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Doom Monster Randomizer

   (28 reviews)
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About This File

Are you tired of playing a level and knowing just what to expect? Then this is the mod for you!

The Doom Monster Randomizer is a mod for G/ZDoom that uses custom spawners to randomize monsters. There are two editions: vanilla and enhanced.

The vanilla edition is recommended for those that want to fight the original monsters with a few custom ones. The vanilla edition includes 5 new enemy types: the chaingunner for the Ultimate Doom, the Nightmare Imp, the Lost Spectre, the Hell Spectre and the Red Baron. The new monsters are mainly variations on the old ones that add a little variety without being excessive.

The enhanced edition is for those that want lots of custom monsters. Almost every original monster is randomized, with the Arch Vile being the only monster that isn't. All of the custom monsters were chosen from the Beastiary based on how well they compliment the originals. As an example, expect various classes of imps to spawn where imps normally do along with the original variety. Each monster class has no more than 5 varieties, with most having 2 or 3.

Monster spawns are weighted based on what monster would normally appear. For example, the standard imps should appear the most frequently, followed by Nightmare Imps and so on.

As a result of randomizing monster spawns, difficulty can be erratic. Overall difficult is usually slightly higher. If you're having a tough time, trying switching to a lower difficulty or use the vanilla edition, which has less randomization.

This mod will not work with any mod that replaces the existing monsters. This mod will work with most custom levels, but may not work with heavily scripted ones. Weapon mods work great and are recommended!


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Guest

Unknown date

  
Until a new ZDoom arrives this is pretty much broken.

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Guest

Unknown date

  
the species property is a part of a very VERY recent SVN of zdoom that probably hasn't been released for ST yet, but it is pretty awesome that it can work for vanilla doom!

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Guest

Unknown date

  
I don't know why people don't like it, Its pretty innovative, yet still could use some work. 4\5

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Guest

Unknown date

  
I got it to work on my skulltag server. It is deferentially a damn good WAD.

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Guest

Unknown date

  
didn't work so i didn't like it :(

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Guest

Unknown date

  
Amazing! I would love to see more work go into this!

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Guest

Unknown date

  
This is a neat idea - but I don't like the chaingunner replacement sprite - in fact the human replacements let it down. Leave them out? - pritch

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Guest

Unknown date

  
You need to get the latest SVN build of Zdoom! Anyway, not bad 3/5

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Guest

Unknown date

  
Ignoring the clash of most of the "new" realm667 monsters used, anyone that can edit wad files and knows how to copy and paste can do this in 5 minutes at the most and possible come up with a better monster combination. This is a textbook case of ripping, not the "ripping" when someone uses a graphic but provides new code, but full blown ripping where nothing is changed. But that's okay since it's a resource, right? Right?! No.

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Unknown date

  
An excellent mod. Exactly what I was looking for to inspire me to play through the original IWADs again. Thanks for sharing! -- HERCULINE

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Unknown date

  
Thanks for the help. Nice wad, for it converts monsters from the Icon of Sin as well.

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Guest

Unknown date

  
Not only do you NEED a specific version of a specific port, this doesn't even work well. In fact I'm so deflated after trying this crock, I can't even be bothered to ... 1/5

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Guest

Unknown date

  
this is just ANOTHER randomizer mod that can be done in 10 minutes. the difficulty is much harder, for example you chosen the cyber annihilator, demolisher and many more. you should had balanced those, there were some unfair fights where I died fast even though i was healthy and armored (200% HP and 200% AP). annihilator is damn overpowered, his homing rockets move fast, there is no way you can avoid this. my rating is 1 star for effort. ^^bitch please. your mod sucks bad.

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Unknown date

  
You have to use an SVN version, not the latest public release, you can find them here: http://forum.zdoom.o rg/viewtopic.php?f=3 &t=19063

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Unknown date

  
Sorry this is very bad. Add more monsters. 1/5 for the effort.

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Unknown date

  
hmm very good 4/5

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Unknown date

  
Nothing I haven't seen before 2/5

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Unknown date

  
Not sure what others' stances are on stuff like this but this brings a hell of a lot of replay value to many things and keeps Doom interesting. 1 star reduced due to no Skulltag support. But I like it. ~BurningCadavre

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Unknown date

  
Doom's gameplay just needed this fresh little addition to it. This is a pretty good mod as it does not change too much of the enemies and the original gameplay is still there. 4*

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Unknown date

  
Not really interesting. You know there are better randomizer wads out there (such as Aeons of Death). There is no reason to try out this. Plus that I can do much better at compiling Realm667 resources and turning into a real Doom randomizer mod with every R667 Doom resource carefully selected in terms of difficulty, sprites, etc; so try better next time! Sorry. 1/5 for effort though. -Doomer95

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Unknown date

  
A good mod for replay

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  • File Reviews

    • By Meril · Posted
      It's large 1995 map. Starting area is looking nice, but later author lost creativity and made mazy corridors. Very challenging because of overuse of chaingunners. It's extremely annoying. Lots of traps, Some clever, some not fair.
    • By HUGEkidsY2K · Posted
      Too linear in my tastes looking back now, will do better with my next projects!
    • By Meril · Posted
      For 95' map is really ok. A bit "blocky" design, but not bad. Map is rather big, it takes me 40min but i get lost in one place. Some good traps, IMO kinda challanging at the begining, before you get ssg. Overall good classic wad.
    • By Erick · Posted
      Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
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