[Playerclass] Playable Doom monsters
[Playerclass] Playable Doom monsters
This is taken directly from my Monster Deathmatch mod. I am releasing it to the Doom community in hopes that someone might find it useful. All that I ask is credit be given to me in the project - any project may use it, or parts of it, as long as I am mentioned somewhere in the credits.
These monster classes should be usable without modifications, and they can be used as actual player classes, or by using ACS or Decorate morph functions. Players can be turned into these creatures offensively or through powerups. It's up to you, really.
You might have to note that every version of these monsters is slightly faster than their AI counterparts, and most likely slightly more powerful. I've tried to keep them as close as possible, but variation was inevitable.
These monster classes should be usable without modifications, and they can be used as actual player classes, or by using ACS or Decorate morph functions. Players can be turned into these creatures offensively or through powerups. It's up to you, really.
You might have to note that every version of these monsters is slightly faster than their AI counterparts, and most likely slightly more powerful. I've tried to keep them as close as possible, but variation was inevitable.
Last edited by Rachael on Fri Jul 03, 2009 12:15 pm, edited 2 times in total.
- SnakeEater
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Re: [Playerclass] Playable Doom monsters
I can't tell you how many times I've seen these same kind of mods. You probably didn't know so we can leave it at that.
- Captain Ventris
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Re: [Playerclass] Playable Doom monsters
Wow.SnakeEater wrote:I can't tell you how many times I've seen these same kind of mods. You probably didn't know so we can leave it at that.
- .+:icytux:+.
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Re: [Playerclass] Playable Doom monsters
link plz.SnakeEater wrote:I can't tell you how many times I've seen these same kind of mods. You probably didn't know so we can leave it at that.
Re: [Playerclass] Playable Doom monsters
And you are...?SnakeEater wrote:I can't tell you how many times I've seen these same kind of mods. You probably didn't know so we can leave it at that.
@SP: I think this would attract a bit more attention if there was a test map or something to showcase the new classes. That way they can be seen more easily without having to hack a map up just to take a look.
Re: [Playerclass] Playable Doom monsters
I'll see about making one later, then.Xaser wrote:@SP: I think this would attract a bit more attention if there was a test map or something to showcase the new classes. That way they can be seen more easily without having to hack a map up just to take a look.
- XutaWoo
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Re: [Playerclass] Playable Doom monsters
I'd like to note that the speeds are incorrect. The player's base (walking) speed is 10, not 8, since he runs as fast as the rockets which have a speed of 20.
Although that has very little to do with anything since you gave the imp a speed of 0.25 which is incorrect either way.
Although that has very little to do with anything since you gave the imp a speed of 0.25 which is incorrect either way.
Re: [Playerclass] Playable Doom monsters
The speed formula has to be something like this:
(monster's "Speed" property) / (duration of one "See" frame) * (player modifier value)
The player modifier value is based on multiplying it by 1.0, which would be the player's full speed by default.
I still haven't figured out a very precise player modifier value, but the first two values are taken right from the monster's definition in the pk3. I may have gotten some values wrong, but I really need to figure out what to make the player modifier value before I can fix them all.
(monster's "Speed" property) / (duration of one "See" frame) * (player modifier value)
The player modifier value is based on multiplying it by 1.0, which would be the player's full speed by default.
I still haven't figured out a very precise player modifier value, but the first two values are taken right from the monster's definition in the pk3. I may have gotten some values wrong, but I really need to figure out what to make the player modifier value before I can fix them all.
Re: [Playerclass] Playable Doom monsters
Does this have an Archvile player?
Re: [Playerclass] Playable Doom monsters
It has all the classic Doom monsters, so yes.
Re: [Playerclass] Playable Doom monsters
Is there some way how to morph the player into monster in a map other than the "monstertest"? Can I use some console command for that? Or, is there some other, more user-friendly mod that can morph the player into monster? Thanks.
And yes, I know this thread is 2 years old. I just look for this type of mod.
And yes, I know this thread is 2 years old. I just look for this type of mod.
- ChronoSeth
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Re: [Playerclass] Playable Doom monsters
Well done, two year bump.
Anyway, the console command you're looking for is MorphMe <Morph Class>
Anyway, the console command you're looking for is MorphMe <Morph Class>
Re: [Playerclass] Playable Doom monsters
I have seen these kind of mods before, but most of them suck, as in they are a WORTHLESS WASTE OF TIME . This one is actually pretty decent.
Re: [Playerclass] Playable Doom monsters
Unfortunately, I always get "morph failed" in the console. I guess this is because the monsters are not defined as a Morph Class in this mod. Well, nevermind.
By any chance, do you know any other similar mod? Could you provide link? Thanks.
By any chance, do you know any other similar mod? Could you provide link? Thanks.
- cq75
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Re: [Playerclass] Playable Doom monsters
I'm glad this got bumped, I had fun mesing around on it.