Readme File:
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.............: =AMS= Thunderbolt Squad XP. :...............

.....: Add-on expansion pak. for use with =AMS= v.7.1.ufo :

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Date: 10/26/08
Game: DOOM3
Version: v.1.0
Developer: Murph

Single Player: Yes

Mod: =AMS= Thunderbolt Squad XP.

Add-on XP. for =AMS= v.7.1.ufo
by Murph at murphs_mailbox@yahoo.com

=AMS= Original Author: Altroth AkenzieSize
Project Contributor: Murph
Project Contributor: Dafama2k7
Project Contributor: Jarad "Tinman" Hansen

All Authors Original Read-me's are included
inside this mod in the "Old Read-me" Folder.

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Description:

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Squadmate Update:

Lock and Load "=AMS= Thunderbolt Squad XP." to add 8 new custom soldiers to your =AMS= Marines collection!

You can add "=AMS= Thunderbolt Squad XP." to "Allied Marine Squadmates v.7.1.ufo" or use as a "Stand-Alone" mod as well!

Some =AMS= fans wrote in requesting I build some more =AMS= Marines wearing the standard soldier uniform as opposed to the "MarSec / Z-Sec / Nivelexe" stlye! They want the original standard soldier uniform period! Tough to please customers these
=AMS= fans are! So, I went back to work and built these 8 additional new soldiers to appease these particular =AMS= fans!

"=AMS= Thunderbolt" and his squad are based off of my "=UAC= BFG: Campbell" mod. As far as I know, this is the only mod to supply a fully functional marine wearing the standard soldier uniform!...Well, it looks like my "BFG Buddy" just got some stiff competion as Team Leader "Thunderbolt" and second lieutenant "Johnny Lightning" are Hybrid Mutants and their newly acquired Squadmates come packing some serious heat! These new Squadmates are re-skinned and sport converted machineguns which will be handling all of the different projectile options available! However, Team Leader "Thunderbolt" and second lieutenant "Johnny Lightning" do not require any special weapons... They are the weapon !!!

When looking for a little back-up in an un-forgiving world... =AMS= Thunderbolt Squad is reporting for duty!

.... Good Luck and Enjoy! = Murph =

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Readme:

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The main objective for this new mod build was to add 8 new custom soldiers to your =AMS= Marines collection!

Requests to build some more =AMS= Marines wearing the standard soldier uniform came in. "MarSec / Z-Sec / Nivelexe" stlyed uniforms were nice, but they wanted the original standard soldier uniform period! Tough to please customers these fans are!
So, I went back to work and built these 8 additional new soldiers to appease these particular =AMS= fans!

"=AMS= Thunderbolt" and his squad are based off of my "=UAC= BFG: Campbell" mod. As far as I know, this is the only mod to supply a fully functional marine wearing the standard soldier uniform!...Well, it looks like my "BFG Buddy" just got some stiff competion as Team Leader "Thunderbolt" and second lieutenant "Johnny Lightning" are Hybrid Mutants and their newly acquired Squadmates come packing some serious heat! These new Squadmates are re-skinned and sport converted machineguns which will be handling all of the different projectile options available! However, Team Leader "Thunderbolt" and Second Lieutenant "Johnny Lightning" do not require any special weapons... They are the weapon !!!

Team Leader "Thunderbolt" is a very custom build! He's a custom re-do of "=UAC= Marine: Campbell BFG Carry-Case Edition" He has now been re-done by me to make better use of this model. Instead of just a "Rescued Follower" holding on to the
"BFG Case" he has now been refitted to be a quite deadly "Hybrid Mutant" marine named "Thunderbolt"! In order to bring him to life, you will need to bind an extra long spawn-in code! Copy "Thunderbolts" extra long spawn-in command line and
paste it in your "DoomConfig.cfg" file. Binding "Thunderbolt" to a "key" will make life and spawning him much easier!

"Thunderbolt" doesn't enter through the firey "Teleportation Portal" and just like "BFG Campbell" he doesn't "Run". I set him up this way as he had problems when running. After spawn-in you will have to command him to "Follow" or then to "Hold"
position and he can be a little slow to respond to your "Follow" command at times so give him a few seconds to get moving!

On "Thunderbolts" belt, you will notice a neat little utility light left in the "ON" position. Adding this feature was just
one way of getting rid of the "BFG Carry-Case" that this model does call for and frees up his hands as well. I added a lil' "throat clearing" sound as he makes his way to you!

