The Exterminator (Light version)
It's a cartoony weapons mod for the latest version of ZDoom (2.1.7 as of this writing). This is supposed to be the remake of my EDGE weapons mod, Immoral Con...
Filenames
exterminator.wad
Size
2.90 MB
MD5
14a90d7798ce6a55cf63085873d56fe5
SHA-1
d41249ecb19b063ab9a296866b690d4e01f9073f
SHA-256
9b61b1c547d1f1891ebbd28e460c05366c000b0ed2096c9c4860d41aedadd842
WAD Type
PWAD
IWAD
Doom II
Engines
Doom II
Lumps
687
Download
Read Me
====================================Exterminator Details======================================== Previously known as Immoral Conduct: Lizard Edition, "The Exterminator" is a weapons mod for ZDoom. This version only features two new enemies (both human, not Lizards) and the weapons. The final version will eventually replace all of the enemies and even have a few new enemies. In this mod, you're not Lizardcommando. You're a random soldier from Lizardcommando's Exterminator Unit. They're a bunch of highly trained soldiers who kill without mercy. They do the Lizard States Government's dirty work like assassinations, massive raids on enemy encampments and sabatoge missions. There isn't really a story to this mod. The story I had in mind won't really make sense due to the fact that the new enemies (Lizards) aren't in this version. I'll post the story up later. For now, let's just say that you're a random soldier from the Exterminator Unit who somehow ended up in the Human world and you have to find a way to get back to your own world. This text file will go over some of the new changes in details in this wad. **Weapons** Slots 1 - 8 have been replaced with brand new guns. A few of the weapons have Secondary functions. All of the guns randomly spawn in any level. All of the guns except for the HandCannon, Grenades, Molotov Cocktails, RPG-7, Flamethrower and ChargeCannon use the "clip" system. Also when I say Semi-Auto fire, I don't mean Doom's "definition" of semi-autofire, I really mean that you're gonna have to click the mousebutton or whatever button you have assigned to shoot anytime you want to shoot. When you find new guns, remember to reload them first! They will have an empty magazine in them. The default button for reloading is R. *SLOT 1* Combat Knife Standard issue Combat Knife of the Exterminator Unit and the Lizard States Military Command. It's your last line of defense if you run out of ammo. It's only really useful if you want to kill someone without making any noise. It's stronger than the regular ol' Doom fists, but don't try depending on this weapon too much. Primary Function = Slow, Strong Stab Secondary Function = Fast, weaker slash *SLOT 1* Katana The Katana is a Japanese sword (I can't think of anything else to say). It isn't exactly standard issue, I just think using a katana would be fun :). The Katana is fast, silent and powerful. It's capable of easily dispatching the lower rank enemies of Doom. It's the best melee weapon in this mod. Primary Function = the typical hack and slash 2 hit combo. *SLOT 2* .45 Pistol It's a .45 Pistol. It's the standard issue side-arm for the Exterminator Unit. It uses .45 bullets and it has some decent stopping power and is fairly accurate. It's pretty much like the .45 pistol from ICD-Lizard except it has a slightly smaller magazine and is a bit stronger. The Secondary function from ICD-Lizard, the "Ghetto-Style" shooting, makes its return! Just watch your ammo when you do that! It'll eat through your magazine really fast! Plus, shooting "Ghetto-Style" will make your shots really inaccuurate, so do that only when you're at close range. Magazine Capacity: 10 Initial Max Ammo: 80 BackPack Max Ammo: 120 Primary Function = Semi-Auto fire Secondary Function = "Ghetto-Style" shooting *SLOT 2* .357 Magnum It's the .357 Magnum. It's a powerful handgun capable of killing zombiemen and imps in 1 or 2 shots, but it's slow rate of fire and small magazine capacity are the downsides to this gun. Magazine Capacity: 6 Initial Max Ammo: 36 Backpack Max Ammo: 60 Primary Function = Semi-Auto fire *SLOT 2* 9MM Pistol It's a small, light, compact 9MM pistol which is used by the police forces of the Lizard States and by security personell in most Lizard States government buildings. It's slightly based on the Glock. Although it is weak in terms of firepower, there are some good things about this gun: It is accurate, it is the fastest semi-automatic weapon in this mod, it has a fairly decent-sized magazine, plenty of ammo is dropped for this gun, and the secondary function, the 3-round burst, can stop most of the human soldiers