================================================================ Title : Doom: RV-007's GateWatcher Boss Fight for Plutonia 2 Version 03 Filename : gatewatcherfight_plutonia2_v03.WAD Full Requirements : plutonia.wad (iwad) plutonia2.wad (pwad [which requires the plutonia iwad, but doom2.wad can manage well enough {graphics/textures will suffer}]) Author (original_wad) : RV-007 Email Address (Author) : retrovirus_007@operamail.com Date of Completion : 06:32PM, 06/01/2012 (surprisly much more difficult [and time consuming {matter of two days}] for that the GateWatcher!) Misc. Editor Info : Stupid text editor closed on me. So to put this short, I am the original author of this wad and I grant consent to all to wish to make use of this gatewatcherfight_plutonia2_v03.WAD. I also wanted the GateWatcher to fight the player(s), but there was no wad like that yet. I then decided to make that wad. Note that there was some map editing to make this work. This took about two days so it was like hell. This wad is of my original work of hobby thanks to the many doom helpful resources and fun wads out there. Description (06:32PM, 06/01/2012) : The GateWatcher's Move This is the where the GateWatcher personally makes his/her/its move against the marine himself/herself/itself! Players are up against one unique hell of a machine. Unfortunately, the map/textures seem to block the original design for railing eyes, which looks pretty cool. I could still have the rail, but the different location makes the railin' eyes quite unbelievable. The only projectiles that could bypass the freakin' face popup wall/texture is the A_CustomMissile statement. It is visible by rockettrail. The experience in making these actor objects work is nothing short of nightmarish (really bad). At least I was able to get something to work out well enough. The replaced rails will come out of the eyes, which will fire independently so all players will have to keep moving a bit. There is no distance limitation for the rail eyes. Flames will pour forth from thy mouth. The flames are more of a threat, but the distance limit is much shorter. The only problem is if the mouth can breath on fire, stray away from its sears by fleeing or hiding. The Icon of Sin can harm its servants, but expect no infights b/c no monster wishes to challenge a giant w/ three simultaneous attacks. My only hints are to use the attacks to your advantage and to keep note where the mosnters are. Other stuff, results turn out a bit lower than my expectations (but it's better than the Icon of Sin in my doom animilation wad! :D ). I initially wanted the eyes to fire at the same time, but I figure that would be too easy to dodge and I would rather keep the player(s) guessing. I was about to write up a cone zone of flames for the fiery breath, but that fiery stream was so powerful that I left the current attack alone. I ran into some problems such as fitting the projectile spawn and monster (revenant) interaction. Those two problems are fixed (still don't know how I got blank interaction w/ actor collision). Looking back at the smoky projectiles from the eyes, I feel that it does not look fearsome. In that case, I made the bossbrain to churn out (wandering) bosscube monsters that will do the railing for the GateWatcher. Let us say that this somehow amp up the game difficulty. Map30 of Plutonia2 is much smaller, which makes the monsters harder to dodge. Remember to use the flames and rails to your advantage if neccessary. Railing bosscubes can serve as a distraction for monsters while you try firing the rockets at the bossbrain. Additional Credits to : *WARNING*, while this wad is not deem immoral by my recognition of lewd adulterated standards, this readme file contains references to possible adulterated content. The information, resources, and processes in creating this wad is not restricted from the access of areas involving adulerated content. By reading the credits section, I am not found responsible for any damages by your access of the references below. Doom is given a mature rating and so by you participating in activities about Doom, you acknowledge that you are at risk in exposing yourself to mature/adult content by your own freewill. Legal stuff aside, enjoy the wad and maybe learn something in the credits section. id Software, Inc. ; DOOM.exe, DOOM2.exe, etc. author of both DoomI and DoomII game resources and etc. author of Wolfenstein_RPG resources and etc. Csabo, XWE116.exe ; Doom Graphics, Sounds and Music WAD Editor Credits/Thanks: ReX (Gurkha Boy), Espi, Nigel Rowand (Enjay), Russell^, Doom_Dude, Fredrik, Angst, CacodemonLeader, Nick Baker, YicklePigeon for comments and ideas TZipMaster VCL by Chris Vleghert and Eric W. Engler http://www.doomworld.com/xwe/ wadedit@marchmail.com Christoph Oelckers (Graf Zahl), GZDoom; Developer of GZDoom (3D-accelerated Doom source port based on ZDoom-based port) Engine