Noiser Posted June 1, 2019 (edited) -*- Not your typical randomizer! -*- [Sorry for my english in advance] "D2forD1" is a mod for ZDoom\GZDoom that carefully spawn a few D2 monsters along side the regular ones in Doom 1 maps, replacing certain enemies and spawning them in different locations each time you play. Despite being a randomizer by nature, a lot of care was put in order to make the enemy placement feels subtle and balanced. Of course, it's not 100% precise, but it should feel better compared to a pure randomizer. Something to note: Regular weapons in Doom are the Combat Shotgun and the Chaingun. These are not good to deal with bullet sponges as the Super Shotgun. For that reason, D2 monsters were rebalanced with less health to make them fun to play with your typical Doom 1 weaponry. Hopefully it will be a good way to keep the balance on Doom 1 maps.Also important: This mod treats Doom 2 demons in a careful way, meaning you will not find them in large groups. Think of them almost as sub-bosses, made to spice up your typical game instead of the regular enemies they are used to be (especially on E1 maps). If you want to see the full roster in action, try the later episodes.UPDATE v1.1: A new difficulty was added (The Icon of Sin) allowing more Doom 2 monsters at the same time. Still less effective on E1-styled maps. ------------------------------------------------ ------------------------------------------------LIST OF REPLACEMENTS: Spoiler IMPS are spots for HELL KNIGHTSHell Knights health points was decreased from 500 to 235 and three shotgun blasts can kill him. A shotgun pickup will also spawn near to him to avoid have to fight'em with only a pistol (which may occur in maps like E1M1 for example). -------------------------------------------------SHOTGUNNERS are spots for CHAINGUNNERS It's a rare replacement to avoid unfair situations - you will mostly find one or two of them together. As hitscanners, shotgunners tend to be placed on very visible spots, making it a fair spot for Chaingunners as well. -------------------------------------------------PINKIES and LOST SOULS are spots for REVENANTS Probably my favorite placement: Horde of Pinkies are pretty common in Doom 1, and they are very fun when mixed with a few Revenants. Since Demons\Lost Souls are melee monsters, their spots can also highlight the potential that Revenants have for close-combat action. Their health points was decreased from 300 to 217, making them more fun to fight with a regular shotgun or a chaingun. They will spawn together with some shells, since Demons and Lost Souls only have 150 and 100 health points respectively. -------------------------------------------------CACODEMONS are spots for MANCUBI or PAIN ELEMENTALS Cacodemons are the "tank" enemies of the Doom 1 bestiary (not counting bosses), so they will mostly work as spots for Mancubi. But don't be afraid, his enormous HP was decreased from 600 to 360 making them a decent replacement for Cacodemons. Also, there is a very rare chance of Cacodemons being replaced with Pain Elementals. Their health points was decreased from 400 to 230 due to the potential waste of ammo with Lost Souls. Pain Elementals may also appear near to a Berserk Pack, so you can use them to dispatch his minions without losing ammo. -------------------------------------------------SPECTRES are spots for ARACHNOTRONS Probably the weirdest choice so far, but that was the only spot I found for them. What I can say is that Arachnotrons blinks for a long time before attacking, making them a fair spot for the dark areas where Spectres can be found. His health points was decreased from 500 to 253, so don't be afraid to fight them with your regular weapon, they will die a lot quickier now. Also, there are some chance of Spectres being replaced with Mancubi, to make sure that you will see them in E1-styled maps (since these doesn't have Cacodemons). Extra ammo will always be provided. -------------------------------------------------PLASMA RIFLES, BFG and Invulnerability Spheres may appear with ARCH-VILES Arch-Viles are the tricky ones in terms of monster placement. They will not replace anything, but will be spawned near to a rare or powerful weapon, assuring that: 1. You may have a chance to get some good weaponry to deal with them. 2. There will be only one or two of them on the entire map. The same goes for Invulnerability Spheres, giving you some chance to react properly and avoid unfair