#  ![](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
- ![Wicked](https://www.realm667.com/media/kunena/ranks/rank_81_wicked.png)

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   10 years 2 months ago [\#3916](#3916) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=20#3916 "[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")*

 Final Update (for real this time) is now submitted. I feel there's more then enough Marines to play about with, 17 out of the 24 I have lol. Don't want the file to be too big &amp; the rest won't offer a huge amount of versatility compared to what's on now-- picked the best of the best ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

Hope you enjoy the new changes, Got my fingers crossed. Thanks again to everyone for your feedback, this has been the biggest project I've done-- I hope it pays off now. Enjoy

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD0yMA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **MagicWazard**
- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
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   10 years 2 months ago [\#3935](#3935) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=20#3935 "[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")*

 Throws a crash error at runtime:
Code:

Script error, "Allied Marines Pack.zip:allied marines.wad:DECORATE" line 832: Expected '{', got 'OBITUARY'.

The word "states" is at line 831, which seems to be what's causing the problem. There's also "states" at both 942 and 943, which if left unchecked, will cause a crash.

Also, it looks like the SSG Marine is missing his attack sound; I couldn't find it in the .WAD. You can probably get it from the SSG Zombie if you haven't already.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD0yMA==&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 [\#3945](#3945) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=20#3945 "[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")*

> MagicWazard wrote: Throws a crash error at runtime:
>
> Code:
>
> Script error, "Allied Marines Pack.zip:allied marines.wad:DECORATE" line 832: Expected '{', got 'OBITUARY'.
>
>
>
> The word "states" is at line 831, which seems to be what's causing the problem. There's also "states" at both 942 and 943, which if left unchecked, will cause a crash.
>
> Also, it looks like the SSG Marine is missing his attack sound; I couldn't find it in the .WAD. You can probably get it from the SSG Zombie if you haven't already.

I'll take a look at these issues immediately, biggest project (and probably my best) want it to go up without problems as much everyone else (I hope)...

 Warning: Spoiler!

 no problems when testing, but something's obviously gone wrong when adding the new marine/changes to decorate &amp; resaving the sounds-- thanks for pointing that out. Will let you know when this is fixed.

Found the problems down to last update to the Decorate-- copied SSG Zombie's attack sound.
BFG had 2 states, one in the wrong place , moved everything around on the Decorate making the new changes .
SSG had similar problem-- state added twice &amp; accidentally deleted it's firing sound while changing sounds to OGG...

Too eager &amp; excited to get this up-- made the biggest rookie mistake ever ![:(](https://www.realm667.com/frown.gif ":(")

Also adjusted Bombardier's (Seeker Marine) missie height.

Tested again, everything is now working for the 3 Marines.

 Last edit: 10 years 2 months ago by DBJ87.

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- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
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   10 years 2 months ago - 10 years 2 months ago [\#3962](#3962) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=20#3962 "[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 tried them all out, and there's some good stuff here. Now, for some more technical feedback. Yes, it's a lot, because, this is a big pack, and I'm real picky. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

*The Seeker Marine's missile is missing its explosion sprites. Also, the "Info" needs to be updated with his new class name ("MarineAllyHSMissile").

*The SSG Marine can get off shots much faster than the player can. I realize that's a problem with the SSG Zombie too, but I'd slow down his rate-of-fire so he can't spam his attack.

*I don't feel like the damage on the Chaingunner and Minigunner's bullets needs to be increased (they're at 7 versus the standard 5); they already have a high rate-of-fire and a tight shot pattern. Conversely, the Shotgunner feels a little weak, since his shotgun fires both fewer and weaker pellets (6 pellets at 3 damage each, versus 7 at 5 for the player's shotgun).

*The Machinegunner's attack is much too accurate, in my opinion, in each of his fire modes. It's also weird that his fire mode dictates his bullet damage. His single shot does 5, as expected, but his rapid fire shots only deal 3, and his burst shots deal a whopping 7. If his bullets are coming from the same gun, they should deal the same damage--only the rate-of-fire and accuracy should vary.

*The Flamethrower Marine's attack is WAAAY overpowered. I'm assuming you copied it wholesale from the (UTNT) Flamethrower on the Repository? That thing is notoriously overpowered, but, paradoxically, is useless against bosses (Cyberdemon/Spider Mastermind or any monster with +NORADIUSDMG) because all the damage is explosion-based, and bosses are immune to explosion damage. I would reduce the damage significantly, and add +FORCERADIUSDMG, so that it's less overpowered against standard monsters and more useful against explosion-proof bosses.

