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 [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items 
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Post [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Alright, this is the place where you can look into the ally items projects. They are not as complex, but I invite you all to take a test drive and maybe find out how to improve allies/items (included at each map entry). I am looking forward to provide combo compatibility for other mods. The projects will be categorized into their own themed project names. There will be screenshots and so forth. I also added (and clumped) the ally items mods into themed project topics, but those topics are usually aimed at the monster department, not allies or items (included at each map entry). This is why I created this topic as it is geared towards a specific purpose, not that I mind discussions taking place in monster/weapons topics, but if I have to address a common event with the ally item mods (such as multiple mod updates), I would rather stick into one announcement.

A Fistful of Doom Allies:
Spoiler: show
A Fistful of Doom Ally Outlaw Items v03 (this one is with the music files and western boombox):
https://archive.org/download/ally_unit_ ... iptv03.wad

NAM Allies:
Spoiler: show
NAM Ally Green Beret Items v00:
https://archive.org/download/ally_unit_ ... iptv00.wad

West Side Story Allies:
Spoiler: show
West Side Story Ally Thug Items v02 (this one is with the music files and rap boombox):
https://archive.org/download/west_side_ ... iptv02.wad
Ally Blood Items v02:
https://archive.org/download/west_side_ ... iptv02.wad
Ally Crip Items v02:
https://archive.org/download/west_side_ ... iptv02.wad

Custom Marathon Allies:
Spoiler: show
Custom Marathon Ally UESC Items v04:
https://archive.org/download/custom_mar ... iptv04.wad
Custom Marathon Ally Pfhor Items v02:
https://archive.org/download/custom_mar ... iptv02.wad

Blood of bin Laden Allies:
Spoiler: show
Blood of bin Laden Ally Imperialist Items v02:
https://archive.org/download/blood_of_b ... iptv02.wad

For Jihad Allies:
Spoiler: show
For Jihad Ally Mujahid Items v03:
https://archive.org/download/for_jihad_ ... iptv03.wad

Diablo Allies:
Spoiler: show
Diablo Ally Hero Items v04 (this one is with the music files and diablo boombox, NSFW):
https://archive.org/download/diablo_mon ... iptv04.wad

Sexy Ninja Foxy Allies:
Spoiler: show
Sexy Ninja Foxy Ally Sexy Ninja Foxy Items v02 (this one is with the music files and ninja [actually jazzy stuff] boombox, NSFW):
Yeah, this is a novelty, enough said.
https://archive.org/download/ally_unit_ ... pt_v02.wad

KKK Allies:
Spoiler: show
Ally KKK Items v02:
https://archive.org/download/ally_unit_ ... iptv02.wad

Pokemon Allies:
Spoiler: show
Ally Pokemon Items v02:
https://archive.org/download/ally_unit_ ... iptv02.wad

Arx Immanis/Dominatrix Allies:
Spoiler: show
Ally Dominatrix Items v03:
https://archive.org/download/ally_unit_ ... iptv03.wad

Duel and Team DeathMatch Game Modes
(online connection [and other things] required):
Spoiler: show
+Duels (warping included, manual ally roster choice excluded)
For Jihad Duel Mujahid vs Green Beret Units v03
https://archive.org/download/ally_unit_ ... iptv03.wad
+Team DeathMatch (warping excluded, manual ally roster choice included)
For Jihad Team DeathMatch Mujahid vs Green Beret Units v03
https://archive.org/download/ally_unit_ ... iptv03.wad
Custom Marathon Team DeathMatch UESC vs Pfhor Units v04
https://archive.org/download/ally_unit_ ... iptv04.wad

"Themed Project" Ally Roster List:
Spoiler: show
+A Fistful of Doom Allies
-Revolver Outlaw
Image
The revolver outlaw.
Outlaw with a colt revolver.
The gun is said to be deadly accurate, if not powerful or fast.
Gun can be fired up to six consecutively times before reload.
To make up for the lack of fire power or rate, this gunslinger can constantly attempt to heal a little in 0 to 2 health points per tic.
Constant attempt to heal also happens during Pain state with the exception of guaranteed heal up of 2 health rating points during gunfire.
Being a man of the wild west and wilderness, this man can climb tall ledges.
Given the facts, this criminal is considered a sharp shooter, if not a fatal sniper.
A deployable one, that is.

