"M.A.D.D.s for A1-SDL v3"

This is an SDL port of the famous M.A.D.D. patch for Infinity called "Marathon Automated Defense Drones" by Quartz.  Includes fully patched "M.A.D.D. Shapes" and a "M.A.D.D. Physics" Model to match, plus his demo map "Where do you bury the survivors" and the obligatory Readme.  Included with this version are the Hulks from Raul Bonilla's "M1A1" Marathon to Aleph One conversion.

This version is for use with any M2/Infinity compatible map under Aleph One SDL.  Includes fully patched "M.A.D.D. Shapes" and a "M.A.D.D. for Infinity" Physics Model to match, plus his demo map "Where do you bury the survivors" and the obligatory Readme.  The email address and web site for Quartz are both outdated, so you will have to confirm with him before posting this.  Please delete the file named "M.A.D.D. for A1-SDL" from your queue (note there is no "s" after "M.A.D.D.") and use the one with the plural "M.A.D.D.s" name in it instead (improved Minor Juggernaught accuracy so that it could at least hit a barn and added alternate Enforcer weapon in the Physics Model).  Several changes were also made during this port:

"M.A.D.D. Shapes"
	1. SMG firing sound replaced by Assault Rifle firing sound for primary M.A.D.D. weapon
	(sounds less muffled and more like the original chaingun sound the M.A.D.D.s made in the
	original Marathon and in M1A1).
	2. Quartz's patch replaced the M2 Bobs (which are frequently used by mappers), not the
	Ticks (which are rarely used except in scenarios like Evil where they are replaced by
	something cool).  Since I couldn't fix this, I simply cloned the Bob Collection (12) into
	the Tick Collection (3) before applying Quartz's M.A.D.D. patch.

"M.A.D.D. Physics"
	1. Added minor tweaks such as varied Bob voice pitches.  Enforcers now fire Pfhor Trooper
	bullets as a random alternate to firebolts (simulating the original Marathon Enforcer
	weapon).  Replaced Tiny Pfhor with a full-sized, blue Pfhor Trooper.  The Mother of All
	Cyborgs fires SPNKRs.  Juggernaughts have some weapons changes (improved the Minor
	Juggernaught accuracy so that it could at least hit a barn).
	2. Green, Blue, and Security M.A.D.D. types copied from the Green, Blue, and Security Bob
	slots to the Minor, Major, and Kamikaze Tick slots.  Original M2 Bobs copied back into
	their proper places, but Shapes collection reference changed from 12 to 3 (so the Bobs
	will look like Bobs and not M.A.D.D.s).  This does not effect the included demo level
	"Where do you bury the survivors" because it has an internal Physics Model.  This will
	allow map makers to incorporate M.A.D.D.s into their levels, sacrificing only the Ticks
	to be able to keep the M2 Bobs, plus making a few new monsters available as well.
	3. Replaced Tiny Pfhor with Nanite Infected human (Pfhor slave).  Replaced Minor Cyborg
	with elite Pfhor fighter and Major Cyborg with elite Pfhor trooper (Enforcer class).

I have resubmitted the "M.A.D.D.s for A1 SDL" file as "M.A.D.D.s for A1 SDL v2" file.  Changes were made for this second version that I feel are important to gameplay, including the following:

	1. Reducing Pfhor staff melee strike origin point from x=+64 to x=0.  This should fix the
	immobilization bug when standing in contact with a narrow enemy (like Bobs and Drones).
	2. Adjusting the weapon origin points slightly more to center on the Pfhor Troopers.
	3. Lowering the weapon origin points on the M.A.D.D.s from y=+512 to y=+384.  When Quartz
	lowered the scale factor on the M.A.D.D.s in his last Patch release (v1.6), I think he
	shrank the M.A.D.D. sprite size in the Physics Model but forgot to adjust the weapon
	origin points accordingly.  This led to the SMG and Grenades emanating from just above
	the M.A.D.D.s and the annoying habit of being unable to fire when they floated up to the
	ceiling (which they do in pursuit of flying enemies such as drones).  This is fixed.
	4. "Angular flipping on secondary trigger" has been disabled for the Alien Weapon due to
	the fact that you couldn't hit the side of a barn with the darn thing enabled.
	5. Beserk M.A.D.D. (Tiny Flick'ta) is now classified as a Tick rather than a M.A.D.D.  It
	attacks everything, but Bobs and other M.A.D.D.s will now fight back when they are shot.
	Like with Assimilated Bobs, a different class makes the Beserk M.A.D.D.s more versatile.

I have resubmitted the "M.A.D.D.s for A1 SDL" file as "M.A.D.D.s for A1 SDL v3" file.  One change was made in this third version that should be a real treat.  Please try this new feature out:

	1. Added the Hulks from Raul Bonilla's "M1A1" Marathon to Aleph One conversion to the
	existing Cyborg collection in the "M.A.D.D. Shapes" file.  Shapes are copyright Bungie.
	2. Created a new Physics Model, modified from "M.A.D.D. for Infinity.phy@", which I have
	dubbed "The Incredible Hulks.phy@".  It shows the new Hulks in action.  I used Flick'ta
	sounds for them, only much deeper in pitch.  I also think you will love the footsteps.
	3. Added two new Pfhor Trooper color types, corresponding to the two Projectile Pfhor
	fighter colors (orange and blue).  Also displayed in "The Incredible Hulks.phy@" PM.
	4. Modified Burke Aarean's "Waitin' for my Thumbs" map to demonstrate "The Incredible
	Hulks.phy@" Physics Model.  The map has been renamed to "The Incredible Hulks.sce2".


Have fun and please use this in your maps when Nick's (nrolfe@ntlworld.com) Bloodhound comes out.

Don't get even, get M.A.D.D. ... or get Hulk slapped ;)


Sincerely,

Tophet