A gameplay mod for zdoom/gzdoom. Consider it a love-letter to all fps's of the late nineties and early two thousand's, All viewed through the lens of classic DooM's gameplay...

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here you can learn all of the weapons, items, powerups and bad-guys you will find in major crisis...

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Melee
Deliver a flurry of jabs or dish out a slower but more powerful haymaker that can easily throw lesser enemies across a room!
Its also possible to deliver a quick kick thats ideal for busting things up or generally getting the demon bastards out of your face...


Chainsaw
Just what the hell a chainsaw is doing in a scientific research facility is one of those little mysteries of life.
Consider it a black-market enthusiast's weapon...


Pistol
high accuracy, good rate of fire and an utter lack of stopping power.
unless you're plinking at switches, go find something better..


Machinegun
More firepower than the pistol, the trade-off being some heavy recoil that is quite hard to contain, so it's best used in short bursts over range, saving full auto for up close and personal.


Shotgun
Standard issue; point at bad-guy, pull the trigger then pump in a fresh one.
A quick swipe with the back end is rather good at smashing faces in at close range.


Combat Shotgun
Ultimate close range killer but almost useless at long range.
Select either single or double barrel firing modes.


Chaingun
The spinning barrels do take a second to get up to speed before firing, but the show is well worth it!
hose the place down or stun-lock enemies with sustained fire, decisions, decisions...


Grenade Launcher
Ideal for delivering your firepower to hard to reach areas or to deal with potential ambushes.
Grenades can be set to bounce or explode on contact with objects.


Rocket Launcher
For when a grenade positively, absolutely, has to be there on time.


Plasma Rifle
pros; it's a fire-hose of plasmatic death
cons; eats cells up like they were going out of fashion...


The BFG
You know the score; pull the trigger and then go find a mop!

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SECRET WEAPON
You'll see...




Standard-Issue FMJ
For the Pistol, Machinegun and the Chaingun.
Found in Mags of 10, Boxes of 50 and belts of 20.


Shot-shells
For the Shotgun and the Combat shotgun.
Come singly or in boxes of 20.


Rockets
For the Rocket Launcher and the Grenade Launcher.
Come singly or in boxes of five.


Argent Energy Cells
For the Plasmarifle and BFG.
A single cell gives 20 charges, a battery 100.




Portable Medikits: 25%
You can carry four of these in your inventory, allowing you heal yourself on the fly.


'Berserk' Pack: 100%
Heal up, then go rip and tear...
You can carry two in your inventory.


'Regeneration' Pack: 5% +
Not only gives you an instant hit but continues to boost your health back up to 100%.
You can carry two in your inventory.


'Adrenaline': 100% +1%
A shot of 'Adrenaline' not only heals any damage already taken, but also adds 1% to your health total.


Ultimate Medikit: 100%
Four times as effective as a regular medikit, these 'mega' health-packs will instantly heal you with a 100% boost.


Health Bonus +1%
Will Boost Your health, even beyond 200%

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Haste
Temporarily boosts your movement speed, allowing you to literally run rings around your enemies.
it also increases your reload and melee attack speed...
You can carry two in your inventory


Armor vests +100%, +200%
Green gives 100% and provides one third protection, Blue 200% and gives a half.


Armor Bonus +1%
Found as Helmets or shards, that will boost your armor percentage, even beyond 200%


Light Amplification Visors
Allow you to see clearly, even in pitch dark.
You can carry two in your inventory.


Radiation Suits
Provide temporary protection from the varieties of toxic-ooze...
You can carry two in your inventory.


Hand Grenades
Can be deployed on the fly; use the hotkeys to either throw (default), or gently drop.
You can carry 25 in your inventory.

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PDA
These upload your automap with complete map of the level you are currently in, including secret or hidden areas.


Signal Flares
Mark your way around the more labarinthian areas.
Come in boxes of five.
You can carry 25 in your inventory.


Hint Disk
The hint-disk is a rare, collectable item.
A floppydisk, containing all kinds of hints, tips and fun-facts about major crisis.




Possessed
These zombies may appear little more than target practice, but tend to rush you and in large enough groups could even begin to overwhelm you...

Parasite
Sometimes the piles of dead have already started to rot before they become possessed, thus becoming these fused abominations.
Tough, fast and able to jump great distances, you'd better keep your distance or they'll drain you in seconds.

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Trite
A rapid multi-legged critter, that pounces at your face.
these filth take a lot more than a rolled-up playboy to splatter and tend to swarm you in groups...


Hellhound
Loyal guard dogs of the hell-scape's inner sanctum, these quadrepedal cousins to the pinkies, can both dish out punishment and take it.
Initially, their bulk may make them seem a little slow, but they'll get faster and deadlier, the more you piss them off.
A gnawing from their savage maws is a nasty way to go...


Nightprowler
As if the regular Imps weren't bad enough, Nightprowlers are tougher, faster and damnably tricky to see in the dark...
These accursed mutations of the species are true nightmare imps...


Is the first official expansion pack for major crisis!
within are more weapons of mass destruction to pound down on the hoards of hell in new and imaginative ways.

whats in it?




Magnum
Whatever it lacks in speed, the magnum more than makes up for with stopping power...


Riot Controller
The riotgun is a mag-loaded automatic shotgun, making it most usefull in a crowd.
Hold on tight, she kicks like a mule!


Rifle
Slower than a machinegun but sporting more damage per shot, the rifle is best suited to longer ranged combat.
The optic sight allows you to deal with distant pests with greater ease...


Nailgun
The armour piercing darts it fires are capable of nailing several badguys at a time before hitting walls...


It can also be upgraded to replace the oscilating dual-barrel assembly with a cyclical quad-barreled alternative, for when two barrels just aren't quite enough...



Auto-Loader Grenade-Launcher
sick of hand loading the grenades like a schlub?
This upgraded design makes breach-loading a thing of the past...




Slugs
For the Magnum
Found exclusively in backpacks.


Nails
For the Nailgun.
Found in mags of 25 and boxes of 50.




Awesomesphere
somewhere between the soulsphere and the megasphere, these simply max out your health to 200%



A fighting start...
extreme prejudice is generous.
starting a game will not only give you your pistol, 50 rounds and a grenade, but now, a machine gun too.
Because, what kind of marine would ever be caught dead without his weapon to hand anyway, right?


although extreme prejudice was actually designed with deathmatch games in mind, it can also be used in singleplayer campaigns to simply add more weapons to the roster, just because variety is nice.

why not simply just add these new weapons to the main pack?
well quite simply, balance, so as not to ruin gameplay balance that I've worked so hard to get when I first started major crisis. this way, it should please all. if you don't mind it a bit op then by all means use the new weapons in singleplayer. If your stickler for more balanced gameplay then simply dont use it!


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