-Shotgun Outlaw
Image
The shotgun outlaw.
Outlaw with a coach gun.
The gun is said to be widely inaccurate, but makes up with a instant storm of bullets.
Gun can be fired up to one time before reload.
After each reload, can heal up to 5 health rating points.
Being a man of the wild west and wilderness, this man can regenerate 5 health points per tic for most of the time except for during Missile and Pain states.
Cannot climb due to hands being tied to the coach gun.
Given the facts, this criminal is considered a close range killer.
A one that could live on after each victory.

+NAM Allies
-Green Beret
Image
This guy looks like a marine soldier w/ a M-16 assault rifle, lol.
Otherwise, information classified.

+Sexy Ninja Foxy Allies
-Sexy ninja Foxy 04
Image
A ninja with the capability to throw out 3 light smog ninja stars.
Smog ninja stars emit poisonous smog within its vicinity.
Ideal for area denial and enclosed area situations.
Due to the slow and defensive lethality, the ninja is considered more of a demolitionist.
Watch out, the stars can kill you!
While more of a doll than covert agent, her shadow evasion ability compensates for the sexy like movement, which is very un-combat like.
Ability ineffective against melee, close range attacks, A_VileAttack, A_VileTarget, and explosions.

-Sexy ninja Foxy 06
Image
A ninja with the capability to throw out 1 heavy tracer bomb ninja star.
Tracer bomb ninja stars unleashes 1 aggressive tracer ripper ninja star upon contact.
Ideal for long range and open area situations.
Due to the very accurate and ripping lethality, the ninja is considered more of a marksman.
Watch out, the stars can kill you!
While more of a doll than covert agent, her shadow evasion ability compensates for the sexy like movement, which is very un-combat like.
Ability ineffective against melee, close range attacks, A_VileAttack, A_VileTarget, and explosions.

-Sexy ninja Foxy 07
Image
A ninja with the capability to shoot out 7 light poison ninja arrows.
Poison ninja arrows emits poison upon contact.
Ideal for any range and area situations.
Due to the accurate and constant lethality, the ninja is considered more of a crowd suppressor.
Watch out, the arrows can kill you!
While more of a doll than covert agent, her shadow evasion ability compensates for the sexy like movement, which is very un-combat like.
Ability ineffective against melee, close range attacks, A_VileAttack, A_VileTarget, and explosions.

+KKK Allies:
-KKK Assault Rifle
Image
Klansman with assault rifle! Holy fuck! Watch out!!!
His assault rifle (quickly) SNIPES poisonous bullets so watch out.
He will go temporarily +PAINLESS and fire for a while (in an attempt to hit you) when in Assault Rifle state.
Luckily, he is slowed down and a bit short sighted to balance the power of his bullet weapon.
Watch out though, he is armed w/ a normal doom chaingun, not the ChaingunGuy's chaingun.
His reload is 40 ticks so that is enough time to fire back @ this guy, but you got to wait for a while (that could be a good or bad thing).
Decal is needed to add in BulletChip decal class.

-KKK Shotgun
Image
Klansman with shotgun!
He is the very first of enemies and shoot very accurately.
His shotgun shoots poisonous bullets so watch out.
He will go temporarily +PAINLESS when in Missile state.
Luckily, he is slowed down and a bit short sighted to balance the power of his bullet weapon.
Watch out though, he is armed w/ a normal doom shotgun, not the ShotgunGuy's shotgun.
His reload is 40 ticks so that is enough time to fire back @ this guy.
Decal is needed to add in BulletChip decal class.

-KKK Torcher
Image
Klansman with looping flame projectiles.
Getting singed by one of these guys is nearly equivalent to getting done for.
His daily shots of a mysterious chemical regent allow him to +NOFEAR and +SEEINVISIBLE (seeing with help of mask lenses).
This regent administers a means of constant health regeneration (HealThing [#]) while Cultist Torcher is alive.
Exception to constant health regeneration is during Missile or Pain state.
Can remove sticky flames in Pain state.
Group of cultist torchers can be a bit of a clash not in your favor, and it's time to worry.

+Pokemon Allies:
-Lickitung
Image
Retarded godzilla monster.
Swings tongue to shoot buckshots with saliva bubbles as bullet puffs.
Bubbles burst by tic probability, burst does radius explosion damage, highest damage value.
Heals self little.
Otherwise, somewhat unremarkable save for a situation in enclosed areas, short to medium range, and crowd control.

-Dark Arbok
Image
Cobra monster.
Hisses and spits ghost head things that seeks out and chews over its victim after victim for a while.
Ghost heads do not die when crashing onto walls or sectors, they die within given time or run out of fresh blood.
Highest self healing monster.
Specializes as a flamer in enclosed/open areas, any range, and situations where it can take on one -100 hp death.

