#  ![](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)

 Less More- Posts: 232
-
-
-
-

   9 years 8 months ago [\#5122](#5122) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=40#5122 "[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")*

> Dreadopp wrote: These guys seem pretty useful overall. Some notes:
>
> \- The one pain sound they have does get kind of repetitive. I'm not entirely sure what they say ("Some help"?) but it pretty much happened every time one of them got hit.
> \- I created a test map with all of the Marines in it (with no monsters) and they all stand still until I fire or summon a monster except for the Machine Gun Marine. He walks around as soon as the game starts.
> \- When pitting one of the marines against some monsters (in this case, imps), I noticed that if I'm out of sight, the monsters don't wake up until the marine shot them. This gives the Chaingun Marine (and some of the others) a good chance to mow down each imp before they have a chance to retaliate.

Seen the error with the Machinegun Marine. Missed out a Loop at the end of the Spawn State.
I've been asked to remove sounds due to overuse of Sounds (there was about 3-4 for Pain, Active, Sight but reduced because of repetition, length or "spamming", I'll admit it gets annoying my end too so I will remove it.

If anybody is having problems or has noticed this problem with the Chainsaw Marine &amp; you can fix it let me know. Usually in crowded areas he'll keep attacking, after killing a target even when no enemies are around him. And then won't move until he's hurt or killed.

Also, adding some GLDefs, no Brightmaps... seeing the just Marines light up when shooting a Pistol or Plasma makes them look better.

Thank you for the Feedback

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD00MA==&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)

 Less More- Posts: 232
-
-
-
-

   9 years 7 months ago - 9 years 7 months ago [\#5286](#5286) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=40#5286 "[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")*

> Dreadopp wrote: - When pitting one of the marines against some monsters (in this case, imps), I noticed that if I'm out of sight, the monsters don't wake up until the marine shot them. This gives the Chaingun Marine (and some of the others) a good chance to mow down each imp before they have a chance to retaliate.

This is one of the biggest flaws with this and all Ally projects I've worked on. Like you've said the enemies don't see the Allies as hostile until attacked first, so it's basically infighting but with deliberate intend ![:P](https://www.realm667.com/tongue.gif ":P"). Not sure what I can be do to fix this (without manually setting ThingHate "XYZ" scripts up manually) in a Map Editor. But apart from that I hope, there isn't anything else holding this back.

 Last edit: 9 years 7 months ago by DBJ87.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD00MA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **Fiorello1**
- ![Fiorello1's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar9318.jpg?1621362552)
- Dark Imp
- ![Dark Imp](https://www.realm667.com/media/kunena/ranks/rank_41_darkimp.png)

 Less More- Posts: 8
-
-

   9 years 7 months ago [\#5288](#5288) by Fiorello1  Replied by *Fiorello1* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=40#5288 "[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")*

 Why is the +BOSS tag?

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD00MA==&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)

 Less More- Posts: 232
-
-
-
-

   9 years 7 months ago - 9 years 7 months ago [\#5290](#5290) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=40#5290 "[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")*

> Fiorello1 wrote: Why is the +BOSS tag?

Idea (and all Marine's Flags) was started and mostly based off how Allied Marines in other Ally WADs had been set up, particularly from Allied Marines used by Sarge Mark IV for Brutal Doom &amp; by Alando1. (But my intention is to not make them, unstoppable killing machines, flying left &amp; right dodging attacks etc, so the chase settings were reset to standard &amp; Missile changes (+MISSILEMORE +MISSILEEVENMORE) varied depending on Marine's Weapon, Pain Chance &amp; Movement Speed).

+BOSS was a flag used in both (when I started this, I thought it was a "necessity" (don't ask why, I honestly couldn't come up with a logical answer lol), it's only really there basically just makes sure you know when they're active &amp; dead, you hear them Shout &amp; Die regardless of where you are. Like to think of it as the Marine contacting the Player via Radio.

Nobody has said much about the Flags in place so they've been left alone pretty much throughout. And seeing as an enemy doesn't behave any differently to Boss Monsters as they would do, you or others in a crossfire (Infighting) it's been left in, because it's simply not been questioned, suggested or recommended it be removed by Administration.

 Last edit: 9 years 7 months ago by DBJ87.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD00MA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **Fiorello1**
- ![Fiorello1's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar9318.jpg?1621362552)
- Dark Imp
- ![Dark Imp](https://www.realm667.com/media/kunena/ranks/rank_41_darkimp.png)

 Less More- Posts: 8
-
-

   9 years 7 months ago [\#5291](#5291) by Fiorello1  Replied by *Fiorello1* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=40#5291 "[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")*

 Oh thank you for the answer and is there a link for the weapon of the machinegun marine?

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD00MA==&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)

 Less More- Posts: 232
-
-
-
-

   9 years 7 months ago - 9 years 7 months ago [\#5301](#5301) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=40#5301 "[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")*

> Fiorello1 wrote: Oh thank you for the answer and is there a link for the weapon of the machinegun marine?

No, the Marine's Sprite Sheet is the Default Doom Player. The Sound effects are taken from Doom 3. I'd re-made the Machinegun* to go with the Marines. I didn't include any weapons as dropped items outside Doom/Doom 2's original 8, for stability. I'd rather leave any "outside interference" as to new Weapon or Item drop changes down to those who decide to use this.

