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    •  Version: 1.0
    •  Author: Murph

= Alternate Monster Squad .XP =

=AMS.XP= Ver. 1.1


= Murph's - Monsters and Zombies Attack your Friendly NPC Followers on Sight! =


= Add-on expansion paks. for use with either "TinMan" or =AMS= NPC's! =


=AMS.XP= Ver. 1.1 : This "original" mod made by Murph at murphs_mailbox@yahoo.com


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Date: 8/17/08
Game: DOOM3
Developer: Murph

Mod: = Alternate Monster Squad .XP =

Version: =AMS.XP= Ver. 1.1

Project Contributor: Murph
Project Contributor: Dafama2k7
Project Contributor: Altroth Akenzie

by Murph at murphs_mailbox@yahoo.com


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Description:

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* In this updated version of =AMS.XP= v1.1 the "Skeleton Zombies Typo-bug" has been corrected! In the earlier version of this mod, I mistakenly left the old beta spawn-in codes in place for spawning in the "Skeleton Zombies" and they no longer work. Sorry, it's now been corrected with in the new spawn-in codes shown below!

*While back in this mod for the "bug" repair, I'm offering another 2 monsters I made earlier not released. The "Knight Stalker" hellknight and "Dark of Night" maggot will test your sight and skills in dimly lit areas, as they become nearly invisible while in this type of setting! They are both exclusive to this mod alone and I make them available to you as an added bonus!


The =AMS.XP= Mod Pak. includes 32 seperate add-on expansion paks. for use with either
"TinMan" or =AMS= NPC's! With any one of these mini-xp paks, the monsters and zombies
will attack your friendly NPC Followers on sight regardless if they are armed or not!
If your friendly NPC Followers are spotted by these enemy monsters before they spot you they will attack and not break off the attack until your friendly NPC Follower is dead or unless you have interceded by attacking them! Please remember that "YOU" are stilltheir primary choice to attack if you are standing side by side with your friendly NPC Followers, unless of course, your Follower causes them pain before you do!

I have put together 2 differently tweaked pak.file offerings for these "Friendly" attackers labeled as Monsters_OnSight.PK4 files and Monsters_OnPatrol.PK4 files! The first offering, Monsters_OnSight.PK4 files, keeps your monsters in "idle" mode until they spot you or a your friendly Follower. The other offering, Monsters_OnPatrol.PK4 files, allows your monsters to be on the move at all times searching for some fresh meat!

This mod gives you at least 67 tweaked monsters and zombies to use!. Most are the original standard issue variety, however, there are 8 custom built monsters from the =AMS= v.5 mod that were made by "Altroth Akenzie". I decided to pre-release 4 new monster builds from my latest =AMS= v.7.ufo mod and while back in this mod for a "bug" repair, I'm offering another 2 monsters I made earlier not released. The "Knight Stalker" hellknight and "Dark of Night" maggot will test your sight and skills in dimly lit areas, as they become nearly invisible while in this type of setting! They are both exclusive to this mod alone as an added bonus!

I teamed up with "Dafama2k7's" scary dark side, and we've provided 10 New zombies to mix it up with for your spawn-in enjoyment! "Zombie Z-Squad" is an elite "Infantry Squad" gone bad! These guys ain't nice! Like "Zombie Z-Sec" they look to ruin your day! Except..instead of shooting you... these guys would like to tear you to pieces with their bare hands! Ouch!

I also got busy on 4 NEW custom "Hazmat" zombies, 3 NEW custom "Skeleton" zombies and 1 New custom zombie with a trick up his sleeve! "Bernie the Zombie" has just acquired "Archvile" powers and a "Bernie the Demon" version is now available! "Bernie the Demon" is twice as strong as the zombie version and puts on quite a firey show when on the attack! Not only is "Bernie" on fire, he now "makes" fire and is surely worth checking out! So load up "Bernie" and the rest of the =AMS.XP= gang and enjoy the fun! No longer will the enemy turn a blind eye and bypass your spawn-in help! Hey, what are friends for anyway? Time to share the Pain!

Good Luck and Enjoy! = Murph =

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Readme:

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You could test out the monsters reaction to your Friendly NPC Followers by spawning them into a map, after you spawned-in some Friendly NPC characters. Spawn-in the unarmed style Friendly NPC characters. While you are in "NO CLIP" mode spawn-in the monsters!. In this "NO CLIP" mode, you are not visible to the monsters as they seek out, if available, their secondary targets! They will look for enemy regardless of flashlight activation or not! Remember though, once you hit the button to unclip from "NO CLIP" mode, if the monster is not actively in battle with someone else, he will see you and once he see's you... he will always see you, even if you go back into "NO CLIP" mode!

I have put together 2 differently tweaked pak.file offerings for these Friendly Attackers!

1. Pak106n_Monsters_OnSight.PK4 file

2. Pak105n_Monsters_OnPatrol.PK4 file


Choose Pak105n_Monsters_OnSight.PK4 files if you prefer your monsters to be dormant unless they spot a friendly ... They will spawn-in, have a quick look around. If no one to kill in the immediate area, they will go "idle" and remain quietly motionless until a poor friendly soul comes into view!... Then all hell breaks loose of course!... This style is more in step with the way the "Doom3" game is laid out!

or

Choose Pak106n_Monsters_OnPatrol.PK4 files if you prefer your monsters to never be "idle" and always marching around on patrol! This does take the "monster-in-the-closet" out of the equation as many people have complained about this type of scenario being over board in "Doom3"... I don't know how well this particular mod pak. would stand up in tightly scripted map or in the "Doom3" game itself! With monsters and zombies all doing their own thing, moaning and shrieking at will
..could be fun!... could also be annoying! I did alter some of the loud "idle" shrieking on some of the monsters as not to be overly heard from other rooms with-in the maps different areas! Also, a bit of caution to note here is that because these monsters are free to roam as they please and do as they like, some end up falling off cliffs or high places without railings!... For the most part, the smaller
monsters and zombies don't have too much trouble with this potential danger, but the much larger monsters do. They pay no attention to dangerous areas as they stomp around all over the place!... More "pathway" scripting work would probably correct this in the future!

or

If you prefer a little bit of both of the above options mixed together will work as well and could be alot of fun! A couple of OnSight and OnPatrol files mixed together into one mod folder!... Please keep in mind though, only one particular monster file at a time! Meaning for example, only one of the IMP files, either OnSIght or OnPatrol, but NOT both! One will just over ride the other in this scenario!


: Important Notes - Please Read :


There are 16 "OnSight" monster paks and 16 "OnPatrol" monster paks for a total of 32 paks! With good reason, I have purposely seperated all of these mod paks into single pak offerings!