with one or two three-round burst shots. Magazine Capacity: 15 Initial Max Ammo: 200 Backpack Max Ammo: 400 Primary Function = Semi-Auto fire Secondary Function = 3-round burst fire *SLOT 3* Combat Shotgun It's the standard Combat Shotgun used by Lizard City's police units in the Lizard States. It has fairly decent stopping power and a somewhat large magazine capacity. Then again, you'll probably be better off with the HandCannon or Assault Shotgun. By the way, when you reload, you're going to have to hold down the "Reload" key. If you're in a tight situation and you have no time to reload, you can simply swing the Combat Shotgun and smack your enemy with the butt of the gun. It's kind of weak compared to using the Katana, so don't use it too much. Magazine Capacity: 8 Initial Max Ammo: 50 BackPack Max Ammo: 100 Primary Function = Pump-Action Shotgun blast (Semi-Auto fire) Secondary Function = Shotgun Butt smack *Slot 3* HandCannon It's a sawed off double barrel hunting shotgun. It's the stereotypical SuperShotgun of the game. It's pretty much the same thing as a SuperShotgun except the spread has been slightly increased and so has the damage. If you like the SSG, you'll probably like this too. Don't worry, I'll change how this gun acts in a later version. "Magazine" Capacity: 2 Initial Max Ammo: 50 BackPack Max Ammo: 100 Primary Function = Shoot Handcannon *Slot 3* Assault Shotgun It's an automatic shotgun used by the urban tactical units in the Lizard States. It's modeled after the SPAS-12 shotgun (like the shotgun from Half-Life 2). You can either shoot it via pump-action or go gung-ho with the automatic-fire function. Make sure you get behind cover to reload it because the reload is fairly slow. Just like the Combat Shotgun, you're going to have to reload by holding down the "Reload" key. Magazine Capacity: 10 Initial Max Ammo: 50 BackPack Max Ammo: 100 Primary Function = Pump Action Shotgun blast (Semi-Auto fire) Secondary Function = Auto fire *SLOT 4* SMG It's the standard 9MM Sub-Machinegun used in the Lizard States Military Command. It's fast firing and it has a decent sized magazine. This gun is fairly accurate if you fire in short bursts. The only downside to this gun is that it's fairly weak. Magazine Capacity: 30 Initial Max Ammo: 200 BackPack Max Ammo: 400 Primary Function = Auto fire *SLOT 4* Akimbo SMGs Double the pleasure, double the fun! Pick up two SMGs and go nuts! Watch your ammocount though since you'll be eating up your ammo even faster with the two SMGs! The Akimbo SMGs are pretty inaccurate, so it's best to use it in Close Quarter Combat situations. Magazine Capacity: 60 Initial Max Ammo: 200 BackPack Max Ammo: 400 Primary Function = Auto fire *SLOT 5* Hand Grenades These little explosives can easily kill a group of zombiemen or imps. Can't see what's around the corner? Just lob a grenade around the corner and let it bounce into any unsuspecting enemy! Initial Max Ammo: 20 BackPack Max Ammo: 40 Primary Function = Throw Grenade *SLOT 5* Molotov Cocktails Remember these things back in ICD-Lizard? They're back! They pretty much act like the same as they did in ICD-lizard. Light it up and throw it! Some enemies will catch on fire! The secondary function will let you play around with the lighter. That function is pretty useful for dark maps. (Heh, not really) Initial Max Ammo: 20 BackPack Max Ammo: 40 Primary Function = Throw Molotov Cocktail Secondary Function = Use lighter only *SLOT 6* EXAR-1 It's the new standard issue assault rifle developed specifically for the Exterminator Unit. The full name for this gun is the Exterminator Assault Rifle: Model 1. Other modeltypes are being developed for the other military branches in the Lizard States Military Command. The current model in this game is currently undergoing extensive battle-field tests. Useless factoids aside, this assault rifle is capable of taking down most of the middle class enemies of Doom with one or two magazines. It has a fast rate of fire, excellent magazine capacity, and is fairly accurate from long distances. Once you pick this gun up, you most likely won't go back to using the SMG (unless you like the reloading animation or something...) Magazine Capacity: 50 Initial Max Ammo: 250 BackPack Max Ammo: 500 Primary Function = Auto/Burst Fire *SLOT 6* Infantry Rifle It's a semi-automatic Infantry Rifle which used to be the Lizard States Military Command's primary weapon. It's modeled after the M1 Carbine and M14. Although it is an outdated weapon, it's long range and decent accuracy make it ideal for taking out enemies