Mr.S Retro Posted April 18, 2020 (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 Edited May 12, 2020 by Oppo1021 3 Share this post Link to post
Mr.S Retro Posted April 18, 2020 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 1 Share this post Link to post
tgawt Posted April 18, 2020 (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. 0 Share this post Link to post
Mr.S Retro Posted April 18, 2020 (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. 0 Share this post Link to post
tgawt Posted April 18, 2020 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 0 Share this post Link to post
Mr.S Retro Posted April 18, 2020 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) 0 Share this post Link to post
TheNoob_Gamer Posted April 18, 2020 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? 0 Share this post Link to post
Mr.S Retro Posted April 18, 2020 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. 0 Share this post Link to post
TheNoob_Gamer Posted April 18, 2020 (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. 1 Share this post Link to post
Mr.S Retro Posted April 18, 2020 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. 0 Share this post Link to post
BBQgiraffe Posted April 18, 2020 I'll try to extract the Marauders sounds from Eternal and compress them a bunch for further immersion 0 Share this post Link to post
Philnemba Posted April 18, 2020 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? 2 Share this post Link to post
Mr.S Retro Posted April 18, 2020 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. 1 Share this post Link to post
BBQgiraffe Posted April 18, 2020 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 1 Share this post Link to post
Btyb88 Posted April 18, 2020 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. 3 Share this post Link to post
Gregory Stephens Posted May 8, 2020 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. 0 Share this post Link to post
MickeeYoofers Posted May 9, 2020 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: 3 Share this post Link to post
taufan99 Posted May 9, 2020 @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). 1 Share this post Link to post
doomsucksass Posted May 9, 2020 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 2 Share this post Link to post
Mr.S Retro Posted May 12, 2020 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! 1 Share this post Link to post
Mr.S Retro Posted May 12, 2020 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. 0 Share this post Link to post
JXC Posted May 12, 2020 On Doom Retro, the "Marauder" never does his "green eyes" phase. On Crispy Doom, he behaves like a normal archvile. 0 Share this post Link to post
Mr.S Retro Posted May 12, 2020 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. 0 Share this post Link to post