-Dark Golduck
Image
Duck monster.
Channels psychokinetic powers to lift its victim in mid-air, disabling it to move or even attack.
Will slowly crush its victim, but might find substantial damage breakthroughs over time.
Should its victim die, it will move onto the next one.
Attack will continue until all targets within its field of sight perish or it dies in its attempt.
No self healing, but can adjust accuracy to missed offsets.
Works well in enclosed/open areas, medium to long range, and initially with a crowd of weak monsters to one strong monster.

+Marathon Allies:
-Pfhor Trooper
Image
Considered backbone of the imperial Pfhor space army.
When deployed, it can cover areas in quick strides.
Because its doom, the soldier now equips a state-of-the-art MA-75 assault rifle/grenade launcher and KKV-7 10mm SMG flechette hybrid model.
With a retained magazine size, the trooper can continue suppressive fire to hold down a number of enemies from a certain area.
The added accuracy now allows it to hit targets at far distances.
Due to these adjustments, there is no room for grenades.

-Pfhor Enforcer
Image
Considered artillery of the imperial Pfhor space army.
When deployed, it can start camping to guards against threats.
Because its doom, the soldier now equips a experiment grade alien weapon called the Kugelblitz.
While given a small magazine size, the enforcer can use those spent charges to quickly down a target or two.
The projectile impact will open a few kugelblitz sentries.
These sentries, while slow, can persist to watch guard.
Upon detecting target, they will charge up for a bit of a delay before release a jet stream of laser balls in bullet speed.
The enforcer happens to heal itself in order to make up for the sloth.

+Arx Immanis/Dominatrix Allies:
-Dominatrix Bullet Whip
Image
More play than work, the dominatrix takes her time to wind up her magic bullet whip.
Can loop ranged attack, which fires off three rounds in burst fire mode per cycle.
Cyclic fire rate is a bit slow, but it's a like autoshotgun with a smaller bullet spread.
Even so, she could be a bit more alert and ready combat-wise given the pressing situation.
Guess it's can't be help, the outfit would get ruined.
Outfit automatically casts inaccuracy confusion against opposing ranged enemies.
At least deployment number is a plenty, with portable health kits to boot.
In this game, pain and gain is the name!

-Dominatrix Ripper Whip
Image
Pretty much the same as the bullet whip, but there are a few exceptions. Utilizes magic ripper puff. The color is blue. Her attacks result in ripper whip puffs, which sounds off a ripper projectile.
Technically, shotgun role.

-Dominatrix Rocket Whip
Image
Pretty much the same as the bullet whip, but there are a few exceptions. Utilizes magic rocket puff. The color is red. Her attacks result in rocket whip puffs, which sounds off a explosive projectile.
Technically, artillery and/or crowd control role.

Themed Project" Ally Roster Screenshots:
Spoiler: show
+A Fistful of Doom Allies v02:
Ally_Revolver_Outlaw, gunning down a ZombieMan.
Image

Ally_Shotgun_Outlaw, putting down a ZombieMan for good.
Image

+NAM Allies v00:
Green_Beret M16 downin' a ZombieMan.
Not a military recruiter, not a military recruiter.
Image

+Sexy Ninja Foxy Allies v02:
Sexy ninja Foxy 04's smogy demolition.
Image

Sexy ninja Foxy 06's tracing ripping mark.
Image

Sexy ninja Foxy 07's constant crowd suppression.
Image

+Pokemon Allies v02:
How's that for some bubbles?
Image

Watch out, it's some fucking evil voodoo snake charmer shit.
Image

Psychic powers, in progress!
Image

+Marathon Allies v02:
Pfhor troopin'!
Image

Pfhor enforcin'!
Image

+Arx Immanis/Dominatrix Allies v01:
Oh boy! Don't want to be on that end of the whip! Sorry impse.
Image

Notes + Standard:
Spoiler: show
+Full requirements:
-ZDoom v2.7.1+ (just for maintaining code updates, of course v2.6.1 was necessary)
-When combining wads with ACS lumps, hold onto the other map/combo file (if possible) for desired batch file execution.
-I really should warn people of audio lag w/ large areas (apply 'no sound' string value in output system parameter when necessary [don't forget to restart sound and possibly 320x200 window resolution {greyscale wad for rendering purposes link}]); then again, this wad is not intended for a slaughter fest
-Familiar knowledge of ACS and doom editing in case of multiple file execution failure (something's up and ACS don't read though