situations (at least most of the time). Also, Arch-Viles now have the "CANTLEAVEFLOORPIC" flag, meaning they will not leave the flat texture where they are and consequently will give you some chance to avoid or find a place to hide yourself. This was very important to avoid unfair scenarios since a bad placed Arch-Vile could result in a very flawed death. His health was also decreased from 700 to 485 ,making him more managable with your shotgun\chaingun - specially when you are not reaching that plasma rifle\BFG he is guarding so viciously. He will also spawn with additional ammo. -------------------------------------------------Note: The three bosses (Baron of Hell, Cyberdemon and Spider Mastermind) will never be replaced, to not mess with their rule as bosses of each episode. There are also some tweaks here and there to make the gameplay have a better flow, like spawning less Spectres to give room for Arachnotrons\Mancubi, or less hitscanners in higher difficulties. Maybe I can make a list of these later on. ------------------------------------------------- -------------------------------------------------TESTED WITH: - Ultimate Doom - SIGIL - Doom The Way id Did - ConC.E.R.Ned - Deathless - No End in Sight - Lunar Catastrophe - Switcheroom - 2002 A Doom Odyssey - Double Impact - Base Ganymede - Eternal Damnation - The Becoming - No Sleep for the Dead This mod should work well enough with any traditional Doom set, but slaughter maps or anything like that may not be a good idea. Keep in mind that the difficulty may be a bit higher. Since it was released just a few days, I'm still in the process of testing Sigil. I played for a good amount of time and it looks alright, but tell me if you find anything weird. Sigil have some unconventional\gimmicky moments, but everything looks fine so far. -------------------------------------------------SCREENSHOTS: Spoiler Doom The Way Id Did E3M5 Concerned E2M3 Base Ganymede E3M1 Double Impact E1M5 Deathless E3M7 No End in Sight E3M4 Lunar Catastrophe E2M7 Eternal Damnation E3M1 Thy Flesh Turned into a Draft-Excluder E4M2 -------------------------------------------------DOWNLOAD: v1.2: https://www.dropbox.com/s/mmi83n78np7sm40/D2forD1_v1.2.rar?dl=1 Other versions: Spoiler Smooth Doom version (v1.2): https://www.dropbox.com/s/qmnau807dl3mphw/Smooth_D2forD1_v1.2.rar?dl=1 == Oldies == v1.1: https://www.dropbox.com/s/pydpc2l5wdhlsrs/D2forD1_v1.1.rar?dl=0 v1.0: https://www.dropbox.com/s/1xdoptljlomqpzt/D2forD1_v1.0.rar?dl=0 Note: I did the best to avoid stuck enemies (either by adjusting the radius or removing them from the map if anything goes wrong), but some bugs may happen at this point. This mod can be improved with your feedback. Please, tell me how it was your experience! Edited August 26, 2023 by Noiser 16 Share this post Link to post
Medenutcracka Posted June 1, 2019 Lost souls into revenants. Dear god. 2 Share this post Link to post
Noiser Posted June 1, 2019 (edited) 3 hours ago, Medenutcracka said: Lost souls into revenants. Dear god. Fear not, they are rare and can be killed faster. :-) EDIT: Also, if a particular spot was not right for the revenant, they will not be spawned. At least that's what I hope for! Edited June 2, 2019 by Noiser 1 Share this post Link to post
Tango Posted June 1, 2019 really awesome idea! looks like a lot of care was put into this. thanks for making and sharing Noiser :D 2 Share this post Link to post
Noiser Posted June 1, 2019 (edited) My pleasure! 8D There is this curse with randomizers, for being too chaotic or random... so I tried to make something less invasive or at least coherent with the level design of each stage. I don't know if I succeeded, but I'm pretty confident so far. Tell me if you find something gross! Edited June 2, 2019 by Noiser 1 Share this post Link to post
Loud Silence Posted June 1, 2019 Pinky and Lost Soul had a baby and didn't feed him?! Cacodemon had twins, but who's father? ...sometimes i run in to Caco's back with chainsaw... oh noooo! Interesting mod, i will try on ZDoom. 2 Share this post Link to post
Doomenator Posted June 2, 2019 d2-in-d1 by -K0RP53 https://allfearthesentinel.net/zandronum/wads.php?order=id_desc&name=d2-in-d1 0 Share this post Link to post