for Doom, Heretic, Hexen, Strife, Chex Quest, Hacx, Harmony, and Urban Brawl games Platforms: Linux, Windows; 32/64 I use this engine to fix the illegal errors I use this engine to find the complete MAPINFO lump scripts for both Doom1 and Doom2 http://www.osnanet.de/c.oelckers/gzdoom/index.html http://forum.drdteam.org/viewforum.php?f=22 n/a Phobus and Blue Shadow (of zdoom forums), Impaled Zombieman.WAD ; author of: PoleZombie DECORATE script graphic artist of: PoleZombie sprite, from LiveStick and ZombieMan sprite PoleZombies now have important roles as artillery for the GateWatcher! Used as basis for my DeadMarine monster too. http://forum.zdoom.org/download/file.php?id=12169 http://www.phobus.servegame.com/index.shtml (for Phobus) n/a forum lurkers (of http://forum.zdoom.org/ , http://forum.zdoom.org/viewtopic.php?f=3&t=31266 ) Thanks everyone for the help on find the complete MAPINFO lump script for both Doom1 and Doom2. terranova and TerminusEst13 (of http://forum.zdoom.org/ , http://forum.zdoom.org/viewtopic.php?f=19&t=31674 ) Thanks for the feedback, your help is much appreciated. http://forum.zdoom.org/viewtopic.php?f=19&t=31674&p=600417#p600374 http://forum.zdoom.org/viewtopic.php?f=19&t=31674&p=600417#p600397 http://www.zdoom.org/wiki/Actor_flags http://www.zdoom.org/wiki/Category:Decorate_Weapon_attack_functions http://www.zdoom.org/wiki/Category:Decorate_Generic_Attack_functions http://zdoom.org/wiki/A_Explode http://zdoom.org/wiki/A_Wander http://zdoom.org/wiki/A_Jump Information on probability of jumping to which state http://zdoom.org/wiki/A_SpawnItemEx Information on spawning items now with properties!!! This statement drops the spawned item (unless specified) http://zdoom.org/wiki/A_MonsterRefire A_MonsterRefire (int chancecontinue, str "abortstate") Calls A_FaceTarget and then checks whether the monster should abort its attack sequence and go back to abortstate. If the target is out of sight or dead, has a chancecontinue/256 chance to continue nonetheless. The monster-specific functions use the following parameters: A_CPosRefire: 40, "See" A_CrusaderRefire: 0, "See" A_SpidRefire: 10, "See" A_SentinelRefire: 30, "See" All these functions jump to the "See" state if the attack is to be aborted. The loop has to be explicitly coded in the actor definition. A_SentinelRefire also has a 10/256 chance of aborting the attack even if the target is still in sight. A_CrusaderRefire is restricted to Crusader and derived classes. http://zdoom.org/wiki/Classes:BossEye You can customize which actors are spawned by inheriting from the BossEye actor and providing a list of actors using the DropItem property. For example, this code will create a new shooter that will spawn one of five custom monsters: actor ICantBelieveItsNotBossEye : BossEye { DropItem "DoomImp" 255 50 DropItem "Demon" 255 40 DropItem "Spectre" 255 30 DropItem "PainElemental" 255 10 DropItem "Cacodemon" 255 30 DropItem "Archvile" 255 2 DropItem "Revenant" 255 10 DropItem "Arachnotron" 255 20 DropItem "Fatso" 255 30 DropItem "HellKnight" 255 24 DropItem "BaronOfHell" 255 10 } http://zdoom.org/wiki/MAPINFO/GameInfo_definition (cursorpic property) Chooses the default mouse cursor (for a specific wad) when using the mouse in menu mode. A cursor must be a graphic no larger than 32x32 pixels in dimensions. (development version r2852+ only) http://zdoom.org/wiki/Actor_flags#DONTFALL Doesn't fall down after being killed. http://www.zdoom.org/wiki/Classes:FastProjectile ACTOR MageWandMissile : FastProjectile { } A base class for all fast projectiles, with special movement code. Standard missile code doesn't manage speeds greater than about 60 very well. To create a fast-moving projectile, inherit from this class or one of its children classes. http://zdoom.org/wiki/A_ChangeVelocity A_ChangeVelocity (float x, float y, float z, int flags) A_ChangeVelocity changes the calling actor's velocity on each axis. If the "relative axes" flag is set (by adding 1 to flags), the "x" argument will represent forward and backward movement and the "y" argument will represent side-to-side movement. If the "discard old velocity" flag is set (by adding 2 to flags), the actor's velocity will be set to the new velocity; otherwise, the new velocity will be added to the old velocity. USE THIS FOR Z AXIS http://zdoom.org/wiki/A_ChangeFlag A_ChangeFlag (string flagname, bool value [0 is false, 1 is true]) Changes the specified flag and sets it to the given value. Not all flags will produce useful results when changed in the game. http://zdoom.org/wiki/Actor_flags#SHOOTABLE Object can be damaged. If health goes below 0 it enters its death state. Automatically given by the Monster combo http://zdoom.org/wiki/A_CustomRailgun A_CustomRailgun (int damage [, int offset [, color ringcolor [, color corecolor [, int flags [, bool aim [, float maxdiff [, str pufftype[, float spread_xy[, float spread_z]]]]]]]]]) A