"Thunderbolt" does bleed when shot and another noteable feature on this new version is the way his head operates in a unique fashion! His head does follow your every move occasionally, which to some may be pretty cool and to others... well, maybe a
bit creepy!..lol.."Thunderbolt" comes in the two variations found below:

..1. Thunderbolt Kills All NPCS is a Marine Follower with an indiscriminately deadly BFG Projectile.

..2. Thunderbolt NPCS Safe is a Marine Follower with a NPCS "friendly" Plasmabolt/BFG Projectile.

The NPCS "friendly" Plasmabolt/BFG Projectile is basically safe when used around your friendly NPCS followers, but if they take a direct hit by mistake, sadly ... they will be killed !!! Second Lieutenant "Johnny Lightning" and the rest of the
"Thunderbolt Squad" are based off of the "=UAC= BFG: Campbell" mod as opposed to the "Rescued Followers" version.

"=AMS= Thunderbolt Squad" has the special added ability of "Fully Automatic Teleportation". They like "=UAC= BFG: Campbell" and "=UAC= BFG Doomguy" have been issued a fully operational mobile "TPS". This "Fully Automatic Teleportation" ability is the most recent upgrade to the older "Semi-Automatic Teleportation" or "Door Ghosting" ability first used!

"Thunderbolt" Story Line:

Team Leader "Thunderbolt" and Second Lieutenant "Johnny Lightning" are the surprising end result of a teleportation mishap! While in the Teleportation Chamber transporting experimental plasma and BFG cells, an Imps wayward fireball caused the cells containers to rupture as these marines were beaming out and left these two permanetly altered upon transfer! Initial scientific examinations of the two marines have revealed that the ruptured experimental cells have become infused into their own electolytes and nervous system! Once exclusively members of the Human Race they are now considered Hybrid Mutant variants with super powers! The mind boggling powers were quickly realized to be under "mind" control and can be summoned at will! Fortunatley for these two grunts, the powers gained are beneficial to the "UAC Marine Corp." and they have put their two newest weapons back into service!

The rest of the "Thunderbolt Squad" relies on fire power the old fashioned way... they carry it! Converted machineguns act as high powered weapons of choice supplying the user with altered or custom made projectiles! These include the following Marines:

..1. "=UAC= Marine: Bazooka"________Marine Follower with Marine Rocket Projectile.

..2. "=UAC= Marine: Hyperblaster"___Marine Follower with Hellknight Fireball Shot.

..3. "=UAC= Marine: Lightningun"____Marine Follower with Cacodemon Fireball Shot.

..4. "=UAC= Marine: Magmagun"_______Marine Follower with Imp Fireball Projectile.

..5. "=UAC= Marine: Maxblaster"_____Marine Follower with Mancubus Rocket Projectile.

..6. "=UAC= Marine: Plasmagnum "____Marine Follower with Plasmabolt/BFG Projectile.

The machinegun model has been positioned by me, for what I felt, was the best fit in the marines hands given the situation! With the "=AMS= Thunderbolt Squad XP." mod, you will have the option to use this as a "Stand-Alone" mod pak or as an "Add-On"
mod pak install along with "Allied Marine Squadmates v.7.1.ufo" or "=UAC= BFG Campbell" version 1.2 .. The "Stand-Alone" mod pak install will allow you to spawn-in and use these new additional =AMS= marines with out having to install either of the other two mod paks, but of course, you will be missing out on much fun from these mods as well! This new mod offering should also be compatible with my other mod = Alternate Monster Squad .XP = Ver. 1.1 for those interested in using it!

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Installation:

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= DETAILED INSTRUCTIONS =

Please refer to the "Installation Instructions" folder with-in this mod pak for detailed instructions and installation options for "=AMS= Thunderbolt Squad XP."

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Spawn-in Codes:

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=SPAWN-IN GUIDE =

Please refer to the "SPAWN-IN GUIDE" folder with-in this mod pak for spawn-in codes for "=AMS= Thunderbolt Squad XP."

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Known Bugs or Issues :

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Please refer to the "=AMS= Known Bugs or Issues" file with-in this mod pak for detailed information on Known Bugs or Issues involving "=AMS= Thunderbolt Squad XP." ... The note below applies as well!

..: Developers Note :.. The problem or issue with using the standard soldier model while playing in single player mode.

"Please build some more =AMS= Marines wearing the standard soldier uniform as opposed to the "MarSec / Z-Sec / Nivelexe" stlye!" You have no idea just how many e-mails I get asking for this seemingly simple request! The problem here, as far as
I can tell, is there are not enough model animations of the soldiers doing all the things we need them to do in order to make fully functional and fighting soldiers while in single player mode! All the good soldier animations, which shows them
shooting and attacking are "cinematics" or movie files which are basically useless to us in modders world. Most of the NPCS share a certain amount of common or generic animations that are "mesh" friendly, but some animations are exclusive to a particular model or entity and the "joints" just won't align properly.

