complex-doom.v19a.pk3

PK3 26 MiB 0 map(s)

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Totals (across maps)

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Sectors0
Monsters0
Items0
Raw model (for completeness)
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    "analysis": {
      "title": "Complex DooM",
      "description": "Complex DooM is a gameplay/monster/weapon overhaul PK3 intended for Zandronum, designed to be played on top of an existing IWAD (notably listed for Plutonia). It adds many new and modified weapons (including reload mechanics, alt-fires, and special behaviors like overheating) plus extensive projectile, gore, tracer, HUD, and dynamic lighting effects. The bestiary is significantly tougher and more varied than vanilla via random alternate spawns, with rare high-threat variants and bosses that can also drop powerful weapons and inventory items. Overall difficulty and pacing are highly variable due to RNG spawns and drops, but the mod generally pushes combat toward faster, deadlier encounters with more visual effects and more player options than stock Doom.",
      "tags": [
        "boss_monsters",
        "dynamic_lighting",
        "effects_heavy",
        "gameplay_mod",
        "gore",
        "hard",
        "hud_changes",
        "inventory_items",
        "monster_variety",
        "plutonia",
        "randomized_spawns",
        "reload_mechanics",
        "very_hard",
        "weapons_mod",
        "zandronum_required"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "MODELDEF.txt",
        "contents": "//=========\n// Tracers\n//=========\n\nModel Tracer\n{\n   Path \"Models/Tracers\"\n   SKIN 0 \"tracer1.tga\"\n   MODEL 0 \"Tracer.md3\"\n   Scale 4.5 4.5 1.5\n   PITCHFROMMOMENTUM\n   FrameIndex TRAC A 0 0\n}\n\nModel SGTracer\n{\n   Path \"Models/Tracers\"\n   SKIN 0 \"tracer1.tga\"\n   MODEL 0 \"Tracer.md3\"\n   Scale 4.5 4.5 1.5\n   PITCHFROMMOMENTUM\n   FrameIndex TRAC A 0 0\n}\n\nModel MonsterTracer\n{\n   Path \"Models/Tracers\"\n   SKIN 0 \"tracer1.tga\"\n   MODEL 0 \"Tracer.md3\"\n   Scale 4.5 4.5 1.5\n   PITCHFROMMOMENTUM\n   FrameIndex TRAC A 0 0\n}\n\nModel MonsterTracer2\n{\n   Path \"Models/Tracers\"\n   SKIN 0 \"tracer1.tga\"\n   MODEL 0 \"Tracer.md3\"\n   Scale 4.5 4.5 1.5\n   PITCHFROMMOMENTUM\n   FrameIndex TRAC A 0 0\n}\n\nModel MonsterTracer3\n{\n   Path \"Models/Tracers\"\n   SKIN 0 \"tracer1.tga\"\n   MODEL 0 \"Tracer.md3\"\n   Scale 4.5 4.5 1.5\n   PITCHFROMMOMENTUM\n   FrameIndex TRAC A 0 0\n}"
      },
      {
        "source": "pk3",
        "name": "GAMEINFO.txt",
        "contents": "STARTUPTITLE = \"DAEDALUS' COMPLEX DOOM\"\nSTARTUPCOLORS = \"000000\", \"FFFFFF\""
      },
      {
        "source": "pk3",
        "name": "README.txt",
        "contents": "===========================================================================\nAdvanced Engine Needed  : Zandronum\nPrimary Purpose         : Surivial\n===========================================================================\nTitle                   : Complex DooM\nAuthor                  : Daedalus, AKA: Cacodemon\n===========================================================================\n* Whats in it *\n===========================================================================\n\n(+) There are new weapons, most are from Skulltag but modified, they basically\n    behave the same except from the Railgun and the 10K. The Railgun behaves like\n\tthe Quake 2 rail and the 10K now has a slower rate of fire.\n\n\tThe Quad Shotgun can be fired two barrels with primary fire or all four at once\n\twith altfire (which also reloads).\n\n\tThe Demon Tech Rifle fires explosive projectiles at a very high rate of fire,\n\tif the fire button is held for 30 (or if you dont give it time to \"cooldown\"\n\tinbetween 30) shots the weapon will overheat and vent leaving the player vulnerable\n\tfor a moment.\n\n\tThe MP40 is more of an easter egg weapon, it is stronger than the Assault Rifle\n\tbut has less accuracy.\n\n\tThese weapons are dropped by certain rarer monsters.\n\n(+) Monsters are tougher than their DooM counterparts, some damagewise, some speed,\n    some both speed and damage, most even have an alternate attack all health\n\tremains the same though (on the common spawns). They have a slightly smaller\n\tpain chance.