TaurenDoomguy Posted January 21, 2016 Hello Marines! I made a little Doom wad. (Like Brutal Doom, and Beautiful Doom, but this one only has a few changes.) This mod changes the monsters: - All original monsters get a stronger and a strongest version which spawn randomly. (Examples: Zombie Man -> Commando Zombie Man - > Elite Zombie Man ; and Demon -> Brown Demon -> Nightmare Demon) - HUD Changes - Difficulty skills also developed: This hasn't Baby Skill. Easy ; Normal ; Hard ; Very Hard ; and Nightmare Monsters Aggressiveness is 1.0 Easy-Normal-Hard have AmmoFactor 1.5 Very Hard has AmmoFactor 2.0 DamageFactor 1.5 Nightmare has AmmoFactor 2.0 DamageFactor 1.5 + respawn Vanilla CO-OP experience! :D Have fun, and welcome to HELL! ;) DOWNLOAD LINK (v 3.1): (This wad work on Z/GZDoom, and Zandronum) https://drive.google.com/file/d/0B508W3FqkPVvcHUxRGlQRnJDYkU/view?usp=sharing Fix things: - Green and Blue Cacodemon melee damage sprites. - Archvile and EnchantedArchvile spawning. Fix things (v 1.2 - v 3.1): - Noinfighting removed from monsters - Fixed monsters classes (example: DoomImp, GreyImp, and GreenImp don't attack each other) - Hellknights, BaronofHell, and Archvile got Level 3 version. - Almost all Level 3 monsters have different attacks. (Example: GreenImp can throw green poison plasmaball) - All Level 3 monsters when die, they give random armor or health bonus for the balance. - Add advanced health and armor bonus. (RedHealthBonus, and YellowArmorBonus) They are spawn random. (4/1 odds) Includes Level 3 Monsters drop too. - It changed sounds of HellKnights, BaronofHell, Mancubus, and Revenant class monsters. (Not all sound! Example: Revenant class monsters only change "pain" sound.) - All monsters have "EnemyBulletPuff", and "EnemyBall" damagetypes. All monsters have 0.2 damagefactor when infighting. Fix things (v 3.1 - v 4.1): - All Level 3 monsters have different attacks, and almost Level 2 monsters too. - All Monsters' Missile are faster. - Add AutomataShotgun, and GrenadeLauncher weapons... these are available if you kill Cyberdemon, or Spider Mastermind. These drop out! 1 Share this post Link to post
volumetricsteve Posted January 21, 2016 I like the idea of a subtle gameplay mod like this...I don't know if I understand exactly what you're describing, but sounds like it's worth a try. 0 Share this post Link to post
Chezza Posted January 21, 2016 I would of liked in fighting personally. With the variety of monsters, do they have unique attacks and weapons or simply aesthetics with higher stats? 0 Share this post Link to post
JohnnyTheWolf Posted January 21, 2016 I like the idea, but not the recolored sprites, the custom HUD and the cosmetic changes. Personally, I would get rid of the randomized nature of the mod altogether and replace every enemy with their strongest counterpart. 0 Share this post Link to post
TaurenDoomguy Posted January 22, 2016 Cheeza: Yes. Stronger versions are speeder and they have +50% health as original versions. Strongest versions are even faster and they have +100% health as original versions. Except: - Archvile, because he is just one variation. (EnchantedArchvile: 2x faster and +50% health as original Archvile) - Cyberdemon, and Spider Mastermind. They just got a little extra health. - HellKnight, and BaronofHell. Because BaronofHell is a "EnchantedHellKnight" therefore HellKnight got only a stronger version, and BaronofHell got only a Stronger version too. (ChaosKnight, and NightmareofHell) There are special monsters: ImpGhost, HellKnightGhost, and CacodemonGhost. They like "Spectre". They are rarely spawn. :) JohnnyTheWolf: I cann't comply everyone. This mod would compare to Doom RPG mobile game. Not completely, but partially. HUD is a different matter. :) DeathEgg: I didn't know that there is such a mod. I just wanted to do a small mod (That looks like a little Doom RPG). That's all. :) 0 Share this post Link to post