[Release] Custom Marathon Monsters v33
- RV-007
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Re: [WIP] Custom Marathon Monsters v28
v28:
Cyborg_Pfhor now warns player about keeping Cyborg_Pfhor kits in inventory. I could make the Cyborg_Pfhor into a PlayerPawn class, but I think that would be going too far.
Joshua to replace Cyberdemon. (image included)
Glue_Slime have -NOGRAVITY and -DONTFALL actor flag.
Cyborg_Pfhor now warns player about keeping Cyborg_Pfhor kits in inventory. I could make the Cyborg_Pfhor into a PlayerPawn class, but I think that would be going too far.
Joshua to replace Cyberdemon. (image included)
Glue_Slime have -NOGRAVITY and -DONTFALL actor flag.
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Re: [WIP] Custom Marathon Monsters v29
v29:
Micheal to replace SpiderMastermind. Micheal might be too extreme for e3m8, but that's another reason why you play thru the episodes. (image included)
+MOVEWITHSECTOR to both Micheal and Joshua so that they don't A_Warp underneath the floor and spawn some helpless monster there.
I'm re-uploading the file for minor forgotten details, lol. This should be it and all the custom Marathon monsters are basically finished. Just some stealth monsters, iwad tests (@ least the common ones), A_Warp/A_WraithRaise attempt (for Ghoul -> Cacoon), and some menu (mikehead)/intermission (the monster crew) details left.
Micheal to replace SpiderMastermind. Micheal might be too extreme for e3m8, but that's another reason why you play thru the episodes. (image included)
+MOVEWITHSECTOR to both Micheal and Joshua so that they don't A_Warp underneath the floor and spawn some helpless monster there.
I'm re-uploading the file for minor forgotten details, lol. This should be it and all the custom Marathon monsters are basically finished. Just some stealth monsters, iwad tests (@ least the common ones), A_Warp/A_WraithRaise attempt (for Ghoul -> Cacoon), and some menu (mikehead)/intermission (the monster crew) details left.
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Re: [Release] Custom Marathon Monsters v30
v30: Boss Version
Trimmed See state's melee logic check on monsters (both melee/missile state works @ any range).
Stealth-related monsters available.
Changed the sprite name of items to better suit ordinal sequence.
Cyborg_Pfhor now drops Cyborg_Pfhor_Invulnerability_Kit on death state (this is boss [also mass 9999]).
The Cyborg_Pfhor_Invulnerability_Kit is a support item for situations that require warp gates into monster traps (surprises abound, but a chance for survival too). This is especially true for doom1 iwad's last map, E4M8.
Custom Marathon monsters intermission (mostly) ready (even includes the friendly monsters).
I believe that this pwad might be good enough to be a release.
Trimmed See state's melee logic check on monsters (both melee/missile state works @ any range).
Stealth-related monsters available.
Changed the sprite name of items to better suit ordinal sequence.
Cyborg_Pfhor now drops Cyborg_Pfhor_Invulnerability_Kit on death state (this is boss [also mass 9999]).
The Cyborg_Pfhor_Invulnerability_Kit is a support item for situations that require warp gates into monster traps (surprises abound, but a chance for survival too). This is especially true for doom1 iwad's last map, E4M8.
Custom Marathon monsters intermission (mostly) ready (even includes the friendly monsters).
I believe that this pwad might be good enough to be a release.
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Re: [Release] Custom Marathon Monsters v30
v30: Hotfix
Still those hotfixes despite the wad being a release, not surprising.
Cacoon/Spider_Tank death sound correction.
Forgot to add Hostage, Looker, and Deceit in intermission cast.
Fixed Cyborg_Pfhor's death state to more death logic (A_NoBlocking before A_Explode ([also DeathSound logic in intermission]).
Fixed the entire intermission cast block (and it looks good as it gets).
EDIT (22/01/2013):
I forgot to allow -SOLID/+SOLID actor flag for MADD (in the case where the friendly monster have no target and just sits there). I want to note that MADDs are not good enough substitutes of Mjolnirs, since they have the slowest and weakest of attacks. @ least they can fly around and stuff (making it easier to follow you).
Still those hotfixes despite the wad being a release, not surprising.
Cacoon/Spider_Tank death sound correction.
