Please use the most up-to-date version of GZDoom when running the mod!
wepon.pk3 will also require id24res.wad to function properly, make sure it's in the same directory as your main IWAD!
(Pre-release GZDoom features might also be used as well!)
Cool Story Bro Let Me Download the Damn Mod Already
To not waste time, here it is! (Version 1.4, 9/19/2025)
The zip you got should contain wepon.pk3 and adonn.pk3. Although Adonn requires Wepon to work, the inverse doesn't apply.
A changelog will be provided at the bottom of the page.
What'sit all About, Anyways?
About three time ago, I was playing ModOhFun, and maybe a few other ones, and I wondered to myself, "You know, this whole ZScript buisiness is quite crazy. Maybe I should cash in on that."
Normally, mods like this would take an extremely long time to make, and take up countless megabytes. But, thanks to the power of the TEXTURES lump and ZScript, not here!
A world of powerful, augmented weaponty lies right at your fingertips, all under 20KB a small filesize! (Adonn may or may not take up more space.) With alt-fires too for most of 'em, because it's cool.
Let's Meet the Weaponry!
Your Fists
I'd be surprised if you started without these. Stiffer, ambidextrous punching grants you 12+ damage per hit, as well as the usual *10 berserk multiplier you know and love.
Primary and Secondary fire swing both of your fists, for maxiumum, manual control.
The Twin-Bladed Chainsaw
An alternative to using your fists, this special order of black market weaponry is equipped with TWO blades! Berserk doubles your damage output.
Primary Fire: Use the chainsaw like you normally would, doing much faster damage than your fists.
Secondary Fire: Deal crazy-huge damage to everything around you as you spin it like a complete idiot.
Twin Pistols
The two side-arms you start out with. You also start with 80 bullets.
Primary Fire: BANG BANG BANG BANG BANG! Shots are always accurate, and only eats 1 bullet per shot.
Secondary Fire: Dunno how the eggheads at the UAC managed it, but firing both of 'em at once forms a diamond of bullets! Not too efficient tho.
Pump-Action Shotgun
The workhorse of your arsenal, firing either an even-steven cloud of pellets, or a few powerful slugs and a cloud of weak buckshot. #MakeDoom1NotASlogAgain
Primary Fire: Fires a shell. It's a shotgun. What else do you need?
Secondary Fire: Fires a trio of small, but potent rockets, perfect for any stupid zombie crowds that prefer to get in your way.
Reload: Pumps in a shell into the stock-put. Can hold up to twelve shells, for all your Baron-downing needs.
Super DELUXE Shotgun
The workhorse's cooler, older, less dumpier brother. Doesn't have any mini-rockets, but do you really need 'em? Has the bullet system as the Shotgun.
Primary Fire: Fires two of your four shells. Can fire twice before needing to reload.
Secondary Fire: Fires all four shells at once, potentially insta-killing Barons and/or Archviles... but fires slower this way, not counting the reload.
Reload: Loads four shells total into the weapon, two at a time.
Mr. Bulletstorm™
Think your pistols are cool? Wait till you see this! Sure, the wind-up's a bitch, but past that... you'll see why it gets the name. You'll see. Spindown is just as slow as spin-up, also.
Primary Fire: Fires one round of chaingun bullet(s). The more it winds up, the faster and stronger the gun preforms.
Secondary Fire: Pre-spins the gun so that you can face down extremely big threats without needing to slog past the first part. Also spins at max speed for a few seconds, make sure to take advantage of that!
When deselecting this weapon, you'll need to wait for the gun to spin down before you can properly switch to your other weapon. This is intentional.
The Rocket Lawnmover
Explosives! Load 'em up, barf 'em out. Also works on Cybers and Masterminds too, to E2M8/E3M8 your cares away!
Primary Fire: Fires pure, wholesome explosive ordinace! If you loaded up the rocket launcher, it vomits out a solid stream of 'em!
Secondary Fire: Load 'em up, load 'em up, load 'em up, Dan! But no more than eight of 'em, ten is just right out.
Reload: Swaps between the usage of normal rockets, or faster, more-ish potent, but much more dangerous grenades.
Plasma Toaster
It's an energy pew pew weapon, doing what an energy pew pew weapon should: Scorching, roasting, and charbroling those who oppose you!
Primary Fire: Fires a steady stream of plasma bolts. Holding the trigger down engages spreadfire formation.
Secondary Fire: Farts out a giant bolt that bounces all over the floor, farting out explosive plasma mines. Perfect for crowds!
The Big McFuckin' Gun Itself
The one you know and love from 1993... and now it's here to kick even more ass! How cool is that? Also has an option to deal even more damage, in case the vanilla calculations aren't quite cutting it for you.
Primary Fire: Spays a fan of deadly railgun shots, followed by a sprinkle of bouncy BetaBolts as the big, shiny green ball murders the hell out of everything.
Secondary Fire: BLAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARF
NEW TO 1.4: DA FLAMETHROWAAAAAH
Primary Fire: Spews a steady stream of flame.
Secondary Fire: Lobs bombs of cluster napalm!
NEW TO 1.4: The Wrath of God
Primary Fire: ???
Secondary Fire: ???
adonn.pk3: The Stuff You Didn't Get in wepon.pk3!
The Golden Pistol of Destiny
An extremely rare alternatve to the BFG. Doesn't need a secondary fire, as one shot is all you'll ever need, except for the biggest of the bunch.
Extra Armor
- Not Quite Gold Armor: Has a small chance to replace green armor; Provides an in-between for green and blue armor. Grants 150 points.
- Galvanized Demon Plating: Has a tiny chance to replace blue armor; Grants you a stupendous 75% damage resistance, all 400 points of it!