1. Individual paks enable you to pick and choose which paks you would like to try at once. This way "YOU" custom build your mod folder the way you would like it to be! When using "TinMan Squad" marines or "=UAC= BFG Campbell" ( ver.1.1 ) or ( ver.1.2 )you could use ALL 16 "OnSight" or ALL 16 "OnPatrol" monster paks or a mix of the two!... Your choice!

2. When using "Allied Marine Squadmates" ( =AMS= ) in any version, you may ONLY choose 2 paks! Sadly, you may ONLY choose 2 monster attack paks to install while using any =AMS= version. There is a scripting conflict that occurs if trying to use more than 2 paks at once! The map level will not load! You can choose either 2 from "OnSight" or 2 from "OnPatrol" or 1 from each! (* There is a brand new option I just made available. It's explained in TIP 2.)

TIP 1:

I would suggest using one of the "IMP" paks along with one of the "Zombie" paks to get the most bang for your buck! There are at least 3 different styles of "IMP" monsters that would be in use and many styles of regular "Zombies" are covered here as well!

TIP 2:

I would also like to suggest a new option I just made available. I have re-worked the files for the "Mancubus". This re-worked pak will allow for 3 paks at once, as long as 2 of the paks are the "Mancubus" and the "Revenant". The final pak is of your choice, but once again the "Zombies" pak covers a lot of ground! Both The "Mancubus" and the "Revenant" should be either "OnSight" or "OnPatrol" paks to avoid one pak over-riding the other!

Old version "=UAC= BFG Campbell" ( ver.1.0 ) falls into this 2 paks ONLY category as well, because it contains =AMS= scripts with-in its pak file. You could unzip his file, remove the =AMS= scripts in order to use more monster paks, but your better off downloading the new version "=UAC= BFG Campbell" ( ver.1.2 ). The New BFG Campbell has been optimized to work with the monster paks and more importantly to fix the "Crash to Main Menu" Bug which was a nuisance problem at times as well!


3. "=UAC= BFG Campbell" ( ver.1.2 ) will also include my =AMS= "Elite Melee Warrior" script! The "Bravo Team" script causes no problems with any of the monster paks and gives you the option of using 16 monster paks, BFG Campbell and The "Bravo Team".

In any future release of "Allied Marine Squadmates" ( =AMS= ) I mayl include a little lil' seperated paks concerning the NEW additional mod characters "The Rescued Followers" and NEW additional "Melee Warriors". These also cause no problems with any of the monster paks and would give you the option of using 16 monster paks, BFG Campbell, The "Bravo Team", as well as "The Rescued Followers" and NEW additional "Melee Warriors" with out the =AMS= marines on hand. Once again using the =AMS= marines will drop you down to using ONLY 2 or 3 monster paks! =AMS= marines are whole lot of fun as well and the choice will be yours as to how you set-up your game to get the most enjoyment!

4. Most of the regular monsters and zombies are covered here. NoT done are the Ticks, Trites, Cherubs, Cacodemons, Flying Lost Souls, Zsec Team and most of the "Boss" monsters. As time allows, I may put out little additional add-on paks down the road, to cover these as well!

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These are the monster or zombie "PAK" Files who do attack your Friendly NPC Followers on sight or while out on patrol!

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"Monsters Attack - OnSight Only"

1. pak106n Archviles_OnSight.pk4

2. pak106n Bernie_OnSight.pk4

3. pak106n HellKnights_OnSight.pk4

4. pak106n Imps_OnSight.pk4

5. pak106n Maggots_OnSight.pk4

6. pak106n Mancubus_OnSight.pk4

7. pak106n Pinkys_OnSight.pk4

8. pak106n Revenants_OnSight.pk4

9. pak106n Sawyer_OnSight.pk4

10. pak106n Wraiths_OnSight.pk4

11. pak106n ZCommandoCgun_OnSight.pk4

12. pak106n ZCommandoTent_OnSight.pk4

13. pak106n ZMorgue_OnSight.pk4

14. pak106n Zombies_OnSight.pk4

15. pak106n BernieDemon_OnSight.pk4

16. pak106n Sabaoth_OnSight.pk4



"Monsters Attack - Always OnPatrol"


1. pak105n Archviles_OnPatrol.pk4

2. pak105n Bernie_OnPatrol.pk4

3. pak105n HellKnights_OnPatrol.pk4

4. pak105n Imps_OnPatrol.pk4

5. pak105n Maggots_OnPatrol.pk4

6. pak105n Mancubus_OnPatrol.pk4

7. pak105n Pinkys_OnPatrol.pk4

8. pak105n Revenants_OnPatrol.pk4

9. pak105n Sawyer_OnPatrol.pk4

10. pak105n Wraiths_OnPatrol.pk4

11. pak105n ZCommandoCgun_OnPatrol.pk4

12. pak105n ZCommandoTent_OnPatrol.pk4

13. pak105n ZMorgue_OnPatrol.pk4

14. pak105n Zombies_OnPatrol.pk4

15. pak105n BernieDemon_OnPatrol.pk4

16. pak105n Zombies_OnPatrol.pk4

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: =AMS.XP= Monster Spawn Guide :

These are the monsters or zombies who do attack your Friendly NPC Followers on sight or while out on patrol! There are at least 67 monsters or zombies below .. I may of missed listing a few.. but I think you get the idea!