Forgot to add Hostage, Looker, and Deceit in intermission cast.
Fixed Cyborg_Pfhor's death state to more death logic (A_NoBlocking before A_Explode ([also DeathSound logic in intermission]).
Fixed the entire intermission cast block (and it looks good as it gets).
EDIT (22/01/2013):
I forgot to allow -SOLID/+SOLID actor flag for MADD (in the case where the friendly monster have no target and just sits there). I want to note that MADDs are not good enough substitutes of Mjolnirs, since they have the slowest and weakest of attacks. @ least they can fly around and stuff (making it easier to follow you).
Re: [Release] Custom Marathon Monsters v30
So... Now we need maps! 

- RV-007
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Re: [Release] Custom Marathon Monsters v30
v30: Difficulty Reset
I realize that the monster offensive is difficult enough to compensate for any added immunities.
Made boss monster -NOTARGET, -NOINFIGHTING, and -DONTHARMCLASS (even they kill each other [that suppose to make things easier {it's hard enough already}]).
Switch -NORADIUSDMG for all monsters (even the friendly ones [I don't want the turtle to overload the zdoom data {best to let them die than an data overload and I would rather let a chance to kill off the monsters than make them immune to radius damage (this supposed to be fun, not frowny; hooray?)}).
The cacoon monster can lag stuff like hell. There is already the sticky flames to deal w/. I made sure that cacoons hurt themselves (to death) when spawning stuff.
Turtle have constant -ISMONSTER so sticky flames have the least of effect against turtle monsters.
+DONTHARMCLASS for Blind_Rocket_Turrets, Cultist_Torchers, Juggernauts, Spider_Drones, and Turtles so that they don't infight own class (the sticky flames from Turtle and Cultist_Torcher will still hurt their own class though as well as other classes [use this to your advantage]).
Made the cacoon to wiggle a bit more naturally, but it's attack time might be a little bit more slower (which helps when fighting joshua).
I realize that the monster offensive is difficult enough to compensate for any added immunities.
Made boss monster -NOTARGET, -NOINFIGHTING, and -DONTHARMCLASS (even they kill each other [that suppose to make things easier {it's hard enough already}]).
Switch -NORADIUSDMG for all monsters (even the friendly ones [I don't want the turtle to overload the zdoom data {best to let them die than an data overload and I would rather let a chance to kill off the monsters than make them immune to radius damage (this supposed to be fun, not frowny; hooray?)}).
The cacoon monster can lag stuff like hell. There is already the sticky flames to deal w/. I made sure that cacoons hurt themselves (to death) when spawning stuff.
Turtle have constant -ISMONSTER so sticky flames have the least of effect against turtle monsters.
+DONTHARMCLASS for Blind_Rocket_Turrets, Cultist_Torchers, Juggernauts, Spider_Drones, and Turtles so that they don't infight own class (the sticky flames from Turtle and Cultist_Torcher will still hurt their own class though as well as other classes [use this to your advantage]).
Made the cacoon to wiggle a bit more naturally, but it's attack time might be a little bit more slower (which helps when fighting joshua).
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Re: [Release] Custom Marathon Monsters v30
v30: Hotfix
Added HealThing (#) to Turtle monster so that it will resist self-burns, but any ranged weapon w/ a limited ammunition stock have a chance to take down a turtle. A normal doom pistol might take about 100+ rounds before it kills one turtle. Now that's a regenerating organic tank.
HealThing (13) on one See state cycle.
HealThing (1) on one attacking state cycle.
Added HealThing (#) to Turtle monster so that it will resist self-burns, but any ranged weapon w/ a limited ammunition stock have a chance to take down a turtle. A normal doom pistol might take about 100+ rounds before it kills one turtle. Now that's a regenerating organic tank.
HealThing (13) on one See state cycle.
HealThing (1) on one attacking state cycle.
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Re: [Release] Custom Marathon Monsters v30
In the light of The Plutonia Experiment iwad's map32, I will make the Megasphere to include the InvulnerabilitySphere.
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Re: [Release] Custom Marathon Monsters v30
v30: EZ Hotfix
Added Stop to both Metalloid_Vile and Cacoon_Vile's spawn state.
