Hi everyone! I am new to these forums and this is my very first mod that I'am posting in anykind of forum, so forgive my noobiness
Marathon Complete Overhaul
a doom remade gameplay mod for zdoom/Gzdoom
Well...Like the original author TwelveEyes had made a long ten years ago...I'd say that I perfected his work
unfortunately,I began reworking with his mod too late to be really called an update and he probably won't know more of this but...anyways, here is my reinvention of his mod:
I would say that I improved about 200% more of his original work as I added a lot of stuff like...
Major And Super Versions of the Original enemies;There is a slight random chance that some major version of your common pfhor might spawn alongside with the super versions,which is way more powerful than the minor and major(although fighters and troopers only have minor and major versions to balance the fight because of the BOB's)
Enemy Weakness
Some of the enemies have certain kind of weakness towards certain weapons like the HUNTER, whose resistance relies towards bullet weapons, but due to his hardshell armor he is Very Vulnerable to the Zeus Fusion Pistol and Explosive Damage(these pretty much make a "purée" of him)
another one who received some attention is the yeti...Who now have resistence to the zeus pistol but is vulnerable to the Flechette from the Infinity game and the flamethrower
with the exception of his lava version that is immune to fire attacks
Powerups!
Now it's even easier to distiguish between them(a problem that I solved ),all of them are like these silver balls but with some special effects aplyied to differentiate...
Super Charge now keeps blinking with red and blue lights pretty much like police sirens...
Mega Sphere is a golden sphere with colors transitioning from red to blue to green...you get it.
Infrared same as supercharge,only that this one make a transition from black to green.
Blur Shere is a silver transparent ball with a shiny effect in it's center
Invulnerability Sphere has this weird glitch effect(like the original game!)
that's sums up for the powerups,Now for the...
BOB'S
your old pal's from the marathon are even more diverse and more interesting in their behaviour towards the world,ESPECIALLY YOU!
you simply can't go all out postal killing them in the process because if you do...they will get angry and will attack YOU for the rest of the map until you finish it.Be careful when using explosive weapons because they spawn alongside the pfhor and let's be honest...you don't want hitscanning glass cannons enemies,don't you?! still...be tactical with them,you can kill at least 3 until hell breaks lose,so kill them when absolutely necessary like the magnum pickup wich only security bob's drops
the same applies to Vacbob's...
Keep a lookout for the Fighters and Troopers,they priotize the killing of your BOB's instead of you(can be a distraction if needed)
and finally like the Vidmaster oath "to never,ever,leave a single bob alive..."if you can
Finally..the Weapons
didn't have much of a change except for the fists,Rocket launcher and the Flamethrower(the last one didn't work in the original) SOME WEAPONS DON'T WORK UNDERWATER!
FIsts you now need to get some speed beforehand so it will cause more damage while running instead of standing still
Flamethrower This is probably the biggest diference between this remake and the original because...it simple works now ; this one ripps through enemies and it's specially effective against those weak fighters and troopers.
Rocket Launcher has some kickback now,like the original and takes a while to arm it making it seem more powerful than the simple one made by the original author
the magnums and shotgun also received some care,but,you will learn from playing it
well...that's all! There is simple too much to cite here but the most important ones have been said, the rest is up to you to discover and play.
DOWNLOAD https://drive.google.com/file/d/1VqOkE3 ... sp=sharing
Screenshots
Spoiler:Credits
"TychoVII & Hopper for the HUD (FloatingX HUD for AlephOne)
CryoS for the music
Nash for the blood effects (nashgore.wad)
Enjay for the splash and flats sounds (NJSPLASH.wad)
Xaser for the male jump and land sounds from Psychic (psy-pbt3.wad), dual wield code from Parkour-X
ZeroProphet for the player land sound from Zero Tolerance (zp-zerot.wad)
SGtMarkIV for a simple code that resets the Bob's hostility at the start of each map
Also to the individual who made the Doom smallfont in Claustraphobia 1024 2 (1024cla2.wad)
and Bungie for making Marathon freeware."
Samsara by TerminusEst13 for the code for the akimbo magnums and shotguns plus the flamethower and some weapon effects
TwelveEyes - For being the first(at least to what I know)to make a marathon mod,and being his base mod for the remake I did for doom and tried his hard to do it,Really thanks man!
PS.:For what I know it runs kinda nice at the Gzdoom 4.3.3 i don't know if in Zdoom will give any problems so I would stick to the Gzdoom version
PS.2:You may get some perfomance problems because of the HD enemies and scripting of the akimbo weapons but it is just for the first time;later on it stops with the usage.