Noiser Posted June 2, 2019 (edited) On 6/2/2019 at 2:51 AM, Doomenator said: d2-in-d1 by -K0RP53 https://allfearthesentinel.net/zandronum/wads.php?order=id_desc&name=d2-in-d1 I saw this one, unfortunately it's not for me :-( It was exactly what I felt with other randomizers, it's too random and lead to a lot of unbalanced scenarios: Pinkies can turn into Arch-Viles, Soulspheres can turn into Megaspheres, Ammo was not properly balanced (For example: Arch-Viles have 700 HP, Hell Knights have 500 and they replace Pinkies with 150). Also, the Super Shotgun is too overpowered in Doom 1... but if you don't find it you will have to deal with D2 monsters that are a chore to kill (due to the high HP). Anyway, just not my cup of tea I guess. Take this one as another take of the same idea. 8D Edited July 22, 2020 by Noiser 0 Share this post Link to post
Doomenator Posted June 2, 2019 1 hour ago, Noiser said: I saw this one, unfortunately I don't like it :-( How's that for variant? :) Spoiler actor ZombieReplacer : RandomSpawner 3004 { DropItem "ZombieMan", 255, 100 } actor ShotgunGuyReplacer : RandomSpawner 9 { DropItem "ShotgunGuy", 255, 80 DropItem "ChaingunGuy", 255, 20 } actor ImpReplacer : RandomSpawner 3001 { DropItem "DoomImp", 255, 100 } actor DemonReplacer : RandomSpawner 3002 { DropItem "Demon", 255, 80 DropItem "Spectre", 255, 20 } actor InvisDReplacer : RandomSpawner 58 { DropItem "Spectre", 255, 100 } actor BaronReplacer : RandomSpawner 3003 { DropItem "BaronOfHell", 255, 40 DropItem "HellKnight", 255, 20 DropItem "Revenant", 255, 10 DropItem "Archvile", 255, 10 DropItem "Fatso", 255, 10 // DropItem "Arachnotron", 255, 10 } actor CacoReplacer : RandomSpawner 3005 { DropItem "PainElemental", 255, 20 DropItem "Cacodemon", 255, 80 } actor LostSoulReplacer : RandomSpawner 3006 { DropItem "LostSoul", 255, 100 } actor ShotgunReplacer : RandomSpawner 2001 { DropItem "SuperShotgun", 255, 80 DropItem "Shotgun", 255, 20 } actor SoulsphereReplacer : RandomSpawner 2013 { DropItem "Soulsphere", 255, 67 DropItem "Megasphere", 225, 33 } 0 Share this post Link to post
Noiser Posted June 2, 2019 (edited) 2 hours ago, Doomenator said: How's that for variant? :) If you want my honest opinion, I'm not sure about all D2 monsters (or almost all of them) replacing the Baron. But if you like that way, go for it! Just make sure to give the BOSSDEATH attribute to all of them, or E1M8 will break (I think you will need to mess with MAPINFO as well). Also I recommend adjusting the Mancubus\Arachnotron radius so they don't get stuck. :-) Edited June 2, 2019 by Noiser 1 Share this post Link to post
Doomenator Posted June 2, 2019 I think that such things are only for custom maps. Vanilla Doom without any additions itself is good enough. 0 Share this post Link to post
Noiser Posted June 5, 2019 (edited) NEW VERSION RELEASED! (v1.1)https://www.dropbox.com/s/pydpc2l5wdhlsrs/D2forD1_v1.1.rar?dl=0 ADDED A NEW DIFFICULTY: THE ICON OF SIN A bit harder than UV, this difficulty will spawn a few more Revenants, Mancubi and Arachnotrons. If you were missing more Doom 2 monsters coming at once, this one was made for you! Be aware that it can be very hard depending on what map you're playing (for example, the fourth episode of No End in Sight or the second one of The Return of Hadron). Still, I think it's a very fun addition, and fairly balanced with regular maps. ------------------------------------------------- Also: Improved the Ultra-Violence difficulty to be more engaging than before Baron of Hell spots have some shells, making SIGIL's E5M4 beatable from pistol start when you go to the Archvile guarding the Invencibility Sphere (if you take that route first) Improved the code to avoid stuck Arch-Viles (still may happen, but it will be rare, I hope) Made several tweaks to improve gameplay balance Pain Elementals and Chaingunners will be better spotted from distance Fixed a bug with Revenants and Barons of Hell awekening early on (e.g. Ultimate Doom's E4M2) There will be less hitscanners in harder difficulties to compensate the new, powerful enemies Spots without hitscanners will leave a corpse instead of only a shotgun I put a warning for the poor ones who wanted to see my code lol ------------------------------------------------- Feel free to give your feedback Difficulty is alright? Have you seen anything weird? I will add screenshots and maybe some videos very soon. I just don't wanted to drag this version even further. Edited July 22, 2020 by Noiser 1 Share this post Link to post