\n\n(+) Every monster has alternate spawns, meaning a different, more tougher monster\n    has a slight chance to spawn where the original does. I have made these pretty\n\ttough in my opinion, not stupid op though, some may be but they are a rare\n\tsight and the player has more options, so it evens it out. Also, these do not\n\thave the same health as their original spawn, I added a little more on them.\n\n(+) New powerup spheres have a chance to spawn where the originals are, most of\n    them act like their counterparts, but have an extra addition, like the Mega\n\tSpheres alt is an Ultra Sphere, it gives you 250 health and armor and also\n\tgives you full ammo.\n\n\tAlso a Red (Demonic) Armor has a chance to drop on the Green and Blue Armor,\n\tthe latter having more chance to spawn it. It gives you 250 and absorbs 25%\n\tmore than the Blue Armor but drains faster.\n\n(+)\tMost of the weapons are reloadable.\n\n(+) The player can now make use of inventory items.\n\n(+) Tons of effects on projectiles.\n\n(+) Scenery effects.\n\n(+) Decoration effects.\n\n(+) Powerup & armor effects.\n\n(+) Bullet & shell casings.\n\n(+) New HUDs.\n\n(+) Dynamic lights on pretty much everything that needs them.\n\n(+) Player projectiles are no longer blocked by other players, prevents silly accidents.\n\n(+) Glowing flats.\n\nThere is much, much more put in, but you'll have to play it to find out what else I did!\n\n===========================================================================\n* Copyright / Permissions *\n===========================================================================\nAuthors *MAY NOT* use the contents of this file as a base for modification or reuse.\n\nI have done more than enough to this to call it my own now, if you wish to use stuff\nfrom this I suggest you check the credits section to see where I used originals\nfrom and edit your own changes as a great deal (not saying all) of the work in this\nhas been completely written from scratch by myself, I also did some of the spriting."
      },
      {
        "source": "pk3",
        "name": "CHANGELOG.txt",
        "contents": "//===================\n// Changes from V13c\n//===================\n\n(+) Added a Quad Shotgun.\n(+) Added player Quad Shotgun sprites.\n(+) Nerfed the Aracnorb again, reduced his attacks rate of fire.\n(+) Added fire sounds to the Afrit and Dark Hellion ground missiles.\n(+) Added the radius quake effect to the BFG charging state.\n(-) Removed the Assault Shotgun, all of its resources remain in the pk3 incase I\n    decide I want it back in.\n\n//===================\n// Changes from V13d\n//===================\n\n(+) Re-added the Assault Shotgun, a lot of the mods fans wanted it back.\n    Improved its animation a little more, nerfed its ROF slightly.\n(+) Cleaned up some nasty pixels on the Quad Shotgun sprites, improved its\n    reload animation, buffed it slightly and edited its pickup sprite\n\ta little more.\n(+) Gave some rare monsters a higher spawn rate.\n(-) Removed the MP40, all of its resources remain in the pk3.\n\nSome other minor things were changed.\n\n//===================\n// Changes from V13e\n//===================\n\n(+) Changed the Cadavers seeking missiles, they are now half and half chance of\n    normal and homing.\n(+) Changed the Cardinals seeking missiles, they now start to seek after a\n    few tics when fired.\n(+) Buffed the Quad Shotgun again, shoots a few more pellets, slowed down\n    the reloading a little more.\n(+) Nerfed the 15K's rate of fire slightly, the thing was just way overpowered.\n(+) Changed some Fatso sounds.\n(+) Finally fixed the reloading, the reload key is no longer needed instead\n    use the Alt Fire key (as it should be anyway). No auto reloading though, you have\n\tto manually reload each time. Ammo now counts down instead of up.\n(+) Changed the small font.\n(+) Added another inventory health item, gives the player 10 health on use.\n(-) Removed the NOINFIGHTING flag from the Sentient and Cardinal.\n\nOther minor changes were done.\n\n//===================\n// Changes from V14a\n//===================\n\n(+) Minor changes to the Cerebral Sentient.