These masks, materials, and patterns are achievement rewards. Instead, they can be returned to your mask stash for free, but any non-achievement or Infamy reward pattern, color, or material as well as the customization fee to put these together will be lost.
Red Machine No one can stop the Red Machine! With swift moves, lightning strikes and flawless tactics it humiliates the oppostion, leaving them crying in desperation. Just like The Payday Gang. Things are not always what they seem. Behind the mask there is a face, true. But what's behind the face? Another face, perhaps. How do you know where the real person is, and how many layers must be removed before you reach the core - the inner self?
Finely crested for glory, this elaborate headpiece will impress. Wear it proudly, displaying the fine embriodery for all to envy. But watch out for low doorways. The description of the War Balaclava mask is a reference to the first stanza of the English poem "The Charge of the Light Brigade"a poem describing a charge of the British light cavalry against the Russian forces in the Battle of Balaclava during the Crimean War. AK17 Grom. Have Nice Day! Kill enemies using any weapons from the Gage Russian Weapon Pack.
Time is Money, Friend is a quote from World of Warcraft. Sign In Don't have an account? Start a Wiki.
Do you like this video? Gage Russian Weapon Pack. Contents [ show ]. Red Machine. War Balaclava. Ceramic Gzhel Unlocked through Achievement. Propaganda Palette Unlocked through Achievement. Russian Camouflage Unlocked through Achievement. Tricolor Unlocked through Achievement. Bear Fight Unlocked through Achievement.Primary function of RO is providing users with multiple weapons that are usually slighlty humorous, absurdal, and last but not least powerful. According to PillowBlaster, balancing wasn't considered while the mod was created.
As of June 25th,mod is considered content complete and any further updates will probably be bugfix-based. RO contains slightly less than 50 weapons, varying in their unusuality as well as in performance. It should be noted however that RO weapons are in general more powerful than most powerful guns available in typical Doom mod. Default gun spawners are taken over to release RO's native weapons.
In addition to these, mod contains multiple inventory items, designed to work in similar vein to weapons, that is to be more powerful than one could expect. Moreover RO contains custom difficulty levels, for players not considering easy stroll through their maps fun, as well as special co-op patch restricting individual players to subsets of weapons.
RO was initially released on the zDoom forum on June 4th,at the moment featuring umphteen weapons.
After some improvements on the base mod, PillowBlaster decided to release so-called expansion pack Reinforcements from Moldovareplacing the current set of weapons with different one while featuring the same gameplay style this mod required original RO to run.
After a break and an episode with Sickle Pack containing ideas scrapped from both RO and Moldova expansion for varying reasons, a new version of RO was released, containing new set of weapons sized similarly to old ones and contents of both old sets.
Features RO contains slightly less than 50 weapons, varying in their unusuality as well as in performance.
Development history RO was initially released on the zDoom forum on June 4th,at the moment featuring umphteen weapons. Note: This article needs to be cleaned up. Its information may be poorly-written, erroneous, incomplete, obsolete or irrelevant to the purpose of this wiki.
Navigation menu Personal tools Create account Log in. Namespaces Page Discussion. Views Read View source View history. ZDoom mods Finished mods Mods in progress.
This page was last edited on 29 Julyat Russian Overkill and Reinforcements from Moldova.If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead! Projects for any Doom-based engine especially 3DGE are perfectly acceptable here too.
Please read the full rules for more details. So what this thing is all about? My answer is pretty simple - hurt hellspawn with most overpowered and ludicrous arsenal in history, such as portable tank cannons, borscht-spewing lazer cannons, medieval maces, slamming ammo packs in monsters face and then exploding itfists made of shovels, gesture-coming-true device TM aka.
And that all is just the tip of the iceberg of madness that is Russian Overkill. If you feel like going nuts after a day of work or school and want the stress out of your system - this mod is for you. Who gone done this? Stan Combo script and some of the vintage ACS that was done within the mod. Cage Violator and Gurumaster alt-fire animation, Quadvolgue frames.
Shivers Animating Borsch and base for the Hotrod animation. Mod contents. This mod utilises combo system, similar to fighting games. Each character sports a different starting armament and melee, plus some more specific traits, like running speed, damage taken, max basic health Oh, and most important - melee combos! Each character has different ones. Check the details of the classes to see what kind of combos each class has. They are triggered by proper moving sequence and triggering it with fire or alt-fire.
Depends on the combo. That's all you need to unleash super attacks! Don't ask what how the hell he got a beaver and what he did with it.Tired of the standard Doom weapons? Heard that zombie death sound over a billion times already?
Want a few different enemies in your experience? Some ex-cons have a grudge against you and Becky. They've taken her hostage and demanding that you pay her ransom or they'll kill her. Luckily, Becky was able to secretly tell you her location on the ransom tape. More at bot. Play through The Ultimate DoomDoom 2, or Final Doom as one of ten classes from the Team Fortress series, each with different abilities and weaponry.
This is a nine-level weapons mod for EDGE 1. It's longer than Action Doom! It has more detailed levels that Doom:Rampage Edition! It has more weapons than the original DooM! Toggle navigation Wad Archive. WAD Count. Under 6 Over 3 - 8 - 5 - 12 - 10 - 6. WAD 5. Game Mode. Singleplayer Cooperative Multiplayer WAD Type. Show Adult WADs. Filter Results. Previous Next. Russian Arsenal the version from 5. Doom Aesthetics Mod Tired of the standard Doom weapons? Madness More madness than ever before.
