[Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

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mutator
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Re: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Post by mutator »

DoomKrakken wrote:
mutator wrote:Krakken, are you gonna make a monster pack just for heretic monsters? and also if you make it for vanilla gameplay and gameplay with any mod like trailblazer, doomrpg
You know... I might. Someday...
Morter wrote:
DoomKrakken wrote:I wanted to change the monsters in the Vanilla version as little as possible. Do remember that most monsters in Doom don't really drop loot.

But I'll probably think of something... :)
Hah that's fine. No pressure. But having to expend 10x ammo on someone to get nothing out of it isn't very attractive to me. But thanks for the recommendation.
I totally understand... ***cough cough*** CYBERDEMON ***cough*** XD
that will be great thing but ironlich always seem to scare me alot :(
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Re: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Post by NeuralStunner »

Maulotaurs seem worse somehow. (The invulnerable charge state doesn't help.)
mutator wrote:that will be great thing but ironlich always seem to scare me alot :(
The first time I played throgh E1M8: Hell's Maw, I was a dumb kid: I saw these things from the back (unalerted), didn't know what they were and walked right up to them. Didn't really affect me long-term but it was quite a jump.
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Re: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Post by DoomKrakken »

Actually, what you encountered wasn't a Maulotaur. It was a Hellsmith Apprentice.

Maulotaurs are much bigger.
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mutator
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Re: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Post by mutator »

DoomKrakken wrote:Actually, what you encountered wasn't a Maulotaur. It was a Hellsmith Apprentice.

Maulotaurs are much bigger.
Maulotaurs can go through very thin hallways that's creepy and they can jump down... they have no block monster lines
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Re: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Post by DoomKrakken »

Okay, so there's talk about creating a monster pack for Trailblazer, as evidenced by this thread: http://forum.zdoom.org/viewtopic.php?f=4&t=52211

I had wanted to make one for the longest time, but I hesitated because I hadn't gotten permission. However, because of this discussion, I'm seriously considering it.

How about it? :)
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Re: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Post by BoneofMalkav »

To quote a Chaser of Games "Do it! No Nuts!" :p
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Re: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Post by durbdoogle »

I was playing this with LegenDoom 1.4 and is the Nightmare supposed to be unkillable or just really hard to hit because it fades in and out of existence. I believe it is a Pinkie replacement.
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Re: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Post by DoomKrakken »

The Nightmare is supposed to be an Imp replacement, though I'm considering moving it to be among the Spectres. It fades in and out, because it's a stealth monster, however it can still be hit.

The way Eriance (now Amuscaria) programmed it, it was supposed to be unshootable until it got into melee range. I found that to be quite annoying, so I removed those lines of code. It's not unkillable, but it is hard to hit unless you have night vision.
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Re: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Post by Spartan of Approval »

Is this for Brutal Guncaster or Vanilla Guncaster?
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Re: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Post by Redead-ITA »

Spartan of Approval wrote:Is this for Brutal Guncaster or Vanilla Guncaster?
Vanilla guncaster
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Re: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Post by DoomKrakken »

Vanilla Guncaster.
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Re: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Post by baddude1337 »

Finally got round to getting the new Guncaster alongside this. I blitzed through Resurgence in a single sitting! Great work as always, monster variety really adds the difficulty Guncaster needs (until you get the power armour, then nothing can stop you!)

I was just wondering how you go about adding in Heretic and Hexen monstes? I know a little bit about slade, but mostly replacing sprites and sounds and the like. Whereabout do I need to be looking to add them back in?
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Re: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Post by DoomKrakken »

You need to go to the core file (the base monster randomizer), go to Decorate/MonsterReplacers.txt, and uncomment (remove the double backslashes from) the DropItem actions in the RandomSpawners that have the actor names of all the Heretic/Hexen monsters. Be warned, I did not update the code for D'Sparil or Korax.
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baddude1337
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Re: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Post by baddude1337 »

DoomKrakken wrote:You need to go to the core file (the base monster randomizer), go to Decorate/MonsterReplacers.txt, and uncomment (remove the double backslashes from) the DropItem actions in the RandomSpawners that have the actor names of all the Heretic/Hexen monsters. Be warned, I did not update the code for D'Sparil or Korax.
Brilliant, thanks! Added in a couple of the ones I found quite fitting in Doom, like the Red Imp/Gargoyle thing and a few others.

Many thanks for your help! And your awesome work on the monster pack of course!
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Re: [Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Post by DoomKrakken »

You're most welcome. Have fun! :D
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