"Run-n-Gun 2"

Modified version of my previous Run-n-Gun mod, complete weapon replacement and monsters modification, funny dynamic action

Filenames
runngun2.wad
Size
5.78 MB
MD5
bb532a227062bf6a23c5f82318c3353e
SHA-1
c0ef333b36185481e7e7f2b5f3f61c6e14b8f232
SHA-256
521c00f87873a8793c491b55f78bdf0cec57f0dd59948b99649bb9f81fd7986e
WAD Type
PWAD
IWAD
Heretic
Engines
GZDoom, Heretic
Lumps
1009

Read Me

===========================================================================
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           : [email protected]
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.