Custom Marathon Monsters:
n/a
Custom Marathon Skins (for the default DoomPlayer player class):
http://dl.dropbox.com/u/3531217/zdoomfo ... insv02.wad
Icon of Sin boss fight for doom2 (optional [might be more/less difficult]):
http://forum.zdoom.org/viewtopic.php?f=19&t=31674
Gate Watcher boss fight for plutonia2 (optional [might be more/less difficult]):
http://forum.zdoom.org/viewtopic.php?f=19&t=31715
Monster Roster List:
Spoiler:Screenshots:
I didn't made a monster roster for custom Marathon monsters before, but it would be better if I had this for last (besides the iwad map testing). It's best to do the intermission cast block last, where I can finally round up the monsters to be present in the game. Yes, it's a lame marketing move amidst @ first post. The wad is about monsters, so obviously, I should present the monsters. However, the list becomes more informative and detailed @ best. Best of all, I don't really have to go back and update stuff and lalala.
Cultist Shotgun Guy
A cultist w/ a shotgun to boot. When he hits, it's usually game over. If he misses, he will reload slowly, giving you enough time to serve up some buckshot to his face. This opponent should be taken out first, especially if he would be in short range. Make sure you got some cover or distance if your weapons are not one hit kills.
Cultist Assault Rifle Guy
A cultist w/ a assault rifle. While he ain't as lethal as his shotgun brethren, his weapon makes up in repeated fire. This characteristic is the advantage when trapping in targets to a confined area, but usually ends up to more infights. In open areas, the cultist assault rifle guy will keep on toting to keep targets dancing till they're dead.
Cultist Torcher Guy
A cultist w/ a flame thrower. You do not want to mess w/ this guy. He shoots projectiles, but in a constant pace w/o stopping. The projectiles are sticky flame liquids, which lights up nearby objects. The liquid will jump onto nearby objects (that includes corpses!) in its glued duration. A crowd in fire is obviously more dangerous than a person in fire (keep that in mind). Even worse, the cultist torcher guy has his own self-healing regent as a remedy to prevent self burns.
Cacoon
A cacoon or what is left from the cultist experiment victims. A cacoon that spawns either wasp or looker. Fortunately, it dies off in its limited pro-creation process. It will only spawn its hatchlings when target is in sight (it got senses). Being in a nest of cacoons may result in a quick death.
Roach
Roaches are assumed to be related to wasps, but no one is sure. Roaches are insects that extends a long melee range. Its attack consists of swiping @ its target while dancing around it. The best defense to a roach is @ a distance.
Wasp
Wasps are flying insects that spits accurate (poisonous) projectiles. It spits a lot in a rapid pace. Wasps are a bit of a nuisance.
Looker
Lookers are blobby insects that does pretty much what a wasp does. However, its melee and death ends up in a explosion. Lookers are walking self-detonating devices.
Dimorph Beta
Dimorph betas are monsters that look like they come from the dino age. Its creation might stem from dinosaur DNA experiments. It attacks w/ poisonous teeth or claws.
Hunter
From the first Marathon game title, comes the hunter. Hunters are @ the service for the cultists. One can speculate that the Pfhors are helping the cultists to control their biological and cyborgic experiments. Hunters shoot a unspecified array of scattering projectiles. Its projectiles are very dangerous in its death state. Hunters explode against target under the accepted radius range.
Juggernaut
From the first Marathon game title, come the juggernaut. Juggernauts shoot four dumb/seeker missiles in a unspecified array. Its health is weaker than a hunter, but it can fly and its missiles are usually a one hit kill. Cover would be necessary to deal w/ a juggernaut. Otherwise, a well placed super shotgun hit will take down a juggernaut. Juggernauts explode in crash state.
Blind Rocket Turret
A rocket turret w/ no visual camera aid and the cultists made it on their own. It relies on sonar frequencies, but that is usually good enough for this beast of a turret to begin its rampage. As one of the more dangerous foes, a blind rocket turret can constantly shoot rockets in a random spread. This ability alone is enough to consider this turret as a strong contender. If it cannot detect its target, one can easily walk around it.
Spider Tank
A spider tank is a very healthy robot w/ dual rail cannons. It is basically a walking wall w/ some weak weapons. A fight w/ a spider tank might take a while. Its death may prove to be useful in emitting sticky flames and exploding in a timed manner.
Big Ooze
Hailing from the Pathways into Darkness game title, the ooze makes its appearance once more. Its ooze ball can raise nearby corpses. The substance of the ooze is said to be a key compound chemical to the cultist experiments. There is also little oozes from ooze barrels. Ooze barrels are like cacoons, but it does not die off spawning little oozes (it is made of metal material). Little oozes cannot raise monsters, but its endless quantity can be a threat.