Noiser Posted June 6, 2019 (edited) Here we go... My computer doesn't want to record videos yet, I will have to try again with another software. In the meantime, have some screenshots with some of my favorite WADs: Doom The Way Id Did E3M5 Concerned E2M3 Base Ganymede E3M1 Double Impact E1M5 Deathless E3M7 No End in Sight E3M4 Lunar Catastrophe E2M7 Eternal Damnation E3M1 Thy Flesh Turned into a Draft-Excluder E4M2 Edited June 6, 2019 by Noiser 1 Share this post Link to post
Noiser Posted June 7, 2019 (edited) --- NEW VERSION (v1.2) ---DOWNLOAD:https://www.dropbox.com/s/mmi83n78np7sm40/D2forD1_v1.2.rar?dl=0 This is probably the most refined version to date. Have fun! List of features: Fixed the disastrous height value for Arch-Viles, noticeable when played without auto-aim (geez, why I didn't test it with freelook before? Thanks to SergeantDiggs for help me out!) Made some changes for the IOS difficulty Improved the Mancubus code (to avoid stuck enemies) STRONGLY improved the Arch-Vile code (still not perfect, but a lot better) Shells will appear correctly on the beginning of No End In Sight E3M3 A shotgun will be spawned near to Chainsaws or Berserks, to avoid unfair situations with other D2 monsters Made some other minor tweaks and... - Added an alternative link compatible with Smooth Doom:https://www.dropbox.com/s/qmnau807dl3mphw/Smooth_D2forD1_v1.2.rar?dl=0 The file have a new wad called "smooth_D2toD1.wad" and a .bat file. "smooth_D2toD1.wad" and "SmoothDoom.pk3" should be loaded on the right order, or they will not work. I recommend using the BAT file to avoid any confusion. Just click on it to play Ultimate Doom or drag and drop any custom mapset you want (as you would do with GZDoom.exe). All the files needs to be on the same folder. Here's the shortcut: gzdoom.exe -file SmoothDoom.pk3 smooth_D2forD1.wad This version fixes a lot of bugs that happens when you tried to load both wads, including sprite bugs with the Plasma Rifle, the BFG, Baron of Hell and the Shotgun Guy. Tell me if I forgot something or if you find anything weird. I'm always open to feedback! Edited June 8, 2019 by Noiser 1 Share this post Link to post
Traysandor Posted June 7, 2019 Even after the update, there's still a couple instances of monsters getting stuck. I booted up Episode 2 and saw an Arch-Vile get stuck in the plasma gun staircase secret near the Blue Key on mission 3 "Refinery" (It was very satifying to chainsaw it to death though). Everything else seemed to work in order though. 0 Share this post Link to post
Noiser Posted June 7, 2019 (edited) 3 hours ago, Traysandor said: Even after the update, there's still a couple instances of monsters getting stuck. I booted up Episode 2 and saw an Arch-Vile get stuck in the plasma gun staircase secret near the Blue Key on mission 3 "Refinery" (It was very satifying to chainsaw it to death though). Everything else seemed to work in order though. Yes, the E2M3 case is the one I hated the most lol I tried a lot, but I was not able to make him out of that stair. Even so, that was the only persistent case I found, even testing with other custom wads. Stuck Arch-Viles may still happen, but it will be a lot rarer now. Edited June 7, 2019 by Noiser 1 Share this post Link to post
Noiser Posted June 8, 2019 (edited) The Chainsaw was not changing to his Smooth Doom counterpart (including the 64 version) Sorry about that. I fixed it already:https://www.dropbox.com/s/qmnau807dl3mphw/Smooth_D2forD1_v1.2.rar?dl=0 . Edited July 22, 2020 by Noiser 0 Share this post Link to post
ChileanDoomer Posted July 22, 2020 (edited) Hey, i just blasted through e1 and e2 and i feel like i found the holy grail of mods, i've always liked the original doom levels layout and music a lot more than doom 2's, and with this i get the best of both games! the only thing i miss is the super shotgun, perphas you could re-balance its stats and find a way to implement it? But this is one godlike gameplay enhancement nonetheless, you have my respect. On a sidenote, does anyone know how to make this little file i have work with this mod? I got a simple .wad that corrects blood color on all monsters but for some reason it doesn't work with D2forD1 and they all bleed red, if anyone with more modding abilities can take a look at it i'd be very grateful. BloodFixer.zip 0 Share this post Link to post
taufan99 Posted July 25, 2020 (edited) Man, this doesn't get as much attention as it deserves. Interestingly enough, some DOOM II monsters were actually meant to be included in the original DOOM (hence the arch-vile texture). Talk about improvement mod! 0 Share this post Link to post