Changed Megasphere into Custom_Megasphere_Kit (which includes a Cyborg_Pfhor_Invulnerability_Kit [this change is to address The Plutonia Experiment iwad's map32 difficulty {it's somewhat easier now, but @ least it can be passed}]).
Made Cyborg_Pfhor_Invulnerability_Kit into an PowerupGiver item.
Decided to make the game more easier/fun by making the Soulsphere to give players a random Cyborg_Pfhor monster kit (my shop design really sucks and the Custom_Soulsphere_Kits provide the players 200 health).
DropItem actor property now w/ complete parameters.
Added Stop to both Metalloid_Vile and Cacoon_Vile's spawn state.
Changed Megasphere into Custom_Megasphere_Kit (which includes a Cyborg_Pfhor_Invulnerability_Kit [this change is to address The Plutonia Experiment iwad's map32 difficulty {it's somewhat easier now, but @ least it can be passed}]).
Made Cyborg_Pfhor_Invulnerability_Kit into an PowerupGiver item.
Decided to make the game more easier/fun by making the Soulsphere to give players a random Cyborg_Pfhor monster kit (my shop design really sucks and the Custom_Soulsphere_Kits provide the players 200 health).
DropItem actor property now w/ complete parameters.
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Re: [Release] Custom Marathon Monsters v30
v30: Sugar-Coatedness Hotfix
Forgot to switch -ISMONSTER for Cyborg_Pfhor monster, how did I miss that?
Juggernaut_Rocket0 and Juggernaut_Rocket1 now has a M1A1 rocket explosion for much cooler visual effect.
EDIT (13/02/2013):
Forgot about madd_kit drops, now mjolnirs drop one madd_kit w/ 25% probability on death state.
Forgot to switch -ISMONSTER for Cyborg_Pfhor monster, how did I miss that?
Juggernaut_Rocket0 and Juggernaut_Rocket1 now has a M1A1 rocket explosion for much cooler visual effect.
EDIT (13/02/2013):
Forgot about madd_kit drops, now mjolnirs drop one madd_kit w/ 25% probability on death state.
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Re: [Release] Custom Marathon Monsters v30
For any scenery objects, I have yet to add into the project. Scenery objects could add to the game play experience, but I have yet figured what objects can replace what ThingID.
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Re: [Release] Custom Marathon Monsters v31
v31: Scenery Object or Scenic Fixes Update
-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 purpose link}]); then again, this wad is not intended for a slaughter fest.
-(most) props now have new sprites, some w/ different properties (some even are dangerous in some nature).
-blood and bloodsplatter classes now have sound and sprite in crash state (cultist crew pain/death sounds are too quiet for today's standard so this will have to do).
-cultist sticky flames have new sprite; also affects voodoo dolls (so if you are a voodoo doll, fuck you!!!)
--COUNTKILL actor flag for all allied monsters and Juggernaut's radius attribute to value 20 (for walking thru).
-Pure_Energy0 class now warps to target @ 6 x offset.
-Fixed actor name in Strife dialogue lumps.
-Ooze_Barrel as ExplosiveBarrel. Closed_Ooze_Barrel as BurningBarrel. Ooze_Barrel_Sludge can emit radioactive/toxic fumes (ones that hurt things w/ health). Ooze_Barrel_Sludge_Fume have colorization applied.
-Ooze0 + Ooze1 monster now w/ green sprite (no colorization nor tint).
-Ooze_Ball0 + Ooze_Ball1 projectile now w/ green barf decal (colorization applied), recorrected frame duration, and recorrected radius + height value.
-some maps make the assault drone dropitem value useless so it's another beef up. This time, 100% plasmarifle and 33% of either medkit, greenarmor, or cellpack.
-the cultist crew now drop health item by 50% probability on death state. Cultist_Suicide drops by 25% (due to the value of the backpack). That should make the game a bit more edgy for that 'death comes in many forms'.
-Burning_Torch (aka Candlestick) will provide sticky flame(s) to objects. Whether that should be allowed is disputed.
-Cultist_Flame# classes now spawn more in front of the player for aesthetic purposes (movement required for 1st person view).
-amped up mjolnir particle rail accuracy for balance difficulty against more lack of dropped health items from the cultist crew (finally, the mjolnir be useful now).
