Note that the term monsters is a technical term in gaming and is not intended to stigmatize an entire population (and I'm lazy to adjust just yet).
Obviously, the theme is about hectic stuff in the west coast area.
Unlike my other monster combo projects, these gangstas are packing heat (but yes, you can still kill them [take advantage of multiple faction hostility])!
I would say other stuff regarding the theme, but some might point out ironic contradictions.
And now onwards toward the project.
West Side Story Monsters (clean):
https://dl.dropboxusercontent.com/u/353 ... ean%29.wad
Sgt Shivers's Weapon Combo:
https://dl.dropboxusercontent.com/u/141 ... sofWSS.wad
RV-007's Modfication of Sgt Shivers's Weapon Combo:
https://dl.dropboxusercontent.com/u/353 ... ofWSS_.wad
West Side Story Ally Thug Items:
https://dl.dropboxusercontent.com/u/353 ... iptv00.wad
Skins List:
Spoiler:Monster Roster List:
Blood Cultist Skin (for the default DoomPlayer player class):
https://dl.dropboxusercontent.com/u/353 ... kinv00.wad
Pillsbury Doughboy Skin (for the default DoomPlayer player class [it's a theme on its own {in general or advertisments} so I add this wad here]):
https://dl.dropboxusercontent.com/u/353 ... kinv00.wad
West Side Story Skins (for the default DoomPlayer player class):
https://dl.dropboxusercontent.com/u/353 ... insv00.wad
Spoiler:Screenshots:
I didn't made a monster roster for west side story 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.
Brother Thug
n/a
A thug with an somewhat inaccurate Uzi and nothing else, no skill, no moves, nothing else. However, you'll see that there's a whole lot of them. You can die by their gun fire should you allow yourself within short enough of a range.
AK-47 Thug
n/a
A thug armed with an AK-47 assault rifle. Shoots quite accurately. Dangerous enough to consider the option to hide behind cover unless you got the one hit kill weapons and ammunitions.
Ninja Thug
n/a
While his ninja stars are not as deadly as a grenade, they are fast enough to catch up to running targets. Plus, the ninja thug can dodge and climb up or down infinite heights. You may not know if the ninjas are coming for you so keep your senses open for the occasional ninja.
Muscle Thug
n/a
Throws a grenade that explode upon contact. Aim is slightly accurate as an attempt to catch the target's move off-guard. 2 grenades will do 100 health ratings in.
Lo Wang
n/a
Armed with a mere Uzi, this rival gang leader will double step twos to dodge any bullet or projectile hailed against him. Lo Wang can also move towards his target for a short range kill.
Gangsta Grosse
n/a
Armed with dual M2 Browning machine, one for each arm, this rival gang leader can lift, but little can be said for accuracy. While (somewhat) inaccurate, Grosse totes up 2 bullets at a time, making quick death for close encounters and a fetus crouching lesson for distances. Consideration to be taken if facing against a cycle of semi-shotgun rounds.
Lehi Canvasser
n/a
While out of place in the riots, something can be said of these sinister figures as they toss their current allies with what they deem fit for their own nefarious agendas. They throw 3 Lehi monsters with no storage in their ranks. While the canvasser is not as immediately dangerous himself, his personal minions will cause nuisance upon its victims. If he dies, he will certainly spawn a hive full of Lehis so squash it with a rocket or go head to toe with minesweeper.
Lehi
n/a
Spawned by the Lehi canvassers, these sentient symbols become mines for its intended target.
Marathon Automated Defense Drone
n/a
From the first Marathon game title, comes the Marathon automated defense drone (MADD). It flies, it shoots bullets. Unfortunately, it is not under your control, not even for an instant. It is considered the Orient's best sniper unit. MADDs work well against foes w/ projectiles (save for seeker missiles) or melee. Use of rocket launchers require interception, precision, and lots of luck.
Taxi Cab
n/a
While cabs are usually driving for a transit fare, they now driving to overrun UAC facilities. Armed with an Uzi, the taxi cab rides around spraying things. It can even try a hit and run. Like Lo Wang, but with no pain and no dodge.
Station Wagon
n/a
This ride is armed with an AK-47 with a slight loss of accuracy due to its driven nature. With a hit and run capability, it is considered a healthy mobile sniping gunner. Like Lo Wang, but with no pain and no dodge, and no Uzi but a (AK-47) rifle.
Blimp
n/a
A balloon of an aerial unit taken control by a piloting Muscle Thug. While not too mobile, it can unleash a storm volley of missiles, bring swift death to those standing in its way.
Aircraft
n/a
A metal aerial unit taken control by a piloting Ninja Thug. Considered a state-of-the-art design in aerial warfare, the aircraft makes constant movement while beading down on its target with dual M2 Browning machine guns in fair accuracy. Most witnesses just call this unit a hail of a bullet storm.
Robot Walker
n/a
A heavy artillery unit hijacked by orient gangs. While walking proves to be a problem, its automatic self-repairing process and repeat fire makes the robot walker a turret to be reckoned
with. The walker can shoot plasma projectiles to a shit storm of relatively quick rockets. The smoke emitted from the rockets is the only tell-tale warning to dodge their unpredictable movement. Keeping a mobile safe distance will avert danger, but a close encounter in strafing around the walker will most likely result in death.
UAC Tank
n/a
A heavy artillery unit hijacked by south side gangs. Boasts a fire power of multiple rockets. Can run down targets in a chase. Might fire in melee range, making this tank a lawnmower to avoid. However, a run in with a robot walker might spell its doom due to its lack of either repeat fire or more rockets.