Spider Drone
A spider drone is another robot w/ spider legs. This time, its arsenal consists of a buck shot of grenade rockets. One of the grenade rockets has a seeker ability to chase down targets. Spider drones are weaker than spider tanks, but its grenade say otherwise.
Turtle
A turtle is a turtle monster. Unfortunately, it happens to be one of the more dangerous foes. Its dual acid vapors emit some harmful heat waves so being close to these projectiles is a hazard. Projectile contact will result in sticky flames. One can consider turtles as a stronger version of a cultist torcher guy. The only difference is its increased lethality.
Raptor
A raptor is another reptiallian creature, but one of a poisonous nature. Some may attempt to put relation between the dimorph betas and raptors, but wings are a whole different story. Raptors are considered the dragon. It spit a phlegm, which is actually a fatal toxic projectile. Its melee consists of breathing down damaging smog @ its target. Raptors are dangerous, but they do not shoot at a constant pace.
Joshua
The boss over biological monsters. Like a boss, he summons monster of his type. He can warp to places and shoots a poisonous seeker missile. The missile is actually more dangerous than his summoned minions.
Micheal
The boss over cyborgic/robotic monsters. He summons metal nightmares. He can warp to places and launch a thunder that hits his target (no matter where) should that target be slow enough. Fortunately, his attack is not so damaging than Joshua's projectile. However, Micheal's summoned minions are a very dangerous crowd.
Cyborg Pfhor
Cyborg Pfhor from the first Marathon game title. It makes its appearance as some annoying bastard. It alerts nearby monsters can will continue to do so. Its death drops a pickable deactivated invulerability sphere.
Deceit
Another monster from the first Marathon game title. I hate this guy b/c of the confusion of its role. I made Deceit as a killable monster. It will be hiding in hanged corpses, waiting for targets.
Toxin Spike Eye
This organic abomination has unknown origins on how it was created and why it could thrive on almost any area. Further studies indicate that these eyeballs are somewhat part of the area rather than being embedded w/i the area. Fleshy slime that covers areas support this hypothesis. While these eyeballs are not active as hostile combatants, they seem to serve as turrets that scan their surroundings w/ vibration. Once awaken, the eyeball spawns toxin spikes on its target. The eyeball can be killed, but the toxin spikes remain. Toxin spikes seem to know no friend nor foe. The nature of the toxin spike eye makes it a dangerous contender. Thread carefully (w/ sufficient firepower) when these eyeballs are amok. The photo above is a toxin spike eye in its hibernation.
Cultist Suicide Bomber
The most hilarious of the cultist crew. Enough said.
Mjolnir
Friendly downed marines that needs some help waking up. Mjolnirs shoot rail particles in a small spread angle. Mjolnirs can take on cultists. Shop is included in doom2 maps.
Marathon Automated Defense Drone
From the first Marathon game title, comes the Marathon automated defense drone (MADD). It flies, it shoots bullets. Best of all, it is your friend. MADDs work well against foes w/ projectiles (save for seeker missiles) or melee.
Assault Drone
Assault drones are deactivated friendly robots. They are not so great, but the self-repair mechanism can prove to be a useful shooting wall. Shop is included in doom2 maps.
Stranded Marine
n/a, see DoomPlayer
A UAC marine that somehow survived the onslaught. The marine might live long enough to see another friendly face. Armed w/ a riotgun and a small self-healing regent, he totes against all odds to the brink of insanity (either by combat or illegal experiment regent).
Robot Walker
The best of friendly forces ever to grace the UAC and UESC. The walker is slow, but it makes up w/ a constant dash of plasma and rockets. It can wreck total carnage on the cultists, experiments, cyborgs, and almost anything in its way. Best of all, it has a product warranty to drop 1 Custom_Durandal_Orb on death state.
Hostage
A friendly non-combat civillian. He can suppy bits of health, ammo, and armor. Sometimes, a little patience goes a long way.
Spoiler:Notes + Standard:
v00+
Start of the cast, can you guess which one explodes on death?
Splat!
Looker in action
v01+
Introducing the Roach!
Got a extended melee range!
Will also edge closer!
Luckily, your flamethrower can easily dispatch one back to the garbage.
v02+
Once dead/xdead marines now become railing mjolnir units on wake!
v03+
Flamethrower (slot2) is now Flare Pistol (very dangerous [kills bugs fast])
v05+
Here comes the hostage!
Ah! He's closer!
Blam! He's gone.
And falling!
Still falling...
