[WIP] Marines vs Monsters 1.1

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mi123645
Posts: 19
Joined: Thu Aug 16, 2012 3:51 pm

[WIP] Marines vs Monsters 1.1

Post by mi123645 »

Hello All! I've been a long time Doomer and I've been mostly lurking in the Doom scene, but I've decided to try my hand on a few ZDoom projects.

So without further to-do...

Marines vs Monsters (also called Monster Perceptions!)
New version 1.1!
And a changelog!

ChangeLog:

1.1
- Added the Zombie marines, Revenant, Demon, Spectre, Nightmare Demon (play as either the Demon or Spectre on Nightmare for the fast stats to kick in), Wolfenstein SS and the Icon of Sin.
- Tweaked some monster attacks so that they closely resemble their AI counterparts
- Removed "AI Targeting Monsters" from the class menu
- Added a new single player mode for the demons to the skill screen called Marine vs Monsters

Image

This mod allows you to play as the Doom monsters with their abilities, speeds, weaknesses, etc. all intact. Other monsters won't attack you unless provoked. I've also made a single player mode for the demons if you want to test out some of the monsters on the marines, although I recommend you play as the "Demon Hero" class if you want to survive. I am thinking about splitting the Single player part from this mod since it took a drastic turn from my original plan (which was just to have a non functional marine and test the monsters on him).

Most of the monsters are self-explanatory. The ones that have special abilities are:

The Arch-Vile: Pressing the fire button when you are not looking at a target will heal any corpses in front of you close by (the screen will flash green indicating that you are healing). To attack, face a target and press the fire button.

Pain Elemental: In order to fire a Lost soul, you have to face an enemy. Lost souls won't spawn if there's an object/actor blocking them.

Demon Hero: Mainly built for the Marines vs Monsters mode, this demon can perform six abilities (considering the player has the Powerspheres to perform them) to destroy the marines in his path. His abilities are:

- A normal attack which fires a single fireball (same damage as a baronball but with a higher speed). Takes five health points to fire, but can absorb ten health points from an enemy upon impact.
- A spread attack which fires three fireballs. It can also absorb health on impact, more so because its three fireballs instead of one.
- A rapid fire attack, used for stunning enemies. No health is taken from you, but no health is absorbed. The weakest of the abilities.
- An extremely fast and damaging projectile that takes 20 health points per shot
- A powerful explosive attack that takes 50 health points per shot
- A shield ability that protects the user from the front for 10 seconds. After that, you cannot change or use weapons for another 10 seconds.

If there's interest in the single player aspect, I might expand on it. In the meantime, I'll be working on making a Zandronum version with actual TDM for this.

I want to credit those who made previous player monster projects, as well as Xaser for his post on health regeneration (absorbing health points from enemies).

Feel free to leave feedback, comments, etc.
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Last edited by mi123645 on Mon Dec 31, 2012 9:22 pm, edited 2 times in total.
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twinkieman93
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Joined: Fri Aug 10, 2007 11:13 pm

Re: [WIP] Monster Perceptions

Post by twinkieman93 »

This has been done. A lot, actually. In fact, the team deathmatch thing you are planning to implement was done already with the mod Master of Puppets, where the players are split up into puppetmasters which can possess any monster in the field they wish and marines who have a limited amount of times they can respawn before the puppetmasters win.

Don't let that stop you, though. Master of Puppets in my opinion is hampered by its rather awkward possession mechanics depending on the level geometry and the marines eventually becoming too powerful to stop due to the experience system implemented to level the playing field, which wasn't necessary to begin with. It's not like they needed it, marines do just fine against monsters in co-op, the player-controlled ones just provide interesting challenges that can be overcome with some foresight and planning.

So, yeah, do Master of Puppets but without OP marines and maybe make it where you can select your monster class instead of possessing them. It'd be sort of like L4D versus mode, but Doom, so it'd probably be more fun overall.
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FireHusky
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Re: [WIP] Monster Perceptions

Post by FireHusky »

I tried it out, it was nice, but I think there is a monster mod by CreepingInfected? But I dont think he might be working on it anymore
Take out the Ai targeting classes from the classes menu. :/
Last edited by FireHusky on Wed Dec 19, 2012 4:37 pm, edited 1 time in total.
mi123645
Posts: 19
Joined: Thu Aug 16, 2012 3:51 pm

Re: [WIP] Monster Perceptions

Post by mi123645 »