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1. monster_demon_imp

2. monster_demon_imp_crawler

3. monster_demon_nightmare_imp

4. monster_demon_pinky

5. monster_demon_maggot

6. monster_demon_wraith

7. monster_demon_archvile

8. monster_demon_revenant

9. monster_demon_hellknight

10. monster_demon_baronofhell

11. monster_demon_knightstalker

12. monster_demon_darkofnight

13. monster_demon_bernie

14. monster_zombie_bernie

15. monster_zombie_berserk

16. monster_zombie_boney

17. monster_zombie_tshirt_bald

18. monster_zombie_tshirt_blown

19. monster_zombie_maint_bald

20. monster_zombie_maint_no_jaw

21. monster_zombie_suit_skinny

22. monster_zombie_maint_skinny

23. monster_zombie_suit_neckstump

24. monster_zombie_suit_bloodymouth

25. monster_zombie_maint_flashlight

26. monster_zombie_maint_flashlight0

27. monster_zombie_maint_flashlight1

28. monster_zombie_labcoat_hanging

29. monster_zombie_labcoat_limb

30. monster_zombie_civilian

31. monster_zombie_maint_wrench

32. monster_zombie_jumpsuit

33. monster_zombie_skeleton

34. monster_zombie_skeleton2

35. monster_zombie_skeleton3

36. monster_boss_sabaoth

37. monster_zombie_sawyer

38. monster_zombie_morgue

39. monster_zombie_commando

40. monster_zombie_commando_cgun

41. monster_zombie_labcoat_pipe

42. monster_zombie_labcoat_neckstump

43. monster_zombie_labcoat_skinny

44. monster_zombie_fat_wrench

45. monster_zombie_fat

46. monster_zombie_fat2

47. monster_zombie_fat3

48. monster_zombie_scientist1

49. monster_zombie_scientist2

50. monster_zombie_scientist3

51. monster_zombie_maint

52. monster_zombie_maint2

53. monster_zombie_maint_fast

54. delta4b_hazguy2_melee_zombie

55. delta4b_hazguy2_melee_wrench_zombie

56. delta4b_hazguy2_melee_flashlight_zombie

57. delta4b_hazguy2_melee_flashlight_zombie2

58. monster_zombie_infantryz

59. monster_zombie_infantryz_stumpy

60. monster_zombie_infantryz_skull

61. monster_zombie_infantryz_nohead

62. monster_zombie_infantryz_skinny

63. monster_zombie_infantryz_blown

64. monster_zombie_infantryz_bloodymouth

65. monster_zombie_infantryz_zsec_bald

66. monster_zombie_infantryz_zsec_gogs

67. monster_zombie_infantryz_zsec_dhelmet


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Installation:

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= DETAILED INSTRUCTIONS =

Listen up Marine! These are just 2 of the ways you can install this mod pak. Choose either The "Quick Install" or the "Mod Folder Install" method. People do have their own preference here! Let's look at both and you then you can decide which one is right for you. One note though!

I must say that in the past, I usually would do the "Quick Install" method, but have lately changed my ways. I noticed that with this method during modding, sometimes my latest changes would not show up until I launched the game from the "Mod Folder Install" method. The game itself, seemingly would take a set with a mod and wasn't going to comply with any new changes! This won't affect people who use a mod and never upgrade it with the next new version. Let's look at both and then you can decide which one is right for you depending on your own needs.


1. "Quick Install"

First unzip contents of =AMS.XP= Mod Pak.zip to a folder of your choice. Cut or copy either one of the Pak105n.PK4 file or the Pak106n.PK4 file offerings with-in this mod. Now Open up your Doom3/Base directory..."meaning" open your Doom3 folder. Now Open your base folder and place one the Pak105n.PK4 or the Pak106n.PK4 file offerings into the base folder. Now start up the "Doom3" game and load up your
level or map of choice. Access your Doom3 drop down console by pressing the CTRL-ALT-TILDE (~) keys and type in any of the commands given in the "Spawn Guide".

EXAMPLE: "spawn monster_demon_imp". After typing "spawn monster_demon_imp" into the drop down console press the "Enter" key to spawn the monster! Now press the TILDE (~) key again to remove the drop down console from view after a monster is spawned. Many people prefer this method as it's fast, easy and will not interfere with other mods you may have.


2. "Mod Folder Install"

First unzip contents of =AMS.XP= Mod Pak.zip to a folder of your choice. Cut or copy either one of the Pak105n.PK4 file or the Pak106n.PK4 file offerings with-in this mod. Create a new folder inside the "Doom3" folder named "Monsters OnSight" or "Monsters OnPatrol" or "whatever you like" and place the Pak105n.PK4 file or the Pak106n.PK4 file offerings into it. Now start up the "Doom3" game and choose
"Monsters OnSight" or "whatever you like" from the Mods Menu Options.The game will do something like a quickie re-boot into the mod. Choose "Start a New Game" and choose a difficulty level or load up a previous game save and play from that levels beginning... Access your "Doom3" drop down console by pressing the CTRL-ALT-TILDE (~) keys and type in any of the commands given in the "Spawn Guide".

EXAMPLE: "spawn monster_demon_imp". After typing "spawn monster_demon_imp" into the drop down console press the "Enter" key to spawn the monster! Now press the TILDE (~) key again to remove the drop down console from view after a monster is spawned. While in the drop down console you may want to type in the command "give all" as well to start out fully supplied. This mod method is a little time consuming and considered a nuisance by some. For others it is the safest way to not have a mod conflict with the other mods you may have and as I have found out, is the only real option to use for creating and testing mod changes with reliablity!

:TIP:

Pressing "CTRL+Alt+~" will access the drop down console, but it does block your view
as it takes up half of your monitors viewing area! Pressing "CTRL+Alt+Shift+~" will
also access the drop down console but only takes up a small area up at top of your
monitors screen! This may appeal to you more if going "Old School".

Most people have added "+seta com_allowConsole 1" to their command line and use the
one ~ key to access the console already, but newbies going "Old School" probably are
not familiar with it ... You can type "+seta com_allowConsole 1" manually into your
Doom3/base/autoexec.cfg file, press save and your good to go! When in-game press the
one ~ key to access the drop down console!

-------------------------------------------------------------
= INSTRUCTIONS AT A GLANCE =

1. Unzip contents of =AMS.XP= Mod Pak.zip into a folder of your choice.

2. Place one of the Pak105n.PK4 file or the Pak106n.PK4 file offerings in your Doom3/base directory.

3. To spawn any of these monsters, access your drop down command console while in-game. Use "CTRL+Alt+~" to access your drop down command console and type in the commands provided given in one of the "Spawn Guide". Then "ENTER"..then ~ to remove drop down console from view.

You can also add the line "+seta com_allowConsole 1" to your command line to gain access or type manually into your "Doom3/base/autoexec.cfg file" and use the one ~ key to gain access as well. Type "bind" then the "KEY" before "spawn" if binding to a key!

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Known Bugs or Issues :

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One "Typo-bug" repaired, no other major "bugs" to report, however, please keep in mind the following issues!

Note 1: Allied Marine Squadmates: 2 or 3 paks ONLY!

When using "Allied Marine Squadmates" ( =AMS= ) in any version, you may ONLY choose 2 paks! Old version "=UAC= BFG Campbell" ( ver.1.0 ) falls into this 2 paks ONLY category as well. Any 2, but ONLY 2 ... Except if using the "Mancubus" and "Revenant" paks. The final pak is your choice allowing for a total of 3 monster paks. Both "Mancubus" and the "Revenant" should be either "OnSight" or "OnPatrol" to avoid one over-riding the other mod choice! The work around to fix this general =AMS= scripting issue to allow for more paks at once in a game is possible, but is also a proposition I don't have the time for right now! Sorry!


Note 2: Monsters OnPatrol: Hazardous Ledges!