customizable railgun attack for monsters. damage should be self-explanatory. offset determines the horizontal offset (from the actor's center) where the railgun will emerge from. Negative values shift the beam to the actor's left, positive values shift it right. ringcolor determines the color of the particles that form the spiral "ring" of the beam. You can use "none" to have no ring. corecolor determines the color of the particles that form the central "core" of the beam. You can use "none" to have no core. flags: The following flags can be combined by using the | character between the constant names: RGF_SILENT | Silent: The railgun will not play an attack sound when firing. RGF_NOPIERCING | Not piercing: The railgun will stop at the first enemy hit, rather than passing through. RGF_EXPLICITANGLE | Explicit angle: The spread parameters are taken as explicit angles rather than maximum random amplitude. (New from 2.5.0) aim determines which aiming mode to use: 0: The monster shoots in the direction it is looking. 1: The monster aims at its target. maxxdiff is used to make the rail more jagged, or lightning-like, with higher numbers. This also affects the accuracy of the shot. Default is 0 (straight). pufftype determines the puff actor to use. By default, the puff will only spawn in rare circumstances (e.g. when hitting a dormant monster) unless the puff actor has the ALWAYSPUFF flag set. Even if not shown, the selected puff will still be used for applying custom damagetypes and other properties. spread_xy: Maximum angle of random horizontal spread. Defaults to 0. (New from 2.5.0) spread_z: Maximum angle of random vertical spread. Defaults to 0. (New from 2.5.0) The colors (for ringcolor and corecolor) can be specified as RRGGBB or as a color name such as Blue or Green http://w3schools.com/html/html_colors.asp To be used for ring/core color of A_CustomRailGun http://zdoom.org/wiki/A_RailAttack A_RailAttack (int damage [, int spawnofs_horz [, bool useammo [, color ringcolor [, color corecolor [, int flags [, int maxdiff [, str pufftype[, float spread_xy[, float spread_z]]]]]]]]]) Fires a rail attack. Only works on weapons. Parameters damage: The damage to inflict on each target that is hit. spawnofs_horz: The horizontal distance from the center of the screen at which the railgun tracer should originate. useammo: Whether or not ammo should be used up when firing. ringcolor: The color of the particles that make up the spiral of the railgun. corecolor: The color of the particles that make up the inner beam of the railgun. flags: The following flags can be combined by using the | character between the constant names: RGF_SILENT | Silent: The railgun will not play an attack sound when firing. RGF_NOPIERCING | Not piercing: The railgun will stop at the first enemy hit, rather than passing through. RGF_EXPLICITANGLE | Explicit angle: The spread parameters are taken as explicit angles rather than maximum random amplitude. (New from 2.5.0) maxdiff: The higher the number, the less accurate the rail will be. Essentially, it will create a lightning-like effect in the way the aim varies. pufftype: The puff actor to use. By default, the puff will only spawn in rare circumstances (e.g. when hitting a dormant monster) unless the puff actor has the ALWAYSPUFF flag set. Even if not shown, the selected puff will still be used for applying custom damagetypes and other properties. spread_xy: Maximum angle of random horizontal spread. Defaults to 0. (New from 2.5.0) spread_z: Maximum angle of random vertical spread. Defaults to 0. (New from 2.5.0) http://www.w3schools.com/cssref/css_colornames.asp For A_CustomRailgun and A_RailAttack statements. http://zdoom.org/wiki/A_LookEx A_LookEx (int flags, fixed minseedist, fixed maxseedist, fixed maxheardist, fixed fov, state seestate) This is a customizable version of A_Look, allowing for enemies which can only see or hear a target under given conditions. Just like with A_Look, if you set this on a friendly monster, it will make the monster enter the specified state even if it does not have a target. The STANDSTILL actor flag can be used (and is pretty much required) with this function to prevent this behavior. Note: In order for A_LookEx to function correctly, the actor calling it must have a "See" state defined. Parameters flags: Controls miscellaneous aspects of the monster's behavior while looking for targets. Use | to use multiple flags at once. LOF_NOSIGHTCHECK - Do not process sight checks (makes monster blind). LOF_NOSOUNDCHECK - Do not process sound target checks (makes monster deaf). Note: This is not the same as using AMBUSH: When the AMBUSH flag is specified for a monster, if the player makes a sound in the same room (and in range of the monster if maxheardist is set), the monster will react to the player if they walk within the monster's current line of sight, regardless of the direction it is