\n(+) Made the Quad Shotgun reload faster, was kinda dumb giving it a snail pace reload\n    since it is such a rare weapon and hard to get.\n(+) Dryfire and auto reload on no ammo on both the Assault Shotgun and Railgun, had\n    complaints with the auto weapon switching after using up mags (lol, Breach).\n(+) Gave the Zombie Rocketeer/Grenadier resistance to their own projectiles so they\n    dont instantly kill themselves on player sight.\n(+) Players now keep their full inventory on map change using MAPINFO. Very crude way of\n    doing it but it works, for now.\n\n//===================\n// Changes from V14b\n//===================\n\n(+) Changes to the health spheres, if you pick one up and are full of that type of sphere\n    you cant pick another up unless you are hurt. Prevents accidental grabs and or idiots\n\ttaking all the powerups.\n(+) Changed the AR Zombiewoman sprites, the previous ones were recolored awfully.\n(+) Changed the Demolisher a little and gave it another attack.\n(+) Replaced the Nightmare Imp with the Void Ghoul.\n(+) Messed about with the random spawners a little.\n\nOther minor changes not worth mentioning.\n\n//===================\n// Changes from V14c\n//===================\n\n(+) Higher definition M_DOOM logo.\n(+) Added the Replacements guy player sounds in the form of a hidden skin (this is more of an\n    easter egg from what this mod used to be).\n(+) Changed the Void Ghoul a little, made it translucent and gave it another attack.\n(+) Changed the Railgun a little, added a humming sound and changed the reload sound.\n(+) Bunch of other new/changed sounds.\n\nSome tiny changes/fixes to the monsters.\n\n//===================\n// Changes from V15a\n//===================\n\n(+) Most weapons now have reloading, I finally decided to do it seen as it was being requested\n    over and over. If it doesnt work out I can easily turn it into an add-on, but I think it\n\twill be fine.\n(+) Added more Replacements Guy player sounds.\n\n//===================\n// Changes from V15b\n//===================\n\n(+) Tweaked reloading times a little on some weapons that already had it.\n(+) Gave the Assault Rifle and Plasma Rifle more ammo per reload.\n(+) Rocket launcher and Grenade Launcher now have reloading.\n(+) BFG got a new skin, its rate of fire is slightly slower than vanilla but its not\n    really an issue.\n(+) Some decorations were changed/edited like the Explosive Barrels.\n(+) Changed Miniguns muzzle flash.\n\n//===================\n// Changes from V15c\n//===================\n\n(+) Fixed the Grenade Launchers reload, now it doesnt do it too fast.\n(+) Pistol is now semi-auto.\n(+) Fixed the delay on the BFG, turns out it was a big deal.\n(+) Health and Armor bonuses now give 2.\n(+) Tweaked the Rocket Launcher reload a little.\n(+) Changed the blood effects a bit.\n(+) Changed the blood decals.\n(+) Minigun fires tracers, they dont damage, they are just for show.\n(+) Chainsaw got a new skin and a buff to compensate.\n(+) Chainsaw sparks when hitting walls.\n(+) New Chainsaw sounds.\n(-) Removed the music files.\n\nSome other little changes were done.\n\n//===================\n// Changes from V15d\n//===================\n\n(+) Added a tracer model.\n(+) Replaced the Minigun tracer with the new one.\n(+) Added tracers to the shotguns.\n(+) Decided to lose the vanilla-like accuracy, AKA, always shooting horizontally.\n(+) Removed A_ReFire from the Pistol.\n(+) Increased the amount of ammo Backpacks give slightly.\n(+) Changed the Backpack sprite.\n(+) Increased player rocket projectile speed slighty to compensate for reloading.\n(+) More changes to the Blood and Gibs.\n(+) Things fade out better.\n\n//===================\n// Changes from V15e\n//===================\n\n(+) Railgun got a new skin.\n(+) Railgun behaves like the Quake 2 rail: fire, pause, fire. Has a slower ROF but\n    does almost 2x damage per shot.\n(+) Changed the actual look of the Railgun attack, lighter blue with no white core (same for the\n    Cybruiser rail attack).\n(+) Added a Railgun shot impact effect.\n(+) Added another inventory item, Armor Booster, same as the charge but gives you +10, you can\n    carry up to 5.\n(+) Sped up the Shotgun and Grenade Launcher reload a little.