That because these monsters are free to roam as they please and do as they like, some end up falling off cliffs or high places without railings! For whatever reason, the smaller monsters and zombies don't have too much trouble with this potential danger, but the much bigger monsters do. They pay no attention to dangerous areas as they stomp around all over the place! More "pathway" scripting work would probably correct this hazard in the future!


Bug 1: "Skeleton Zombies Typo-bug" //wgm: Repaired 8-14-08

In the earlier version of this mod, I mistakenly left the old beta spawn-in codes in place for spawning in the "Skeleton Zombies" and they no longer work. OOPS! Sorry, it's now been corrected with-in the new spawn-in codes above and shown below!

31. monster_zombie_skeleton
32. monster_zombie_skeleton2
33. monster_zombie_skeleton3


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Builder Notes:

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...: The New Monsters :........................: The Builders :


"monster_zombie_berserk"....................... "Altroth_Akenzie"

"monster_demon_cyberdemon".................... "Altroth_Akenzie"

"monster_demon_grand_cyberdemon".............. "Altroth Akenzie"

"monster_zombie_walkingtarget"................ "Altroth Akenzie"

"monster_demon_baronofhell"................... "Altroth Akenzie"

"monster_demon_nightmare_imp"................. "Altroth Akenzie"

"monster_demon_spector"....................... "Altroth Akenzie"

"monster_zsec_plasmagun"...................... "Akenzie/Murph"



"monster_zombie_infantryz".................... "Dafama2k7"

"monster_zombie_infantryz_stumpy"............. "Dafama2k7"

"monster_zombie_infantryz_skull".............. "Dafama2k7"

"monster_zombie_infantryz_nohead"............. "Dafama2k7"



"monster_demon_bernie"........................ "Murph"

"monster_demon_knightstalker"................. "Murph"

"monster_demon_darkofnight"................... "Murph"

"monster_zombie_skeleton"..................... "Murph"

"monster_zombie_skeleton2".................... "Murph"

"monster_zombie_skeleton3".................... "Murph"

"monster_zombie_maint_flashlight0"............ "Murph"

"monster_zombie_maint_flashlight1"............ "Murph"

"delta4a_hazguy2_melee_zombie"................ "Murph"

"delta4a_hazguy2_melee_wrench_zombie"......... "Murph"

"delta4a_hazguy2_melee_flashlight_zombie"..... "Murph"

"delta4a_hazguy2_melee_flashlight_zombie2".... "Murph"

"monster_zombie_infantryz_skinny"............. "Murph"

"monster_zombie_infantryz_blown".............. "Murph"

"monster_zombie_infantryz_bloodymouth"........ "Murph"

"monster_zombie_infantryz_zsec_bald".......... "Murph"

"monster_zombie_infantryz_zsec_gogs".......... "Murph"

"monster_zombie_infantryz_zsec_dhelmet"....... "Murph"



A Note from - "A.M.S. ver. 0.5" - Author : Altroth Akenzie

Altroth's =AMS= v.5 Read-me is included inside this mod in the "Old Read-me" Folder.

"The monsters are a new feature allowing you to spawn a few neat little extras. The Cyberdemon is identical to the final boss version except any gun damages it, not just the SoulCube. The Grand Cyberdemon is the Cyberdemon with a little more punch...and his missiles seek out their targets. The Sabaoth does not use a scripted movement like the normal game version and will simply roam around trying to nail you with his claw arm or using his BFG when at range. The Nightmare Imp uses the Hell Imp Skin. His flaming arm is a giveaway that his fireballs are more powerful. They will try to move around corners occasionally to limit your ability to dodge. You may remember this guy from the old game Doom 64 where he was semi-transparent and had purple fireballs. Also added is the Specter who is totally black and absorbs all light making him hard to see without alot of natural light around.
Puffs of smoke spit out from his spine making it easier to track. The Baron of Hell is another attempt at a classic Doom remake for me. He also has a different skin. His fireballs are stronger, larger, and pack a better punch. He also has more HP."


"A.M.S. ver. 0.5 Monsters"
___________________________

monster_zsec_plasmagun N/G

monster_zombie_berserk

monster_demon_nightmare_imp

monster_demon_spector

monster_demon_baronofhell

monster_zombie_walkingtarget

monster_demon_sabaoth *

monster_demon_cyberdemon

monster_demon_grand_cyberdemon

*
=AMS= v.5 Demon Sabaoth has been removed. He has been altered back to the Boss Sabaoth script for use in the = Alternate Monster Squad.XP = mod. This was done to avoid scripting conflicts that can occur if using = AMS.XP = expansion paks. and the "Demon Sabaoth" version.

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Credits:

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: Much thanks to Authors :

1. Altroth "deviroth" AkenzieSize ( deviroth@yahoo.com ) "Allied Marine Squadmates v.5"... Date: 4/20/05

"For his support & =AMS= ver.5 custom build monsters!"


2. Jarad "TinMan" Hansen ( tinman_squad@hotmail.com ) "The TinMan Squad v0.3 Beta"... Date: 9/26/04

"For all his support!"


3. David Fabrega maestre ( dafama2k7@gmail.com ) "TinMan NG v2.8 for Doom III"... Date: 2/14/08

"For his support & help with custom "Zombie Z-Squad" monsters!"


4. William "Murph" Murphy ( murphs_mailbox@yahoo.com ) "Allied Marine Squadmates v6.uu" ... Date: 2/10/08

"Much thanks to all those above!"


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* Copyright / Permissions/ Legal Stuff *

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You may re-use these "original" files involved in this zip for your own mods or builds freely as long as the following is strictly adhered to!

If you plan on using this mod or these files in your mod, you may, provided an honorable mention or credit is given to not only me, but the above authors as well, with in your own mod builds "Read Me"txt. file and provided you include my "Read Me"txt. file unaltered! State any further modifications to this mod in your own seperate "Read Me" txt. file.

Providing me with notification or contacting me about your own build is requested by me, as it would be nice to know about your mod build. A return responce by me is NOT necessary in order to release your mod, but as a courtesy, I'd like your request just the same... Thank you!

*Distribution* You MAY distribute this Add-on, provided you include my "Read Me"txt. file, unaltered and state any modifications to my mod in a seperate "Read Me" txt. file .

You MAY distribute this Add-on in any electronic format (BBS, Diskette, CD, etc) as long as you include all files intact and it's free of any charge.

If you wish to distribute this in a game magazine, please notify/contact me.
You MAY distribute this Add-on as long as it's free of charge.

* I assume no responsibility for any problems that may arise due to the use of this mod in any shape or form. The user takes full responsiblity for his/her actions in the use of this mod.