The Z-Sec.Zombies from the "Doom3" game supplied all the needed "real" model animations required to make a functional marine-hybrid. We just have to change the "skins" and the "scripting" to turn them into the "Good Guys". I used this same idea to create the "Melee Warriors" out of the generic zombies. Nivelexe did the next best thing, as far as the marines go, by taking the Z-Sec "skins" and re-doing them to look like the "soldiers skins" with the "Doom3 SDK Tool" offered up by id software.com. I give him and his "Dev.Team" a lot of credit as I'm sure it was very time consuming and much work to do so! Who knows, maybe I didn't look hard enough into the original standard soldier model to see how it can be manipulated to do everything that it needs to do. Maybe, I'm missing something here, but if I am, why did Nivelexe and his "Dev.Team" go through all the trouble of re-doing the "Zsec" skins and not just make fully functional and fighting standard soldiers using the original soldier model?

I am actually quite proud of my latest creation in "=UAC= BFG Campbell". Digging into his files, I realized there were enough soldier animations to make him into a functional soldier! His "scripting" had originally given me some big trouble, as I had to improvise at times in order to get him to do things.. without crashing that is! .. He's really a "Frankenstein's" monster as I used bits and pieces from my project contributors mods in order to bring him to life and to get him working as good as he does! As far as I know, he is the "ONLY" working "Doom3" standard soldier model to be made to date and is a one of a kind original offering!..

With the above being said, please know that the "Z-Sec.Zombie Marine-Hybrids" will always be the better choice for reliability in performance and operation while attacking! The "Z-Sec.Zombies" were intentionally built by "id" for this sole purpose and "BFG Campbell" was not! He was built for a very brief cameo appearance in "Doom3" that lasted like 15 seconds! He is more of a novelty piece when compared to the more advanced "Z-Sec.Zombies Marine-Hybrids". I am not trying to shoot him or "Thunderbolt" down at all, but just want you to realize that he is working above his intended purpose in supplying the awesome fire power and fun entertainment he does provide! Major bugs are always a concern, but if you come across any small bugs or glitches, please do remember what I said here and try to cut your unique "BFG Buddies" some slack!...Thankyou!...Good Luck and Enjoy! = Murph =

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Credits:

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..........................: Much thanks to Author's :................................

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

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

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

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

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* Copyright / Permissions/ Legal Stuff *

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You may NOT re-use the files involved in this zip for your own mods or builds freely without my written consent! I have gotten the permissions or approvals from the above authors to use or modify their files in this build and can not speak for them or their intentions when it comes to allowing you access to their respective files for other purposes! Useage of such files for further mod alterations or projects
without written permission is strictly prohibited.

However, with the above being clearly stated in relationship to safe guarding the other author's work.....

I would like to address this permission "issue" further ... I gave permission in the "=AMS= v.6uu" release to use those files freely as long as full credit is given to Not Only Me, But The Above Listed Authors As Well, with in your own builds "Read Me"txt. file. and that still stands as is! "=AMS= v.7.1.ufo" has other new files and authors contributions that "they" may not want freely used in other projects with out their explicit knowledge! So please refrain from using these particular files without written permission first!

I don't see a problem in granting permission in using "=UAC= BFG Campbell" "as is" if you wanted to include him in your own mods build or make him part of a bigger picture so to say. Obviously, all original "Doom3" files are the sole property of "idSoftware.inc" and through their generous allowances, permit us in the mod
-ding community to alter said files in a way that keeps "interest" alive in the game! "=UAC= BFG Campbell" is my mod creation and as his developer I reserve the right as to where or how he will be used... Please secure my written permission first before including him in any future mod builds or projects. Thankyou !

Providing me with notification or contacting me about your own build is a requirment in using this mod! If you do secure my permission to use this mod in future projects please provide an honorable mention or credit to Not Only Me, But The Above Listed Authors As Well, with in your own builds "Read Me"txt. file.

*Distribution*

You MAY distribute this Add-on, provided you include my "Read Me"txt. file, unaltered and state any othermodifications to the 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 and all charges.

*If you wish to distribute this in a game magazine, please notify/contact me and it's only to be distributed as long as it's free of any charge.

*I assume no responsibility for any problems that may arise due to the use of this mod in any shape or form. The "Doom3 Community" user takes full responsiblity for his/her actions in the use or abuse of this mod.

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

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