User:TheExplodingBarrel/SandboxUser:TheExplodingBarrel/Sandbox - Internet Movie Firearms Database - Guns in Movies, TV and Video GamesUser:TheExplodingBarrel/Sandbox
My sandbox for WIP projects (and maybe other stuff). I work on this stuff sporadically, so there will probably be long periods of inactivity between each major update; what I work on is also heavily dependant on what I'm currently interested in. Feel free to correct any typos/grammatical errors/coding errors that you may notice.
Demo: September 7, 2016 Full release: February 23, 2018
Developer:
Royal Rudius Entertainment
Publisher:
Royal Rudius Entertainment
Platforms:
PC
Genre:
First-person shooter
Hunt Down The Freeman is a 2018 video game developed by Royal Rudius Entertainment. A demo (although drastically different to the final game) was first released in 2016.
The plot presents itself as the opposing side of Half-Life, starting with the protagonist Mitchell, a HECU soldier deployed in Black Mesa during the incident, getting beaten up by Gordon Freeman and swears revenge on him.
Upon release, the game was critically panned and received a "Mostly Negative" rating on Steam, with a majority of the criticism being towards the glitches, level design, poor writing, and lack of direction. Though patches were released, a lot of issues remain.
The game had multiple scandals during development, including accusations of stolen assets and the usage of bots to get it approved on Steam's now-defunct Greenlight service.
The following weapons appear in the video game Hunt Down The Freeman:
Pistols
Beretta 92FS Inox
A Beretta 92FS Inox with wood grips appears in-game. It is the very first weapon the player can use in-game (acquired right when the game starts; it is given even before the melee weapon, which is a few steps behind Mitchell at the game's starting location), and is the standard handgun during Act 1. Like most of the other weapons that do not appear in Act 3, it is not seen again after its appropriate act.
A Colt M1911A1 can be used in-game. It is first seen during the opening cutscene, and Mitchell gets his hands on one during the Arctic section of Act 2, and uses it throughout; it is never seen again afterwards.
A pistol based on Half-Life 2’s rendition of the Heckler & Koch USP Match appears in-game. Even though Half-Life 2’s depiction of the USP was already somewhat stylised, Hunt Down The Freeman takes it a step further and turns it into a pistol that only superficially resembles the USP Match - it now appears to be striker-fired, and the hammer turns into a small, seemingly useless nub on the back of the slide, and certain features like the safety are completely removed. It is first seen being used by Civil Protection officers during Act 3, and Mitchell will be given one at the start of the raid on Black Mesa East.
A Heckler & Koch MP5SD3 fitted with a Tasco red dot sight can be used in-game. It is the second firearm acquired, being located under a large door, and will later be the standard submachine gun throughout the rest of Act 1. It is also Adam's primary weapon during Act 1.
An Sa vz. 61 Skorpion can be used in-game. It is first found on a table in a warehouse during Act 1 but is not seen again until Act 3. It is incorrectly chambered in 9x19mm Parabellum.
A Steyr TMP with its somewhat rarely seen shoulder stock can be used in-game. It is given to Mitchell at the start of the Black Mesa East raid, and will remain the standard submachine gun in the rest of Act 3.
A 12 Gauge Double Barreled Shotgun of indistinct manufacture can be used in-game. It is found right after the raid on Black Mesa East and is kept afterwards as the only shotgun in Act 3. A flashlight will be attached to it Left 4 Dead-style when it is picked up in order to navigate the areas after it.
Despite the alternate fire allowing the player to fire both barrels at once, the gun's model in both first and third person does not have a visible double set trigger.
The AK-47 can be used in-game. It is a rather strange hybrid of Type 1 and Type 2 AKs with the stock mounting bracket and left side of the receiver of a Type 2, but the right side of the receiver of a Type 1; it also has an unusable laser sight on the right side of the handguard. It, like many of Act 3's weapons, is given at the start of the raid on Black Mesa East; it also appears to be standard-issue within Mitchell's army.