** Had to be said to cover my butt :)

Alternate Monster Squad

Item Image

 Downloads offline


= Alternate Monster Squad .XP =

=AMS.XP= Ver. 1.1


= Murph's - Monsters and Zombies Attack your Friendly NPC Followers on Sight! =


= Add-on expansion paks. for use with either "TinMan" or =AMS= NPC's! =


=AMS.XP= Ver. 1.1 : This "original" mod made by Murph at murphs_mailbox@yahoo.com


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Date: 8/17/08
Game: DOOM3
Developer: Murph

Mod: = Alternate Monster Squad .XP =

Version: =AMS.XP= Ver. 1.1

Project Contributor: Murph
Project Contributor: Dafama2k7
Project Contributor: Altroth Akenzie

by Murph at murphs_mailbox@yahoo.com


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Description:

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* In this updated version of =AMS.XP= v1.1 the "Skeleton Zombies Typo-bug" has been corrected! In the earlier version of this mod, I mistakenly left the old beta spawn-in codes in place for spawning in the "Skeleton Zombies" and they no longer work. Sorry, it's now been corrected with in the new spawn-in codes shown below!

*While back in this mod for the "bug" repair, I'm offering another 2 monsters I made earlier not released. The "Knight Stalker" hellknight and "Dark of Night" maggot will test your sight and skills in dimly lit areas, as they become nearly invisible while in this type of setting! They are both exclusive to this mod alone and I make them available to you as an added bonus!


The =AMS.XP= Mod Pak. includes 32 seperate add-on expansion paks. for use with either
"TinMan" or =AMS= NPC's! With any one of these mini-xp paks, the monsters and zombies
will attack your friendly NPC Followers on sight regardless if they are armed or not!
If your friendly NPC Followers are spotted by these enemy monsters before they spot you they will attack and not break off the attack until your friendly NPC Follower is dead or unless you have interceded by attacking them! Please remember that "YOU" are stilltheir primary choice to attack if you are standing side by side with your friendly NPC Followers, unless of course, your Follower causes them pain before you do!

I have put together 2 differently tweaked pak.file offerings for these "Friendly" attackers labeled as Monsters_OnSight.PK4 files and Monsters_OnPatrol.PK4 files! The first offering, Monsters_OnSight.PK4 files, keeps your monsters in "idle" mode until they spot you or a your friendly Follower. The other offering, Monsters_OnPatrol.PK4 files, allows your monsters to be on the move at all times searching for some fresh meat!

This mod gives you at least 67 tweaked monsters and zombies to use!. Most are the original standard issue variety, however, there are 8 custom built monsters from the =AMS= v.5 mod that were made by "Altroth Akenzie". I decided to pre-release 4 new monster builds from my latest =AMS= v.7.ufo mod and while back in this mod for a "bug" repair, I'm offering another 2 monsters I made earlier not released. The "Knight Stalker" hellknight and "Dark of Night" maggot will test your sight and skills in dimly lit areas, as they become nearly invisible while in this type of setting! They are both exclusive to this mod alone as an added bonus!

I teamed up with "Dafama2k7's" scary dark side, and we've provided 10 New zombies to mix it up with for your spawn-in enjoyment! "Zombie Z-Squad" is an elite "Infantry Squad" gone bad! These guys ain't nice! Like "Zombie Z-Sec" they look to ruin your day! Except..instead of shooting you... these guys would like to tear you to pieces with their bare hands! Ouch!

I also got busy on 4 NEW custom "Hazmat" zombies, 3 NEW custom "Skeleton" zombies and 1 New custom zombie with a trick up his sleeve! "Bernie the Zombie" has just acquired "Archvile" powers and a "Bernie the Demon" version is now available! "Bernie the Demon" is twice as strong as the zombie version and puts on quite a firey show when on the attack! Not only is "Bernie" on fire, he now "makes" fire and is surely worth checking out! So load up "Bernie" and the rest of the =AMS.XP= gang and enjoy the fun! No longer will the enemy turn a blind eye and bypass your spawn-in help! Hey, what are friends for anyway? Time to share the Pain!

Good Luck and Enjoy! = Murph =

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Readme:

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You could test out the monsters reaction to your Friendly NPC Followers by spawning them into a map, after you spawned-in some Friendly NPC characters. Spawn-in the unarmed style Friendly NPC characters. While you are in "NO CLIP" mode spawn-in the monsters!. In this "NO CLIP" mode, you are not visible to the monsters as they seek out, if available, their secondary targets! They will look for enemy regardless of flashlight activation or not! Remember though, once you hit the button to unclip from "NO CLIP" mode, if the monster is not actively in battle with someone else, he will see you and once he see's you... he will always see you, even if you go back into "NO CLIP" mode!

I have put together 2 differently tweaked pak.file offerings for these Friendly Attackers!

1. Pak106n_Monsters_OnSight.PK4 file

2. Pak105n_Monsters_OnPatrol.PK4 file


Choose Pak105n_Monsters_OnSight.PK4 files if you prefer your monsters to be dormant unless they spot a friendly ... They will spawn-in, have a quick look around. If no one to kill in the immediate area, they will go "idle" and remain quietly motionless until a poor friendly soul comes into view!... Then all hell breaks loose of course!... This style is more in step with the way the "Doom3" game is laid out!

or

Choose Pak106n_Monsters_OnPatrol.PK4 files if you prefer your monsters to never be "idle" and always marching around on patrol! This does take the "monster-in-the-closet" out of the equation as many people have complained about this type of scenario being over board in "Doom3"... I don't know how well this particular mod pak. would stand up in tightly scripted map or in the "Doom3" game itself! With monsters and zombies all doing their own thing, moaning and shrieking at will
..could be fun!... could also be annoying! I did alter some of the loud "idle" shrieking on some of the monsters as not to be overly heard from other rooms with-in the maps different areas! Also, a bit of caution to note here is that because these monsters are free to roam as they please and do as they like, some end up falling off cliffs or high places without railings!... For the most part, the smaller
monsters and zombies don't have too much trouble with this potential danger, but the much larger monsters do. They pay no attention to dangerous areas as they stomp around all over the place!... More "pathway" scripting work would probably correct this in the future!

or

If you prefer a little bit of both of the above options mixed together will work as well and could be alot of fun! A couple of OnSight and OnPatrol files mixed together into one mod folder!... Please keep in mind though, only one particular monster file at a time! Meaning for example, only one of the IMP files, either OnSIght or OnPatrol, but NOT both! One will just over ride the other in this scenario!


: Important Notes - Please Read :


There are 16 "OnSight" monster paks and 16 "OnPatrol" monster paks for a total of 32 paks! With good reason, I have purposely seperated all of these mod paks into single pak offerings!