\n(+) Minigun got an updated look.\n\n//===================\n// Changes from V15f\n//===================\n\n(+) Railgun reload animation improved.\n(+) Portable Stimpack and Armor Booster now give +15.\n(+) Increased rare monster spawn rate.\n(+) Nerfed the SS and the Mutant a little.\n\nLittle fixes here and there.\n\n//===================\n// Changes from V15g\n//===================\n\n(+) Added Quake 3 Doomguy sounds as the default player sounds.\n(+) Reverted the spawners back to their previous settings, it was a bad move increasing them\n    (everyone getting rare weapons/shit-ton of rare mob spawns).\n(+) Fixed a Grenade Launcher bug.\n(+) Messed with the Grenade Launcher reloading again.\n(+) Messed about with the Railgun yet again, made the side cells green pixels brighter, added\n    an extra tic on the shot muzzle flash and smoothed out its reload anim a little more.\n(+) Increased the Railguns magazine size to 5 shots.\n\n//===================\n// Changes from V16a\n//===================\n\n(+) Rocket Launcher got a new skin.\n(+) Added Quake 3 Crash sounds as female default player sounds.\n(+) Redone the Fist, you now kick at random. Kicking has more damage and range.\n(+) Buffed the plasma zombie projectile speed.\n(+) Removed railgunner auto-fire attack.\n(+) Added railgunner red shot impact effect.\n(+) Changed the Health and Armor bonus sprites.\n(+) Balanced out the spawners to compensate with the removal of some enemies.\n(+) Added Perkristians high quality monster sounds.\n(+) Changed the baby spiders deaths a little, they explode like their mother.\n(+) Replaced the Aracnorb with the Mini Demolisher.\n(-) Removed the Grenade, Assault Shotgun and Rocket zombies.\n\nSome other monster changes/tweaks.\n\n//===================\n// Changes from V17a\n//===================\n\n(+) Hopefully fixed a little bug with the fist online, when kicking the fist will appear first\n    if fire is not held.\n(+) Fixed the dynamic lights not showing on the health and armor bonuses online.\n(+) Tweaked the rare monster spawnrates a little.\n(+) Fixed a little error on the Assault Rifle, bullet casings were ejecting from the wrong side.\n(+) Changed the Assault Rifle fire sound.\n(+) Changed the Behemoth to the walking variant, no more silly flying fattys.\n(+) Buffed the zombies.\n(+) Buffed the Poison Elemental, upon death it sprays gas everywhere.\n(+) Changes to the Imp projectiles.\n(+) Reduced the time it takes for the Fusionite to attack.\n(+) Changed the Baby Demolishers attacks a little.\n(+) Replaced the Dualacnotron with the Spider Minimind.\n(+) Replaced the Void Ghoul with the Soul Harvester.\n(+) Added A_WeaponReady to the Grenade Launcher reloading.\n(+) Afrit, Cerebral Sentient and Cardinal no longer fly, it was too gamebreaking as sometimes\n    they get out of what are supposed to be map traps too early when awoken.\n(+) Buffed the Watcher and the Helemental and changed their attacks a little.\n(+) Hectebus now has flamethrowers, it uses the attack when you get up close.\n(+) Buffed the Hell Archon, Pyro Demon and Cyber Knight and changed their attacks a little.\n(+) Changes to the Bruiser Demon, Afrit and Cybruiser attacks.\n(+) Buffed the Dark Hellions vile type attack.\n(+) Buffed the Cardinals firing speed slightly.\n\nBasically cleaned all of the monsters coding up, mainly the ones that have muliple\nattacks and changed the way they attack and even gave some of them new ones.\n\nThere is probably some other stuff I did but forgotten to add to the list.\n\n//===================\n// Changes from V17b\n//===================\n\n(+) Decreased the Cyber Knight and Cybruisers bullet attack accuracy slightly.\n(+) AR Zombiewoman now fires in bursts of 4 shots.\n(+) Cyber Knight now only fires one rocket instead of two.\n(+) Changed the Hectebus flamethrower attack a little and gave it a sound before\n    the attack.\n(+) Fixed the trail effects on the Anni, Card and Cadaver rockets.\n(+) Buffed the Guardian and Cadaver a little.\n(+) Colormap added.\n(+) Pistol got a buff.\n(+) Changed Assault Rifle sprites.\n(+) Changes to the Dark Hellion.\n(+) Changes to the Lurker and the Spook. The Lurker no longer pulses visibility on death,\n    and the Spook is not invisible on spawn, when it sees the player it becomes invisible.