Better than old madness2 wad. Gunsmith Cats: Russian Roulette v1. Team Fortress Mod version 1.There are multiple elements of this equation and, over the past one hundred years of armored warfare, the tank designers have been asking the same question over and over:. Battle need — does the tank really need a bigger gun?
Upgrading a gun compared to existing standards leads to all sorts of secondary problems after all.
Overkill: Of 152mm cannons on Russian MBTs
If the new gun uses existing older ammunition, the performance increase will, naturally, be relatively small. New ammunition, however, needs to be both developed and actually produced — is it worth setting up the whole process if your enemy is using armored vehicles even your older gun can defeat with relative ease?
Ergonomics — fitting a bigger gun into the same turret obviously reduces the space left for the crew. This can, naturally, be solved by increasing the turret size as well, but that makes the entire process more complicated by an order of magnitude. While a bigger gun can, in many cases, be put into an older turret, such a thing can drastically reduce the comfort of the crew, making the vehicle harder to operate and the crew easily fatigued. A typical example of this effect would be the Sherman Firefly — its 76,2mm 17pdr gun was an obvious upgrade compared to the old mid-velocity 75mm of the standard Sherman, but the tankers in Normandy rarely encountered German tanks heavy enough to warrant such a performance increase.
On the downside, the vehicle was difficult and exhausting to operate because the Firefly turret was not made for such a big gun and became incredibly cramped. Whether the morale boost from having a Tiger killer around when very few Tigers were actually used on the western front was worth the hassle is a question historians argue about to this day.
Secondary gun characteristics — this is partially tied to the ergonomics part. Simply put, gun characteristics consist of more elements than just its ballistics.RUSSIAN OVERKILL - DOOM MOD MADNESS
To destroy a target, you have to hit it first. To hit it, the gun first needs to be aimed at it. More powerful guns often carry larger breeches and have longer recoil. Gun depression is often a major problem for tanks with low turrets such as the Soviet ones. Rate of fire is important too — inside a cramped turret, a large gun can be very difficult to reload by hand due to its shell size and weight.
At the caliber of mm, you run into the human body performance threshold — the shells start to become too heavy to load, especially inside a turret, leading to sharp drops in rate of fire and increased loader fatigue. Shells larger than mm typically have to be loaded mechanically — by an automatic loading mechanism. This is a problem on its own as such mechanisms are also quite complex and if they break, reloading the tank gun gets even more difficult. Another issue is that by removing one crew member loaderyou remove one quarter of the crew and an extra man comes quite handy during the 99 percent of the time that is not spent by actual fighting, but rather by maintenance and all the other tasks the soldiers have to do in war.
The Americans launched several programs to upgrade the Abrams tank firepower, from an upgraded mm smoothbore to a massive and powerful mm cannon. On the Soviet side, things were roughly the same. The expected advances in western technology forced the Soviet tank designers to consider various solutions to the firepower increase, including the increase of Soviet tank gun caliber from mm to mm.Russian Overkill is an absurdly over-the-top gameplay mod for Doom created by ZDoom forum user PillowBlaster, heading the same modding team that would subsequently make the other equally over-the-top and highly acclaimed Doom gameplay mods Trailblazer and Guncaster.
This mod replaces the standard weapon and item spawns with an impressive variety of different, extremely powerful weapons that will tear through, or help you to tear through, any monsters you face, while at the same time supplementing Doom 's UI text elements with a vodka-infused overdose of Glorious Mother Russia. Rather unusually for a Doom mod, Russian Overkill features three playable characters, each with their own unique characteristics, special skills, and starting weapon:.
Gangs & Mafias
Besides the playable characters and replacement of weapons and items, Russian Overkill also removes the health cap and replaces armor with shields, which also has no cap and protects the player from all incoming damage until fully depleted.
Although Russian Overkill was considered finished inthe mod remains in semi-active development, with each new update bringing it up to date with the latest ZDoom release at the time, and generally making the mod as a whole feel Progressively Prettier. As of version 3. Russian Overkill can be downloaded here.
Community Showcase More. Follow TV Tropes. You need to login to do this. Get Known if you don't have an account. Deathhead : "I could aim, but with this thing, I don't have to. Show Spoilers. How well does it match the trope?By JimothySeptember 12, in Doom Editing.
Arvo (Video Game)
Some of these include the triple-barreled sawed-off shotgun, the quadruple-barreled shotgun, and several others. The question stands: How would I be able to move weapons and subsequently re-script them from Russian Overkill to Brutal Doom? I am a complete newbie to Doom editing, so any sort of help would be very appreciated!
Thank you in advance. You should get Slade3 for that well, that and the much better functionality with WADs in general. Second off, it is possible to run Russian Overkill weapons with Brutal Doom monsters and such, but you'll have to change a few things in both mods to make sure they work. Make sure to back them up! Would there be any sort of specifics as to what I need to change?
As previously stated, I am quite new at this, so anything I learn here will likely shape how I mod. Honestly, I know it'll probably involve me replacing the Super Shotgun and the standard-fare Shotgun with the quad-barrel and triple-barrel, respectively, but would I need to change up any sort of hitboxes in order to get the full effect from either shotgun?
I wouldn't mind replacing the standard Rifle with the Combat Rifle. You need to be a member in order to leave a comment. Sign up for a new account in our community. It's easy! Already have an account? Sign in here. Moving Russian Overkill weapons into Brutal Doom? Recommended Posts. Posted September 12, Share this post Link to post.