EDIT: Mention of bastard file deleted
I need to ask AFADoomer if it's ok to use this decorate code.  For now I'm just providing my melee code.
And I need to ask Weasel if I can use his sounds from a sword for the mutant swinging and hitting.
I'm not much of a graphic artist but I put together some decent gfx
Frames J and L could be better but they animate well within the death sequence as they are.
http://gokuma.voila.net/download.html#uber
Much Thanks to:
id
Kinsie for making the high res sprites from Jaguar Wolf3D available
http://www.thekinsie.com/
http://forum.zdoom.org/viewtopic.php?f= ... ds#p451537
AFADoomer
 
http://www.afadoomer.com/wolf3d/default.php
Weasel 
http://gunlabs.blogspot.com/2011/01/wel ... rmory.html
myself for putting this wad together and doing the additional work
http://gokuma.site.voila.fr/download.html
HighRes and LowRes UberMutant sprites
Two Death frames J and L missing from High Res made from
resample scaled up and fixed up low res sprites
Close Attack frames without gunfire N,O,P
In decorate, apply scale 0.5 to high res enemy
Example close attack code:
    Melee:
		UBER E 0 A_PlaySound("mutant_swing")
		UBER E 6 A_FaceTarget
		UBER N 6 A_CustomMeleeAttack(random(1,10)*6,"mutant_slash","none")
	    UBER O 0 A_PlaySound("mutant_swing")
		UBER O 6 A_FaceTarget
		UBER P 6 A_CustomMeleeAttack(random(1,10)*6,"mutant_slash","none")
	    Goto See
Good to have multiple random swing and hit sounds
Doom and Wolf Spear of Destiny palette versions
But my additional frames take a little recoloration work
for Wolf/SOD since the light blue/cyan became green while
in Doom palette.
Various work in progress versions of frames J and L could
probably be deleted but I kept them in case I messed up something.
The frames that say up2 or up3 in the name were reminders for me
to move the Y offset since I cropped out some of the surrounding background.