TF01 by Captain Mellow
A DDF mod for DosDoom 0.653

This is simply my latest DDF experimentation, released for your enjoyment & feedback. It is based on Bloodfoot, which had the following features:

Blood: The Caco will bleed blue blood. The Hell Knight will bleed green. Just an aesthetic touch, but cool nonetheless.

Feet: You & the Deathbots will make footstep noises when running. You can hear the bots coming towards you down the hall. It really adds to the DM experience in creating the feeling of running through the halls of a base. In fact, I just tried it with Sir Robin's new Basedm6.wad, & it was great.

To this, I have added a few new weapons based on Team Fortress Classic.

MIRV Grenade Launcher (replaces BFG): I have no idea what MIRV stands for, & in TFC the MIRV grenade is thrown by hand, so this is not a completely faithful reproduction. But while the delivery of the weapon has changed, its effect has been reproduced to a good extent. As in TFC, the MIRV grenade will explode (however I have it exploding upon impact, rather than having a timed delay), scattering 6 bomblets, which will in turn explode after a timed delay. A good tactic is to blanket an area with bomblets when you hear the bot coming, & timed correctly, they just might run into a highly explosive trap. The Demoman lives in DosDoom!

Pipe Bomb Launcher (replaces rocket launcher): This will launch the pipe bombs. They
have been greatly improved since TF01, thanks to Gokuma's bouncing grenade code.

Installation:

Unzip deathbot.bat into your DosDoom dir. Then unzip all the rest of this stuff into a subdir of dosDoom called c:\dosdoom\tf. Then, type the following:

For single play: dosdoom -file tf\tf.wad otherwads.wad -ddf tf

For DM: deathbot -file tf\tf.wad otherwads.wad -ddf tf

(Of course, otherwads.wad should not be typed per se, but rather this is where you would type the names of any other wads you want to play.)

Known Bugs:

1. The bomblets which come out of the MIRV grenade may also bounce unpredictably if they 
land near a wall.

2. The sounds need to be fully optimized, as they sometimes cut each other off.