An M16A4 (that incorrectly fires full-auto) with an M203 Grenade Launcher and a Trijicon ACOG can be used in-game. Mitchell will most likely first encounter it from a dead soldier at a fortification (this area was also one of the major criticisms of the game, incidentally) and will remain the standard assault rifle during Act 1. It is also the only weapon to have an attached underbarrel grenade launcher.
An Accuracy International Arctic Warfare Magnum can be used in-game. It is the first sniper rifle acquired, given by Adam, and is the standard sniper rifle in Act 1. It uses the same "7.62mm" ammo as the AK-47, but this cannot be seen under normal circumstances.
A handheld General Dynamics GAU-17/A styled after the handheld M134 minigun seen in Terminator 2 can be used in-game. It is only used in a rather bizzare scripted defence segment where Mitchell has to fend off Gunships attacking a train while standing on top of said train.
M18A1 Claymores can be used in-game. They incorrectly function like proximity mines instead of remotely detonated ones.
M18A1 ClaymoreError creating thumbnail: File missingA few Claymores in a tent.Error creating thumbnail: File missingMitchell holds an M18 and looks at a deployed one. Of note is that the top section appears to have been referenced off the Type 66 (a Chinese copy of the Claymore), albeit with slight differences.Error creating thumbnail: File missingShooting it yields rather predictable results.Error creating thumbnail: File missingMitchell comes across a field of Claymores at a rather inopportune time. These Claymores are the main obstacle for this puzzle, where Mitchell has to traverse the Claymores and disable them. Setting off these Claymores will kill Mitchell no matter what distance he is from them.
The Franchi SPAS-12 is only seen once in the final game, which is in a cutscene near the end of the game. The model appears to be from Half-Life 2. It is also seen in the demo; this time the model appears to be from Left 4 Dead 2.
A Heckler & Koch MP5A3 appears in the recap cutscene that plays when the demo is launched. The model appears to be from Counter-Strike: Source. It also appears as the HUD icon for the MP5K.
The Heckler & Koch MP7 Prototype model from Half-Life 2 can be seen in the hands of rebels, Civil Protection officers, and Mitchell's soldiers. It can be seen in both the demo and the final game.
A rather curious choice, Norinco QSZ-92s with brown grips can be seen in the holsters of Nick and other NPCs. Like the Five-seveN, it is never unholstered.
A Remington 870 Field Gun is the standard shotgun in the demo. It is simply a reskin of the SPAS-12 from Half-Life 2, and retains the "fire both barrels" feature from there.
Afraid of Monsters is a mod for Half-Life developed by Andreas "ruMpel" Rönnberg. It was first released in 2005 with an updated "Director's Cut" released in 2007. A Co-op version of AoM:DC called Afraid of Monsters: Dark Assistance was released into beta in 2020.
Afraid of Monsters follows David Leatherhoff, a drug addict who visits a hospital for rehab. During a trip to the restroom, he passes out and when he wakes up, the hospital is seemingly abandoned and filled with monsters.
The game received a spiritual successor in the form of Cry of Fear in 2012.
Note: firearms in Director's Cut are not named during gameplay; the names listed for the Director's Cut firearms are from the closing credits, which lists off each weapon and its modeller, animator, and texture artist. The exception to this is the L85A1, which is never named during gameplay nor the credits.
The following weapons appear in the video game Afraid of Monsters, Afraid of Monsters: Director's Cut, & Afraid of Monsters: Dark Assistance:
Pistols
Handguns in Director's Cut are split into two categories: the first being "small" handguns, and the second being "heavy" handguns. The first category includes the Beretta 92FS, the Glock 19, and the P226. The second includes the Colt Anaconda and the Desert Eagle. All weapons in the first category share ammunition, despite the caliber and magazine differences.
Beretta 92FS
The Beretta 92FS appears as the world model for the Beretta 92FS Inox in the original Afraid of Monsters. The model is from the optional HD model pack from Half-Life.