facing (FOV is ignored). This flag will make the monster completely deaf, preventing it from reacting to the player at all, regardless of the sounds they make. LOF_DONTCHASEGOAL - Do not leave to chase after a goal from this state, even if the actor has one. This can be used to prevent a monster from breaking from its idle animations to walk over to a goal. LOF_NOSEESOUND - Do not play the actor's sight sound if it wakes up from this state. LOF_FULLVOLSEESOUND - Play the see sound globally at full volume (like a boss). LOF_NOJUMP - Acquire a target, but do not jump to any other state (clarification needed). minseedist: The minimum sight distance of the monster in map units. If this is greater than 0, the monster will not see a player who is closer than this. If this is set, the monster also will not wake up if touched by the player (so it can be set smaller than the radius to prevent the monster from reacting if the player comes up from behind). maxseedist: The maximum sight distance of the monster, in map units. It will not see any players farther away than this. 0 means unlimited (as in Doom). maxheardist: The maximum hearing range of the monster, it will not react to sounds from players farther away than this. 0 means unlimited (as in Doom). fov: The field of view of the monster. A narrower FOV means the player has to be more centered in front of the monster for it to notice the player. Setting this to 0 uses the old default of 180 degrees, while smaller values make the FOV narrower and larger values wider. 360 means look in all directions and is the same as LOOKALLAROUND with an FOV of 0. seestate: The state the monster will jump to if it acquires a target. Default is "See". http://zdoom.org/wiki/Actor_flags#ALWAYSFAST The monster with this flag always moves twice as fast, regardless of skill level. http://zdoom.org/wiki/Actor_flags#NOTELEFRAG Actor cannot be telefragged. http://zdoom.org/wiki/Actor_flags#TELESTOMP This actor can telefrag others. Actors without this flag will fail to teleport if another actor is blocking the destination. Possessedmarine will telefrag, stay away. http://zdoom.org/wiki/Actor_flags#COUNTKILL Counts toward kill percentage. -> Automatically given by the Monster combo http://zdoom.org/wiki/Actor_properties#MaxTargetRange MaxTargetRange value The actor with this property set will not attack its target unless it's within the specified range. To be used in place of the old SHORTMISSILERANGE flag. http://zdoom.org/wiki/Actor_flags#RIPPER For projectiles that can rip through monsters and players. Ripping projectiles constantly cause their damage amount when ripping through actors, so low damage values are recommended. Bleeding actors also spew blood when being ripped. http://doom.wikia.com/wiki/Knee-Deep_in_the_Dead General map listing of map index, names, exits, and secret exits of episode "Knee-Deep in the Dead". http://doom.wikia.com/wiki/The_Shores_of_Hell General map listing of map index, names, exits, and secret exits of episode "The Shores of Hell". http://doom.wikia.com/wiki/Inferno General map listing of map index, names, exits, and secret exits of episode "Inferno". http://doom.wikia.com/wiki/Doom_II#Levels General map listing of map index, names, exits, and secret exits of Doom II. The Death Illustrated Team; Producer of: skullpoint.cur (skulpoin.bmp cursor) http://www.caiman.us/scripts/fw/f1517.html http://www.caiman.us/pageN.php?nr=1517&f=di_06_full.zip ================================================================ * Play Information * Episode and Level # : No Single Player : Yes Cooperative 2-4 Player : Yes, but untested Deathmatch 2-4 Player : Yes, but untested Difficulty Settings : Yes New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : dumb_doom2_monsterplayersv41.zip iconofsinbossfight_doom2_v03.zip Editor(s) used : XWE116, Doom Graphics, Sounds and Music WAD Editor Known Bugs : Not that I know of, the wad seems to work well with GZdoom * New Stuff * The GateWatcher will now be able to personally kick your ass. Weapons: n/a Enemies: -> The GateWatcher <- * Copyright / Permissions * Authors (MAY) use this level as a base to build additional levels. You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. * Where to get this WAD * http://wadhost.fathax.com/files/gatewatcherbossfight_doom2_v03.zip DEFINITELY Not at doomworld.com or any website that demands too much documentation for a doom wad (at this moment). * Notes * +Upcoming changes for iconofsinbossfight_plutonia2_v03+ [ UPNEXT... Consider adjustments (health, speed, summon list, difficulty and etc.) for whatever reason. +Unchangable? n/a * Changes * 06:32PM, 06/01/2012 -The GateWatcher's Move The GateWatcher is now nightmarish! * Directory of wads by RV-007 * doom1and2_animilation_sprites_scaled_v19.zip dumb_doom2_monsterplayersv41.zip gatewatcherbossfight_plutonia2_v03.zip iconofsinbossfight_doom2_v03.zip nsdoome_remix.zip