Path: mantis!not-for-mail
From: Michael Gummelt <gummelt@pegasus.montclair.edu>
Newsgroups: rec.games.computer.doom.announce
Subject: Marines Doom is HERE!
Date: 2 Aug 1996 15:10:38 +0100
Organization: Montclair State University
Lines: 154
Sender: tony@mantis.co.uk
Approved: doom@mantis.co.uk
Message-ID: <Pine.SOL.3.93.960802024246.18780C-100000@pegasus.montclair.edu>
References: <4sjq6j$1da@li.oro.net>

USMC (US Marine Corps) Doom is out and at ftp.cdrom.com.
Look in:
idgames/newstuff

for:
marineb0.txt
marineb1.zip
marineb2.zip

If not there, try:
idgames/themes/marines

Here's the skinny on the game:

USMC Doom (US Marine Corps Doom) beta version 0.5
By Lt. Scott Barnett and Michael Gummelt
For Doom 2 only!

CONTENTS:
1.  Intro
2.  History
3.  Weapons
4.  Enemies
5.  Levels
6.  Known bugs.
7.  Outro

1. INTRO
Welcome to Marines Doom!  I've been sitting on this for a few months
so I figured I might as well get it out there.  It has a few bugs but
I may or may not ever get around to fixing them, so here it is, as is.
Basically, this is a TC (well, maybe a PC- Partial Conversion, not a
lot of new textures, just new monsters and weapons) with a marines
theme.  It's pretty damn good and very hard.  So enjoy (and watch those
landmines!)

2.  HISTORY
Back in November, I saw an article in PC Gamer about Marines Doom being
worked on by Lt. Scott Barnett.  I downloaded it and was really impressed
by the gameplay.  I liked that every bullet was deadly, that your health
wasn't pumped up rediculously.  It was hard, but very suspenseful, it
made you use strategy a lot more than Doom.  But I also felt it could be
better.  I wrote to Lt. Barnett, but we never kept up a real correspondence.
So before I knew it I had added over 15 new enemies and a few nice weapons.
Anyway, I discovered I no longer had a life so I quit Doom-editing and left
Marines Doom sitting in the further recesses of my harddrive.  I just started
fooling with it and found out it's pretty good and has a few minor bugs.
So I figured I'd send it out with a list of how to avoid the bugs and
see what people think.  If there's any interest, I'll release the files
needed to make maps for it to any level builders who ask.  Enjoy!

3.  YOUR SITUATION
Ok, you're a marine, you've got some kick-ass weapons and you're ready to
rock, right?  But watch out, you're only human so you've only got 30%
health MAX!  That means every enemy bullet could be your last (especially
those damn snipers!)  There are medics in red suits but don't count on them
to save your ass.  Excercise extreme caution, use strategy, and think fast.
There are also some +1 first aid kits lying around, so don't pass them up.
Now get out there and kick ass!

4.  THE LEVELS
OK, I threw a whole slew of levels in this .wad, but the only ones I have
modified for play are 1-4, 7, 8, and 13.  Here's the description:
        1  The original Marines Doom level, with some additions.  Find the
           red-haired hostage and rescue her.  Once you have her, find the
           exit and bug out!
        2  Night version of the above board.
        7  I designed this level myself.  There is a center structure in this
           bombed-out town.  Once you kill all the chaingunners and rocket
           launchers, there is an exit switch that you must trip to end
           the level.  Have fun!
        8  An indoor level I modified from the secret level at the end of
           Doom2.  A traitor from the marines is in enemy hands.  You have to
           find him and nab him before he can give the enemy any top secret
           info.  Oh yeah, might as well kill everyone else in sight just to
           be safe.  The catch is, we need him alive, so get him while he's
           still standing then get to the exit.  If he dies, bring his body
           and find the alternate hidden exit.  But his remains have to be
           identifiable, if he's just guts, you won't be able to find him
           and your mission is a failure, tough cookies.
       13  Basically a modification of Tricks and Traps, one of my favorite
           Doom levels.

 5.  WEAPONS

        1.  Punch/Kick.
        1.  Invisible Mine Layer.  Set one and move it!  You won't be able
            to see these at all, so remember where you left them (use the map
            and the "m" key to mark the spot before you lay one- you'll
            know where it is, but no-one else will!)  These mines will be
            set off automatically if you die.
        2.  Auto-rifle.  Best for long-range precision shots.
        3.  Auto-shotgun.  The weapon du choice.  This baby can mow down
            just about anything with the speed of a machine gun but the
            fire power per round of a shotgun.
        4.  Ravager.  This modified machine gun fires several rounds at once
            in a spread.  Best for taking out groups of people than it
            is mano a mano or precision shooting.
        5.  Grenades.  Just lob and run!  In DM or Co-op these irradiated
            babies canmake your vision completely fucked up on impact, then
            they blow you to bits.  If you escape or survive the explosion,
            you'll still have screwed up vision (note, these are temporary
            measures that will remedy this).
        6.  Flashlight (I know it looks like a BFG in your hand, I haven't
            made the right graphics yet).  Lights up the area you're in.
        7.  The Flame Rocket Launcher.  Not only does it blow the target to
            bits, these incindiary rockets start a dangerous blaze as well.

6.  ENEMIES
There's a lot of 'em!  See the enclosed mdenemy.bmp with any graphics viewer
for details.

7.  MISCELLANEOUS

There are medics that will help you, they're in red.  Just walk up to one
and "push" against him (walk againt him) and he'll raise your health to 30
in increments of 1.  These guys will not fire unless hit first.  Playing
on skill level 4 will not have any medics.

Watch out for land mines.  The kind layed by the enemy leave a dark gray
shimmering spot on the ground, so keep those eyes sharp.  They can be shot
and destroyed.  The kind layed by players are totally invisible, so
be extra careful in DM or Co-Op.  Playing on skill level 2 will not have
any mines, level 3 has some, and level 4 has the most.

Occaisionally you'll come across an invisible barrier, that's glass.  Just
shoot it out and you can pass through.

8.  KNOWN BUGS

Medics will occaisionally crash the game.  I always play without them anyway.

Too many mines may crash the game, I'm not sure.  I only get this crash on
level 7 which is teetering on the brink of instability anyway, it's a huge
level with way too many visplanes, monsters and so forth, so the crash may
just come from too much stuff (technical enough for ya?)

On level 1, if you go too far into one of the corners of the level, the
visplanes get too high and the game crashes.  Don't go there.

Sometimes rockets (and rarely: grenades) will go through walls due to
their small size and high speed.  I'm working on this.

Please report any other bugs to gummelt@pegasus.montclair.edu

9.  OUTRO
Basically, have fun, report bugs and let me know if you want to contribute
music or levels.

Mike Gummelt
gummelt@pegasus.montclair.edu