The Beretta makes another appearance in Director's Cut as the "Beretta", this time with an Inox slide and barrel. It is between the Glock and P226 in terms of power, packing a higher magazine capacity than the P226 and more damage than the Glock, but has a smaller capacity than the Glock and less damage than the P226.
The Colt Anaconda appears in Director's Cut as the "Revolver". Interestingly, a few points in the game files indicate that it was meant to be a Taurus Raging Bull.
Firstly, some of its sound files have the prefix "bull_". And secondly, the back of the cartridges say ".454 Casull".
The Desert Eagle Mark XIX appears as the "DGL" in the original. Its model is of the .50 AE version but its ammo pickups say .357 Magnum on them. It also has a six-round capacity, which is not on any Desert Eagle model. Strangely, a second, lower-quality model can be seen offscreen on the viewmodel; it is unclear why is it there, as it is never onscreen. This model appears to have a fluted barrel like those on the .44 and .357 versions. This second model is also a Mark XIX variant, as it has the scope rails.
The Desert Eagle returns in Director's Cut as the "Desert Eagle". This time it has a matte black finish and wood grips, making it heavily resemble the Bruni Combat, a blank-firing copy of the Desert Eagle. It is slightly weaker than the Anaconda, despite firing a larger cartridge.
The Glock 19 appears in Director's Cut as the "Glock". It has an incorrect 20-round capacity and full-auto firing mode. It deals the least amount of damage out of all the handguns but makes up for it with its high capacity and full-auto firing mode.
The SIG-Sauer P226R appears in Director's Cut as the "P228", and is the first firearm David comes across. It does the most damage out of all the small handguns, but has the lowest magazine capacity at 13 rounds.
The IMI Uzi appears in Director's Cut as the "Uzi". It holds 25 rounds in its 32-round magazine. It deals more damage than the MP5K but has a lower magazine capacity
The Mossberg 500A appears in the original game as the "SG". Strangely, it can fire two shells at the same time, as it is functionally identical to Half-Life's SPAS-12.
An AKS-47 with a GP-25 grenade launcher appears in the original game as the "9MMAR". It is functionally identical to Half-Life's MP5SD3 and as such, shares ammo with the Beretta 92FS. Ammunition for the GP-25 is incredibly rare, only appearing twice throughout the entire game.
The Enfield L85A1 appears in Director's Cut; it is not assigned any name during gameplay, but the game files refer to it as the "gm_general". It has infinite ammo and is unlocked when the player sees every ending in the game. The model is from S.T.A.L.K.E.R.: Shadow of Chernobyl.
Error creating thumbnail: File missingEnfield L85A1 with SUSAT scope - 5.56x45mm NATOError creating thumbnail: File missingDavid finds the L85 in the Room of Letters.Error creating thumbnail: File missingThe "IL 86" in idle.Error creating thumbnail: File missingDavid fires the L85, surprised he hasn't gotten a popup saying "The weapon has jammed. You need to reload." Note that the casings eject out the right, despite the left-handed ejection port. Also note that the bolt doesn't move.Error creating thumbnail: File missingIt also has a functional scope, and is the only weapon to have one. It serves little practical use in-game however, as most of the game's combat take place at extremely close ranges, and the only enemy that would benefit from having a scope is quite rare.
Other
M7A3 CS Gas Grenade
The M7A3 CS gas grenade appears in the original AoM as the "HE". It incorrectly functions as an explosive grenade. Its model is based on (but not identical to) the "HE Grenade" from Counter-Strike.
Postal III is a 2011 third-person shooter developed by Running With Scissors and Trashmasters, and published by Akella. It is the third main installment in the Postal franchise and the sequel to Postal 2.
The plot continues from Postal 2: Apocalypse Weekend as the Postal Dude and his dog, Champ, escape the town of Paradise. Their journey gets cut short when the Dude's car runs out of gas and the duo get stuck in the Arizona town of Catharsis. The Dude then decides to try to build up enough money for gas.
Postal III is generally considered the worst installment in the series; critics primarily focused on the boring gameplay, large amounts of bugs, and outdated writing. This led to IP owner Running With Scissors disowning the game, and the entire game was later retconned in the Postal 2 DLC Postal 2: Paradise Lost.