1. Individual paks enable you to pick and choose which paks you would like to try at once. This way "YOU" custom build your mod folder the way you would like it to be! When using "TinMan Squad" marines or "=UAC= BFG Campbell" ( ver.1.1 ) or ( ver.1.2 )you could use ALL 16 "OnSight" or ALL 16 "OnPatrol" monster paks or a mix of the two!... Your choice!

2. When using "Allied Marine Squadmates" ( =AMS= ) in any version, you may ONLY choose 2 paks! Sadly, you may ONLY choose 2 monster attack paks to install while using any =AMS= version. There is a scripting conflict that occurs if trying to use more than 2 paks at once! The map level will not load! You can choose either 2 from "OnSight" or 2 from "OnPatrol" or 1 from each! (* There is a brand new option I just made available. It's explained in TIP 2.)

TIP 1:

I would suggest using one of the "IMP" paks along with one of the "Zombie" paks to get the most bang for your buck! There are at least 3 different styles of "IMP" monsters that would be in use and many styles of regular "Zombies" are covered here as well!

TIP 2:

I would also like to suggest a new option I just made available. I have re-worked the files for the "Mancubus". This re-worked pak will allow for 3 paks at once, as long as 2 of the paks are the "Mancubus" and the "Revenant". The final pak is of your choice, but once again the "Zombies" pak covers a lot of ground! Both The "Mancubus" and the "Revenant" should be either "OnSight" or "OnPatrol" paks to avoid one pak over-riding the other!

Old version "=UAC= BFG Campbell" ( ver.1.0 ) falls into this 2 paks ONLY category as well, because it contains =AMS= scripts with-in its pak file. You could unzip his file, remove the =AMS= scripts in order to use more monster paks, but your better off downloading the new version "=UAC= BFG Campbell" ( ver.1.2 ). The New BFG Campbell has been optimized to work with the monster paks and more importantly to fix the "Crash to Main Menu" Bug which was a nuisance problem at times as well!


3. "=UAC= BFG Campbell" ( ver.1.2 ) will also include my =AMS= "Elite Melee Warrior" script! The "Bravo Team" script causes no problems with any of the monster paks and gives you the option of using 16 monster paks, BFG Campbell and The "Bravo Team".

In any future release of "Allied Marine Squadmates" ( =AMS= ) I mayl include a little lil' seperated paks concerning the NEW additional mod characters "The Rescued Followers" and NEW additional "Melee Warriors". These also cause no problems with any of the monster paks and would give you the option of using 16 monster paks, BFG Campbell, The "Bravo Team", as well as "The Rescued Followers" and NEW additional "Melee Warriors" with out the =AMS= marines on hand. Once again using the =AMS= marines will drop you down to using ONLY 2 or 3 monster paks! =AMS= marines are whole lot of fun as well and the choice will be yours as to how you set-up your game to get the most enjoyment!

4. Most of the regular monsters and zombies are covered here. NoT done are the Ticks, Trites, Cherubs, Cacodemons, Flying Lost Souls, Zsec Team and most of the "Boss" monsters. As time allows, I may put out little additional add-on paks down the road, to cover these as well!

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These are the monster or zombie "PAK" Files who do attack your Friendly NPC Followers on sight or while out on patrol!

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"Monsters Attack - OnSight Only"

1. pak106n Archviles_OnSight.pk4

2. pak106n Bernie_OnSight.pk4

3. pak106n HellKnights_OnSight.pk4

4. pak106n Imps_OnSight.pk4

5. pak106n Maggots_OnSight.pk4

6. pak106n Mancubus_OnSight.pk4

7. pak106n Pinkys_OnSight.pk4

8. pak106n Revenants_OnSight.pk4

9. pak106n Sawyer_OnSight.pk4

10. pak106n Wraiths_OnSight.pk4

11. pak106n ZCommandoCgun_OnSight.pk4

12. pak106n ZCommandoTent_OnSight.pk4

13. pak106n ZMorgue_OnSight.pk4

14. pak106n Zombies_OnSight.pk4

15. pak106n BernieDemon_OnSight.pk4

16. pak106n Sabaoth_OnSight.pk4



"Monsters Attack - Always OnPatrol"


1. pak105n Archviles_OnPatrol.pk4

2. pak105n Bernie_OnPatrol.pk4

3. pak105n HellKnights_OnPatrol.pk4

4. pak105n Imps_OnPatrol.pk4

5. pak105n Maggots_OnPatrol.pk4

6. pak105n Mancubus_OnPatrol.pk4

7. pak105n Pinkys_OnPatrol.pk4

8. pak105n Revenants_OnPatrol.pk4

9. pak105n Sawyer_OnPatrol.pk4

10. pak105n Wraiths_OnPatrol.pk4

11. pak105n ZCommandoCgun_OnPatrol.pk4

12. pak105n ZCommandoTent_OnPatrol.pk4

13. pak105n ZMorgue_OnPatrol.pk4

14. pak105n Zombies_OnPatrol.pk4

15. pak105n BernieDemon_OnPatrol.pk4

16. pak105n Zombies_OnPatrol.pk4

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: =AMS.XP= Monster Spawn Guide :

These are the monsters or zombies who do attack your Friendly NPC Followers on sight or while out on patrol! There are at least 67 monsters or zombies below .. I may of missed listing a few.. but I think you get the idea!

