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Weapons balancement mod for Wolfenstein 3d.
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undead merc
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PostPosted: Sat Sep 20, 2008 11:06 am
   Subject: Weapons balancement mod for Wolfenstein 3d.
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The weapons balancement mod for Wolfenstein 3d is a weapons mod the gives all 3 guns their own ammo. The brown guards and officers give you ammo for the pistol, Schutzstaffel Guards and fresh ammo clips give ammo for the machine gun, and the mutents and 1up orbs give ammo for the chaingun. The mod also modifies the pistol to have enemies hesitate a bit longer, the machine gun does a bit less damage, and the chaingun is weaker at long distances. It can also be used on Wolfenstein 3D mods that don't have new weapons. I really don't know anything about making mods so I thought i'd post my idea here.


Last edited by undead merc on Thu Jan 01, 2009 9:09 am; edited 1 time in total
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PostPosted: Sat Sep 20, 2008 6:23 pm
   Subject: Re: Weapons balancement mod for Wolfenstein 3d.
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Can all three types of ammo be placed in the maps? And how much ammo is given for each weapon when you first pick it up?
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PostPosted: Sat Sep 20, 2008 6:46 pm
   Subject: Re: Weapons balancement mod for Wolfenstein 3d.
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I would imagine that they can, given that the ammo is still an object.
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PostPosted: Sat Sep 20, 2008 6:53 pm
   Subject: Weapons balancement mod for Wolfenstein 3d.
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It serves as a weapons mod to enhance the gameplay. It doesn't effect the maps save for enemies dropping different ammo for each weapon. As for the weapons the ammo you get would probably be 4 shots like in every Wolfenstein mod.
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PostPosted: Sat Sep 20, 2008 7:34 pm
   Subject: Re: Weapons balancement mod for Wolfenstein 3d.
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So how would you pick up ammo for chainguns if there are no additional clips for it?
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PostPosted: Sun Sep 21, 2008 2:03 am
   Subject: Re: Weapons balancement mod for Wolfenstein 3d.
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AlumiuN wrote:
So how would you pick up ammo for chainguns if there are no additional clips for it?


By killing mutants and finding 1-ups, presumably (".....and the mutents and 1up orbs give ammo for the chaingun".
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PostPosted: Sun Sep 21, 2008 2:45 am
   Subject: Re: Weapons balancement mod for Wolfenstein 3d.
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Oh. Trust me to skim-read the post and miss that bit. Razz
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PostPosted: Sun Sep 21, 2008 10:47 pm
   Subject: Re: Weapons balancement mod for Wolfenstein 3d.
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Hm ... too restricting IMO; this pretty much prevents you from getting into fighting more than two or three soldiers in one room because the player won't have the ammo to fight 'em off. Sad
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PostPosted: Mon Sep 22, 2008 2:28 pm
   Subject: Re: Weapons balancement mod for Wolfenstein 3d.
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fair basic, I like the idea of making the chaingun less effective at a distance, maybe make the KNIFE cause them to hesitate longer?

Not sure which mod it was in, maybe reloaded, but the chaingun needed to 'wind down' after shooting. More realistic.

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PostPosted: Tue Sep 23, 2008 12:13 am
   Subject: Re: Weapons balancement mod for Wolfenstein 3d.
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Correct it was Wolfenstein Reloaded, also you needed to 'wind it up' before any shots were fired.

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PostPosted: Thu Sep 25, 2008 7:05 am
   Subject: Re: Weapons balancement mod for Wolfenstein 3d.
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A resonse to Tricobs post.

I expected someone to say that and you do have a point. Even if the mod balences the weapons(and adds more technique) balenced weapons need a balenced amount of ammo. The good news with this is that it would make some mods more challenging, but the bad news is that it would make some mods more frustrating. I still think it might be neat. That way if a mod has only one ammo type the player can add the weapon balencement mod if they would prefer more technique.
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PostPosted: Fri Sep 26, 2008 2:01 am
   Subject: Re: Weapons balancement mod for Wolfenstein 3d.
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undead merc wrote:
A resonse to Tricobs post.

I expected someone to say that and you do have a point. Even if the mod balences the weapons(and adds more technique) balenced weapons need a balenced amount of ammo. The good news with this is that it would make some mods more challenging, but the bad news is that it would make some mods more frustrating. I still think it might be neat. That way if a mod has only one ammo type the player can add the weapon balencement mod if they would prefer more technique.


No. Because:

Adding it to a mod means you'd have to add more sprites and change the maps to add the extra ammo drops. The only way this would work for already made games is if you made the "weapon balance" mod (im calling it wbm now) overwrite certain sprites so say, the vines sprite becomes machine gun ammo and such. THEN you'd have the problem of some mods where the mapper invests heavily in those sprites for a map, say, those people who make barrel mazes, or maps full of vines becuase the area is "overgrown".

The other problem is most mods already have enhancements of some sort, whether it be textured ceilings, or seamless levels, or NEW WEAPONS. Replacing the exe with the wbm will render such mods useless. So you'd have to save it for map-only mods, which leads to the problem above.

Sorry to burst your bubble, but unless I'm on a completely different tangent to you, these are unavoidable problems?

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PostPosted: Thu Jan 01, 2009 8:38 am
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The mod doesn't replace any of the graphics for the ammo. It just asigns ammo dropped by enemies to different weapons. Of course you are right about a good number of mods containing new weapons and enemies and the ammo you receive won't always be suitible in some map only mods(which is the only type of mod it would work with). Your welcome to your own opinion of course.
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PostPosted: Sun Jan 04, 2009 3:20 am
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undead merc wrote:
The mod doesn't replace any of the graphics for the ammo. It just asigns ammo dropped by enemies to different weapons. Of course you are right about a good number of mods containing new weapons and enemies and the ammo you receive won't always be suitible in some map only mods(which is the only type of mod it would work with). Your welcome to your own opinion of course.


So the balancement mod would utilize the same sprite for all the ammo's?

I think now I'm looking at it another way, you're saying that the original ammo sprite would be used for all the ammo types, but the mod just adds more bo_ definitions to feed different guns depending on what is dropped?

I see now. However the fact remains this could ONLY be used with games that dont already have source code changes, which is few these days.

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