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[Release] Custom Marathon Monsters v33

Posted: Fri Jul 13, 2012 11:22 am
by RV-007
It's a long time coming, but at least my custom Marathon monsters project is making headways (took all night for the coding/design the first time around!). In this wad, you fight against custom Marathon monsters.

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:
Spoiler:
Notes + Standard:
Spoiler:

Re: [WIP] Custom Marathon Monsters v00

Posted: Fri Jul 13, 2012 12:52 pm
by Scripten
I'd love to see a Marathon total conversion. See, the issue I have with Marathon, especially the Aleph One engine, is that the mouse support is just downright abysmal. It makes enjoying the game very difficult.

Re: [WIP] Custom Marathon Monsters v00

Posted: Fri Jul 13, 2012 6:16 pm
by RV-007
Mouse support on Aleph One can either be sluggish or too fast.

I agree on the Marathon TC, along with its custom scenarios. I especially like those AIs, motion tracker/scanner, and space-like atmosphere. Let us not forget about dual wielding too. However, I want to see some changes in the TC; no more gravity stuff, no more useless maps for difficult puzzles, and maybe some other stuff too. Unlike the other TCs, I want to have wad combinations to work as well. At the moment, the first upheaval left me quite tired so the next update might take some time.

Re: [WIP] Custom Marathon Monsters v00

Posted: Fri Jul 13, 2012 6:28 pm
by Zero X. Diamond
I also agree, mostly on the principle that my understanding of Aleph One is that one of the devs is literally against the idea of doing anything that would make the game more accessible for people to play and that's a really shitty attitude to have in porting a twenty year old game to modern systems. Marathon sure seemed interesting, but the control just felt completely awful and I don't really have any other way to play it considering I've never owned a Mac in my life.

Re: [WIP] Custom Marathon Monsters v00

Posted: Sat Jul 14, 2012 1:47 pm
by darkhaven3
The idea of a Marathon TC is kinda cool I guess, but I think it's out of the scope of this mod for the moment. The monsters look just like they did in Marathon; the best of bad 90's CGI and pillow shading brought together in an environment that has absolutely nothing to do with the style they represent.

I mean, I don't say that like I'm trashing the mod; they mostly behave like I feel they should, but the art style is just far too different from Doom's for me to call it workable. They really would look more in-place with the rest of Marathon's art.

Re: [WIP] Custom Marathon Monsters v00

Posted: Sat Jul 14, 2012 3:05 pm
by RV-007
@Zero X. Diamond,
I guess some devs are just thinking for Mac platforms.
You can try the Marathon titles with my attempt at AlephOne instructions for the Windows platform (link). If you already did, then nevermind about that.

@darkhaven3,
I agree about the aesthetics/gaming_experience of Marathon. Most of the appeal comes from the experience or the atmosphere. Without this factor, the game becomes less complete. I don't really know the costs to reproduce the scenarios, but it should be still possible. I have some nitpicks about the Marathon physics engine, especially with walking off ledges, but I guess there is less gravity in this space-like game.

The plans of this project will also include monsters with different appearances. Some will be 3D rendered, some hand drawn. I can't guarantee about avoiding visual clashes, I just want to bring in more variety from another game title. I also want to bring these resources to greater distribution for modding.

Re: [WIP] Custom Marathon Monsters v00

Posted: Sat Jul 14, 2012 4:28 pm
by Xaser
The proposed Marathon TC would really work best with new maps/story so it won't end up being a poor facsimile of the game itself. Something like what Return of the Triad has done, essentially. ;)

The terminals have been done before, though it was in the days before GetPlayerInput so they're a little buggy. I keep telling myself I want to revamp them but I never do. :P

Re: [WIP] Custom Marathon Monsters v01

Posted: Tue Jul 17, 2012 2:30 am
by RV-007
The Roach (Delvin from Marathon: Evil) is out. It will inherit from DoomImp 3001. Unlike its original counterpart, there is no missile state. Roaches make up from this by being climbing/dropping meleers w/ tenacity to always ponce/strafe in melee. There is also a larger mass, health, and pain tolerance.

The main question for this monster is whether should the roach hatch out of cacoons? And on what circumstances?

Re: [WIP] Custom Marathon Monsters v01

Posted: Fri Jul 20, 2012 11:40 am
by RV-007
I also made some custom marathon skins. Just found some coordinate angle error (now fixed).

Re: [WIP] Custom Marathon Monsters v02

Posted: Thu Aug 09, 2012 9:06 pm
by RV-007
Good news!:
Cacoons will use A_PainAttack as its attack in order to limit the number of spawns (too many unlimited spawn problems [sounds easier, but explainable when it's just a cacoon {still health spawn rate so it's still hard}]).
Most (supposed to be all) dead marines are friendly mjolnir units.
Mjolnirs will rail randomly and drop several items upon death/xdeath.
Lookers will A_Mushroom barf projectiles on death.
Lookers can be raised despite being exploded/mushroomed on death.

Bad news!:
Cacoons will now be able to spawn roaches to make up for the limit on spawns.
Lookers will A_Mushroom barf projectiles on death.
Lookers can be raised despite being exploded/mushroomed on death.

Upnext:
Chaingun turret robots on your side (item required)! One chaingun turret robot will be in the player's inventory upon start. Let us just say I want to at least make some balance for gameplay in all iwads (mjolnirs can still get owned).

Re: [WIP] Custom Marathon Monsters v02

Posted: Sat Aug 11, 2012 6:51 am
by RV-007
I am considering between A_PainAttack (which messes up location, but limits spawn) and A_SpawnItemEx (spawns in the right place, but no spawn limit). I can't make the cacoon move either b/c it is supposed to be glued to the floor.

On the plus side, I changed doomimps into lookers and demons into roaches (including spectres). There's not much change, but first maps should be a bit easier to navigate.

Re: [WIP] Custom Marathon Monsters v03

Posted: Sat Aug 11, 2012 11:52 pm
by RV-007
+Update in Progress:
downedmjolnir now officially inherits gibbedmarineextra (all downed mjolnir will wake at any time)

lookers will explode on melee

no more boombox item for player class

flare pistol for player class (replaces flamethrower [this is even better b/c it's instant fire!!! {requires projectile equivalent of bullet}]). Hopefully, this weapon gives that "Oh *beep* moment" experience for players.

map music restored

Re: [WIP] Custom Marathon Monsters v03

Posted: Sun Aug 12, 2012 10:25 am
by RV-007
Godamnit, my next update was for weapons! Unfortunately, my laptop overburning! The devil said to me, "Fack u! I won't allow you to summon forth your greatest creation!". I'm forced to repeat a wad modding nightmare! Nooooa!!! That sounds like a cool SP wad.

Re: [WIP] Custom Marathon Monsters v04

Posted: Mon Aug 13, 2012 1:22 am
by RV-007
And I have succeeded in the the next update!

Whole set of modified weapons (no new graphics, just behavior [WIP for the rocket still]).
Cacoons now A_FaceTarget so prepare for swarm hell.

Re: [WIP] Custom Marathon Monsters v04

Posted: Mon Aug 13, 2012 7:55 pm
by RV-007
Just a weapons fix:
barrel dropgun drops explosive barrels out of target's radius
rail chaingun now has limited spread
vrock launcher ready (watch your distance, things will fly!)
fixed flamethrower projectiles

That should be it for weapons. As far as I know, no more WIP weapons set.