#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[SUBMISSION\]: Allied Marines

##

- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
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   10 years 4 months ago - 10 years 4 months ago [\#3428](#3428) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=10#3428 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

 yuraofthehairfan, interesting idea, I'm finishing off the additional marines update, got to test each of them, then I'll submit it. I have recently tried tweaking &amp; changing pallet colours, with other enemies I have made, I'm not entirely sure how I can get the colour changes tested though,if I do it through the Decorate itself (I don't use multi-player) so if I submit a 2nd set, same set up with the colour changes in the decorate, I'm afraid I can't guarantee it will work-- but the idea of doing that is brilliant, I will try it afterwards.

Thank you for your feedback ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

 Last edit: 10 years 4 months ago by DBJ87.

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- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
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   10 years 4 months ago [\#3437](#3437) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=10#3437 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

 If everyone is happy with the latest update, I'll add the rest of the Skulltag Weapon Marines (BFG-10K &amp; Grenade Launcher) to a future update, I have all the Marines ready-- but for now, I'm going to have a look at yuraofthehairfan's suggestion on colour changes to help use these in teams for Deathmatch (or as extra Rivals in Single player?)

I don't use Multiplayer, so apart from testing in single player, I can't guarantee this will work, but I have got an enemy from the Repository (Baphomet's Eyes) that uses the colour change set-up that has been put forward, so it shouldn't be too complicated, I've also got a few weapons (including a Bazooka you can give to the Bazooka Marine) to upload.

Thanks again, for you're feedback

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD0xMA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

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   10 years 4 months ago [\#3449](#3449) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=10#3449 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

 Recolouring has turned out better then expected... let me know if you have any problems with adding the new colours, I'm hoping it's been explained enough. Sad to say, the online project's getting to the end (of what I should add from what else I've got without spoiling it), the damage output from each of the Marines is moderately balanced-- not perfect but no complaints or concerns about that from anybody. Up to the people using the Marines to test out groups &amp; individual placement, see what works best for them now ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)") Going to upload the final 3 Marines, the last 2 Skull-Tag weapons &amp; 1 other Marine. Round the count off at 16 &amp; let it be.

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- ![yuraofthehairfan's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar374.jpg)
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   10 years 4 months ago [\#3453](#3453) by yuraofthehairfan  Replied by *yuraofthehairfan* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=10#3453 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

 sweet will half to test it out when I get time but one thing I want to add that they might ask to be changed is the see sound with the doom psx zombie sounds might be changed to the skull tag marine sounds
but do think this is awesome cus the gzdoom builder has a marine set but they are all gray so its already in but a cool update like this would be awesome

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD0xMA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

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   10 years 4 months ago - 10 years 4 months ago [\#3454](#3454) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=10#3454 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

 I've thought about changing the sounds for the Fist &amp; Chainsaw too, the PS1 Zombie's sight, &amp; the Marine Pain &amp; Death were the original sounds for all, but I kept the sight sounds on the 2 Melee Marines because it showed that (stereotypically), they'd be the "insane" or "stupid" ones that don't think &amp; go charging in head on. But it doesn't mix well with the others now. Will change the sights for them, create a new one for the Chainsaw Marine too, so you can hear it clearer (Fingers crossed),

I'm glad you like the colour changes, having just Grey Marines was one of those niggling things that irritated me when using the GZDB Marines. Back then, colour blending was something that just went over head &amp; I never thought about, but looking at it now, it would also take up space in the map's scripts, changing the colours on every level, when now, you've got an easier option to create several sets of Marines ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

Also going to add "CheckSight" to attack states to get Marines to start patrolling again, instead of those that do it after attacking. So if their targets are dead, escape through a teleporter or behind a wall, only then will they start looking for a new one, instead of just instantly jumping to do so as they are now.

 Last edit: 10 years 4 months ago by DBJ87.