-Ooze_Ball1 projectile now do NOT resurrect monsters (it's hard enough already), but it now heals any surviving monster (the exception would be the projectile tracer) by 20 health points (the equivalent of its damage points).
-Raptor can now breath raptor smog as melee. Missile state have a burst projectile that shoots raptor smog in random spread.
-Spider_Tank now have new death sprite.
-All friendly monsters from a kit are A_ChangeFlag ("SOLID",0) for quick support and escape.
-Cultist_Flame projectile and its derivatives have its own sound now.
-LostSoul is now Dimorph_Beta!
-+ALWAYSFAST seems to only work for ground monsters.
-HellKnight now Hunter (hostile!).
-Cacodemon now Juggernaut (hostile!).
-Fixed some seeker missile projectiles to a proper -/+z-offset height.
-Cyborg_Pfhor now dispatches pfhor faction monsters against its target(s) (A_ChangeTID and Thing_Hate now active).
-Made monster Thing_Hate on target, and boy is it hard! This should be the difficulty between Ultra-Violence and Nightmare.
-100 health points for the entire cultist crew (in order to alleviate for alerting nearby monsters [okay, it's for difficulty balance blah blah blah]).
-Applied +NOBLOODDECALS and +DONTGIB to most machine type monsters.
-Made sure that any flying monster corpse won't block the way (A_NoBlocking @ end of Crash state).
-Looker does not raise anymore.
-Un-id (aka target identity network tracing removal system) now works to prevent pre-emptive tracing for next map.
-The cultist crew now have their own personality/intimidation sounds.
-Applied +NOBLOODDECALS to hazards and props (don't know about lit_pyre and unlit_pyre).
-Mostly fixed the mjolnir erratic switching (no, no self-healing for mjolnirs).
-Applied -SOLID to current friendly summoned monsters (MADD and Robot_Walker).
-Reduce Speed (16) and FastSpeed (32) of Dimorph_Beta.
-+NODAMAGETHRUST for Raptor_Smog projectile.
-2.8 x|y|z spread for Mjolnir's A_CustomRailgun.
-Stranded_Marine is here (gives free invulnerabilityspheres), second rate compared to the Robot_Walker.
-Moved SeeSound to ActiveSound (for de-lagging purposes).
-Removed -COUNTKILL from both hunter and juggernaut monster.
-Added in PainChance reaction for Thing_Hate + +NOPAIN monsters (causes alarm! [now no more stupid Pain state {more intelligence!}]).
-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 purpose link}]); then again, this wad is not intended for a slaughter fest.
-(most) props now have new sprites, some w/ different properties (some even are dangerous in some nature).
-blood and bloodsplatter classes now have sound and sprite in crash state (cultist crew pain/death sounds are too quiet for today's standard so this will have to do).
-cultist sticky flames have new sprite; also affects voodoo dolls (so if you are a voodoo doll, fuck you!!!)
--COUNTKILL actor flag for all allied monsters and Juggernaut's radius attribute to value 20 (for walking thru).
-Pure_Energy0 class now warps to target @ 6 x offset.
-Fixed actor name in Strife dialogue lumps.
-Ooze_Barrel as ExplosiveBarrel. Closed_Ooze_Barrel as BurningBarrel. Ooze_Barrel_Sludge can emit radioactive/toxic fumes (ones that hurt things w/ health). Ooze_Barrel_Sludge_Fume have colorization applied.
-Ooze0 + Ooze1 monster now w/ green sprite (no colorization nor tint).
-Ooze_Ball0 + Ooze_Ball1 projectile now w/ green barf decal (colorization applied), recorrected frame duration, and recorrected radius + height value.
-some maps make the assault drone dropitem value useless so it's another beef up. This time, 100% plasmarifle and 33% of either medkit, greenarmor, or cellpack.
-the cultist crew now drop health item by 50% probability on death state. Cultist_Suicide drops by 25% (due to the value of the backpack). That should make the game a bit more edgy for that 'death comes in many forms'.
-Burning_Torch (aka Candlestick) will provide sticky flame(s) to objects. Whether that should be allowed is disputed.
-Cultist_Flame# classes now spawn more in front of the player for aesthetic purposes (movement required for 1st person view).
-amped up mjolnir particle rail accuracy for balance difficulty against more lack of dropped health items from the cultist crew (finally, the mjolnir be useful now).