+My #library directive standard (rule exhaustive, but I'm going by the safe side)
If you want to play combo with another wad, remember to check its ACS lump for any enter scripts.
If so, depending on the time signature of the scripts's execution, duration, and matter of termination, apply #library "first_fast__base_acs__scripts_lump/rollcrew.acs" to the deemed file's ACS lump with enter script; compiled a copy between A_START and A_END marker lumps.
Any ACS lump with scripts (borrowing action from a source [e.g. map scripts or items]) should #library the ACS lump with the sourced (enter scripts a good example) script in the respective file.
Source as scripts with most first time signatures needs to be #library by less first time signatures, scripts coupled as the exact same type do not have to #library direct.
It's kind of like rebuilding BEHAVIOR lumps judging from the standard observation below.
e.g.
Files with map BEHAVIOR/ACS scripts, files with scripts using Thing_Hate (preset thing/map ACS action/specials/etc), files with scripts that cause simple DECORATE execution (e.g. a simple enter script giving a newly created item), files with scripts with while/for/etc loops using Thing_Hate (preset thing/map ACS action/specials/etc), and files with scripts that cause simple DECORATE execution (e.g. a simple enter script giving a newly created item).
Void/closed script types follow special script types.

+Stuff for show-and-tell:
-Use crouch, and jump; it's not cheating, it's for gameplay
-Allies, ready to assist, or die to cover in combat, battle

+Stuff yet/never done:
-Monster dialogue? (Impossible)
-Smart monsters behavior, along with commands (wait [guard area {script that teleport, SetActorState to state that only A_LookEx and A_Wander}], follow leader (default monster behavior [script that teleport, SetActorState to state that only A_Chase]), attack [area/target {script that A_CustomBulletPuff with BulletPuff that initializes script that teleport}], stop [script that SetActorState to state that forces stay/idle, probably w/o +NOPAIN]) (Impossible, well too complex at the moment)
-Any Melee state leading to suicide bomber Death state cannot use A_Explode.
A "Doom_Rocket_Explosion" projectile is then required as a substitute of A_Explode.
-Conflicting map blocks in MAPINFO lumps may result in conflict of intermission cast or cluster messages. Have to omit the map blocks in the ally projects. No more casts for now. I hope that the omit will bring better combo compatibility. However, I might bring it back after some analysis on whether a map project goes beyond the original standard.
-Analyzing lag vs coolness factor (w/ lag in mind)

+Stuff currently in progress:
-maybe instead of just health items, maybe have specific thematic powerups (this is to compensate for the lack of strong ally assistance)?
outlaws:
PowerDoubleFiringSpeed (b/c of quick draws like a gun showdown, damage receive is now greater [col5a0, some meth or something {revolver drops this from revolver_randomspawner something (applied to cops)}])
PowerDrain (b/c you will have to rely on gunfights in order to heal up faster [m_skull1, some navajo shit thing, eats health little by little {from shotgun_randomspawner something (applied to cultists)}])
PowerInvisibility (the tendency for monsters to miss you [bon1a0, strange tonic, beer? slows movement speed down {revolver drops this from revolver_randomspawner something (applied to ninja_girls)}])
bpaka0, good backpack of something (maybe, something random out of the three powerup items [shotgun drops this from shotgun_randomspawner something])
police:
PowerTimeFreezer (slows down the bad guys)
PowerFrightener (cuz you a cop dog, lol)
PowerSpeed (must catch up to the chase, dog power, lol)
|
PowerDamage?/PowerProtection?/PowerInfiniteAmmo?/PowerInvulnerable (like InvulnerabilitySphere)?
-A new idea for allies such as Pirate Doom! mod from Arch (only 1 bullet toting ally though, but I like projectile variation anyways).