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1. monster_demon_imp

2. monster_demon_imp_crawler

3. monster_demon_nightmare_imp

4. monster_demon_pinky

5. monster_demon_maggot

6. monster_demon_wraith

7. monster_demon_archvile

8. monster_demon_revenant

9. monster_demon_hellknight

10. monster_demon_baronofhell

11. monster_demon_knightstalker

12. monster_demon_darkofnight

13. monster_demon_bernie

14. monster_zombie_bernie

15. monster_zombie_berserk

16. monster_zombie_boney

17. monster_zombie_tshirt_bald

18. monster_zombie_tshirt_blown

19. monster_zombie_maint_bald

20. monster_zombie_maint_no_jaw

21. monster_zombie_suit_skinny

22. monster_zombie_maint_skinny

23. monster_zombie_suit_neckstump

24. monster_zombie_suit_bloodymouth

25. monster_zombie_maint_flashlight

26. monster_zombie_maint_flashlight0

27. monster_zombie_maint_flashlight1

28. monster_zombie_labcoat_hanging

29. monster_zombie_labcoat_limb

30. monster_zombie_civilian

31. monster_zombie_maint_wrench

32. monster_zombie_jumpsuit

33. monster_zombie_skeleton

34. monster_zombie_skeleton2

35. monster_zombie_skeleton3

36. monster_boss_sabaoth

37. monster_zombie_sawyer

38. monster_zombie_morgue

39. monster_zombie_commando

40. monster_zombie_commando_cgun

41. monster_zombie_labcoat_pipe

42. monster_zombie_labcoat_neckstump

43. monster_zombie_labcoat_skinny

44. monster_zombie_fat_wrench

45. monster_zombie_fat

46. monster_zombie_fat2

47. monster_zombie_fat3

48. monster_zombie_scientist1

49. monster_zombie_scientist2

50. monster_zombie_scientist3

51. monster_zombie_maint

52. monster_zombie_maint2

53. monster_zombie_maint_fast

54. delta4b_hazguy2_melee_zombie

55. delta4b_hazguy2_melee_wrench_zombie

56. delta4b_hazguy2_melee_flashlight_zombie

57. delta4b_hazguy2_melee_flashlight_zombie2

58. monster_zombie_infantryz

59. monster_zombie_infantryz_stumpy

60. monster_zombie_infantryz_skull

61. monster_zombie_infantryz_nohead

62. monster_zombie_infantryz_skinny

63. monster_zombie_infantryz_blown

64. monster_zombie_infantryz_bloodymouth

65. monster_zombie_infantryz_zsec_bald

66. monster_zombie_infantryz_zsec_gogs

67. monster_zombie_infantryz_zsec_dhelmet


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Installation:

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= DETAILED INSTRUCTIONS =

Listen up Marine! These are just 2 of the ways you can install this mod pak. Choose either The "Quick Install" or the "Mod Folder Install" method. People do have their own preference here! Let's look at both and you then you can decide which one is right for you. One note though!

I must say that in the past, I usually would do the "Quick Install" method, but have lately changed my ways. I noticed that with this method during modding, sometimes my latest changes would not show up until I launched the game from the "Mod Folder Install" method. The game itself, seemingly would take a set with a mod and wasn't going to comply with any new changes! This won't affect people who use a mod and never upgrade it with the next new version. Let's look at both and then you can decide which one is right for you depending on your own needs.


1. "Quick Install"

First unzip contents of =AMS.XP= Mod Pak.zip to a folder of your choice. Cut or copy either one of the Pak105n.PK4 file or the Pak106n.PK4 file offerings with-in this mod. Now Open up your Doom3/Base directory..."meaning" open your Doom3 folder. Now Open your base folder and place one the Pak105n.PK4 or the Pak106n.PK4 file offerings into the base folder. Now start up the "Doom3" game and load up your
level or map of choice. Access your Doom3 drop down console by pressing the CTRL-ALT-TILDE (~) keys and type in any of the commands given in the "Spawn Guide".

EXAMPLE: "spawn monster_demon_imp". After typing "spawn monster_demon_imp" into the drop down console press the "Enter" key to spawn the monster! Now press the TILDE (~) key again to remove the drop down console from view after a monster is spawned. Many people prefer this method as it's fast, easy and will not interfere with other mods you may have.


2. "Mod Folder Install"

First unzip contents of =AMS.XP= Mod Pak.zip to a folder of your choice. Cut or copy either one of the Pak105n.PK4 file or the Pak106n.PK4 file offerings with-in this mod. Create a new folder inside the "Doom3" folder named "Monsters OnSight" or "Monsters OnPatrol" or "whatever you like" and place the Pak105n.PK4 file or the Pak106n.PK4 file offerings into it. Now start up the "Doom3" game and choose
"Monsters OnSight" or "whatever you like" from the Mods Menu Options.The game will do something like a quickie re-boot into the mod. Choose "Start a New Game" and choose a difficulty level or load up a previous game save and play from that levels beginning... Access your "Doom3" drop down console by pressing the CTRL-ALT-TILDE (~) keys and type in any of the commands given in the "Spawn Guide".

EXAMPLE: "spawn monster_demon_imp". After typing "spawn monster_demon_imp" into the drop down console press the "Enter" key to spawn the monster! Now press the TILDE (~) key again to remove the drop down console from view after a monster is spawned. While in the drop down console you may want to type in the command "give all" as well to start out fully supplied. This mod method is a little time consuming and considered a nuisance by some. For others it is the safest way to not have a mod conflict with the other mods you may have and as I have found out, is the only real option to use for creating and testing mod changes with reliablity!

:TIP:

Pressing "CTRL+Alt+~" will access the drop down console, but it does block your view
as it takes up half of your monitors viewing area! Pressing "CTRL+Alt+Shift+~" will
also access the drop down console but only takes up a small area up at top of your
monitors screen! This may appeal to you more if going "Old School".

Most people have added "+seta com_allowConsole 1" to their command line and use the
one ~ key to access the console already, but newbies going "Old School" probably are
not familiar with it ... You can type "+seta com_allowConsole 1" manually into your
Doom3/base/autoexec.cfg file, press save and your good to go! When in-game press the
one ~ key to access the drop down console!

-------------------------------------------------------------
= INSTRUCTIONS AT A GLANCE =

1. Unzip contents of =AMS.XP= Mod Pak.zip into a folder of your choice.

2. Place one of the Pak105n.PK4 file or the Pak106n.PK4 file offerings in your Doom3/base directory.

3. To spawn any of these monsters, access your drop down command console while in-game. Use "CTRL+Alt+~" to access your drop down command console and type in the commands provided given in one of the "Spawn Guide". Then "ENTER"..then ~ to remove drop down console from view.

You can also add the line "+seta com_allowConsole 1" to your command line to gain access or type manually into your "Doom3/base/autoexec.cfg file" and use the one ~ key to gain access as well. Type "bind" then the "KEY" before "spawn" if binding to a key!

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Known Bugs or Issues :

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One "Typo-bug" repaired, no other major "bugs" to report, however, please keep in mind the following issues!

Note 1: Allied Marine Squadmates: 2 or 3 paks ONLY!

When using "Allied Marine Squadmates" ( =AMS= ) in any version, you may ONLY choose 2 paks! Old version "=UAC= BFG Campbell" ( ver.1.0 ) falls into this 2 paks ONLY category as well. Any 2, but ONLY 2 ... Except if using the "Mancubus" and "Revenant" paks. The final pak is your choice allowing for a total of 3 monster paks. Both "Mancubus" and the "Revenant" should be either "OnSight" or "OnPatrol" to avoid one over-riding the other mod choice! The work around to fix this general =AMS= scripting issue to allow for more paks at once in a game is possible, but is also a proposition I don't have the time for right now! Sorry!


Note 2: Monsters OnPatrol: Hazardous Ledges!