*The BFG10K Marine doesn't have the pre-shot "charge" delay before he starts firing, although the sound effect is there. I realize he's got the most overpowered weapon of them all, so he's also going to be overpowered no matter what, but I'd suggest a delay of about 30 tics or so from the time he plays the "charge" sound to the time he actually fires, so that he's more congruent with the actual weapon.

*All the Marines have +NORADIUSDMG applied to them. Personally, I'd remove this, and give more of them the +AVOIDMELEE flag. It just looks strange to have a Marine walk right up to a monster and shoot it with a rocket or grenade at point-blank range and suffer no consequences as a result.

EDIT: Also, I'd suggest adding the flag +NOBLOCKMONST to each Marine. This way they can cross lines that normally block regular monsters.

Overall, though, you're doing real good with this! The time you've spent on this is definitely paying off; I think you're pretty close to the finish line now.

 Last edit: 10 years 2 months ago by MagicWazard. Reason: Adding +NOBLOCKMONST suggestion

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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 2 months ago - 10 years 2 months ago [\#3977](#3977) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=20#3977 "[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")*

 Brilliant feedback, thank you, will address these issues, especially the Super-Shotgun BFG-10K.

Flamethrower was copied from Flamer Zombie, which also does massive damage, but I will reduce this as the Marines have 200% health, so do take slightly longer to die. (Might save some allies lives too, ha ha ha) :derp:

Machinegun, was just to experiment with multiple firing states, designed for accuracy if you aren't using Plasma, Railgun or Sniper Marines, but will change the offset for it's "Burst" &amp; "Continuous" fire, (to show closer the targets get, more he's panicking) damage will be set to deal the same for each shot.

Chaingunner &amp; Minigun will be reset to 5% damage.

Both BFG marines, will get a delay check, BFG10K will definitely have his increased, might do the same to the Minigun, Flamethrower &amp; Super-Shotgun Marine's too.

+AvoidMelee made so the Explosive (Rocket, Bombardier, Grenadier, BFG10K) &amp; Sniper (Railgun &amp; Sniper) Marines retreat, as they will damage themselves or (for realistic purposes &amp; personal preference) can't get a clear shot.
Will add it to some of the others, mostly the weakest.
-Pistol
-Shotgun
-Machinegun

And to some others that might not benefit as much, but makes it harder on them to attack.
-Plasmagun
-BFG-9000
-Super-Shotgun
-Railgun (if I've forgotten)

A lot of Ally Marine Wads (Brutal Doom included), have fearless, gung-ho Marines, that charge in, take all the punishment &amp; start killing everything for you and to me, it does spoil the game a bit &amp; you'll be saving too much health &amp; ammo.

Trying to put together something like:
-Heavy Weapons, (Chaingun, Plasmagun &amp; Minigun included) &amp; Explosives for the killing
-Weaker weapons &amp; Snipers as your main backup
-Melee &amp; Close range weapons (like the Super-Shotgun) with little or no regard for their safety ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

I've said to you before, I'd rather everyone give me constructive criticism &amp; recommendations on what to do, instead of posting something that hopefully, might be added to the Repository but then turns out to be rubbish.

 Last edit: 10 years 2 months ago by DBJ87.

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- **MagicWazard**
- ![MagicWazard's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar517.png)
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   10 years 2 months ago [\#3988](#3988) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=20#3988 "[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")*

> DBJ87 wrote: A lot of Ally Marine Wads (Brutal Doom included), have fearless, gung-ho Marines, that charge in, take all the punishment &amp; start killing everything for you and to me, it does spoil the game a bit &amp; you'll be saving too much health &amp; ammo.

Yeah, that's my main fear, is that these guys could completely upstage the player if they're too powerful. I definitely want them powerful enough to be useful, but I don't want them doing all the work and hogging my kills! ![:P](https://www.realm667.com/tongue.gif ":P")

> DBJ87 wrote: +AvoidMelee made so the Explosive (Rocket, Bombardier, Grenadier, BFG10K) &amp; Sniper (Railgun &amp; Sniper) Marines retreat, as they will damage themselves or (for realistic purposes &amp; personal preference) can't get a clear shot.

If the Explosive marines are meant to be able to damage themselves, then definitely remove the +NORADIUSDMG flag too, if you haven't already! Otherwise they won't suffer harm from their own explosions. Like I said, it's kind of funny to watch a Rocket marine walk straight up to an Imp and literally shove the rocket down its throat, but that doesn't make much sense from a gameplay standpoint. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

 Warning: Spoiler!

