Author Topic: Goldeneye Weapons in Doom by Raffine52 [Doom Mod] 1.1 UPDATED  (Read 831 times)

Online thebestmlTBM

  • Raptor
  • ***
  • Posts: 98
  • T:REP 385
  • Am I'm a Kid, or am I'm a Squid! - Let's Rock!
    • View Profile
Goldeneye Weapons in Doom by Raffine52 [Doom Mod] 1.1 UPDATED
« on: August 09, 2018, 06:46:10 AM »

by Raffine52
Current Version: 1.1
Here is Raffine's next Non Turok Related Doom Weapon Mod! it's another 007 Weapon Mod for Doom, this time it's everybody's favorite 007 game:

Goldeneye 007 Weapons in Doom is a Doom Mod he have started in May 5, 2018, But he haven't got any hard work done on it until in August of 2018.

Over the Years, There are Two Well-Known Goldeneye Ports For Doom, Goldeneye Doom 2 for the EDGE Engine and Goldeneye 007 TC For Skulltag in 2010, Each of
them Having their own surprises Upon Doom and 007 Fans First Played them.

For Goldeneye Doom 2, Created in February 25, 2001, (At the time When ZDoom was Alive) It Quickly Blew 007 Fans alike when it felt like The
N64 Game in the Doom Engine, Almost like a Fan Remake.
While it was Dated, It was good for the time when there are Barely any N64 Ports yet.
The Levels, Even know they don't play like the Original Game, The Almost Original Game Layout Captures the Feeling of Playing Goldeneye Levels in a Good Way.
The Weapons and Enemy Choices are Questionable, Though.

Then come Goldeneye 007 TC For Skulltag in 2010. This Mod Captures the GE64 Feeling Very Closely than Goldeneye Doom 2 Did,
But the Big Problem is that it's missing a Few Weapons (Where's the D5K, Gold PP7, Silenced PP7 And Laser Watch?!),
And it still used Sprites from Other Mods or Other Games (Even know it uses the Original Game for the First Person Weapon Sprites),
And also having a PD Weapon in the Mod for No Reason, Which feels out-of-Place in the Goldeneye Realm.

Now, It's 2018, And he decided to add his name into the List of Goldeneye Ports for Doom, With Goldeneye 007 Weapons in Doom Mod. This time, It will be Updated
from Time to Time, Having All of the Weapons this time, Same Animations and Models as the Original Game, and Combining the Elements from the Last Two Mods
Into this Mod (Mostly the Latter) For the True GE007 in Doom Action.



Download Link!LRtXzCAK!D3Gjz7q1LUSOsOxJUtNBHuVtDnJj1rRoVY8TgCAeVLE

=The Add-ons=
GE007 Style Enemy Replacement Add-on!idVUSYzb!Vuefl9P4SXQWcs-m92EhnFUiNbHTDevFy1_7L2PZOuA


Screenshot Preview

« Last Edit: August 16, 2018, 03:26:12 PM by thebestmlTBM »

Offline Jay Doomed

  • Global Moderator
  • *****
  • Posts: 992
  • T:REP 3072
    • View Profile
Re: Goldeneye Weapons in Doom by Raffine52 [Doom Mod] (W.I.P.)
« Reply #1 on: August 09, 2018, 09:52:28 AM »
Yes this is nice  :campaigner:
"Whatever it is, it doesn't belong in this world."

Online thebestmlTBM

  • Raptor
  • ***
  • Posts: 98
  • T:REP 385
  • Am I'm a Kid, or am I'm a Squid! - Let's Rock!
    • View Profile
Re: Goldeneye Weapons in Doom by Raffine52 [Doom Mod] (W.I.P.)
« Reply #2 on: August 11, 2018, 10:02:47 PM »
The shot of the Ammo Boxes I made...

Brown Box = Pistol Ammo
Dark Brown Box = Shotgun Ammo
Green Box = Rifle Ammo
Gray Box with Caution Line = Grenade Ammo
Dark Gray Box with Caution Line = Rocket Ammo
Gray Box = Magnum Ammo

=Not in Screenshot=
Dark Gray Box with Orange Caution Line = Tank Ammo
Small Brown Box with Bullet exposed = Golden Bullet Ammo

Online Raffine52

  • Raptor
  • ***
  • Posts: 67
  • T:REP 299
    • View Profile
Re: Goldeneye Weapons in Doom by Raffine52 [Doom Mod] (V1.1 Release)
« Reply #3 on: August 12, 2018, 04:55:55 AM »
It's Released now.


EDIT: GE007 Style Enemy Replacement Addon has been released. Just like the Weapon Mod itself, The Release Version is missing many of the Enemies, So I used AR33 Guards for them as a Placeholder Until Later Versions.


EDIT2: Version V1.1 Has been released.

Fixed the Gold PP7 And Golden Gun Not One Shotting Any Enemy.
Restored The Grenade Launcher, Rocket Launcher And Military Laser as Usable.
Ported Over Some of Goldeneye 007 TC's Coding and their Sprites.
Shells now come out of Guns.
Phantom now Fires Faster.
Menu Sounds are added.
Rocket Launcher, Rocket Ammo and Rocket Box Spawners now Spawn Grenade Launchers, Rocket Launchers and their Ammo instead of Spawning Rifles and their Ammo.
Added Small Rocket and Grenade Ammo Boxes.
Military Laser now spawns in the BFG Spawner, But it's Very Rare with a Very Low Chance of it showing up.

EDIT3: Have to Release a Hotfixed Version Shortly After.

Fixed an Issue where the RL Can't fire it's Last Shot.

EDIT4: GE007 Style Enemy Replacement Add-on Has been Updated to V1.1.

ZMG Soldiers now Spawn In the Nazi Spawner instead of the AR33 Guards.
Guards with Rocket Launcher, D5K And Automatic Shotgun, Soldiers with Shotguns as well as Armored Guards with AR33 and Automatic Shotgun Are added.
Shells now come out of The Guard's Guns.
Nerfed Most of the Guards. They (Mostly with the AR33 And Klobb) Deal the most Damage to the Player,
So I nerfed them so they can no longer Kill the Player in a Few shots.


EDIT5: Hotfix for V1.1:

Fixed a Game-Breaking Glitch where Weapons that Spent Shells upon firing use Two Ammo in their Clip while Firing them.
Forgot The Sniper Rifle and AR33 still having the 'use Two Ammo in their Clip' Glitch, so I fixed it.


EDIT6: Goldeneye 007 TC Levels Only Addon has been Released. Goldeneye 007 TC For Skulltag Had Good DM Levels. So, Like I did with TurokDoom, I decided to make the Levels Standalone, So that means Only The Content That are in the Levels will be kept, Everything else is removed.

Even know this Addon is made with GE007 Weapon Mod in Mind, Any Weapon Mod you Throw at It will work just fine.

« Last Edit: August 14, 2018, 11:06:39 PM by Raffine52 »