\n(+) Changes to the Cardinals attacks also gave it a BFG.\n(+) Changed the Cyber bosses homing missile sprites.\n(+) Added a pause/cock sound to the Cyknight/bruiser after they are finished using their\n    bullet attacks.\n(+) Changed the player BFG9K projectile sprites.\n\n//===================\n// Changes from V17c\n//===================\n\n(+) Altered the Quad Shotgun, you can now fire barrels seperatley, use alt fire to reload\n    or use altfire when all four shells are loaded to fire off all four barrels at once.\n\tThis now replaces the overpowered Assault Shotgun.\n(+) Cyber Knight now drops Quad Shotgun instead of the Assault Shotgun.\n(+) Added the Behemoth Cannon as a player weapon, Behemoth drops it upon death at random.\n(+) Dark Annihilator now drops the Grenade Launcher instead of the Behemoth.\n(+) New Behemoth sounds (the actual ones for the monster sprites used).\n(+) Nerfed the explosion radius on the Cardinals 9K ball.\n(-) Assault Shotgun removed, I will keep all of its resources inside.\n\n//===================\n// Changes from V17d\n//===================\n\n(+) Buffed the player Behemoth Cannon, it was far too weak.\n(+) Behemoth drops more cannon ammo on death.\n(+) Added (minor) recoil to the Quad Shotgun and Behemoth Cannon.\n(+) Quad Shotgun can now fire as fast as the player clicks the mouse.\n(+) Changed the SSG and QSG zombie attacks a little - nerfed their accuracy but gave them\n    more pellets per shot.\n(+) Cyber Knight no longer drops the QSG, the QSG zombie now has half chance of dropping\n    it instead, many people wanted the zombie to drop it\n(+) Improved the Quad Shotguns reloading animations.\n(+) Better QSG single shot sound.\n(+) Changed the Demolishers sprites back to the original.\n(+) Improved the boss death fireworks.\n\n//===================\n// Changes from V17e\n//===================\n\n(+) Lowered the monster drop chance of all weapons except from the BFG15K which\n    rare bosses drop 100%.\n(+) Nerfed the Minigunner.\n(+) Nerfed the Hellion seeker balls.\n(+) Re-recoloured the Minigunner, the previous one was awful.\n(+) Re-recoloured the Plasmagunner.\n(+) Big bosses dont always drop their 25% life essence, they do it at random now.\n(+) Swapped the Lurker and Spook sprites around.\n(+) Replaced the BFG Commando sprites.\n(+) Altered the random spawners.\n(+) Replaced the Railgunner sprites.\n(+) Sped up the Shotgun reloading slightly.\n(+) Added a new inventory item - 45 second Regeneration, the Dark Hellion randomly\n    drops it.\n(+) Quad Shotgun got a new skin.\n(+) Quad Shotgun fires two barrels instead of one barrel at a time.\n(+) Changed the BFG ball impact sound.\n(-) Removed/changed some stuff that I should not have put in.\n\n//===================\n// Changes from V17f\n//===================\n\n(+) Quake 2 key pickup sound put back in.\n(+) Fixed a minor error on the Railgunners obituary message.\n(+) Altered the Quad Shotgun a little.\n(+) Altered the muzzle flash colours on most of the weapons.\n(+) Altered the Super Shotgun a little.\n(+) Changed the Regen (the vanilla item pickup) sound.\n(+) Increased Regeneration time to 60 seconds.\n(+) Improved weapon switching.\n(+) Fixed a little error on the Helemental seeker trails.\n(+) Scaled down the armor pickups a touch.\n(+) Added an extra armor pickup that adds +50 to your current armor, the Cyber Knight\n\trandomly drops it.\n(+) Some new/replaced sounds for different actors.\n(+) Increased the Cardinal and the Sentient health by 500.\n\n//===================\n// Changes from V18a\n//===================\n\n(+) Fixed the Cardinal sprite offsets.\n(+) Increased the Cardinal 9K ball speed.\n(+) Buffed the Pistol, AR and Minigun damage slightly.\n(+) Decreased Regeneration time to 30 seconds, turns out it was overpowered.\n(+) Removed the Behemoth Cannon random two shot and increased its rate of fire.\n(+) Buffed the Berserked player melee attacks.\n(+) Some more new/replaced sounds.\n(+) Altered some of the reloads.\n(+) Recoloured the Plasma zombie again.\n(+) Added a new enemy, the Dark Cyberdemon, he serves as the second rare Cyberdemon\n    spawn.