A modular set of addons that spices up the gameplay, Brutal Doom-derived pack of friendly allies will help you through unfair difficulties or levels if you want something different. Heavily recommended with either randomizer mods like HXRTC or Complex Doom Clusterfuck, or survival mods like LiTDOOM when paired with tougher mapsets. The uploaded file alone will not have these allies, however, as it is the base part of a very modular set of addons. Load it first before using the ally addons themselves.

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Since the files aren't actually going to be updated on ModDB itself for ease of frequent updates, this is a simple tutorial and link to the drive where the mod and addon (and addons of said addon) is located to get you started.

Posted by on - Basic Starting a mod

Once you click into the Google Drive, you will see a file called SGTMKAllyBaseFile(Required).pk3. That is the mod that every single ally is based off of, so in the load order, that needs to go first.

Then, you click into drive folders. If you want to play alongside some player characters, you go right into the Player Characters folder. Otherwise, you can click into the other folders.

A folder with a base addon and a folder of compatibility patches is a mod folder. Each mod usually will have its own set of compatibility patches for better effects, gameplay modifiers, or altered behavior. However, these are not strictly required, as the ally mod has been coded to address nearly all issues that have to do with friendly fire. Still, if you can find the corresponding patch, it should be loaded after the corresponding mod.

These allies can be summoned with the use of teleport beacons. The beacons for the Player Category will be given to you at the start of each map. (Though you can have only one max each).
Otherwise, the teleport beacons will have a chance of popping out of any monster you kill (if it's counted as a kill in the map). Huge Boss Class allies will only pop out of Boss monsters (or rather, monsters with the Boss flag/label on them).

If you want to take the Player-Class Allies to the next map, hit use on them twice in succession so that they revert into their inventory pickup forms and can be taken to the next map.

Things that differentiate Player Allies from standard allies:

  • Diverse attacks or powerful varying ones
  • You start off with all the player allies loaded

Key binds:

  • Orders (Boss classes are in a separate category of their own due to their sheer size, so players have to use the ):
    • Guard
    • Follow player
    • Teleport to player
  • Check Aurum Charges (When this mode is toggled)

Menu Settings: Some are self explanatory, but below are the ones that are not.

  • Regeneration that can be toggled
    • rate of regeneration can be customized (number of tics per cycle, and amount regenerated per cycle)
  • Spawning Aurum Charge system (Can be toggled on and off, but toggling on is better for balance)
    • Uses Aurum charges that can be checked with a special key bind
    • Aurum charges are gained by killing enemies. The more health they spawn with, the more health one gets. This can be scaled in the menu.
    • Allies can help the player gain more aurum charges. This can also be scaled in the menu.
    • Each teleport beacon has a cost associated with it for aurum charges, and one will be able to see it in the inventory.
    • Player-Class Characters have a one-time Aurum cost per level; once you use it, even if they do die and leave behind their beacon, you can keep using that character for the rest of that level.
  • Player-Class Characters, unlike all the other classes of allies, can be taken back into the inventory by pressing "Use" on them twice in rapid succession (within 35 tics, or 1 second) and they'll turn into a pickup you can grab.

Requires GZDoom 4.10.0 at the very least (at least for ZScript version 4.10)

GOOGLE DRIVE LINK

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CREDITS:

Coding: Agent Ash, Caligari87
Main marine coding base from Sgt Mark IV
Sprites of Zan, Iron Division, her weapons, and projectile coding from Hedon
WOTSC Sprites from HDoom and HDoomGuy
Basilissa sprites and projectile coding from High Noon Drifter
Rain sprites and projectile coding from Lycanthorne
Terminator sprites from various Terminator themed mods, and sounds from Terminator Salvation and Terminator movies

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