The UltraShotgun
Has a tiny, tiny chance to replace a Super Shotgun.
It's stupidly overpowered, but slows you down when you fire it.
Alternative PowerUps
- The Aegis Sphere: A replacement for the Soul Sphere, you only take half-damage from everything for a minute! Great for dealing with Revenants.
- The SupaSpeed Sphere: A replacement for the Soul Sphere, this'll make you go extremely fast! I heard a certain dwarf favors this...
- The Sphere of Quad Damage: A replacement for the IDDQD Sphere, it does exactly what you think it does. Lasts half a minute.
- The Goddamn Ultrasphere: A replacement for the Soulsphere's cooler brother, it grants you 400 HP, and 400 points of the toughest armor there is.
Absurdly Broken Slaughtermap Weapons
You can sacrifice your chainsaw for only ONE of these weapons, unless you're a filthy cheat.
Please don't use unless you're in a slaughtermap that replaces the chainsaw, but this admittedly is a honor-system style.
Information and known issues are can be seen in the included readme file that should be included with the mod!
Changelog
The most recent changes will be at the top of the list.
- V1.4:
- id24res.wad support! A new ammotype, an extra form of BFG cells, and two new powerful weapons!.
- yeah that second player class isn't happening sorry
- Fancy MENUDEF bullshit, no need to shuffle to the options menu
- Filesize reductions as a result of removing features that aren't gonna happen (and bloated lumps)
- Some clientside options, including an option to toggle STARMS support for WADS that don't natively have it.
- A new sphere, and two armor items.
- A new titlescren because I'd rather not fnagle with the IWAD/PWAD titlescreen(s). Adonn also supported.
- A new shotgun! Has a tiny, tiny chance to replace a Super Shotty, is stupidly overpowered.
- Probably more balance shit or something, I don't know or care.
- V1.3:
- NEW HUD! I've never liked the limitations of SBARINFO, and dranky I'm glad to be rid of it.
- More than a bit of general refactorization, in preperation for a new playerclass, coming Soon™, I Swear™
- Gun Bonsai's Bandoilers no longer causes the Super Shotty to eat every single shotgun shell you have and dump you in Softlock Town
- BFG Cells no longer replace regular cells when you have the alternative cell system enabled, spam your cares away!
- Added custom sounds to fist swinging and chaingun clicking to be less dependent on Doom 2
- Speaking of sounds, custom "Secret Found" and quitsounds! There's more of 'em over at adonn.
- Also added like a whole bunch of silly and dumb quit messages to adonn because Doom Mod Tradition.
- and general balance shit (mostly related to the chaingun, I think) that I didn't bother to care about
- V1.2:
- THE ROCKET LAUNCHER DOESN'T SUCK ANYMORE THANK GOD
- Also reworked the fists to use fancy overlay magic
- Fixed a bug with the Super Deluxe Shotgun
- The Chaingun isn't eerily silent aymore when spinning, and now flashsprites like it should
- The Plasma Rifle's altfire doesn't suck nearly as bad, might might be harsh on your ears.
- More balance changes... I think? I don't keep track of 'em very well.
- On the topic of not balance, added something stupid and dumb concerning shotguns to adonn.
- V1.1:
- The Golden Pistol, OP Weapons, and Sphere Powerups were moved to adonn.
- Added an alt-fire for the Pistol and Chainsaw.
- The fists and pistol aren't restircted to two shots a pop anymore. Thanks, boolean flipflops!
- The Rocket Launcher will now always blow you up if you abuse it too hard.
- Adonn has the more jokier, sillier text you'd get in previous versions, and 20 new quit messages to make up for v1.0's bloodbath.
- Shotgun Rocket Explosions don't fall down anymore, why were they even doing that.
- Pistol sprites weren't being bright properly, that's been taken care of.
- @numsOic You know how the Chaingun wasn't working properly? Now it does, for real this time.
- More code refactoring, more or less.
- I probably made a few balance changes or small tweaks I forgot about at some point.
- V1.0:
- Ammo caps had to be nerfed, but all the ammotypes can now fit in Doom's status bar.
- The chaingun now consumes 2 bullets per shot, and the damage formula has been updated.
- The BFG now properly functions, but will autoswitch when it cannot alt-fire.
- The Golden Pistol's flash routines now function like it should.
- Buffed the Pistol (and probably the melee weapons) a tad, to put it up to speed with the Chaingun.
- Backpacks no longer give an obscene amount of ammo, and no longer provide BFG cells.
- Tightened the Plasma Rifle's spreadfire.
- Added an option to modify how often BFG Cells show up (if enabled), and modified the credits.
- The quit messages didn't really add much to the mod, so I got rid of 'em. One, simple one will suffice.
- Maybe modified the bullet that comes out of the Golden Pistol...?
- RC3:
- The Shotgun now makes a reloading sound
- The Super Shotty no longer acts funky under Gun Bonsai
- A lot of code refactoring
- Balanced the pistol and fists
- Added three, overly overpowered weapons
- Apparently some of my weapons were calling A_Raise when they're being deselected!? That nonsense's gone.
- Properly adjusted how grenades (and the shotty's mini-rockets) work.
- RC2-1: Had to halve the amount of shotgun shells you get, to keep with vanilla parity (and because getting over half of your max shell capacity in one backpack was a slight bit too OP), also made a few other tweaks here and there.
- RC2: Weapons now at least try to deplete ammo properly, plasma rifles don't try to write to null addresses in tight quarters (and aren't loud as fuck anymore), and a few tweaks to the statusbar. The chaingun should also restore speed when out of ammo too.
- RC1-Hotfix: Event Handler code mistook small shells for a small cell, oops.
- RC1: Initial Release.