\n(+) The Dark Cyberdemon randomly drops a cell pack of 200 and 100 extra armor.\n(+) The Annihilator drops a box of 20 rockets at random.\n(+) Increased the rare weapon drop rate slightly.\n(+) Finally added the rarest WolfSS spawn, Hitler.\n(+) Put the MP40 back to use as a slot 8 weapon, Hitler drops it at random.\n(+) MP40 deals more damage but is less accurate than the Assault Rifle instead of\n    having them both do the same like the previous one.\n(+) Better MP40 reload animation.\n\n//===================\n// Changes from V18b\n//===================\n\n(+) Buffed the Dark Cyberdemon and gave it another attack.\n(+) Dark Cyberdemon now drops the BFG9K at random instead of the extra armor.\n\n//===================\n// Changes from V18c\n//===================\n\n(+) Added the Demon Tech rifle as a slot 8 weapon.\n(+) Changed the Demolisher, their chainguns no longer cause infights with each other.\n(+) Added tracers to monsters.\n(+) Changed the Dark Cyberdemon stomp and chaingun attacks.\n(+) Changed the Dark Cyberdemon chase state.\n(+) Added the Dark Demolisher as the second rare Mastermind spawn.\n(+) The Dark Cyb/Master randomly drop the Demon Tech rifle and ammo for it.\n(+) Increased the Cardinal/Sentient moving speed.\n(+) Nerfed the Hellion ball homing again.\n(+) Reduced Hitler and Mutant spawnrates.\n(+) Buffed Hitler and scaled him up a little.\n(+) Changed the Sentient homing attack to a 9K type projectile with radius damage.\n(+) Smoothened the Quad Shotgun reloading more.\n(+) Altered the Sentient attacks.\n(-) Removed the Behemoth Cannon, I will keep its resources inside.\n\n//===================\n// Changes from V18d\n//===================\n\n(+) Added tracers to the Sentient, forgot to add in previous version.\n(+) Added an overheat to the Demon Tech rifle, it vents if fire is held after 30\n\tshots.\n(+) Buffed the Dark Cyb/Master Demon Tech projectile speeds, they are now the same\n    as the players.\n(+) Changed the Dark Anni sprites back to the original Cyber colours.\n(+) Changed some of the Cyberdemon sounds.\n(+) Altered the Ultra Sphere to give the player full backpack ammo and the Demon\n\tTech ammo.\n(+) Rocket Launcher sprites improved.\n(+) Changes to the Demon Tech rifle, it now has an idle sound and it doesnt pulse\n    when there is no ammo loaded.\n(+) Updated the HUDs to show the Demon Tech ammo.\n(+) Removed the Visor HUD from the AUTOMAP.\n\nSome other minor tweaks were done.\n\n//===================\n// Changes from V18e\n//===================\n\n(+) Player 15K is no more, its now back to the old 10K but with a slower rate of\n    fire and is no longer 100% accurate.\n(+) Changed the 10K firing state a little.\n(+) Altered the Sentient 9K.\n(+) Changes to the Cyberdemon/Mastermind boss attack states.\n(+) Changed Hitlers sprites and put in his pain frames.\n(+) Smoother MP40 reloading.\n(+) Better MP40 fire sound.\n(+) Changed the Fusionite sprites.\n(+) Improved some of the effects.\n\n//===================\n// Changes from V18f\n//===================\n\n(+) Fixed a small bug on the Fusionite death.\n(+) Gave the Fusionite a rushing state.\n(+) Gave the Fusionite a \"Railgun\" attack.\n(+) Fusionite is now the second Arachnotron spawn, Minimind is now the most common.\n(+) Improved projectile trails fading.\n(+) Improved most of the projectile explosion effects.\n(+) Some monster death effects improved.\n(+) All boss death fireworks improved.\n(+) Assault Rifle reloading frames are smoother.\n(+) Fixed a small error on the BFG10K dropping, I forgot to change its name on the\n    monster DropItems so it was impossible to get.\n\n//===================\n// Changes from V19a\n//===================\n\n(+) Readded the Rocket zombie.\n(+) Readded the Assault Shotgun zombie.\n(+) Readded the Assault Shotgun, people wanted it back so this time I will keep it\n    in.\n(+) Added a Demon Tech zombie (which serves as another source for the rare ammo).\n(+) Changed the player Demon Tech marine skin.\n(+) The Cyber Knight now drops the ASG instead of extra armor.\n(+) Demolisher now drops 100 extra armor.\n(+) Changed the ASG fire sound.\n(+) Reverted the SS Nazi sprites back to their originals.\n(+) Gave Hitler his mech suit.\n\nSome other minor alterations were done."
