This wad allows you to be most of the doom monsters with their own class weapon (which is described upon select and a A_Print statement). Every class weapon has some changes (some are too overpowered), even the marine has a different kind of pistol.
You may think that's about it, but there's more!
The monsters also upgraded/modified their weapons with the respective class weapons given to monsterplayers.
This means they will be as merciless as you so use cover as much as you can!
http://dl.dropbox.com/u/3531217/zdoomfo ... ersv47.wad
Beware of a large size though (
I don't know how I got from 80Mb+ to 160Mb+, but I probably crazy over it.
Notes/Standard in Progress:
-Output format (via Sound Options menu) to "16-bit" value (no more no less [and probably 32 sound channels]) for activating actor-based music selector
-Rocket trails (via Display Options menu) to "Sprites and Particles" value for displaying certain projectiles
-Screen resolution at least 640x480 (800x600+ for both interface fit and) for mouse cursor interface navigation
+Stuff for show-and-tell:
-Most monsters have modified behavior, including all stealth monsters and spectres.
-There will always be two bosses when confronting a cyberdemon monster.
-The Icon of Sin's Bosseyes can now summon troopful of the same modified monsters. Beware!
-Compatible among both doom1 and doom2.
-Includes a (player class) inventory-based random music selector (from a list) of death/black metal music.
-Includes special health bonuses that could be useful to a cyberdemon (max health at 4,000).
-Includes scary dictator welcome (audio) at the first start of the wad.
-Includes LiveSticks that might actually be PoleZombies.
-Includes dead Marines that might not be really dead and friendly.
-I almost forgot one thing: Keep in mind of PoopImps (lol). Now both missile and melee aggressive (with own actor states).
+Stuff to yet do:
-The BossEyes of the Icon of Sin should shoot at the player for that Final Boss feeling.
still need to fix demon, toro charge is not finished
figure out the archvile weapon/monster range problem if i could
LifeDrain bulletpuff actor test?
differentiate between a real doom weapons, inventories, and bulletpuffs into different inheritances (inventory/custom_inventory)
documentation/standard stuff -> borings.
+Stuff currently in progress:
instill new function A_LookEx for monster, smarter monster wandering
the flamethrower still have some problems. Death state is in question of ripper or sticky bulletpuffs.
some of the music don't play, find out which one and try to fix it.
Here are some screenshots (of this wad):
v37+: The Cyberdemon Bros.
v38+: Rail-Burst Cannon for SpiderMasterMind
v41+: Rise of the Possessed Marines!!!