> DBJ87 wrote: Flamethrower was copied from Flamer Zombie, which also does massive damage, but I will reduce this as the Marines have 200% health, so do take slightly longer to die. (Might save some allies lives too, ha ha ha) :derp:

Remind me never to use the Flamer Zombie then. He'd probably send me into conniptions unless I modded the *ish* out of him.

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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 2 months ago - 10 years 2 months ago [\#3990](#3990) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=20#3990 "[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")*

> (for realistic purposes &amp; personal preference) can't get a clear shot.

What I meant by that was, if a sniper can't get a clear shot, he'd have to retreat. But will remove the Radius Damage immunity.

Also going to disable Auto-aiming against the Marines (or at least make it optional), to reduce the chances of friendly fire from the player.
And adding -COUNTKILL as when a marine dies, it adds towards the total percentage of killed Monsters and these guys aren't your enemies.

There isn't anything else I feel needs to be changed, damage is balanced-- any further changes to that is now really down to the user.
As far as I'm concerned this is finally finished, will be looking into other Alliance WADs and tweaking my own version, but won't be adding any of those changes to this, until a final decision is made on this &amp; as long as any further doesn't over-balance anything...

 Last edit: 10 years 2 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
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   10 years 1 month ago - 10 years 1 month ago [\#4149](#4149) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=20#4149 "[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")*

 While waiting for news and more feedback of this, working on more "Advanced" &amp; "Immersive" Allies that can swap between 4 weapons (Melee, Primary, Secondary/backup &amp; a "Special" choice) ammo for all weapons and Perks or Traits such as special attacks, specific stat changes that benefit &amp; give penalties, smarter tracking, dodging attacks during combat &amp; even healing themselves to balance them out. If anyone's interested, I will upload, more relevant to everyone versions of them when I've finished all 12 Marines. Made about 5 all ready, These will be a bit more overpowering, but still won't wipe out Barons &amp; Bosses in 2-3 seconds, can take down bosses if there is about 2 or 3 together but random weapon &amp; skills, doesn't guarantee they will all survive every big fight...

(Back to this)
Working on the new Marines and another submitted Monster has given me the idea to give all the Gun using Marines a Knife as a Melee weapon (or just punch them, but going from standard Physique to "Hulk" for about 2 seconds frankly, looks a bit stupid), so they can defend themselves better at close range, handy idea for weaklings such as Zombies, Imps &amp; Lost Souls and they can go down fighting if cornered by bigger enemies... Also might add a Distance check for Rocket, Grenadier, Bombardier, BFG-10K, Railgun &amp; Sniper Marines... Good ideas or should it be left as it is?

 Last edit: 10 years 1 month ago by DBJ87.

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   10 years 1 month ago [\#4155](#4155) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=20#4155 "[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")*

> DBJ87 wrote: (Back to this)
> Working on the new Marines and another submitted Monster has given me the idea to give all the Gun using Marines a Knife as a Melee weapon (or just punch them, but going from standard Physique to "Hulk" for about 2 seconds frankly, looks a bit stupid), so they can defend themselves better at close range, handy idea for weaklings such as Zombies, Imps &amp; Lost Souls and they can go down fighting if cornered by bigger enemies... Also might add a Distance check for Rocket, Grenadier, Bombardier, BFG-10K, Railgun &amp; Sniper Marines... Good ideas or should it be left as it is?

I wouldn't worry about giving the gun-toting marines a melee attack, especially since they don't have to worry about ammo consumption (which is the main reason one generally uses a melee attack in Doom). What did you mean by "Distance check", though? If I recollect, they already have +AVOIDMELEE so they'll try to keep their distance from baddies.

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   10 years 1 month ago - 10 years 1 month ago [\#4162](#4162) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines Pack](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=20#4162 "[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")*

> What did you mean by "Distance check", though?

Following up the idea of giving them a limit as to how close they can be before failing to attack &amp; backing up to get a clearer shot.
Example: anything closer than 360 map units (maybe 512 for explosives) so guys using explosives, reduce the chance of firing at point-blank range, killing themselves and for Snipers, just a add a bit of realism.

Same idea on what I've got in place for Duke Nukem with the RPG.

I'll leave the knife idea for the Allied Marines aside for now. Thank you for your feedback ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

 Last edit: 10 years 1 month ago by DBJ87.

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