warlock of Firetop Mountain", without which the former book wouldn't have existed) Joe Dever (for the "Lone Wolf" fantasy gamebooks) Mindscape (for the vintage RPG's "Legend" & "Worlds of Legend") RambOrc, Firebrand and the rest of the Korax Heritage team (for the Korax Mod) Blizzard (for a certain MMORPG) Epic Megagames (for Unreal) Raven Software (for Heretic & Hexen and their sequels) And of course, id software for the greatest game on earth! ================================================================================================= This is a standalone version of the weapons from Serpent: Resurrection - if you've played this adventure, the changes are listed below: Weapons and ammo spawn in pairs, but give half the mana they used to. The krater of might now gives 100 mana of each type, and mana capacity is 200 for all classes. The fighter's weapons can only be used without mana if you have run out. The assassin's weapons will alert monsters, and the dagger has no poison or critical hits. The mage's staff has been re-replaced with the sapphire wand, but it has a limited range now. The physadept's weapons don't deliver a free melee hit with every shot. The shaman's flail does not have weapon imbues, and the totems cannot summon elemental spirits. All melee weapons do a fixed amount of damage, based around the damage in the original Hexen and each characters' melee effectiveness compared to each other. The Hexen ranged weapons have had their damage reverted to Hexen levels (with some exceptions to balance things out) and the Serpent weapons do less damage to match. The seeker wand is not present. The physadept can wear armour, but doesn't benefit much. (he has a higher base armour instead) The player bosses' attacks have been changed from weapon 2/3/5/6 back to weapon 4/7. The assassin player boss appears in the game (with weapon 4/7), thanks to ACS. Boss resistances to certain weapons have been removed. (except the hardcoded ones) The monsters can still be knocked back by the melee purifier and retain any resistance/immunity to certain damage types that they had, but everything else is the same as it was in Hexen. The RPG menu still exists, but only displays what keys you have. ================================================================================================= *Playing Instructions* This zip should contain the following files: SERP-WPN.PK3 - The mod. SERP-WPN.BAT - Batch file for playing with Hexen. SERP-WPN-DK.BAT - Batch file for playing with Deathkings. SERP-WPNC.TXT - The credits file. SERP-WPN.TXT - This file. To play : Load the wad and the pk3 with your chosen mapset. Or click on the relevant .bat file if playing with Hexen itself or Deathkings. The 'show scores' button is used to display the keys you have, so it needs defining. ================================================================================================= * Play Information * Game Version Required : Hexen (v1.1) running with GZDoom 1.6.00 (r1418). This version has been tried and tested, newer versions will probably work fine but occasionally something might break. (if all else fails, use 1.6.00 as a fallback) Both OpenGL rendering and dynamic lights must be enabled in order for everything to work properly, along with freelook and jumping. It will probably run fine with ZDoom 2.6.0 (r3730) as it's the matching ZDoom version, but some items/weapons won't look right. (due to missing dynamic lights) Episode and Level # : None Single Player : Yes - Built for it. Cooperative : No - scripting is too complex. Deathmatch : No - ditto. Difficulty Settings : No New Sounds : Yes New Sprites : Yes New Graphics : Yes New Monsters : No - although they can still be knocked back by the melee purifier and retain any resistance/immunity to certain damage types. New Weapons : Yes - 3 new weapons for each character, utilising 2 new mana types. 3 others have slightly different behaviour. New Music : No Demos Replaced : None ------------------------------------------------------------------------------------------------- * Construction * Base : My creative mind (And lots of inspiration from a wide variety of sources) Editor(s) used : WadAuthor, WinTex, DeHackEd, DeePsea, XWE, ZDBSP, MSPaint, Paint Shop Pro 5, GoldWave, Doom Builder, SLumpEd, SpriteMaker Build Time : 1 day (to extract it from Serpent and rework it to fit any wad etc.) Known Bugs : The class menu doesn't show properly, due to there being 7 classes now. It doesn't matter for the weapons mod, though. Will Not Run With : Any source port other than ZDoom/GZDoom. ------------------------------------------------------------------------------------------------- New Weapons ------------------------------------------------------------------------------------------------- There are 3 new weapons for each character, utilising 2 new mana types (red and yellow). The 5th weapon will use yellow mana, the 6th weapon will use red mana, and the 7th weapon uses both red and yellow mana. This last weapon is in 3 separate pieces, find all to use it. The mage's sapphire wand has returned from it's absence in Serpent, but it now has a limited range. Finally there are 3 alterations - the fighter's fist will throw all 3 punches without connecting, the fighter's hammer always fires a shot (even when too close to something) and the cleric's serpent staff no longer drains life in melee range. (for balancing reasons) ------------------------------------------------------------------------------------------------- * Copyright / Permissions * Authors MAY use the resources in your own wads as long as you give the relevant author(s) credit in your text file. (see serp-wpnc.txt for a full list of who made what) You may distribute the project as long as you include this text file and the other files intact. ------------------------------------------------------------------------------------------------- * Where to get this WAD * ftp://archives.gamers.org/pub/idgames/levels/hexen/s-u/ (and mirrors, better to use those) My Doom 2 wads are at: /pub/idgames/levels/doom2/m-o/op-lite2.zip and: " " " " /megawads/fragport.zip My Heretic wad is at: " " " /heretic/s-u/shadow.zip and Quake 2 skys at: " " /graphics/q2skys-1.zip and q2skys-2.zip Licence to Spell Doom is at: /pub/idgames/levels/doom/Ports/0-9/007ltsd.zip Super Sonic Doom is at: /pub/idgames/levels/doom2/Ports/megawads/sonic.zip Serpent: Resurrection is at: /pub/idgames/levels/hexen/s-u/serpent.zip The standalone Serpent RPG mod is at: /pub/idgames/levels/hexen/s-u/serp-rpg.zip GZDoom is at http://www.osnanet.de/c.oelckers/gzdoom/ 1.6.00 is at http://www.osnanet.de/c.oelckers/gzdoom/download/gzdoom-bin-1-6-00.zip or at http://sourceforge.net/projects/zdoom/files/gzdoom/1.6.00/ Latest versions are at http://http://devbuilds.drdteam.org/gzdoom/ (if you're reading this a long time into the future and these sites no longer exist, just google for the wads and/or ZDoom/GZDoom downloads) ================================================================================================= Remember, remember that Doom lives FOREVER! =================================================================================================