That because these monsters are free to roam as they please and do as they like, some end up falling off cliffs or high places without railings! For whatever reason, the smaller monsters and zombies don't have too much trouble with this potential danger, but the much bigger monsters do. They pay no attention to dangerous areas as they stomp around all over the place! More "pathway" scripting work would probably correct this hazard in the future!


Bug 1: "Skeleton Zombies Typo-bug" //wgm: Repaired 8-14-08

In the earlier version of this mod, I mistakenly left the old beta spawn-in codes in place for spawning in the "Skeleton Zombies" and they no longer work. OOPS! Sorry, it's now been corrected with-in the new spawn-in codes above and shown below!

31. monster_zombie_skeleton
32. monster_zombie_skeleton2
33. monster_zombie_skeleton3


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Builder Notes:

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...: The New Monsters :........................: The Builders :


"monster_zombie_berserk"....................... "Altroth_Akenzie"

"monster_demon_cyberdemon".................... "Altroth_Akenzie"

"monster_demon_grand_cyberdemon".............. "Altroth Akenzie"

"monster_zombie_walkingtarget"................ "Altroth Akenzie"

"monster_demon_baronofhell"................... "Altroth Akenzie"

"monster_demon_nightmare_imp"................. "Altroth Akenzie"

"monster_demon_spector"....................... "Altroth Akenzie"

"monster_zsec_plasmagun"...................... "Akenzie/Murph"



"monster_zombie_infantryz".................... "Dafama2k7"

"monster_zombie_infantryz_stumpy"............. "Dafama2k7"

"monster_zombie_infantryz_skull".............. "Dafama2k7"

"monster_zombie_infantryz_nohead"............. "Dafama2k7"



"monster_demon_bernie"........................ "Murph"

"monster_demon_knightstalker"................. "Murph"

"monster_demon_darkofnight"................... "Murph"

"monster_zombie_skeleton"..................... "Murph"

"monster_zombie_skeleton2".................... "Murph"

"monster_zombie_skeleton3".................... "Murph"

"monster_zombie_maint_flashlight0"............ "Murph"

"monster_zombie_maint_flashlight1"............ "Murph"

"delta4a_hazguy2_melee_zombie"................ "Murph"

"delta4a_hazguy2_melee_wrench_zombie"......... "Murph"

"delta4a_hazguy2_melee_flashlight_zombie"..... "Murph"

"delta4a_hazguy2_melee_flashlight_zombie2".... "Murph"

"monster_zombie_infantryz_skinny"............. "Murph"

"monster_zombie_infantryz_blown".............. "Murph"

"monster_zombie_infantryz_bloodymouth"........ "Murph"

"monster_zombie_infantryz_zsec_bald".......... "Murph"

"monster_zombie_infantryz_zsec_gogs".......... "Murph"

"monster_zombie_infantryz_zsec_dhelmet"....... "Murph"



A Note from - "A.M.S. ver. 0.5" - Author : Altroth Akenzie

Altroth's =AMS= v.5 Read-me is included inside this mod in the "Old Read-me" Folder.

"The monsters are a new feature allowing you to spawn a few neat little extras. The Cyberdemon is identical to the final boss version except any gun damages it, not just the SoulCube. The Grand Cyberdemon is the Cyberdemon with a little more punch...and his missiles seek out their targets. The Sabaoth does not use a scripted movement like the normal game version and will simply roam around trying to nail you with his claw arm or using his BFG when at range. The Nightmare Imp uses the Hell Imp Skin. His flaming arm is a giveaway that his fireballs are more powerful. They will try to move around corners occasionally to limit your ability to dodge. You may remember this guy from the old game Doom 64 where he was semi-transparent and had purple fireballs. Also added is the Specter who is totally black and absorbs all light making him hard to see without alot of natural light around.
Puffs of smoke spit out from his spine making it easier to track. The Baron of Hell is another attempt at a classic Doom remake for me. He also has a different skin. His fireballs are stronger, larger, and pack a better punch. He also has more HP."


"A.M.S. ver. 0.5 Monsters"
___________________________

monster_zsec_plasmagun N/G

monster_zombie_berserk

monster_demon_nightmare_imp

monster_demon_spector

monster_demon_baronofhell

monster_zombie_walkingtarget

monster_demon_sabaoth *

monster_demon_cyberdemon

monster_demon_grand_cyberdemon

*
=AMS= v.5 Demon Sabaoth has been removed. He has been altered back to the Boss Sabaoth script for use in the = Alternate Monster Squad.XP = mod. This was done to avoid scripting conflicts that can occur if using = AMS.XP = expansion paks. and the "Demon Sabaoth" version.

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Credits:

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: Much thanks to Authors :

1. Altroth "deviroth" AkenzieSize ( deviroth@yahoo.com ) "Allied Marine Squadmates v.5"... Date: 4/20/05

"For his support & =AMS= ver.5 custom build monsters!"


2. Jarad "TinMan" Hansen ( tinman_squad@hotmail.com ) "The TinMan Squad v0.3 Beta"... Date: 9/26/04

"For all his support!"


3. David Fabrega maestre ( dafama2k7@gmail.com ) "TinMan NG v2.8 for Doom III"... Date: 2/14/08

"For his support & help with custom "Zombie Z-Squad" monsters!"


4. William "Murph" Murphy ( murphs_mailbox@yahoo.com ) "Allied Marine Squadmates v6.uu" ... Date: 2/10/08

"Much thanks to all those above!"


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* Copyright / Permissions/ Legal Stuff *

*************************************************************

You may re-use these "original" files involved in this zip for your own mods or builds freely as long as the following is strictly adhered to!

If you plan on using this mod or these files in your mod, you may, provided an honorable mention or credit is given to not only me, but the above authors as well, with in your own mod builds "Read Me"txt. file and provided you include my "Read Me"txt. file unaltered! State any further modifications to this mod in your own seperate "Read Me" txt. file.

Providing me with notification or contacting me about your own build is requested by me, as it would be nice to know about your mod build. A return responce by me is NOT necessary in order to release your mod, but as a courtesy, I'd like your request just the same... Thank you!

*Distribution* You MAY distribute this Add-on, provided you include my "Read Me"txt. file, unaltered and state any modifications to my mod in a seperate "Read Me" txt. file .

You MAY distribute this Add-on in any electronic format (BBS, Diskette, CD, etc) as long as you include all files intact and it's free of any charge.

If you wish to distribute this in a game magazine, please notify/contact me.
You MAY distribute this Add-on as long as it's free of charge.

* I assume no responsibility for any problems that may arise due to the use of this mod in any shape or form. The user takes full responsiblity for his/her actions in the use of this mod.

** Had to be said to cover my butt :)


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