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- M16-DOOM version 1.0 for Doom 1.2
-
- M16-DOOM is an add on patch for Doom version 1.2. You must have version 1.2
- for this patch to work. This patch replaces the fists, pistol, chaingun,
- rocket launcher, plasma gun, and BFG 9000 with an M16 rifle.
-
- DISCLAIMER: I DO NOT CLAIM ANY RESPONSIBILITY FOR THE USE OF THIS PATCH! USE
- AT YOUR OWN RISK. IT IS ALWAYS A GOOD IDEA TO BACK UP YOUR DOOM.WAD AND
- DOOM.EXE FILES BEFORE USING ANY PATCH.
-
- Installation:
-
- You should unzip the contents of M16-DOOM.ZIP into your Doom directory BE
- SURE TO UNZIP WITH THE -D OPTION. To install the patch run M16IN.BAT.
- Backups of your old graphics, sounds, etc. are made but if you feel sqeamish
- its always a good idea to backup your doom.wad and doom.exe files. Note that
- some other add-ons may replace some of the features in M16-DOOM and vice
- versa.
-
- If for some strange reason you don't absolutely love this patch then you can
- restore the original weapons with M16OUT.BAT.
-
- The following changes will be made when you install the patch:
-
- Fists are now a bayonet thrust. Some of you may remember the first previews
- of DOOM showing what appeared to be a rifle with a bayonet on it. I don't
- know why id took it out but you have one now! Still makes the "punch" sound
- but this still sounds good and I don't know what else it could be replaced
- with.
-
- The pistol is now an M16 rifle set to semiauto. The firing rate has been
- increased slightly for more realism. The "pistol" now looks and sounds MUCH
- better than that wimpy 9mm. Note if you have a lot of bad guys on the screen
- or are playing nightmare etc. you may loose the "flash" from time to time.
- DOOM seems to skip frames if the action gets heavy and thus the flash may
- be skipped. I tried to tweak it as best as I could but it still may happen.
-
- The chaingun is now an M16 on rock-and-roll (full auto for you neophytes).
- Firing rate has been increased substantially so watch your ammo. Just remember
- trigger control, trigger control. :)
-
- The rocket launcher is now an M203 grenade launcher built into your M16.
- Note I was going to replace the sound of firing but this is used elsewhere in
- the game, ie. boss of episode 2.
-
- The plasma gun is your M16 firing the new experimental M555 explosive tipped
- tracer ammunition.
-
- The BFG9000 is now your grenade launcher but with the new experimental
- low yield tactical atomic grenades. Note I didn't change the impact graphics
- or damage as it is already quite lethal. I did however increase the firing
- rate CONSIDERABLY so watch out or you'll be out of ammo before you know it.
-
- Since all of the "old issue" weapons have been mothballed I have replaced the
- graphics of the weapons you find laying around with storage crates similar to
- the crate of rockets. They are as follows:
-
- Red crate: M16 full auto "chaingun"
- Grey crate: M203 Grenade launcher "rocket launcher"
- Green crate: Explosive tipped tracer ammo "plasma gun"
- Beige/yellow crate with radiation symbol: Tactical nuclear grenades "BFG 9000"
-
- Also since the "plasma gun" and "BFG 9000" use the same ammo I have changed
- the different "cell" packs into cans and crates of EXPerimental ammo.
-
- The story behind M16-DOOM.
-
- You crouch down behind your transport shuttle and try once again to raise
- the sarge over the comlink. He took the rest of the platoon in over an hour
- ago and you lost contact with him soon afterwards. From the sounds of
- gunfire and heavy weaponry you know a massive firefight ensued. You realize
- that you will have to go in and try to find your buddies and stop this
- hellish invasion if you can. You look at the service pistol in your hand and
- shake your head. This is no weapon for a Marine! Courts martial or no you
- decide to break into the arms locker on the transport. You know that the
- sarge never has liked the new issue "politically correct" weapons and has
- some of the old issue gear stashed away. You use the few rounds in your
- pistol to shoot the lock off the locker and pull it open. You break into a
- wide grin as you grab the M16-A3 assault rifle inside. This is more like it!
- There isn't much ammo for it but you know that the old issue gear is still
- being held in storage inside the base itself. Maybe you can find one of the
- old grenade launchers or some of the experimental weapons the Marines had
- been working on before the politicians back home had cut off the funding.
- You lock and load and walk up to the entrance of the base. Maybe you can
- find the sarge or maybe its too late but now at least you have a fighting
- chance!
-
- I am releasing this patch as Freeware but if you like it and wish to express
- your gratitude for such a wonderful add-on to Doom you could send me a check
- or money order for $2 to:
-
- Gregory Melton
- 1734 Madison Street
- Kingsport, TN 37665
-
- I plan to port this patch over to Doom II once editors become available.
- Also I may do other "weapons" patches in the future so watch for them.
- There are some things that I would like to change but none of the current
- editors will do it. In a future version of M16-DOOM I hope to increase the
- damage done by bullet hits (after all a rifle hits harder than a pistol) and
- change the names of the weapons so you would see "you've got the full auto
- M16-A3" instead of the "chaingun" etc. I hope you enjoy this patch. It
- took quite a while to put together but I think the end result is quite good.
- So semper fi and go kick some butt.
-
- Note I don't want to take complete credit for this patch. If it wasn't for
- the excellent utilities written by the following gentlemen this patch would
- not exist.
-
- Bill Neisius Dmaud audio editor, and Dmgraph graphics editor.
-
- Greg Lewis DeHackEd Doom.exe editor.
-