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- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

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   10 years 4 months ago [\#3458](#3458) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=10#3458 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

 All the Marine's are added, any further updates to behaviour will be added, But for now, I can sadly say, this is now completed ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD0xMA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **yuraofthehairfan**
- ![yuraofthehairfan's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar374.jpg)
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   10 years 4 months ago [\#3517](#3517) by yuraofthehairfan  Replied by *yuraofthehairfan* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=10#3517 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

 Awesome all seems good just the machinegun guy gun still points out wile he is walking.
but as you said you try to update it latter ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

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- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
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   10 years 4 months ago [\#3518](#3518) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=10#3518 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

 I've noticed that too, been wondering what to do, but can't figure out what else to do with it... my guess is that it's down to the 3 missile states, each has set distance between use &amp; he's jumping to missile state to check range (ignoring the "loop" commands briefly at the end of the Spawn &amp; Chase states).

Going to have to uncap the range distances, see if that does anything, but then, I'm worried this will mess up the whole versatile firing set up he was meant to have. Might change it to use 2 missile attacks, burst fire as standard, then as target closes in rapid fire, or just have it as a 50/50, 40/60 chance to jump between the 2, whether this fixes the walking gun point problems, I don't know.

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- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

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   10 years 3 months ago [\#3524](#3524) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=10#3524 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

 *Face Palm* it was down to a misplaced Spite lol... update/bug fix is on now

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD0xMA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **DBJ87**
- ![DBJ87's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar4113.png) Topic Author
- Wicked
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

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   10 years 2 months ago - 10 years 2 months ago [\#3900](#3900) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=10#3900 "[INFO]

Name: Allied Marines
Difficulty: Easy-Hard (Based off weapons used & if you disable Friendly Flag. They are intended to help the Player)
Connection: Doom, Ally Marines, Cooperative Gameplay in Single Player
Summon: MarineAlly"xx" (Fist, Pistol, MG, CG, SG, Minigun, Chainsaw, Plasma, Rocket, BFG9000, SSG, Railgun, HSMissile, GL, BFG10K, Flamethrower, Sniper)
Melee: Yes (Melee Marine & Chainsaw Marine)
Distance: Hitscan, Projectile, Explosive, Railgun, Seeker, Fire.
Type: Human, Marines, Allies
Brightmaps: Yes
GLDefs: Yes

[CREDITS]
Submitted by: DBJ87
Decorate Created by: DBJ87
Palette: PNG Palette
Sprites: ID Software, DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag
Sprite Edit: DBJ87
Brightmaps Edit: DBJ87
SFX: Custom, That_One_Doom_Mod, Doom3, CthulhuCultist, Tormentor667, Skulltag Team, Eriance, Raven Software, Rise of the Triad, Xim, Doom64
Idea Base: Own Idea, yuraofthehairfan

[DESCRIPTION]
17 Allied Marines with extensive behaviour changes including shooting, reaction timing, movement speed & parameters, tracking & targeting as well as a Large
Arsenal of weapons to assist the Player. Also includes Captive Marines & Colour Blend templates to increase diversity as Allies or additional Enemies.

All the Marines by default, have 200% Health, varied pain chances & internal Flags to change shooting behaviour.
(Full Descriptions & Credits on File's INFO & CREDITS)

//Melee/Punch: MarineAllyFist
-Attacks with fast, powerful punches.
-Has a charge attack, making him jump very quickly towards targets.
-Can use the jump attack to climb up low walls.

//Pistol: MarineAllyPistol
Has 2 sets of firing modes making the most of his wimpy weapon.
-A standard single shot, usually his main offence.
-A Quick burst of 3 shots.

//Machinegun: MarineAllyMG
Standard Infantry. Has 2 firing modes.
-A 3 Burst Shot, usually his main offence.
-A Rapid-Fire shot like the Chaingunner.

//Chaingun: MarineAllyCG
-Marine that uses a Chaingun

//Shotgun: MarineAllySG
-Marine that uses a Shotgun

//Minigun: MarineAllyMinigun
-Marine that uses a Minigun, faster & double damage output of the Chaingunner.

//Chainsaw: MarineAllyChainsaw
-Marine that uses a Chainsaw

//Plasmagun: MarineAllyPlasma
-Marine that uses a Plasmagun.
-Set to stand & fire repeatedly when attacking.

//Rocket Launcher: MarineAllyRocket
-Marine that uses a Rocket Launcher, with 2 attacks. A single shot or 3 Rockets are fired like the Cyberdemon.
-Retreats to get a clearer shot if targets are too close.