Wait please.
Okay, he's dead now.
v07+
Tis the cultist torcher (very elite monster unit).
If you not careful, he will shoot flames, shotgun style in a chaingun-like weapon.
Several flames can bring down over 100 health.
One thing to note: Never bring a pistol against a mob of cornering cultist torchers.
v10+
Here comes the cultist shotgun guy.
He is quite a simple design.
But he always delivers a deadly shotful of buck.
BOOM!
v11+
Blind rocket Spam! (being this close to a blind rocket counts as death)
v13+
Assault Drone! (requires initialized monster corpse [which is a rare find w/i the doom iwads])
v14+
Ghoul attacks!
Ready!
Aim!
Fire!
v17+
Introducing the spider drone!
Close up of attack! Wow!
Don't worry, it got no melee attack, but it does shoot a buckshot of grenades!
What's this? A grenade that has gone to paranormal quantum physics?
Oh no! It's a seeker grenades in the midst of the buck!
19+
The raptor (not much of a display, but a picture is not worth much a description in this case).
21+
Oozes (shoots projectiles that mass heal/resurrect monsters [ooze0 spawn ooze1s upon death]).
22+
Spider Tank (shoots dual rails alternative in a accurate sniper fashion)
23+
Turtle (shoots dual heat damaging projectiles that emit a sticky flame on contact)
26+
(M1A1) Hunter (front display)
Plazma projectile death
27+
Juggernaut blasting away wasps
Winner == Juggernaut
28+
Joshua warming up a Joshua_Ball fer yall!
29+
Micheal warming up pure energy fer yall!
Kaboom!
v31+
WTF is this? Rocket fireworks?
Robot Walker! Don't worry, it would be on your side.
Dimorph Beta, quite the poisonous melee menace.
Spoiler:
+Full requirements:
-ZDoom v2.7.0+ (just for maintaining updated code, of course v2.6.1 was necessary)
-Doom2 iwad (for dialogue script implementation [but this is not necessary])
-e4m# in Doom1 (Ultimate Doom) iwad is not playable (use doom || doom2 iwad instead [freedoom helps, but prepare to be fucking skooled {multiplayer survival + item respawn would just be fair}])
-Gameplay screen resolution minimum of 640+x480+ (for dialogue script implementation [but this is not necessary])
-I really should warn people of audio lag w/ large areas (apply 'no sound' string value in output system parameter when necessary [don't forget to restart sound and possibly 320x200 window resolution {greyscale wad for rendering purposes link}]); then again, this wad is not intended for a slaughter fest
-Access to Task Manager application
-vital dooming hintsSpoiler:+Stuff for show-and-tell:
-iwad map familiarity/guide w/ secrets (b/c the monsters are that difficult [you got to watch for the cultist crew + juggernauts {they are that good}]; thinking ahead and dooming experience helps
-gameplay is quite difficult and I don't frown on multiplayer survival game session w/ respawning items + early invulnerability option
-On e2m8, difficult Joshua w/ a difficulty map layout (spawned monsters are most likely to kill him than players or try to lock him in a area where monsters won't interfere w/ your focus)
-On map02, chainsaw is necessary to bypass door alive
On map21, hunters become quite a nuisance w/ spamming mushrooming projectiles (use high aggression and Custom_Durandal_Orb against these guys)
-map29 is the ultimate breach challenge; you have prepare (Custom_Durandal_Orb + Robot_Walker_Kit [for most of 2 more Custom_Durandal_Orb) for the cultist line-up @ 1st contact. That's not all, there be some juggernauts follow-up + spider_drone lobbing grenade @ a distance. To top it all off, you are most likely to meet Joshua @ first contact. The breach requires reaching the enclave (for cover) and defending it (switching over between Custom_Durandal_Orb and robot_walker_kit) from cultists, juggernaut, Joshua, and probably some Ooze0
-map30, the final boss (IOS), have some robot_walker_kit for your defense and more importantly, supplies of Custom_Durandal_Orb. All this is to provide enough time to snipe rockets @ the BossBrain. This map might force players to drop down in order to pick up the Custom_Durandal_Orb. It's not as frantic as map29's required first breach, but it is its own challenge to buy enough time to finally finish the game
-Automatic InvulnerabilitySphere item start on map enter works now for multiple players
-Use crouch, and jump; it's not cheating, it's for gameplay
-Cacoons spawn wasps, lookers (spawn limit [see DoomImp])
-Delvins (see Demon)
-Dead/Xdead marines now as sleeping mjolnirs
-Sleeping mjolnirs wake when near player
-Awoken mjolnirs rail @ random angles and drop health/ammo on death/xdeath
-Lookers will explode on melee