_________________
_
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
_
Regurgitator monster to be resumed
whatissk/moonie/washingtontimes=anti-armistice nazi instigator-usurper/tyherantno parasite/censorship/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' mein kampf machine/kal_flight_007 self-victimization
nsfw
Spoiler: show
Fraud Alert Renewal Month: 03, 06, 09, and 12
My ZDoom mods
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
sfw
Spoiler: show
https://archive.org/download/for_jihad_monsters/Lightning%20Exclusive%20Nasheed%20By%20Ahmad%20Al-Muqit.mp3


Tue Mar 21, 2017 9:59 pm
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PostThis post was deleted by RV-007 on Tue Mar 28, 2017 9:50 pm.
Reason: Change of mind in a project progression.
PostThis post was deleted by RV-007 on Mon Jul 03, 2017 10:30 pm.
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
+The Damage Incorporated Idea?
-The White Paladins allies (also Seekers of Desu allies?), lol
-Mr. Smoky smokes it up at more than 75%, but less than 100% of the time!
-Other allies? Flying/floating dynamite nerd? Masked robbers wielding shotties/sub-machies? (Nearly) all of them (cuz white robes [there was a white with yellowish dark hue in palette choice, which I won't use for this project {okay, maybe the original final draft looks better than the rest!}]) for consistency?
-I should make a true police ally project, but it's hard to find enough variety.
-By the way, I'm making the project as I speak. Right now, just finished with the monster sprites. Then it's inspecting code along with associated sound definitions, projectiles, other sprite sets, and other actors. Of course, I be looking for ACS as well. Good luck to me!

Watch out, bitches! Here comes the
_________+HOLY ORDER+_________
ImageImageImageImage
,~~~~~~~~~~~~~~~~~~~~~~~Q

EDIT (07/11/2017):
-Alright, some of you guys have made suggestions about the fire team name. The change can be either inquisition/inquisitioners, crazies, loonies, holy order, white order, apostles, clergy, priesthood, abbeys, monks, pilgrims, hajj, thawbs, garments, klux ku klan, white brotherhood, south whites, robes, burning cross, lynchers, noosies, missionaries, musketeers, or habits.

I say to be fair in visual representation, the file name should change into 'garments'.

-I have completed the first draft of the unit team. However, I still need to check up on the item drop as well as the ally project notes, just to see if I miss out anything.

EDIT (08/11/2017):
-Okay, I narrow down the group/team name to either vigil or vigilante. Sounds good for everybody. Yeah, still working out the kinks.

_________________
_
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
_
Regurgitator monster to be resumed
whatissk/moonie/washingtontimes=anti-armistice nazi instigator-usurper/tyherantno parasite/censorship/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' mein kampf machine/kal_flight_007 self-victimization
nsfw
Spoiler: show
Fraud Alert Renewal Month: 03, 06, 09, and 12
My ZDoom mods
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
sfw
Spoiler: show
https://archive.org/download/for_jihad_monsters/Lightning%20Exclusive%20Nasheed%20By%20Ahmad%20Al-Muqit.mp3


Sun Nov 05, 2017 2:19 am
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
v00+: Vigil Vigilantism Uprising!
-Okay, I got the first draft of the vigil up, and he's toting a submachine gun or something like that.
-Currently, you can deploy about four of them. As the project progresses, I might adjust the number to emphasize the use of other specialist units.
-Working on the second one, which ones, I don't know, lol.
-Oh yeah, don't go play the damn original game, it sucks. Your allies get stuck at times, can stop your gameplay experience completely! Total shit.
-I will remove the suicide bomber, obviously, that's not part of the ideal. So that's maybe 2 ars, 1 sh, and 1 (healing) fl (lingering temporary smog or fixated temporary flames; probably smog as it would look cooler and much more useful [okay, maybe ripper flames with zero to one damage, but it shoots its own bulletpuff that smokes up upon hitting a bleeding/hurtable actor; quite painful, but I will need to make a rocketeer variant; maybe that {poisonous} smoke bomb from the sexy ninja foxy ally project will do {but will not fly everywhere}, stacks up damage quickly and accumulatively]).

_________________
_
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
_
Regurgitator monster to be resumed
whatissk/moonie/washingtontimes=anti-armistice nazi instigator-usurper/tyherantno parasite/censorship/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' mein kampf machine/kal_flight_007 self-victimization
nsfw
Spoiler: show
Fraud Alert Renewal Month: 03, 06, 09, and 12
My ZDoom mods
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
sfw
Spoiler: show
https://archive.org/download/for_jihad_monsters/Lightning%20Exclusive%20Nasheed%20By%20Ahmad%20Al-Muqit.mp3


