Marine Assault Facelift

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Enjay
 
 
Posts: 27679
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Marine Assault Facelift

Post by Enjay »

Somewhere between 22 and 23 years ago I made a little mod called Marine Assault. I don't think I ever shared this, but I was quite ill at the time and didn't know what the future was going to hold so the mod was something of a "take my mind off things" project.

Sometime beforehand I had played the map Ruma by Espi and this served as an inspiration (a mental "starting handle" as I described it in the original text file). I did not set out to copy Ruma, but merely to make something that gave a nod to it. In fact, I deliberately didn't look at Ruma while I was making the map. However, in retrospect, the end result owed far more to Espi's work than I realised at the time (it's embarrassingly close in overall layout). My fault really; I used to have a near eidetic memory for things like map layouts (and other things - something that the illness eventually dulled) and perhaps I should have taken that into account. So, full credit to Espi for the inspiration.

Marine Assault was a "mini TC" with quite a few DeHacked enemies and other changes that went with the map.

Anyway, the project turned out to be quite popular. Over the years, and to this day, I've had quite a few messages from people about it - probably more than I have for any of my other mods. For some time now, several of those messages have asked for an updated version that doesn't rely on DeHacked etc.

So, this is it. It's not a full remaster or anything. I don't want to do that. I'd suggest it's more like a face-lift.

If you fancy running around a map being sniped from a distance by too many over-powered hitscan enemies then this could be the map for you. :P

Overall, I went with a "what's sauce for the goose is sauce for the gander" philosophy.
You are a marine.
You are (mainly) up against marines.
You have access to the Doom weapon set.
They have access to the Doom weapon set.
You can often one-shot kill them.
They might be able to do the same to you.
There are a couple hundred enemies (depending on difficulty setting) and there is one of you. Oh, wait... :biggrin:

If you don't like this version and think I have ruined your childhood by updating the project, that's cool. Just stick with the old version; it hasn't gone anywhere. This is essentially a request project and it does not aim to replace the original; though you can choose to think of it that way if you want, or not, I'm not your boss. :lol:

Download: https://aspectsweb.co.uk/enjay/doom/Mar ... MAFL01.pk3
Requires UZDoom 5.0*
Intended to run with doom2.wad - may run with other IWADS of similar structure.
*Can run with UZDoom 4.13.4 but the rumble mappings at the end of SNDINFO need to be commented out otherwise those sounds will be silenced. See the next post.
I generally play with texture filtering on, so most of the development work was done with that. It should work equally well without it, but there may be some anomalies without it that I didn't spot simply because I didn't run it often enough in that mode.

Screenshots
Spoiler:
The rest of this post is far too lengthy. You don't really need to read it, but it's there is you want it.

What this includes:
Spoiler:
Details:
The Story
Spoiler:
Enemies:
Spoiler:
Weapons:
Spoiler:
Inventory:
Spoiler:
Play information:
Spoiler:
Engine required:
Spoiler:
Known bugs
Spoiler:

AI Content:
Spoiler:
Credits:
Spoiler:
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Enjay
 
 
Posts: 27679
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Marine Assault Facelift

Post by Enjay »

As mentioned above, there is a minor compatibility issue if you want to play this in UZDoom 4.14.3

If you want to run this with UZDoom 4.14.3 (and perhaps GZDoom) you should edit the SNDINFO lump inside the PK3.

UZDoom supports rumble mappings for controllers that have haptic feedback. So, I have implemented rumblemappings for the sounds that UZDoom told me needed them. Without these rumblemappings, UZDoom may print a warning to the console in developer mode.

However, with the rumblemappings, UZDoom 4.14.3 will silence the relevant sounds.

So, if you do want to run this with an older UZDoom and have all the sounds working, look for the following at the end of the SNDINFO lump:

Code: Select all

//The rumble mappings are required in UZDoom 5.0.
//Without them, UZDoom can print errors at the console.
//Unfortunately, they have the side effect of silencing the sounds in UZDoom 4.14.3.
//So, if you want to run the game in 4.14.3, comment out all of the following entries.
//I hope they work.  I don't have any rumble-anabled controllers.
$rumble	NJRailBBeep		SUBTLE
$rumble	misc/grenadethrow	MEDIUM
$rumble	GrenadeBounce		SUBTLE
$rumble	GrenadeExplode		HEAVY
$rumble	NJRailScope		NONE
$rumble	Flare/Strike		LIGHT
$rumble	flare/toss		MEDIUM
$rumble	Flare/Burning		NONE
and change it to:

Code: Select all

//The rumble mappings are required in UZDoom 5.0.
//Without them, UZDoom can print errors at the console.
//Unfortunately, they have the side effect of silencing the sounds in UZDoom 4.14.3.
//So, if you want to run the game in 4.14.3, comment out all of the following entries.
//I hope they work.  I don't have any rumble-anabled controllers.
//$rumble	NJRailBBeep		SUBTLE
//$rumble	misc/grenadethrow	MEDIUM
//$rumble	GrenadeBounce		SUBTLE
//$rumble	GrenadeExplode		HEAVY
//$rumble	NJRailScope		NONE
//$rumble	Flare/Strike		LIGHT
//$rumble	flare/toss		MEDIUM
//$rumble	Flare/Burning		NONE
Or simply delete those entries entirely.

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