[SUBMISSION]: Allied Marines
- DBJ87
- Topic Author
- Wicked
- Posts: 228
Dreadopp wrote: These guys seem pretty useful overall. Some notes:
- The one pain sound they have does get kind of repetitive. I'm not entirely sure what they say ("Some help"?) but it pretty much happened every time one of them got hit.
- I created a test map with all of the Marines in it (with no monsters) and they all stand still until I fire or summon a monster except for the Machine Gun Marine. He walks around as soon as the game starts.
- When pitting one of the marines against some monsters (in this case, imps), I noticed that if I'm out of sight, the monsters don't wake up until the marine shot them. This gives the Chaingun Marine (and some of the others) a good chance to mow down each imp before they have a chance to retaliate.
Seen the error with the Machinegun Marine. Missed out a Loop at the end of the Spawn State.
I've been asked to remove sounds due to overuse of Sounds (there was about 3-4 for Pain, Active, Sight but reduced because of repetition, length or "spamming", I'll admit it gets annoying my end too so I will remove it.
If anybody is having problems or has noticed this problem with the Chainsaw Marine & you can fix it let me know. Usually in crowded areas he'll keep attacking, after killing a target even when no enemies are around him. And then won't move until he's hurt or killed.
Also, adding some GLDefs, no Brightmaps... seeing the just Marines light up when shooting a Pistol or Plasma makes them look better.
Thank you for the Feedback
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
Dreadopp wrote: - When pitting one of the marines against some monsters (in this case, imps), I noticed that if I'm out of sight, the monsters don't wake up until the marine shot them. This gives the Chaingun Marine (and some of the others) a good chance to mow down each imp before they have a chance to retaliate.
This is one of the biggest flaws with this and all Ally projects I've worked on. Like you've said the enemies don't see the Allies as hostile until attacked first, so it's basically infighting but with deliberate intend . Not sure what I can be do to fix this (without manually setting ThingHate "XYZ" scripts up manually) in a Map Editor. But apart from that I hope, there isn't anything else holding this back.
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- Fiorello1
- Dark Imp
- Posts: 8
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
Fiorello1 wrote: Why is the +BOSS tag?
Idea (and all Marine's Flags) was started and mostly based off how Allied Marines in other Ally WADs had been set up, particularly from Allied Marines used by Sarge Mark IV for Brutal Doom & by Alando1. (But my intention is to not make them, unstoppable killing machines, flying left & right dodging attacks etc, so the chase settings were reset to standard & Missile changes (+MISSILEMORE +MISSILEEVENMORE) varied depending on Marine's Weapon, Pain Chance & Movement Speed).
+BOSS was a flag used in both (when I started this, I thought it was a "necessity" (don't ask why, I honestly couldn't come up with a logical answer lol), it's only really there basically just makes sure you know when they're active & dead, you hear them Shout & Die regardless of where you are. Like to think of it as the Marine contacting the Player via Radio.
Nobody has said much about the Flags in place so they've been left alone pretty much throughout. And seeing as an enemy doesn't behave any differently to Boss Monsters as they would do, you or others in a crossfire (Infighting) it's been left in, because it's simply not been questioned, suggested or recommended it be removed by Administration.
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- Fiorello1
- Dark Imp
- Posts: 8
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
Fiorello1 wrote: Oh thank you for the answer and is there a link for the weapon of the machinegun marine?
No, the Marine's Sprite Sheet is the Default Doom Player. The Sound effects are taken from Doom 3. I'd re-made the Machinegun* to go with the Marines. I didn't include any weapons as dropped items outside Doom/Doom 2's original 8, for stability. I'd rather leave any "outside interference" as to new Weapon or Item drop changes down to those who decide to use this.
*I'd re-made the Machinegun based off what was used in this WildWeaselMixedTape2https://www.doomworld.com/idgames/combos/ww-mixd2 . This was done, WAY before even starting this & there's loads of Machinegun style weapons out there or on here already that can be used to replace the item drop, so uploading mine still seems pretty pointless, as it's another remake of a Doom 2.5/Doom 3 Weapon & not really an original idea.
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
If anybody has any suggestions on making enemies, immediately hostile to Allies (instead of being shot at first, then fighting) let me know. Otherwise, it'll be down to users to manually add Thing_Hate Commands from scripts on maps they use the marines in, made this as that was something I was hoping to avoid, because enemies/allies tend to go to Spawn state & don't react to Player, even when hurt, killed or raised from death.
After the Brightmap update (as far I can tell), this will be finished, I'm sure some of the brightmaps will have flaws that can be sorted .
[13/01/17] Submission is now Updated. Examples of what's on the Current Update.
Pistol Brightmap (From Scratch)
New Chaingun Sprite (From Scratch)
Updated Plasma Firing Sprite Colours (Recoloured from Scratch)
All new content created or edited with GIMP. The Brightmaps were then Grayscaled after adjusting areas that needed to stand out more. Along with the other GLDefs lighting on the firing Sprites & Projectiles. Appearance & Decorative wise this is finished, give or take any needed adjustments to Explosive or Plasma firing Brightmaps.
16/01/17
-More Shades added to Updated Plasma Marine F Sprites. Lighter shades of Blue have been added to F Sprites & Brightmaps are updated with the new Sprite Changes.
-Changes added to Rocket Marine, Bombardier & Grenadier Brightmaps. The weapons look like they're firing an explosive blast & not a gunshot.
Bombardier Firing Sprite Brightmaps
17/01/17
-Final changes to INFO & CREDITS.
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- Fiorello1
- Dark Imp
- Posts: 8
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- yuraofthehairfan
- Demon
- Posts: 31
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
Fiorello1 wrote: They work well in cooperative, they cover you and your friend.
Glad to know it's working OK on Multi-Player games. Thank you for the feedback (Been waiting to hear about multi-player, Co-op or Deathmatch for a while because I don't use it). As long as you can position them in the right places you should be able to knock back the forces of hell with some ease.
If you want the Bombardier's Heat-Seeking Missile Launcher, it's on here.
http://realm667.com/index.php/en/armory-mainmenu-157-97317/other-sources-styles-mainmenu-160-29963/1811-heat-seeker-launcher
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