Cutman Posted June 17, 2008 Here's another "I posted this everywhere else so I'll post it here too". For (G)Zdoom and Skulltag: 10x multiplies the default doom enemies by 10 at the start of the level. Simple, but tough! Because of the collisions I had to make it so you can run through the monsters. Also there's a weird bug where the monsters "play dead", and get back up once you blast them. Have fun :P http://cutstuff.net/pub/doomwads/10x.zip I also made a weapons addon to make the weapons 10 times as powerful to make things easier. It's optional so you'll have to run zdoom with both wads. http://cutstuff.net/pub/doomwads/10xweps.zip 0 Share this post Link to post
duvel Posted June 17, 2008 Huge huge huge bugs: whenever you start a level, all the monsters are instantly alerted. I'm guessing the monsters don't transfer things like deafness. Interesting idea, though. Edit: Monsters also fall off cliffs. 0 Share this post Link to post
Cutman Posted June 17, 2008 It's not a bug, just impossible to deal with if I want it to work on all wads. The monsters drop off ledges so it's possible for more monsters to spawn on small ledges etc. 0 Share this post Link to post
40oz Posted June 17, 2008 I think it would be cooler if you just made items give 10x ammo, and monsters had 10x as much health. Except to prevent from boredom, I'd reccomend something like 3-5x as tough. If possible, maybe you could make it vary with difficulty. ITYTD - 1x (default) HNTR - 2x Ammo, 2x MonsterHP HMP - 3x Ammo, 3x MonsterHP UV - 4x Ammo, 4x MonsterHP Nightmare - I have no idea. 0 Share this post Link to post
Creaphis Posted June 18, 2008 I think I would most enjoy ten times the monsters with one tenth of the health each. 0 Share this post Link to post
caco_killer Posted June 18, 2008 I wonder what would happen if I used this with Nuts. EDIT: It freezes up right away. X D 0 Share this post Link to post
Lord_Z Posted June 18, 2008 Lol, this is crazy. I think someone's comment on the ZDoom forums about Nuts.wad was "0.000000000000001 fps". Evidentially, it did not work too well :P 0 Share this post Link to post
leileilol Posted June 18, 2008 i'd do it for quake, but there's the packet overflow issue 0 Share this post Link to post