================================================================ Title : Doom: RV-007's Icon of Sin Boss Fight for Doom 2 Version 03 Filename : iconofsinbossfight_doom2_v03.WAD Full Requirements : doom2.wad (iwad) Author (original_wad) : RV-007 Email Address (Author) : retrovirus_007@operamail.com Date of Completion : 02:09AM, 03/01/2012 (surprisly less than one day) : 05:37PM, 03/01/2012 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 iconofsinbossfight_doom2_v03.WAD. I also wanted the Icon of Sin 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 nine hours so I'm slouching tired. This wad is of my original work of hobby thanks to the many doom helpful resources and fun wads out there. Description (05:37PM, 03/01/2012) : Ample Fixes I would like to thank several people on the zdoom forums for pointing out the benefits in making the RailEyes and FieryBreath actors as portable as possible. No longer does the wad need a map b/c the bossbrain will do the work (provided that you fulfill the wad requirements). I even made a Skulltag version (had to cut off some code, but nothing too serious). Description (02:09AM, 03/01/2012) : New Year's Eve of 2012 Belated This is the where the Icon of Sin finally duels the marine himself/herself/itself! Players are up against a railing and flamethrowing machine. 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 there is a way to take cover on the pillar from the flames (will cost exposure). Other stuff, I am quite content on how this wad turns out (it's even 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). As for the Skulltag version, I will not accomodate b/c I just went through the basics for an attacking Icon of Sin. There are some scripts that could not be omitted else there be no attacking Icon of Sin. 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 Icon of Sin! 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_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/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://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://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 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 Icon of Sin will now be able to personally kick your ass. Weapons: n/a Enemies: -> The Icon of Sin <- * 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/iconofsinbossfight_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_doom2_v03+ [ UPNEXT... Consider adjustments (health, speed, summon list, difficulty and etc.) for whatever reason. +Unchangable? n/a * Changes * Description 05:37PM, 03/01/2012 -Ample Fixes No longer does the wad need a map b/c the bossbrain will do the work (provided that you fulfill the wad requirements). I even made a Skulltag version (had to cut off some code, but nothing too serious). 02:09AM, 03/01/2012 -New Year's Eve of 2012 Belated It's a dream come true! Icon of Sin will kick ass. * Directory of wads by RV-007 * doom1and2_animilation_sprites_scaled_v19.zip dumb_doom2_monsterplayersv41.zip iconofsinbossfight_doom2_v03.zip nsdoome_remix.zip