-Ooze_Ball1 projectile now do NOT resurrect monsters (it's hard enough already), but it now heals any surviving monster (the exception would be the projectile tracer) by 20 health points (the equivalent of its damage points).
-Raptor can now breath raptor smog as melee. Missile state have a burst projectile that shoots raptor smog in random spread.
-Spider_Tank now have new death sprite.
-All friendly monsters from a kit are A_ChangeFlag ("SOLID",0) for quick support and escape.
-Cultist_Flame projectile and its derivatives have its own sound now.
-LostSoul is now Dimorph_Beta!
-+ALWAYSFAST seems to only work for ground monsters.
-HellKnight now Hunter (hostile!).
-Cacodemon now Juggernaut (hostile!).
-Fixed some seeker missile projectiles to a proper -/+z-offset height.
-Cyborg_Pfhor now dispatches pfhor faction monsters against its target(s) (A_ChangeTID and Thing_Hate now active).
-Made monster Thing_Hate on target, and boy is it hard! This should be the difficulty between Ultra-Violence and Nightmare.
-100 health points for the entire cultist crew (in order to alleviate for alerting nearby monsters [okay, it's for difficulty balance blah blah blah]).
-Applied +NOBLOODDECALS and +DONTGIB to most machine type monsters.
-Made sure that any flying monster corpse won't block the way (A_NoBlocking @ end of Crash state).
-Looker does not raise anymore.
-Un-id (aka target identity network tracing removal system) now works to prevent pre-emptive tracing for next map.
-The cultist crew now have their own personality/intimidation sounds.
-Applied +NOBLOODDECALS to hazards and props (don't know about lit_pyre and unlit_pyre).
-Mostly fixed the mjolnir erratic switching (no, no self-healing for mjolnirs).
-Applied -SOLID to current friendly summoned monsters (MADD and Robot_Walker).
-Reduce Speed (16) and FastSpeed (32) of Dimorph_Beta.
-+NODAMAGETHRUST for Raptor_Smog projectile.
-2.8 x|y|z spread for Mjolnir's A_CustomRailgun.
-Stranded_Marine is here (gives free invulnerabilityspheres), second rate compared to the Robot_Walker.
-Moved SeeSound to ActiveSound (for de-lagging purposes).
-Removed -COUNTKILL from both hunter and juggernaut monster.
-Added in PainChance reaction for Thing_Hate + +NOPAIN monsters (causes alarm! [now no more stupid Pain state {more intelligence!}]).
Last edited by RV-007 on Sat Apr 13, 2013 3:26 pm, edited 1 time in total.
- RV-007
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Re: [Release] Custom Marathon Monsters v31
I just want to say that the new changes are complete w/ extensive testing. I might make a more customized drunken rocket projectile. As for this moment, I am straight away making "Blood of Bin Laden". I am sick now, but I will try my best to harrow against Attila's curse.
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Re: [WIP] Custom Marathon Monsters v32
v32: Supply Drops Assistance | State of Wad Compatibility Emergency
-This update is to address the need to give a headstart to map11 w/ starting weapons (will work on finishing map11 w/ starting weapons if possible).
-This update also places the project back to WIP due to some errors in map13.
-Two chainguns for spider_tank drop.
-One rocketbox for spider_drone drop.
-One berserk, one greenarmor, and four rocketlaunchers for juggernaut drop.
-One berserk, one bluearmor, and one cellpack for hunter drop.
-This update is to address the need to give a headstart to map11 w/ starting weapons (will work on finishing map11 w/ starting weapons if possible).
-This update also places the project back to WIP due to some errors in map13.
-Two chainguns for spider_tank drop.
-One rocketbox for spider_drone drop.
-One berserk, one greenarmor, and four rocketlaunchers for juggernaut drop.
-One berserk, one bluearmor, and one cellpack for hunter drop.
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Re: [WIP] Custom Marathon Monsters v32
I finally got the monster roster list down. It should have been the first thing since the first time (I mean, that's what this wad is all about). @ least its informative and complete. I also fixed the intermission cast block so all the cast in the game is there (the cast not in the game will not be in the intermission cast block). Now I got left is to test the file in iwad maps, to see if everything's working correctly.