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>> No.699281 [View]
File: 418 KB, 1024x768, gzdoom 2013-05-20 22-18-08-59.png [View same] [iqdb] [saucenao] [google]
699281

http://www.mediafire.com/?4kcjk1cc1qw0539

Updated, bugs fixed, weapons enhanced, info text file improved! (posted below)

++

FKER is a randomization mod for Doom and Doom 2, adding 46 new enemies, 5 New powerups, 3 new difficulties and 9 new weapons to Doom.

====
Plasma Pistol

A weak starting sidearm with infinite ammo and a slow firing speed.

Damage: 3 to 24
====
Fists

You now know some CQC, use it.

Damage: 6 to 60
====
Chainsaw

Same as regular Doom

Damage: Complicated as shit, can't be arsed to actually calculate it
====
Rifle

Zombieman rifle which fires as fast as you can click

Damage: 8 to 24
====
Heavy Machinegun

Slow firing machinegun with high damage but poorer accuracy

Damage: 12 to 36
====
Shotgun

Similar to vanilla Doom, tweaked a bit

Damage: (8 to 24) * 10
====
Super Shotgun

Again, similar to vanilla doom.

Damage: (7 to 21) * 20
====
Autoshotgun

Shotgun, full auto, you know the drill

Damage: (6 to 18) * 7
====
Chaingun

Suped up and ready to grind some meat

Damage: 8 to 24
====
Rocket Launcher

Same as vanilla Doon, still badass

Damage: 20 to 160
====
Baron Hand

Why? Why not?

Damage: 8 to 64
====
Plasma Beam

Slow firing but packs a huge punch

Damage: 35 to 280
====
Pulse Rifle

Fast firing plasma weapon, just like the vanilla plasma rifle

Damage: 5 to 40
====
BFG 9000

Just like you remember it

Damage: A hell of a lot
====
Unmaker

This is one angry weapon

Damage: (30 to 90) * 30 for first shot, * 40 for consecutive shots without pausing

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