I was thinking of the L4D mechanics when I mentioned team deathmatch. Something along the lines of 4 Marines vs 4 monsters with either choosing a class, or having it randomly selected. I'll flesh out this idea a bit more.
FireHusky wrote:I tried it out, it was nice, but I think there is a monster mod by CreepingInfected? But I dont think he might be working on it anymore
If he's still working on it, we could calloborate on it.
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FireHusky
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Re: [WIP] Monster Perceptions

Post by FireHusky »

mi123645 wrote:I was thinking of the L4D mechanics when I mentioned team deathmatch. Something along the lines of 4 Marines vs 4 monsters with either choosing a class, or having it randomly selected. I'll flesh out this idea a bit more.
FireHusky wrote:I tried it out, it was nice, but I think there is a monster mod by CreepingInfected? But I dont think he might be working on it anymore
If he's still working on it, we could calloborate on it.
I might not be able to contact him, as he has not been online ever since April? So i guess its all yours
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XutaWoo
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Re: [WIP] Monster Perceptions

Post by XutaWoo »

Ha, this reminds me of a Skulltag mod of mine that had the exact same aim, except instead of the usual monsters you instead had 'elites' that were much more powerful. It was sort of competetive coop; the goal of the marines was to get to the exit, and they played pretty much exactly as they did in DOOM 2. And the demons, well, aside from being able to move backwards they were pretty much the same.

So basically it was one of the few PvP things where the chaingun was actually more useful than the shotgun because the demon players could be stunlocked, which would even interrupt their current attack.
mi123645
Posts: 19
Joined: Thu Aug 16, 2012 3:51 pm

Re: [WIP] Monster Perceptions

Post by mi123645 »

Yeah, the chain gun would be incredibly useful in this case. I always thought there was potential between Marines vs player monsters, and I'll do my best to see it through :D

EDIT: I am in need of testers, and I'd like to see a marines vs monsters in action as well!
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FireHusky
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Re: [WIP] Monster Perceptions

Post by FireHusky »

mi123645 wrote:Yeah, the chain gun would be incredibly useful in this case. I always thought there was potential between Marines vs player monsters, and I'll do my best to see it through :D

EDIT: I am in need of testers, and I'd like to see a marines vs monsters in action as well!
I might be able to test with Marine vs Player Monsters, when I have time
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Creeping_Infected
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Re: [WIP] Monster Perceptions

Post by Creeping_Infected »

I has not meant to have ownership over the playable monsters idea. So it's okay. I abandoned mine anyway because my slade is bugged. Glad to see someone work with a new one! :D

I liked how you made the strafing speed 0, it feels much like you're a monster rather than a trained, horrific, ugly marine. :P
Keep continuing it!

EDIT: Agreed with FireHusky, what do the AI Targetting stuff have to do with playerclasses? They don't seem to work... And merely nonfunctional clones.
Blue Shadow
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Re: [WIP] Monster Perceptions

Post by Blue Shadow »

Creeping_Infected wrote:I abandoned mine anyway because my slade is bugged.
Technically, you don't need a WAD editor in order to mod for ZDoom. I don't see a reason for you to stop working on your mod just because SLADE isn't working for you.
mi123645
Posts: 19
Joined: Thu Aug 16, 2012 3:51 pm

Re: [WIP] Monster Perceptions

Post by mi123645 »

Creeping_Infected wrote:I has not meant to have ownership over the playable monsters idea. So it's okay. I abandoned mine anyway because my slade is bugged. Glad to see someone work with a new one! :D

I liked how you made the strafing speed 0, it feels much like you're a monster rather than a trained, horrific, ugly marine. :P
Keep continuing it!

EDIT: Agreed with FireHusky, what do the AI Targetting stuff have to do with playerclasses? They don't seem to work... And merely nonfunctional clones.
The AI targeting are just concepts of using the DECORATE AI to assist in aiming. In the monsters that use them, this was a way to replicate the exact attacks the monsters perform. You have to be facing a marine player in order for the attack to trigger. I'll post this info on the first post.

In other news, I've messed with this concept and accidently made a marine player with an aimbot. It's quite comical to see a player marine shooting in all directions and hitting all the monsters around him :lol:
mi123645
Posts: 19
Joined: Thu Aug 16, 2012 3:51 pm

Re: [WIP] Marines vs Monsters 1.1

Post by mi123645 »

Version 1.1 Released.

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