= Alternate Monster Squad .XP =
The = Alternate Monster Squad .XP = Mod gives you some tweaked monsters and zombies to use! Most are the original standard issue variety, however, there are also some custom built monsters. Teaming
up with Dafama2K7 and his "Dark" side, as well as Altroth Akenzie, they have provided new zombies to mix it up with for your spawn-in enjoyment! "Zombie Z-Squad" is an elite 'Infantry Squad' gone bad! These guys are not 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! In this updated version of =AMS.XP= v1.1 the "Skeleton Zombies Typo-bug" has been corrected! In the earlier version of this mod, Murph mistakenly left the old beta spawn-in codes in place for spawning in the "Skeleton Zombies" and they no longer work. The developer expresses his apologies, it's now been corrected with in the new spawn-in codes shown below! While back in this mod for the "bug" repair, this developer is offering another two monsters that he had made earlier but not released; These are: [list] [*]The "Knight Stalker" Hellknight [*]The "Dark of Night" Maggot [/list] These 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 [b]Murph[/b] has made them available to you as an added bonus! The = Alternate Monster Squad .XP = Mod also has a nasty villain, "Bernie the Demon" is twice as strong as the zombie version and puts on quite a fiery 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! [b]Some of the changes in this version include:[/b] The "Skeleton Zombies Typo-bug" has been corrected New spawn-in codes for the "Skeleton Zombies" The addition of two new monsters The developer has put together two differently tweaked pak files for the friendly attackers, have a look: Pak106_Monsters_OnSight.PK4 file This is a good choice 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! Pak105_Monsters_OnPatrol.PK4 file 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" Refer to the readme for a whole plethora of information.