Wed Nov 08, 2017 7:59 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
v01+: Vigil Shotgun!
-One vigil shotgun, ready at player start. Two assault rifle vigils now, to limit friendly damage. That was easy sneezy! :D Next would be the hard one.
-I will remove the suicide bomber, obviously, that's not part of the ideal. So that's maybe 2 ars, 1 sh, and 1 (healing) fl (lingering temporary smog or fixated temporary flames; probably smog as it would look cooler and much more useful [okay, maybe ripper flames with zero to one damage, but it shoots its own bulletpuff that smokes up upon hitting a bleeding/hurtable actor; quite painful, but I will need to make a rocketeer variant; maybe that {poisonous} smoke bomb from the sexy ninja foxy ally project will do {but will not fly everywhere}, stacks up damage quickly and accumulatively]).
-Did I mention that these vigils look like Japanese superheroes? lol
-These are ancient ass monsters that I kinda neglect in updating. Not many people was interested in the theme. Hehe. I just spruced up the +USESPECIAL readiness (use for quick reloading of vigil shotgun!; like a shotgun turret! [odd that the assault rifle can whip more ass, more chances for hit versus miss]) as well as the unique item drop definition so no cheating in the item actor replacement situation.

_________________
_
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
_
Regurgitator monster to be resumed
whatissk/moonie/washingtontimes=anti-armistice nazi instigator-usurper/tyherantno parasite/censorship/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' mein kampf machine/kal_flight_007 self-victimization
nsfw
Spoiler: show
Fraud Alert Renewal Month: 03, 06, 09, and 12
My ZDoom mods
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
sfw
Spoiler: show
https://archive.org/download/for_jihad_monsters/Lightning%20Exclusive%20Nasheed%20By%20Ahmad%20Al-Muqit.mp3


Thu Nov 09, 2017 10:22 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Too many posts? Yup, I better shut up!

Okay, it's a supposedly fast and small project so a bit of fast changes here and there. I am sticking to my current projectile change plan. For now, will take the baby steps in making the Ally_Vigil_Torcher. Yes, the flames will come, no sticky as to prevent too much accidental deaths. Each flame will make a little slow smoke bomb, lasting less than the agent's weapon in sexy ninja foxy ally project. This is where the true poison gets very very effective (yes, damage factor zero for all units). Might tone down on repeat fire to 80% to 95% (88%?).

Oh yeah, I was about to put a mention of the White Paladins or the Seekers of Desu (Jesus, but like Devilish), but I can't bring out the dossier images. The only image representation would be the item kit sprite or so. I don't want to put two separate factions together. That makes composites. Let them be one team, besides, they look good (enough) together.

Over and out.
lsdflsleognie

EDIT (11/11/2017):
-Okay, enough. I knew it was a controversial thing and whatevers. I renamed the project as part of a safe transition process. There you go, the KKK allies. I might even have their cp/tm seal as a special drop too!
-Also put up some media stuff to make it more apparent. Nothing too offensive!
-Will test play after the torcher is done.

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Sat Nov 11, 2017 1:19 am
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
v02+: KKK Rally! Or at least the KKK Torcher is here.
-Yeah, it was hard, but the KKK torcher is here.
-He's basically a flame thrower dude, but with some compatibility address. There's no explosive rockets that do instant damage within a wide radius. His flames are going to emit poisonous ass smog. No, not the kind that jizzes/fizzes out, but a slow bunch of hisses all around. That's small radius with deterministic area of denial barricade specialization. At least you don't catch a gas while breathing nearby! Haha! Anyways, since the torcher is not really an artillery unit (or least technically), his smoke gives his targets the death choke! Slow a bit, yes, but can even kill a cyberdemon with some hits (save for the torcher to die in the process [that would make him a fragile, yet sharp glass cannon, even better than rocketeers in terms of maximum damage]). For reals! Of course, then there's you, whom got to watch where the flames and smoke are stepping! Here's a little secret concerning the smokes. The flames and smokes are projectiles belonging to the friendly torcher. That means they have tracers (target in projectile terms) to look out for. Other friendly monsters will not be targeted and thus not harmed. You, on the other hand, are not in that category. Reserved for them, and in this project, reserved for those wearing those special suits. That's what really makes the flame thrower special. He will not kill off his colleagues so put him in the back or side. Allies getting hit by flame or smoke will not be harmed. Sure, friendly fire won't help much in picking off, but a smoky cloak can at least help build barriers. Once the sluggish flames do start hitting, things pick up fast like a storm of chainsaws or something like that (also noted in sexy ninja foxy). Yes, as an (makeshift) artillery unit, he can heal, but his robe ain't armor so he heals somewhat slow and only on non-combat terms. He ain't really super human, but being human against the odds is quite amazing.
Fuck! If I need to inform about stuff. I might have to write up a roster section to clear the air! Something about Western industrialization and technology (yes, make a reference to sexy ninja foxy too, lol).
-I just noticed that the smog projectiles aren't really popping up so I redirect the visuals to the Death state. That all, everybody can see the impending danger zone. Same applied to the sexy ninja foxy ally project; just some minor changes, but nothing too significant for notice.
-I am still figuring if the suicide bomber should make an appearance. Maybe too suicidal?
-The ally torcher does have his kicks in delivering creeping death to thy enemies/foes, but I really need to assess about the item drop. That plasma rifle (I do suck, don't I?), portable health kit, and deterministic area denial attack may not be enough (for my monster projects)! I can still make a invulnerability item variant, like in for jihad's rocketeer's item drop. Really, I am betting pennies by not allowing this thru. Now, currently in testing, which should be a ok (also a good way to past the time making other projects and downloading other shit [if they allow me to not pay attention!]).

