Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Mr.S Retro

Marauder In (Almost) Vanilla Doom!

Recommended Posts

Posted (edited)

Hello Doomguys, Slayers and Marines!

Today I present to you the Marauder from doom eternal brought into (almost) vanilla doom.

This mod should run on anything but chocolate doom and dos (it uses extended DeHackEd).

It was tested on LZDoom3.8.4 .

Also If anyone knows of or has marauder sprites I would happily add them to the the mod.

Here's a link to the test map.

!download here!

Spoiler

Screenshot_Doom_20200418_002711.png.2b42914cdaa7cce9655400889ee9ad1f.pngScreenshot_Doom_20200418_002739.png.13708ba8d7efe85a44c4f1f16fb5a005.png

 

Edited by Oppo1021

Share this post


Link to post
On 4/15/2020 at 10:16 PM, TheNoob_Gamer said:

Yes, with some state swapping trickery (which will be difficult to explain and will be a bit hard to execute). In theory you can even recreate Marauder's "shield chase - green eye" using this.

I did it

Share this post


Link to post
Posted (edited)

Interesting but running this in GZDoom and he kept 'shooting' at me under his shield and he was doing no damage. Also seems to pop up some sort of invisible shield infront of my face that blocks my projectiles. 

Share this post


Link to post
Posted (edited)
Quote

Interesting but running this in GZDoom and he kept 'shooting' at me under his shield and he was doing no damage

due to how the shield works he cannot harm you while his shield is up, but he does attack with 2x shotgun blasts at once when he lowers his shield.

Share this post


Link to post
Just now, Oppo1021 said:

due to how the shield works he cannot harm you while his shield is up, but he does attack with 2x shotgun blasts at once when he lowers his shield.

I understand that but... this is weird

 

Share this post


Link to post
Just now, tgawt said:

I understand that but... this is weird

 

From what your video shows, You have the worst luck, I never saw his eyes go green(25% chance)

Share this post


Link to post

There are some people (ThrashMetalFanBert comes to my mind first, but his stuff are usually WIP; and anyone who worked on New Doom conversion mods) have Marauder sprites. Maybe you could try contacting them.

Also what enemy does this replace?

Share this post


Link to post
Just now, TheNoob_Gamer said:

There are some people (ThrashMetalFanBert comes to my mind first, but his stuff are usually WIP; and anyone who worked on New Doom conversion mods) have Marauder sprites. Maybe you could try contacting them.

Also what enemy does this replace?

Archvile, only enemy that seemed to be an equal.

Share this post


Link to post
Posted (edited)
12 minutes ago, Oppo1021 said:

Archvile, only enemy that seemed to be an equal.

Hmm. Pretty jank as far as I can tell - zombie soldier sharing sprites and attack with an archvile? Quick tested on Crispy Doom (2), map11 by the way.

Also, Extended Dehacked only compatibles with Doom Retro and Crispy Doom (and MBF to like state 1099), so perhaps that's why @tgawt is encountering issues.

Share this post


Link to post
Just now, TheNoob_Gamer said:

Hmm. Pretty jank as far as I can tell - zombie soldier sharing sprites and attack with an archvile?

Also, Extended Dehacked only compatibles with Doom Retro and Crispy Doom (and MBF to like state 1099), so perhaps that's why @tgawt is encountering issues.

I had It running perfectly in LZDoom and the archvile fire is the marauder's shield.

Share this post


Link to post

I'll try to extract the Marauders sounds from Eternal and compress them a bunch for further immersion 

Share this post


Link to post
34 minutes ago, Oppo1021 said:

Archvile, only enemy that seemed to be an equal.

Wouldn't it be better(and possible?) to replace the SS Nazi instead of the Archvile so if you want mappers to still use the Archvile for their maps?

 

Share this post


Link to post
Just now, Philnemba said:

Wouldn't it be better(and possible?) to replace the SS Nazi instead of the Archvile so if you want mappers to still use the Archvile for their maps?

 

Didn't consider that but,

9 minutes ago, Oppo1021 said:

the archvile fire is the marauder's shield.

 

Share this post


Link to post

extracted all the voices to see if I could rip some voice lines, they're in random order and have no indication of their contents

563434733_Screenshot(639).png.07ec95f39805c0fd3ffc18d4ba84a28f.png

Share this post


Link to post

So it would require MBF dehacked, but you can have the Marauder continually spawn an invisible actor that is only slightly larger than the Marauder itself, that acts as it's shield. Then when it attacks with its swing just don't have the shield spawn.

Share this post


Link to post

This probably would defeat the purpose but you could try modifying BOOM or MBF's source code or something to make the new enemy but that would probably defeat the purpose since you're trying to pull this off using the original unmodified code in a form that everyone can access through a good share of source ports and whatnot. I was going to make a project using a fork of the MBF source code but I can't find a version of DJGPP for my Linux distro of choice, Manjaro Linux for some reason in any of the repositories.

Share this post


Link to post

@Mryayayify Magnificent! I love the lo-fi sound effects based on his original SFX as well. They sound like they are played through a Sega Saturn (one of my favorite consoles, despite its inferior audio handling).

Share this post


Link to post
On 4/18/2020 at 5:47 AM, Oppo1021 said:

vanilla doom

 

On 4/18/2020 at 5:47 AM, Oppo1021 said:

This mod should run on anything but chocolate doom and dos

 

Share this post


Link to post
On 5/9/2020 at 12:53 PM, doomsucksass said:

 

 

You caught me! I will change the thread's name tho.

 

On 5/9/2020 at 12:59 AM, Mryayayify said:

Hey folks, I made classic marauder sprites and sounds if you want to use them.

 

Link to Sprites: https://www.deviantart.com/mryayayify/art/ZDOOM-Sprite-Sheet-Classicized-Marauder-830274822

 

Sounds:

 

Will be sure to update with this!

On 4/18/2020 at 8:13 AM, Btyb88 said:

So it would require MBF dehacked, but you can have the Marauder continually spawn an invisible actor that is only slightly larger than the Marauder itself, that acts as it's shield. Then when it attacks with its swing just don't have the shield spawn.

Will try to implement this!

Share this post


Link to post
On 5/8/2020 at 4:26 AM, Lynnie said:

This probably would defeat the purpose but you could try modifying BOOM or MBF's source code or something to make the new enemy but that would probably defeat the purpose since you're trying to pull this off using the original unmodified code in a form that everyone can access through a good share of source ports and whatnot. I was going to make a project using a fork of the MBF source code but I can't find a version of DJGPP for my Linux distro of choice, Manjaro Linux for some reason in any of the repositories.

I'm not a "coder" and my intent is to make this playable on most source ports so this is not happening.

Share this post


Link to post

On Doom Retro, the "Marauder" never does his "green eyes" phase. On Crispy Doom, he behaves like a normal archvile.

Share this post


Link to post
Just now, JXC said:

On Doom Retro, the "Marauder" never does his "green eyes" phase. On Crispy Doom, he behaves like a normal archvile.

I will also completely rewrite the .Deh Patch and hopefully iron out the bugs.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×