      },
      {
        "source": "pk3",
        "name": "CREDITS.txt",
        "contents": "===========================================================================\n* Credits *\n===========================================================================\n\n==========\nMortarion: Finding me the Grenade Launcher sprites and he edited the Minigun sprites.\n           Some ideas.\n==========\n\n============\nSGT.Mark IV: Lens flare sprites. Some ideas from his Brutal Doom mod. One SSG frame\n             which I edited. Base Plasma Rifle sprites. Rocket Launcher fire sound.\n\t\t\t Mancubus fire sound. Empty magazine sprites. Tracer models. The BFG ball\n\t\t\t impact sound. The Cyberdemon stomping frames.\n============\n\n=======\nVirtue: Some of his awesome sprite work like the AR Zombiewoman (Crash) base and the\n\t\tCyber Knight (which was recoloured, orginal was a Cyber Baron) sprite set.\n=======\n\n=========\nNashGore: Gore sprites.\n=========\n\n==========\nHard-Doom: A lot of inspiration! If it wasnt for this mod I probably wouldn't have\n           continued to make this. Minigunner sprites.\nFaerlyn  : For allowing me to use the Hard-Doom boss type monsters spawners. Info on\n           how to fix a bug or two.\n==========\n\n==============\nDoom Enhanced: For some sounds and inspiration. The boss death ideas.\n==============\n\n=========\nRealm667: A lot of sprites for different actors, great repository, many thanks!\n=========\n\n===========\nPerkristan: High quality sounds and some frames from his smooth weapons wad which have\n            been used/edited.\n===========\n\n===============\nBeautiful Doom: The switch sounds and definitions.\n===============\n\n==============\nZero Invasion: For the flaming skull Revenant sprites.\n==============\n\n============\nWild Weasel: The WolfSS sprites.\n============\n\n=======\nMike12: The visor HUD, which I heavily modified and the Assault Rifle base sprites\n\t    which were edited by Doom_Nukem (I think anyway) so credit to him also.\n\t\tThe Chainsaw sprites. The Demon Tech rifle sprites.\n=======\n\n=====\nUboa: Doom gloves on SGT.Mark IVs Plasma Rifle.\n=====\n\n========\nXWeapon: Shell (which I edited) and Shell Box pickups. The Shotgun sprites - I\n         changed the muzzle flash and got rid of that godawful Doom green shadowing.\n\t\t Rocket ammo box sprites. Assault Shotgun sprites (changed muzzle flash).\n\t\t A few weapon sounds. I based the Quad Shotgun on the one from this mod.\n\t\t Demon Tech rifle sounds.\n========\n\n=====\nBane: The Loud Mouth quad barrel shotgun sprites which I edited slightly (put a\n\t  vanilla doom glove on the hand and changed the muzzle flashes).\n=====\n\n========\nbgraybr: The base Quad Shotgun (reloading) sprites I found on Doomworld/idgames.\n\t\t I edited them slightly for two shell reloading instead of one at a time\n\t\t and added extra frames.\n========\n\n======\nJimmy: The awesome fonts.\n======\n\n========\nLippeth: Plasma pickup sprite. Chainsaw sounds. The MP40 reload frames.\n========\n\n========\nEriance: The base Rocket Launcher sprites (Mortarion edited out the Brutal gloves and put\n         in vanilla ones). The BFG sprites. The Behemoth/Behemoth Cannon sprites.\n\t\t Helemental Caco sprites. Fusionite spider sprites. There is probably some\n\t\t more of his sprite work inside.\n========\n\n==================\nZrrion The Insect: Base Railgun sprites which I edited (added the cell on the\n                   side to make a decent reload animation).\n==================\n\n============\nNeon Player: For allowing me to use the Mini Demolisher sprites.\n============\n\n=============================\nAuthor of the Pistol sprites.\n=============================\n\n=====================================\nAuthors of the marine weapon sprites.\n=====================================\n\n======================\nAdditional credits to: Slade, XWE, MSPaint, Photoshop, GIMP, The ZDoom Wiki and anyone\n\t\t\t\t\t   who I've forgotten!\n======================"
      }
    ]
  },
  "maps": []
}

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