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https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
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Mon Nov 13, 2017 1:42 am
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Well, I might put down the item drop into percentage for each ally due to poisonous smog being very dangerous hazards. I have to test about combat effectiveness and infighting hazard, particularly about poisonous smog. Just a thought, going back to testing.

EDIT (14/11/2017):
-Okay, I completed the basic frame of the invulnerabilitysphere item. Project should be complete and fit (for my monster projects). Also put some minor media stuff to make sure it's more than just an item. Still testing, will update again of the progress, but yeah, it should be complete.

EDIT (15/11/2017):
-map07 proved to be a son of a bitch. Hopefully, you guys know how to cheat the invulnerability (use it!). In case there's a chance that doesn't happen, the torcher can heal up more often to withstand against the slaughter. I realize that the shotgun is per one target at a time, therefore, I allow the torcher to drop the BFG9000 upon his death. Now you might be outmanned (or undersupplied with underskilled men), but you will never be outgunned. Edit of release complete. Might upload to archives later.

EDIT (16/11/2017):
-Managed to get thru map07 by weaving behind a wall and deploying at time so the enemies won't flank me by both sides; then I start up the BFG9000 to smash any remains. The arachnotron guards are of a different thing, requiring run aways (I knew I should have get the invulnerability save habit going). Managed to hold my breach on map11 with a bit of BFG9000 and some portable health kits ready before finding cover behind a stairway ramp; started deploying units on the top, peppering everything, from snipers to helicopter guns, that could have killed me (I knew I should have get the invulnerability save habit going). Map06 is obviously a invulnerability no brainer. I am now wondering if my ally heroes from diablo ally project should already have the invulnerability as drop, but I haven't finish the damn thing just yet. Damn.
-Yeah, my habits are a bit of a bitch. Damn am I stupid! Anyways, I am at map14 and so far things are trimming along for the most part. Sometimes there's a open expose situation, but opportunity for preparation is open beforehand. I'm going to upload the the archives, but I need to get the info change done, maybe in the weekend.

EDIT (19/11/2017):
-Ok, the archives didn't accept due to the need to address high moral standards. I'll leave obscenity from them then. Still testing this shit. Halfway through!

EDIT (22/11/2017):
-Okay, I don't know what happened, but supposedly I got through 22 (including the secret maps) maps. 10 more maps to go! Only then, then, I will get at least assured that doom2.wad is good and sound in testing. Then it's doom1.wad. Long time, enough to start modding. The holidays are here and I don't feel the joy. Quite aching, if you tell me. Maybe I mod it tomorrow?

EDIT (24/11/2017):
-Got to map27, 3 more to go! Then it's doom1.wad. :( Time appropriation!
-Got to map28, 2 more to go! Then it's doom1.wad. :( Time appropriation!
-Boy, this theme is okay, but it's my bias that's boring!

EDIT (23/11/2017):
-Well, got thru map30. doom2.wad is finished! doom1.wad is next, will be much harder! Bueno noches.

EDIT (25/11/2017):
-Well, got thru episode 1 of doom1.wad. Around one hour of fast paction fun! Usually, I take my time, but so far, so good. 20 more maps left! Probably in 2 hours, when I get to it.

EDIT (30/11/2017):
-Well, I was right. I completed episode 2 in about 2 hours. Onto the last episode.