*I'd re-made the Machinegun based off what was used in this [ WildWeaselMixedTape2https://www.doomworld.com/idgames/combos/ww-mixd2](https://www.doomworld.com/idgames/combos/ww-mixd2). This was done, WAY before even starting this &amp; there's loads of Machinegun style weapons out there or on here already that can be used to replace the item drop, so uploading mine still seems pretty pointless, as it's another remake of a Doom 2.5/Doom 3 Weapon &amp; not really an original idea.

 Last edit: 9 years 7 months ago by DBJ87.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD00MA==&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)

 Less More- Posts: 232
-
-
-
-

   9 years 6 months ago - 9 years 6 months ago [\#5353](#5353) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=40#5353 "[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")*

 Brightmaps (based around Doom's Zombie gunfire so gun flashes are white with anything visible being grayscaled) &amp; Updated/Improved Plasma Marine Firing Sprites as well as a new Chaingun ready to Fire Sprite coming soon.

If anybody has any suggestions on making enemies, immediately hostile to Allies (instead of being shot at first, then fighting) let me know. Otherwise, it'll be down to users to manually add Thing_Hate Commands from scripts on maps they use the marines in, made this as that was something I was hoping to avoid, because enemies/allies tend to go to Spawn state &amp; don't react to Player, even when hurt, killed or raised from death.

After the Brightmap update (as far I can tell), this will be finished, I'm sure some of the brightmaps will have flaws that can be sorted ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)").

[13/01/17] Submission is now Updated. Examples of what's on the Current Update.

Pistol Brightmap (From Scratch)
[ ![[img](http://i.imgur.com/J0zG07A.png) ](http://imgur.com/J0zG07A)
[ ![[img](http://i.imgur.com/il88qkc.png) ](http://imgur.com/il88qkc)

New Chaingun Sprite (From Scratch)
[ ![[img](http://i.imgur.com/z8iw5IX.png) ](http://imgur.com/z8iw5IX)

Updated Plasma Firing Sprite Colours (Recoloured from Scratch)
[ ![[img](http://i.imgur.com/eyIegy3.png) ](http://imgur.com/eyIegy3)
[ ![[img](http://i.imgur.com/3E1iseP.png) ](http://imgur.com/3E1iseP)

All new content created or edited with GIMP. The Brightmaps were then Grayscaled after adjusting areas that needed to stand out more. Along with the other GLDefs lighting on the firing Sprites &amp; Projectiles. Appearance &amp; Decorative wise this is finished, give or take any needed adjustments to Explosive or Plasma firing Brightmaps.

16/01/17
-More Shades added to Updated Plasma Marine F Sprites. Lighter shades of Blue have been added to F Sprites &amp; Brightmaps are updated with the new Sprite Changes.
-Changes added to Rocket Marine, Bombardier &amp; Grenadier Brightmaps. The weapons look like they're firing an explosive blast &amp; not a gunshot.

Bombardier Firing Sprite Brightmaps
[ ![[img](http://i.imgur.com/QBPlBSb.png) ](http://imgur.com/QBPlBSb)

17/01/17
-Final changes to INFO &amp; CREDITS.

 Last edit: 9 years 6 months ago by DBJ87. Reason: Project is finished. Awaiting review for any other suggested changes or consideration to go further.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD00MA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

- **Fiorello1**
- ![Fiorello1's Avatar](https://www.realm667.com/media/kunena/avatars/resized/size144/users/avatar9318.jpg?1621362552)
- Dark Imp
- ![Dark Imp](https://www.realm667.com/media/kunena/ranks/rank_41_darkimp.png)

 Less More- Posts: 8
-
-

   9 years 6 months ago [\#5459](#5459) by Fiorello1  Replied by *Fiorello1* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=40#5459 "[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")*

 They work well in cooperative, they cover you and your friend.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD00MA==&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)
- Demon
- ![Demon](https://www.realm667.com/media/kunena/ranks/rank_5_demon.png)

 Less More- Posts: 31
-
-

   9 years 6 months ago - 9 years 6 months ago [\#5460](#5460) by yuraofthehairfan  Replied by *yuraofthehairfan* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=40#5460 "[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 can't wait for this to get in ![XD](https://www.realm667.com/laugh.gif "XD") got plans for them

 Last edit: 9 years 6 months ago by yuraofthehairfan.

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD00MA==&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)

 Less More- Posts: 232
-
-
-
-

   9 years 6 months ago [\#5461](#5461) by DBJ87  Replied by *DBJ87* on topic *[\[SUBMISSION\]: Allied Marines](https://www.realm667.com/forum/closed-submissions/588-submission-allied-marines?start=40#5461 "[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")*

> Fiorello1 wrote: They work well in cooperative, they cover you and your friend.

Glad to know it's working OK on Multi-Player games. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)") Thank you for the feedback (Been waiting to hear about multi-player, Co-op or Deathmatch for a while because I don't use it). As long as you can position them in the right places you should be able to knock back the forces of hell with some ease.

If you want the Bombardier's Heat-Seeking Missile Launcher, it's on here.
http://realm667.com/index.php/en/armory-mainmenu-157-97317/other-sources-styles-mainmenu-160-29963/1811-heat-seeker-launcher

Please [Log in](https://www.realm667.com/component/users/login?return=aHR0cHM6Ly93d3cucmVhbG02NjcuY29tL2ZvcnVtL2Nsb3NlZC1zdWJtaXNzaW9ucy81ODgtc3VibWlzc2lvbi1hbGxpZWQtbWFyaW5lcz9zdGFydD00MA==&Itemid=2662) or [Create an account](https://www.realm667.com/component/users/registration?Itemid=2662) to join the conversation.

[Powered by](https://www.realm667.com/forum/credits) [Kunena Forum](https://www.kunena.org)