Spoiler:Notes + Standard:
v01+
Bad boys, bad boys, what you, what you, what you gonna do?
Police_Man removed due to engine limitation (it ain't really riot material for this project anyways)
v04+
Images prohibited in compliance of ethical standards and jurisdiction.
v10+
Finally, an image!
Look who's rollin' in da hood!
Station Wagon (Sedan variant)!
Get back of these guys, they bad boy killers (I used iddqd by the way)!
v11+
Taxi (Station Wagon Sedan variant)!
Looks like they ain't looking for customers.
Spoiler:
+Full requirements:
-ZDoom v2.7.0+
-Doom2 iwad (for dialogue script implementation [which will be done later])
-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
-Tell others that if using a player class combo, make sure that the (applicable) thing id value is in sync with # 151.
-Familiar knowledge of ACS and doom editing in case of multiple file execution failure (something's up and ACS don't read thoughSpoiler: My #library directive standard (rule exhaustive, but I'm going by the safe side+Stuff for show-and-tell:
If you want to play combo with another wad, remember to check its ACS lump for any enter scripts.
If so, depending on the time signature of the scripts's execution, duration, and matter of termination, apply #library "first_fast__base_acs__scripts_lump/rollcrew.acs" to the deemed file's ACS lump with enter script; compiled a copy between A_START and A_END marker lumps.
Any ACS lump with scripts (borrowing action from a source [e.g. map scripts or items]) should #library the ACS lump with the sourced (enter scripts a good example) script in the respective file.
Source as scripts with most first time signatures needs to be #library by less first time signatures, scripts coupled as the exact same type do not have to #library direct.
It's kind of like rebuilding BEHAVIOR lumps judging from the standard observation below.
e.g.
Files with map BEHAVIOR/ACS scripts, files with scripts using Thing_Hate (preset thing/map ACS action/specials/etc), files with scripts that cause simple DECORATE execution (e.g. a simple enter script giving a newly created item), files with scripts with while/for/etc loops using Thing_Hate (preset thing/map ACS action/specials/etc), and files with scripts that cause simple DECORATE execution (e.g. a simple enter script giving a newly created item).
Void/closed script types follow special script types.
-Tested (to fail) real (simultaneous) Thing_Hate between multiple street factions (in other words, it works [except for the fact that it sometimes {hopefully temporarily} freezes up the monsters, but that's supposed to be them resting @ times]) link for reference
-Use crouch, and jump; it's not cheating, it's for gameplay
-LAPD_Cop, the copper! (see ZombieMan) x
-Brother_Thug will see that far east crime is rampant in the midst of L.A. (see ShotgunGuy) v
-Auto_Rifle_Unit is providing assistance for L.A.P.D. in order to retake UAC facilities (see ChaingunGuy) v
-AK-47_Thug is gonna show everybody who owns L.A. (see DoomImp) v
-Muscle_Thug is bombing! (see Demon) v
-Ninja_Thug flings 3 shiny things @ yall. Ninja_Thuggg!!! (see Revenant) v
-Look out! Lo_Wang is in the house! (see HellKnight) v
-Call the cops when you see Gangsta Grosse! (see BaronOfHell) v
-Taxi_Cab is off duty! (see Arachnotron) v
-Station_Wagon rolling in da hood! (see Fatso) v
-MADD hacked by the far east for surveillance sentry. (see LostSoul) v
-Blimp hijacked by the hood for some encouraged decamperization. (see Cacodemon) v
-Aircraft hacked by the far east for heavy anti-personnel firepower. (see PainElemental) x
-The Lehi_Canvassser, a force most foul (see Archvile) v
-Robot_Walker hi-jacked by the far east for artillery (see Cyberdemon) v
-UAC_Tank hi-jacked by the panthers for artillery (see SpiderMastermind) v
-Rioter_Generator rioting @ the prisons (see WolfensteinSS) v
-Foxy_##, Larissa, + ?_Boobs (don't laff!) shop/npc (now a normal monster in telefragging and being telefragged [and yes, it is mainly there for show {reason why it is NSFW} and stuff {see SoulSphere}]) v
-Shadow Warrior BloodType classes (now w/ BountCount 1 [plus it can drips blood decal on walls {it got too laggy so I cut the movie extras}]) x
+Stuff yet/never done:
-Intermission cast animation interfered w/ itself (cannot be much fixed for some reason)
-Analyzing lag vs coolness factor (w/ lag in mind)
-Analyzing the utmost gameplay difficulty w/ target identity tracking code (hehehe)
-There will be a black gang perspective (although I REALLY should make an optional black gang banger player class [then maybe I can finally make my own custom GTA TC w/ no linear ass storyline]) of west side story monsters after original project is completed b/c we know who's owns da hood! lol
-Ok, the DIALOG## lumps failed to be compliant with other DIALOG## from different files (this sucks, that means no dialogue for these ally monsters)
+Stuff currently in progress:
-(All download links have been removed due to rule breaches. Please see my post on page 3 for details. -ww )
-Happy Valentine Massacre Day. lol
-Figured out that gun-totin' and A_Chase_in' (and maybe it's b/c of that somewhat flawed unit spawn function, but mostly it's the first two requirements that set off this special exception) vehicle monsters do need a XDeath regardless if they have separate death animations.
-Judging from a poll in another topic, I think there are preferences for ally items w/o a boombox/radio item. I will (eventually!) make them separate projects then. Of course, mod compatibility test will be included after the project shutdown issue is resolved.