from a distance. Magazine Capacity: 10 Initial Max Ammo: 100 BackPack Max Ammo: 200 Primary Function = Semi-Auto Fire *SLOT 7* RPG-7 It's a rocket-propelled grenade launcher used mostly by the Exterminator Unit. These RPG-7s have been modified to carry large anti-tank rounds capable of destroying a mancubus in 3 shots. The explosives inside the rocket-propelled grenades are very powerful! It'll send alot of the enemies flying into the air! Everytime you shoot, you're going to have to reload each rocket. Don't worry about that though, it's pretty much like how the SSG reloads every shot. Initial Max Ammo: 10 BackPack Max Ammo: 20 Primary Function = Shoot the RPG-7 *SLOT 7* Heavy Machinegun (HMG) This heavy machinegun is slightly modeled after the M60 Light machinegun. It has an extremely fast rate of fire, so you'll want to watch your ammocount. This gun is very inaccurate so it's best not to use this to attack any enemy from long distances. This gun is a support weapon, so in Coop games, you might want someone to have the EX-AR1 or SMG while you use the HMG. Magazine Capacity: 100 Initial Max Ammo: 300 BackPack Max Ammo: 600 Primary Function = AutoFire *SLOT 8* Charge Cannon This new weapon is being secretly developed by the Lizard States Military Command as an Anti-Vehicle and Anti-Personell weapon. This weapon shoots out plasma shots capable of obliterating most of the weak enemies in one shot. As the name implies, the Charge Cannon can also charge up and shoot a large plasma shot capable of taking down some of the middle class enemies of Doom with one Charge Shot. The Charge Up sequence is a tad bit slower than the BFG charge up time, so make sure you have someone backing you up while charging it up. Or at the very least, find some cover while charging it up. The Charge Cannon uses alot of energy, so try to conserve your ammo and make your shots count! Also, the plasma shots can damage the weilder of this gun, so watch where you shoot that damn gun, especially when you shoot a Charged Shot! Primary Function = Plasma Shot (uses 2 "energen" fuelpoints) Secondary Function = Charge Shot (uses 10 "energen" fuelpoints) Initial Max Ammo: 100 BackPack Max Ammo: 200 *SLOT 8* Flamethrower This Flamethrower is slightly based off of the M2-2 Flamethrower and the TFC flamethrower (that in terms of how it functions). This weapon is capable of instantly inscinerating any enemy in sight. This weapon has a low-range, so you'll have to be kind of close to use it. Also, this will eat through your ammo, so use it sparingly! Be careful when you use it in Close Quarters Combat situations since the flames will hurt you pretty badly! Primary Function = use Flamethrower (uses 5 fuelpoints) Initial Max Ammo: 200 BackPack Max Ammo: 400 **Armor** There are 4 new armortypes in this game. They randomly respawn in any level that has the Green or Blue Armor. *Security Armor* (Spawns with Green Armor) Basic kevlar vest worn by security personell and the police forces of the various cities in the Lizard States. It's fairly weak, but it's better than wearing no armor though, right? Armor Points: 50 *Combat Vest* (Spawns with Green Armor) Standard issue light-weight combat armor worn by the LSMC forces and the Exterminator Unit. Its light weight and durable armor is ideal for just about any combat situation. Armor Points: 100 *Tactical Vest* (Spawns with Blue Armor) Standard Tactical Vest worn by urban tactical units. It's a bit stronger than the Combat Armor, so it'll provide you with plenty of protection. Armor Points: 150 *Heavy Armor* (Spawns with Blue Armor) The Next-Generation in combat armor, the Heavy Armor will provide plenty of protection even in the heaviest firefights! Armor Points: 200 **Enemies** In this version, there will only be two new enemies, which replace the zombieman. Also, the new replacements are humans. There aren't going to be any Lizard enemies in this version. In the full version, all of the enemies will be replaced with Lizard enemies. Also, there will be a few brand new enemies. *Military Guard* He's just a random military police officer for the UAC. He carries a .45 Pistol. He's not too much of a threat. He'll drop a .45 pistol mag when you kill him. *Officer* He's some officer working for the UAC. He carries a 9MM pistol. Although he shoots a little bit faster than the Military Guard, he's still not much of a threat. He'll usually drop a 9MM magazine when you kill him, but sometimes he'll drop a 9MM pistol too. =================================================================================================