The game's poor quality had its roots in the 2007 financial crisis which caused mass layoffs of Akella's in-house studio Trashmasters. The game's failure, combined with lawsuits against Akella totaling $6,000,000, eventually pushed Akella to the edge of bankruptcy which led to cessation of all of the company's operations.
The following weapons appear in the video game Postal III:
Pistols
Colt SSP
The Colt SSP, Colt's entry into the XM9 trials, appears in-game as the "Pistol". Unlike the real weapon, it is extremely common in the game, being the only pistol available.
Interestingly, early gameplay videos showed that it was originally meant to be a Desert Eagle, like in Postal 2; textures for the Desert Eagle model (which was taken from Counter-Strike: Source) can still be found in the final game.
The Remington 870 appears in-game as the "Boomstek". It is equipped with an M4-style stock, door-breaching muzzle brake, reflex sight; it is also oddly depicted as semi-automatic. It is the only shotgun in the game, and ammunition is noticeably scarcer than in the previous game.
The M16A2 appears in-game as the "M16", making it the only firearm in the game referred to by its real name. It is the only assault rifle in the game; it is also generally considered the best weapon in the game, as it is accurate, high-damaging, and has plentiful ammo.
An M249 SAW with a short barrel and Picatinny rail handguard appears in-game as the "M-Gun". It is, again, the only weapon of its class featured in the game.
Like the SSP, early gameplay videos reveal that it was originally meant to be a different gun altogether, this time an M60; remnants of its previous incarnation can still be found in the game's files. An achievement description also refers to it as an M60.
The M67 hand grenade appears in-game as the "Grenades". Like in Postal 2, they will detonate upon impact with a person, otherwise it will operate on a short timer.
The Saab Bofors Dynamics AT4 appears in-game as the "Rocket Launcher". It is somewhat similar to its Postal 2 depiction. Primary fire (left mouse button) will launch a non-guided rocket, and has to "charge" a rocket for longer travel; if one decides to not charge the primary fire, the rocket will explode immediately after firing. Secondary fire will launch a seeking rocket, which will seek out the target closest to its launching location; the secondary fire will also bypass the charge-up required for the primary fire. It is depicted as reloadable, in contrast to how it worked in the previous game (in 2, its ammunition is rocket fuel, and the launcher itself seems to contain infinite rockets).
The Taser X26 appears in-game simply as the "Taser". Its depiction is rather unrealistic - in-game, when a shot connects to its target, they will stand in place and convulse (and, if a pulse is applied long enough, go unconscious), whereas in reality, its target will lose muscle control and simply fall over. It also has two rather odd firing modes: primary fire will fire a dart, and if it hits a valid target, allows the trigger to be held down to apply a longer pulse; the secondary fire will allow a shot to be charged, though it doesn't appear to make much difference to the primary fire.
What appear to be Colt Pythons appear on the Raging Arsenal gun shop sign. They appear to have the barrel from a different revolver instead of the Python's, though the resolution of the texture makes it impossible to identify what revolver the barrel came from.
A Desert Eagle Mark VII can be seen on the game's boxart. As mentioned, the game's pistol was originally meant to be a Desert Eagle, but was replaced with the Colt SSP sometime before release.
A strange stockless and pistol grip-less M60 is mounted as the door gun on the helicopter boss the Dude has to fight if the player decides to side with the Ecotologists during the Cash Mart robbery. Its gunner appears to use it as if it has spade grips, which it clearly does not.
A Mossberg 590 appears in the loading screen to the third mission, held by Jennifer Walcott. A few standees of Walcott featuring the same artwork are present in the Catharsis Mega Mall.
A two-toned Desert Eagle appears as the "Hev Pistol"; it appears to be based on the later-model Mark XIXs. It has an unusable underbarrel flashlight and an assembly covering the barrel that resembles the "smart-linked scope" from the Halo Magnum; indeed, the Hev Pistol is described as having a neural-linked optic that is usable as its secondary function. It has a 10-round magazine.
