Xim's Helper Marines

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Xim
Posts: 2087
Joined: Fri Feb 20, 2009 2:46 pm
Location: somewhere with trees

Xim's Helper Marines

Post by Xim »



DOWNLOAD HERE

A remake of Xim's Helper Marines, powered by the companion mod template by NeenerWiener.

This mod is an ally pack that includes Doom marines of each weapon, plus a few extras. Allies start with the player and follow them through the map. You can set any combination of marines you'd like in the menu.
There is also a 'progressive' mode, where helpers are unlocked for the next map by finding items or completing the map with a certain amount of health or ammo.
I've also made addons, modders could make their own if they wish.

List of Marines:
Spoiler:
Credits:
Spoiler:
Known issues:
Spoiler:
Last edited by Xim on Tue Jun 07, 2022 9:54 am, edited 1 time in total.
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r&r
Posts: 279
Joined: Fri Sep 08, 2017 2:54 pm

Re: Xim's Helper Marines

Post by r&r »

Very Nice, ever thought on doing a Team Fortress style of Doom helpers?
the sniper, the heavy, the demoman, the spy, the engineer etc etc?
and each class ai or does his own skill and talent?

Like the The Engineer will randomly drop a sentry gun every 5 minutes or so.
The Spy can go invisible and do critical instant kill back-stabs with a knife, etc, stuff like that
The Sniper always try to stay back and shoots from long distance.

just tossing ideas.
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Xim
Posts: 2087
Joined: Fri Feb 20, 2009 2:46 pm
Location: somewhere with trees

Re: Xim's Helper Marines

Post by Xim »

r&r wrote:Very Nice, ever thought on doing a Team Fortress style of Doom helpers?
the sniper, the heavy, the demoman, the spy, the engineer etc etc?
and each class ai or does his own skill and talent?

Like the The Engineer will randomly drop a sentry gun every 5 minutes or so.
The Spy can go invisible and do critical instant kill back-stabs with a knife, etc, stuff like that
The Sniper always try to stay back and shoots from long distance.

just tossing ideas.
Nope, I've never played Team Fortress before. This is a mod of Doom marines, so I'm not adding friendlies from other games. If I make anymore add-ons it'll be likely be remaking the rest of the helper marines in my old wad.

I might make some helper packs that are related to my other gameplay mods though.
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r&r
Posts: 279
Joined: Fri Sep 08, 2017 2:54 pm

Re: Xim's Helper Marines

Post by r&r »

Xim wrote:
r&r wrote:Very Nice, ever thought on doing a Team Fortress style of Doom helpers?
the sniper, the heavy, the demoman, the spy, the engineer etc etc?
and each class ai or does his own skill and talent?

Like the The Engineer will randomly drop a sentry gun every 5 minutes or so.
The Spy can go invisible and do critical instant kill back-stabs with a knife, etc, stuff like that
The Sniper always try to stay back and shoots from long distance.

just tossing ideas.
Nope, I've never played Team Fortress before. This is a mod of Doom marines, so I'm not adding friendlies from other games. If I make anymore add-ons it'll be likely be remaking the rest of the helper marines in my old wad.

I might make some helper packs that are related to my other gameplay mods though.
Like Kyle Katarn? a mix of Dark forces 1 and almost like a 2D version of Jedi academy of Jedi Kyle with the lightsaber the force powers?
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BlackCrusader123
Posts: 2
Joined: Mon Aug 29, 2022 9:06 am
Operating System Version (Optional): Windows 11 Pro 22621.382
Graphics Processor: nVidia (Modern GZDoom)

Re: Xim's Helper Marines

Post by BlackCrusader123 »

Hello, a question arose about the work of your add-on, for some reason, from the presented infantrymen, neither all the options appear as you progress, nor do you need to install any other mods?
I use your mod in conjunction with Doom RPG

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