Doomguy Companion [Companion Mod template]

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NeenerWiener
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Doomguy Companion [Companion Mod template]

Post by NeenerWiener »

DoomguyFriend.png
Now Doomguy is here to help you!

This is basically meant to be a blank template for people who wanna make their own companion mods, I kept it really basic with the mechanics including the taunting to make it easy to mess around with. Maybe someone could use the foundation to make something way cooler than I could ever think of. :mrgreen:

Doomguy contains his entire arsenal as his disposal to help you take out hordes of baddies, even laughs at his enemies as he kills them all. 8-)


DOWNLOAD: https://www.mediafire.com/file/mivetwgg ... y.pk3/file
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MrRumbleRoses
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Re: Doomguy Companion [Companion Mod template]

Post by MrRumbleRoses »

now we just need a bj blazkowicz companion. hahaha
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Xim
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Re: Doomguy Companion [Companion Mod template]

Post by Xim »

This is awesome! Thank you for making this.
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r&r
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Re: Doomguy Companion [Companion Mod template]

Post by r&r »

the Ranger from quake 1 or Gina from unreal 1 would be good
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WolVexus
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Re: Doomguy Companion [Companion Mod template]

Post by WolVexus »

Heya!

So I tried making my own helper using this and noticed that when you enter a map, you can't see anything so I removed the mod I was using (Project Brutality at the time) and had the same thing happen. So I removed my helper as well and replaced it with the original pk3 and got the same thing.

Edit - Disregard this comment completely, I was having a derp moment. Everything works fine
Netheritor
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Re: Doomguy Companion [Companion Mod template]

Post by Netheritor »

Oh, we feed ideas now?

How about you also include all characters from samsara (terminusest13) and zdoom wars?
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Nash
 
 
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Re: Doomguy Companion [Companion Mod template]

Post by Nash »

Good stuff. Since the built-in ZCajun bots are so broken, this is the next best thing. :)
Netheritor
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Re: Doomguy Companion [Companion Mod template]

Post by Netheritor »

But it's still not a bot. I have TDbots but... the usage instruction is too much for me. Or maybe I'm just lazy.
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mamaluigisbagel
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Re: Doomguy Companion [Companion Mod template]

Post by mamaluigisbagel »

Finally got around to playing one of your companion mods, and I love it. I've only tried Doomguy and Duke so far (who gave me a CTD at one point but that's not for this topic) and I think they work well when you have a gameplay mod, monster mod, and optionally mapset you want to play really badly, but they don't work well together normally. It also makes fun "what if" scenarios. (like breaking the SWWMGZ/The Demolitionist lore and having Doomguy and Demo-chan fight together)

Though now I want Ranger/QuakeGuy xD I didn't want to throw a suggestion character, but I figure if you get bored or just want to try a companion again, ideas couldn't hurt.

EDIT: This could go for anyone willing to use this template, not just the OP. But obviously don't feel obligated, just throwing ideas around.
Last edited by mamaluigisbagel on Sat Feb 05, 2022 10:47 pm, edited 2 times in total.
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openroadracer
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Re: Doomguy Companion [Companion Mod template]

Post by openroadracer »

mamaluigisbagel wrote:Though now I want Ranger/QuakeGuy xD I didn't want to throw a suggestion character, but I figure if you get bored or just want to try a companion again, ideas couldn't hurt.
If people are going to start throwing suggestions, I've got just two words.

KYLE. KATARN.
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r&r
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Re: Doomguy Companion [Companion Mod template]

Post by r&r »

I was playing some maps where you can back track to other locations
and it duplicate the friend character.

like getting 2 Dukes and Laras and doing it again duplicate them again

Example maps, Unloved and doom half life mod called Paranoid.
wondering if you ran into to this?
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RastaManGames
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Re: Doomguy Companion [Companion Mod template]

Post by RastaManGames »

I presume that it can be something to do with "Hub" map types.
Maybe something like ACS script can be fixed in a way to see, if map has it type, I dunno.
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r&r
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Re: Doomguy Companion [Companion Mod template]

Post by r&r »

RastaManGames wrote:I presume that it can be something to do with "Hub" map types.
Maybe something like ACS script can be fixed in a way to see, if map has it type, I dunno.
Yeah I think that what it is,
if the map got a level/stage 1 that you can back track too,
they start duplicating every loading back in.

I did try Pro Doomer,
But I realize that have a intro story stage first,
and after that you can't back tack to that level, as it cut to a different person and mission,
then later a hub level you can replay stages.

So my guess because how the mod is made,
and the issue is what ever is the first stage is first.

Example able to back track the first stage, will duplicate the friends,
but if mod got a hub that is a different stage and not the first one,
or can't be back tracked, No duplicate glitch.
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RastaManGames
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Re: Doomguy Companion [Companion Mod template]

Post by RastaManGames »

As temporary solution I can only suggest you to just "MDK" unwanted companions out of existence...
NamelessGuy
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Re: Doomguy Companion [Companion Mod template]

Post by NamelessGuy »

Very cool mod. They only thing I could ask for is some sort of reaction to player's death (and maybe resurrection/respawning). I tried that myself, but I am too unfamiliar with ZScript. Very good template anyway
Edit: Ah, nevermind, I find out a way to do that myself.
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