//BFG-9000: MarineAllyBFG9000
-Marine armed with the BFG-9000. Be aware of Tracer Damage.
-Careful placement recommended, there is a high risk of Friendly Fire.

//Super-Shotgun MarineAllySSG
-Marine that uses a Super-Shotgun.

//Railgun: MarineAllyRailgun
-Stationary Sniper when attacking, uses the Railgun.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

//Bombardier: MarineAllyHSMissile
-Shoots a Fast & Accurate Homing Missile.
-Retreats to get a clearer shot if targets are too close.

//Grenadier: MarineAllyGL
-Fires timed Grenades using Skulltag based Grenade Launcher.
-Retreats to get a clearer shot if targets are too close.

//BFG-10K: MarineAllyBFG10K
-Marine that uses the BFG-10K.
-Set to stand & fire repeatedly when attacking.
-Careful placement recommended as Damage behaviour matches Skulltag's BFG-10K.
-Retreats to get a clearer shot if targets are too close.

//Flamethrower: MarineAllyFlamethrower
-Attacks with a powerful, Mid-Range Flamethrower.
-Careful placement recommended. Fire spawned after hitting targets can damage the player.

//Sniper: MarineAllySniper:
-Stationary Sniper when attacking, Bullets fired as fast projectiles dealing mid to high damage.
-Set to stand & fire repeatedly when attacking rather than shoot & walk away.
-Retreats to get a clearer shot if targets are too close.

This Submission also includes 15 Tested Colour Blends, listed with a tutorial, that can be added to a Marine's decorate to change it's colour. This Submission is offering a more stable & versatile roster to choose from, instead of overpowered marines that will kill everything , leaving you standing with nothing to do, it is trying to offer more co-operative gameplay. Credit (and thank you) also goes to yuraofthehairfan.

[CAPTIVE MARINES]
Bound Marines that can be killed by enemies & killed by you for a couple of Stimpacks (you Monster!) or freed if you activate them. The Spawned Marines are exactly the same as their counterparts, meaning Health is reset to 200% & they will follow & help you as normal. They will arm themselves (randomly) with 1 of 9 Weapons:
- Fist
- Pistol
- Machinegun
- Chaingun
- Shotgun
- Chainsaw
- Minigun
- Plasmagun
- Super-Shotgun

Radius is larger than the standard Allies to help with placement & activation at a safer distance (if you stand too close or something solid gets in their way, they will not appear (due to collision set-up) when the freed marines are spawned). Credit (and thank you) also goes to yuraofthehairfan.

[UPDATE HISTORY]

[15/05/17]
-Bug Fix on Ally 17's XDeath. Sprites OP were used twice in Extreme Death Sequence.
-Decorate & additional notes checked over.

[16/05/17]
-Activation Radius for Captive Marines increased from Default (20) to 40 (tested at 32, 48 & 56), allowing quicker access to saving Marines & reducing chances of losing them due to collision checks in place.
-Updated notes on Captive Marines. Regarding activation & placement.

[19/05/17]
-Extreme Death Sprite bug on BFG Marine fixed. (Non-Existent Sprite was put into Decorate ending)
-Wander Loop cycle shortened to reduce file size. (On all Marines that use it)

If there's any issues let me know, otherwise I consider this completed.

[PREVIEW]

[DOWNLOAD] Allied Marines Pack
http://www.m*diafire.com/file/t4ha2hco1i9bx1a/Allied_Marines_Pack.zip")*

 There is 1 final change coming to this, I've found a Sniper Marine and recently updated &amp; changed the weapon used by the Bazooka Marine (so he will be renamed Bombardier or Heat-Seeker Marine) plus, all the Marines are going to be given a better climb &amp; drop off system so they can move around more freely &amp; be pushed out of your way.

I'm using these changes to my own, full version at the moment, and it's looking good, especially for the Melee Weapon users &amp; Short Ranged Weapon users that need to get closer to their targets...

The Sniper just needs some death sprites (which I'm working on) &amp; it should be up soon ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

 Last edit: 10 years 2 months ago by DBJ87.

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