The "Pistol" appears to be based on a double-action M1911 variant, judging by the trigger. It is fitted with a slide covering and an unusable laser sight and uses 12-round magazines. The Pistol is the first weapon acquired in the Campaign, and is one of two sidearms unlocked by default in Zone Patrol. The "Tactical Pistol" is a variant of the Pistol with a suppressor, reflex sight, and a 16-round magazine (despite not having a visually extended magazine).
An embellished KRISS Vector appears in-game as the "SMG". It has an assembly mounted on the top of the gun that now houses the charging handle and a carrying handle that resembles the one on the M41A Pulse Rifle; this carry handle also contains a scope. The weapon's magazine has also been lengthened to around the length of an intermediate cartridge, and the barrel has been raised. The Tactical SMG has a suppressor, higher-power scope, less recoil, and a black magazine well and pistol grip. The regular SMG is one of two starting primary weapons in Zone Patrol.
The Mech Pistol seems to be MAC-10 inspired. It is a fully-automatic sidearm that holds 32 rounds. It is fitted with an unusable laser sight (the same one as on the "Pistol"), flashlight, and folding stock. A version with a suppressor, holosight, stock and 42-round magazine is available as the "PDW".
The "Auto Shotgun" is a fictional AK-pattern fully-automatic magazine-fed shotgun along the lines of the Vepr-12. It has an RPK stock, a slightly elongated OTs-14 Groza carrying handle, and is loaded with a 16-round drum magazine.
The Hammer Head is a sawn-off Over/Under Shotgun of seemingly fictional model, used as a sidearm. Its primary fire will shoot one barrel, and secondary will fire both.
The "Mistake" is largely PPSh-41 based, but with a Beretta Sniper stock and Franchi-style trigger guard. It is a suppressed, fully-automatic, scoped shotgun that can only be found in Zone Patrol.
The Shotgun has a Franchi SPAS-12 forend mated with what seems to be a High Standard Model 10 receiver. Even though the ejection port is visibly in the back, it is still loaded through a loading port in front of the pistol grip. It holds 8 rounds and its secondary fire is a double shot, seemingly inspired by the SPAS-12 in the Half-Life series. The Tac Shotgun is semi-automatic and has a suppressor and reflex sight; it also has black furniture.
The Assault Rifle appears to be loosely AK-inspired, with its general profile and an early AK-74 barrel, but has a stock that is a hybrid of the FN Minimi Para and Diemaco C7/C8; it also has a stretched AR-15-style carry handle. Its secondary function is an underbarrel grenade launcher (somewhat resembling an M203) that somehow fires standard hand grenades.
This is a scoped three-round burst rifle housed inside a red Accuracy International Arctic Warfare stock. The Tactical version fires 4-round bursts when unscoped, and 2-round bursts scoped; additionally, it has a suppressor, a green stock, and a Hera Arms CQR foregrip. The regular Battle Rifle is one of two primary weapons unlocked by default in Zone Patrol.
Two variants of the Brügger & Thomet APC556 appear in-game. The first is the "Tac Combat Rifle", which is a suppressed assault rifle that somehow holds 34 round in a 30-round STANAG. The other is the "Smart Rifle"; while otherwise similar the to Tac Combat Rifle, it fires bullets that home in on enemies. It also has a scope instead of a reflex sight, no suppressor, and a blue upper.
The Carbine is based on the FAMAS G1, but with the FAMAS's upper replaced with a Heckler & Koch MP7A1 receiver. In the tradition of video game FAMASes, it is loaded with a 30-round STANAG that only holds 25 rounds. It is a fairly powerful scoped semi-automatic rifle.
An FN FAL with a PKM stock and a different handguard appears as the "Heavy Rifle". It is a slow-firing, hard-hitting, scoped automatic rifle that has a somewhat odd 26-round capacity.
The Karabiner 98k appears as the "Ancient Rifle". It has a 6-round capacity, though this is more likely representing a fully-loaded 5-round magazine with one in the chamber.