EDIT (02/12/2017):
-So yeah, got thru a bit over 2 hours before finishing episode 3 and thus, finishing the game. Whew. Now that's some hard grilling focus! I usually take some breaks for each map or map milestone. Nevertheless, I am happy to say that this ally project succeeds the stress test! :)

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Mon Nov 13, 2017 7:01 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
This is technically not a new ally combo project, but it's quite the ULTIMATE ALLY GAMEPLAY CHALLENGE! Basically, you and your ai allies will mow down as many zombies as you can. The zombies can jump back to life so be on your guard! Your allies will take the sweat off of you as long as they are not surrounded, just like you. Yes, you can block its resurrection, but it's not like you can stand in one place long enough! Either it's a standoff or a gun to the exit. Pick your poison. Regardless, I believe that your allies should be able to breeze through this quick project. I'm not going to put this on the op as it's not officially so whatevers. Don't worry, it's a failed project anyways. Too much lag despite my efforts.

https://archive.org/download/rv-007_doo ... 7_edit.pk3

EDIT (07/02/2018):
-The revision consists of not only a reduction of initial zombie spawns, but also self resurrection up to 75% of the time. Not to fear my friend, your cop, biker, and thug friends have more aggressive fire at longer range; plus, they have (a bit of) revamped target tracking design. They'll do their utmost best to gun down as many foes of the hordes. I just test play the experience with some help from my ally combos. Nevertheless to say, I am happy that I managed to trim down as much lag as possible. Even the rockers attack map (05) had its numbers trimmed and still made it a survival scenario! However, the city map (08) had a slight lag, but it picked up speed after some moments. Even map has its own kind of difficulty, you have to see for yourself. Tolerable. So what I'm trying to say is that my changes definitely made it more zombie survival experience. You really got to gun and run for it. It was definitely a nice pace of survival as health and ammo do get thin at times! It's kinda like Lode Runner in a way. Still, me as a doom player would still prefer the original tc due to the compatibility of custom monster replacements!!! They obviously sing a different kind of theme, but if a map works with it, it works. So once again, link; now as final release. Enjoy.

https://archive.org/download/rv-007_doo ... 7_edit.pk3

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https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
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Wed Feb 07, 2018 2:27 am
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Joke post, but after playing some french made doom, zombies tc classic version, and some zombies tc original version (which becomes very unsatisfying with all the cyberdemon replacements, only useful as [mostly] default), I come to realize that the corny sound bites of the allies might potentially be useful as a (joke) ally project. "Hey you, yeah (fuck) you", "I've lost, smash his brains out...", "What the fuck you doing here?", and other funny puns while you chill out and let the allies kick ass. You got the sniping cop, you got the shotgun biker, and you got the dual gunning thug. Sounds cool; on the other hand, having zombie minions to your aid is also funny.

It's just a thought, but yeah. I was about to do my projects, but after a stretch and shit, decided to chill out. Yeah, the classic version can be quite shitty, but it's definitely zombie run fun.

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link <- this as well!
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Thu Feb 15, 2018 12:16 am
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
I just came to revelation that I hadn't gotten allies combo project in the poke theme. Poke your pets, go. It was really hard to find the right sprite sets (golduck, arbok) too. Figures I need to do something other than spriting some complicated sets.

Guess no one cares, it's olde shit anyways, lol. Oh yeah, gonna upload the latest version of the pokemon tc while I'm at it.

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Mon Jul 23, 2018 10:51 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
I am in the middle to get that golduck sprite going on. Might look into the other pokemon mystery dungeon titled assets later.

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Tue Jul 24, 2018 11:47 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Well, didn't have time today, sorry about that. Anyways, I compiled the sprite set for golduck. Need to coordinate image files to xyz graph coordinate.

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Thu Jul 26, 2018 10:33 pm
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Post Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
Attention people, if you want to say some shit about poke love fuck, go with da flow like it's naturala!

Anyways, I decided to have golduck to do continous minor damage for 75% of the attack time. Sounds good. I might add some psychic shit burners as the gold finger warms up its main attack. Something like growing semen/sperm spirits around its target and self, feeling it, baby? Arbok can do a good olde poison chaingun with reaction/bulletpuffs and some evil ass weaving/lingering while smog shit for 75% of the attack time. Obviously, golduck is single target and might freeze monsters in midair or not. Arbok is (direct) crowd control, which will be used more often. However, I will adjust health rating values and kit quantity so that people can use golduck more often with its flaming semen/sperm spirit sprite shit.

Oh yeah, will look for some metal/dance cover of something j pop thingie. I'll add in the fucking eye candies after I implement the default vile and chaingun attacks.

CAUTION IS DUE ADVISED!

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link <- this as well!
https://en.wikipedia.org/wiki/File:ChoSh.jpg, resident alien generation? Wow!
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Mon Jul 30, 2018 6:55 pm
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