-Hostage (aka BlurSphere) will provide the ammo, armor, and health items
-Cultist Torchers now available, they shoot sticky flames; those flames burn thru armor for some reason (see ChaingunGuys)
-Cultist Suicides now available, they explode on melee and death (see WolfensteinSSs)
-Cultist Shotguns now available, they shoot normal doom shotgun rounds so caution (see ZombieMen)
-Cultist Assault Rifles now available, they shoot normal doom chaingun rounds @ twice the speed (see ShotgunGuy)
-Blind Rocket Turrets now available, they spam rockets blindly (see BaronOfHell)
-Assault Drones now available, they spray bouncing +STEPMISSILE projectiles (see DeadCacodemon, DeadDemon, DeadDoomImp, DeadShotgunGuy, and DeadZombieMan)
-Ghouls now available, they throw breakable rubble (see HellKnight)
-Deaf Chaingun Turret now available, they walk on ceilings; they shoot normal doom chaingun rounds like cultist assault rifles, but w/ a slow startup delay (see Cacodemon)
-Spider Drone now available, they skitter and shoot a buckshot of grenades and one of them is a seeker projectile (see Revenant)
-Raptor now available, they vomit player-sticky phlegm and choking smog; two missile combinations are fatal (see Archvile)
-Deceit now available, they touch the target and are not raisable (see BloodyTwitch, Hang -related, Meat -related, and Nonsolid -related gore actor classes)
-Ooze# now available, they shoot projectiles that mass heal/resurrect monsters (see PainElemental and ExplosiveBarrel [spawns Ooze1 when damaged] class)
-Spider Tank now available, they shoot accurate dual rails (see Arachnotron)
-Turtle now available, they spam inaccurate dual acid vapors (see Fatso)
-Marathon Automated Defense Drone (M.A.D.D.) now available (see Mjolnir)
-Cyborg Pfhor now available, they are just barrels, but doom2+ iwad maps allow more options (see DeadStick)
-Hunter now available, shoots a mushroom projectile (see Cyborg Pfhor)
-Juggernaut now available, shoots 4 dumb/seeker rockets (see Cyborg Pfhor)
-Joshua now available, shoots either a Joshua_Ball (excuse the pun) or spawns four Cacoons around target (see Cyberdemon)
-Micheal now available, shoots either pure energy (once locked, no use hiding) or spawn-spams machine monsters around target (see SpiderMastermind)
-Stealth monsters included
-Custom Marathon monsters ending intermission
-Monsters now call up all squadrons when target in sight (watch out now)
-Stranded_Marine# (heals quite well, but still mortal) now available, totes a eleventh of 3 bullets or 5 rockets (see Infrared and AllMap)
-Toxin_Spike_Eye (healthy eyeball [can die]) now available as monster, spawns 7 Toxin_Spikes (they don't die) w/i the target's radius (see EvilEye)
+Stuff yet/never done:
-Not all proper monster sounds are available due to difficulty of access and extraction
-On v19, I was not able to make an actor class that stick and freeze monsters to a halt
Powerups are only applied to player classes (not possible [yet], court adjourned)
-The HitObituary msg for Raptor somehow is not applied (ripper projectile [why I dunno, oh well])
-On v22, I was not able to make bulletpuff class (Death/Crash state) for custom rail attacks (decal works though [maybe it's like that])
-I might try to work on a doom and doom1 iwad Strife conversation (non-map) ACS later (then I can use the independent non-map Strife conversation ACS [nevermind, there is no Strife conversation ACS independent from map lumps])
-I think I'll make projectiles that cut itself short to produce intercepting projectiles (that should work [if I could get the ThingID to change or switch id @ target]). Okay, I just want to make intercepting projectiles in the simplest manner possible
-I want to make monsters hear w/ Thing_Hate
-The Thing_Hate monster mob mentality code will cause the console command 'summonfriend (string value)' to lock down the engine due to a near-paradox definition (actually to interfere w/ manual saves for some reasons). Also will lock monster-hating to a specified TID (unless it is shot or the player is shot). Thing_Hate + PainChance 0 || +NOPAIN == +NOINFIGHTING w/ the exception of the given TID (especially for robos)
-Toxin_Spike might lag (a cost to implement a trap actor class [against all {both hostile + friendly} monster classes])
-map27 might have a problem in its teleport pads so run as fast as you can to get to the blue skull key and skedaddle out of the yellow skull door/room
-Possible spawn spam lag for some actors.
+Stuff currently in progress:
-I might do TERRAIN lump, even though that might add up the lag (it might be more appealing)