Please use an up-to-date version of UZDoom, GZDoom, or whatever else can run the latest ZScript 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!
Cool Story Bro Let Me Download the Damn Mod Already
To not waste time, here it is! (Version 1.60, 8/16/2026)
The zip you got should contain wepon.pk3 and adonn.pk3, and information on what the weapons do, as well as the additional stuff you get in adonn.pk3 has now been moved to its own file.
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 640KB! With alt-fires too for (almost) all of 'em, because it's cool.
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.
- V1.6:
- Quaternions work properly now! Offsets have never been more gratifying to apply.
- Reworked Ultra Plasma/Rocket Launcher!
- More balance Changes and General Code Refactoring, gee whiz.
- V1.5:
- Overhauled Player Hitscans and Projectiles! Unlock your gimbals, and let your offsets be free.
- Ultra Weapons! Pack a ridiculous punch, but WILL eat through all your ammo.
- 4:3 aspect ratios can actually browse wepon/adonn's menus now.
- Fancier VM Abort screen. Thanks, Absolution 64! (and DrPsySpy for good measure)
- I think I moved all the client-facing strings to the LANGUAGE lump now? Might've missed one.
- Weapon functions I couldn't be bothered to copy/paste now all share the same base class. It's how UZDoom does it.
- Balance Changes and General Code Refactoring.
- 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.