Some of you might be familiar with 10x and/or Vile Curse. For the rest of you, 10x multiplies each monster by 10, so a map with 128 monsters would have 1280 instead, and Vile Curse enables all monsters to resurrect any monster. I have made variants of 10x that change that multiplier to 2, 3, 5, 7, 15, and 20. I have also combined the functionality of 10x with Vile Curse, and then made variants with the multiplier changed to 2, 3, 5, and 7. Now, Monster Multiplier replaces 10x and all its variants, and Vile Multiplier replaces Vile Curse and all its multiplier variants.   UPDATE: In _v2, you can no longer walk through the monsters, but they still walk through each other. Your shots no longer go through monsters, but theirs still do. The Ambush flag is now passed along to the monsters. The ideas for these changes came from Popsoap. In _v3, all the stealth monsters and marine monsters are added, plus there are add-ons for the Skulltag monsters. In _v4, I merged in the functionality of Nevander's DespawnMonsters_Fade.wad (with permission), except I removed the flickering that preceded the fading. Dead monsters fade away and are removed from the game after 5 minutes (increased from 3 minutes to give the monsters more time to raise each other). During that time, they can still be raised. The blood colors of the monsters are updated. GLDEFS and DECALDEFS are also added for the custom versions of the
monsters and their projectiles. I decided not to upgrade the Skulltag variants, which means that those monsters won't fade away, or glow or leave decals.   In Monster Multiplier v1 and Vile Multiplier v1, I combined all the multipliers into one wad, thanks to an idea from Blood in the Zandronum forums. You set the MMNumber cvar to set how many times each monster is multiplied. In Monster Multiplier, if MMNumber is > 20, it will be set to 20, and if it is < 1, it will be set to 1, and MMNumber defaults to 2. In Vile Multiplier, if MMNumber is > 10, it will be set to 10, and if it is < 1, it will be set to 1, and MMNumber defaults to 1. I decided not to do the same for the Skulltag variants. If you use the Skulltag variants, please let me know. If there is enough demand for it, I'll update those, too.   USE THESE WITH CAUTION! They can cause lag in single player, and even worse in coop. That's why I made the variants with smaller multipliers. They each have a WADINFO that credits the original authors: Deathwatch and Aiur850 for Vile Curse and Cutman Mike for 10x.   Downloads:
monstermultiplier_v1.wad
vilemultiplier_v1.wad   I have come to realize that Vile Multiplier with MMNumber 1 is not the same as VileCurse, so here's a link to that, too: vilecurse_v1.3.wad   The below are Skulltag add-ons for the above. Mix and match as desired. Skulltag content is required for the following.
  2x_skulltag.wad 3x_skulltag.wad 5x_skulltag.wad 7x_skulltag.wad 10x_skulltag.wad 15x_skulltag,wad 20x_skulltag.wad   vilecurse_skulltag.wad <--- no multiplier vilecurse_skulltag2x.wad vilecurse_skulltag3x.wad vilecurse_skulltag5x.wad vilecurse_skulltag7x.wad vilecurse_skulltag10x.wad