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Hello everyone. For a month or so now I've been working on a personal project to expand DRLA's already awesome monster selection. The current WiP version that I have is a monster mod that can add to DRLA's monster beta 6. (Some of the new gore effects and revive effects are not entriely done for all of the monsters)
RLME focuses less on higher difficulty tiers of monster IE: Nightmare/Cybernetic/Armageddon and more about variety of monster behavior and threats. Pretty much all of the material is taken from R667 then tweaked to have new behavior/effects and to be DRLA compatible (as well as DRLA+DRPG compatible). All due credit belongs to the people who originally created the monsters from R667 (Credits have been included within the Wad. Please tell me if I forgot anything) and to Yholl / Kyle873 for their respective mods.
Vile Imps poison cloud damage reduced from 20->15 and radius from 120->80
Chainsaw Zombie idle animation fixed.
Wraith gained a jump attack with lower damage.
Wraith gained extended melee range default -> 70
CacoLich tuned to stay uncloaked longer, Fake Lich's will also decloak faster.
Alpha 1.2:
Berserker Imp rework. Less tanky but now with Lunge and Firing speed improved.
Hell Warrior has had it's invulnerability tweaked. It will not always pull up it's shield. but some of the time it does it may immediately counterattack.
Vile Imp has had it's Blast attack direct damage increased.
Alpha 1.25:
Added Hell Apostle and Fallen.
Alpha 1.3:
Berserker Imp now throws higher damage fire balls when low on health.
Apostle summons now randomly decided between A)Fallen B)2 Hellions C)Squire
Alpha 1.35
Apostle summons now only occur on player sight.
Flamethrower zombie added.
Alpha 1.4
Imp Mages added. With Stone imp summons.
Names changed for Human variants. As well as some health tweaking.
Splash damage immunity added to Demolitionists zombies so they don't kill themselves.
Alpha 1.41
Increased chainsaw zombies speed and lunge range.
Alpha 1.45
Aracnorb queen scale and hitbox changes.
Rocket Zombies attack toned down.
Aracnorbs reworked to have a chance to spawn in place of aracnotrons.
Alpha 1.5
Assault Arachnotron added. Fires shotgun plasma rounds.
Siege Arachnotron added. Fires mini-missiles.
GLDefs and berserk melee bonuses fixed for various monsters.
Alpha 1.55
More arachnotron retuning, mainly shot damage, speed, spread etc etc
RLMERPG Wad included to improve compatibility with default doom2 wad since map 07 needed Arachnotrons to fulfill the tag 666 requirements to beat the level.
Stone Imp Improved. Health increased to 40. Now takes half damage from all common damage types however radius damage now does 2x.
Imp mage can now also summon a small Grell.
Alpha 1.6 (Berserker Update)
Hell Crusader now has a rocket long range attack to compliment the shield attack.
Berserker Knight added, be sure not to piss him off. (Even though knowing you exist is enough to piss him off soon enough)
Hell knight spawn tables adjusted, regular knights a bit less likely and Hell Warrior / Berserker Knights a bit more likely.
Berserker Demon added. Same deal as the Berserk Knight. He gets more agressive over time or if you piss him off.
Demon variant spawns adjusted.
Alpha 1.65
Various changes to the entire berserker line up.
Various changes to the summoning line up.
Stealth commando given some techy gadgets he can throw at you.
Laser arachnotron added.
Cyberserker added.
Instructions:
If you are using only DoomRL Arsenal. Load RLME.wad alongside DoomRL Arsenal 1.05 + DoomRL Monsters Beta 6.2. RLME.wad should be later in a priority list than DRLA and monsters beta.
If you want to use DRPG as well, add RLMERPG.Wad through the custom commands in DRPG Launcher. Example: -file "C:\wherever\wherever\RLMERPG.wad"
Extra monster do not spawn on easy difficulty, or the top tier difficulties as RLME is intended for normal - hard variety and aren't as tough as Nightmare/Cybernetic/Armageddon enemies.
Please provide any feedback, comments, bug reports as I'm all ears.
Last edited by Ranik on Thu May 26, 2016 7:53 am, edited 16 times in total.
Ok, small update with better DRPG compatibility. Ran into Map 07 issues with the Arachnotron variants and many kudo's to Kate for helping me out with it.
Ok, Alpha 1.6 is out now with two new variants. One is the Berserker Demon and other is the Berserker Knight. They both basically get increasingly pissed and aggressive over time or when hurt.
These in particular are very quirky since they can set themselves off as well as be raged by the player. So any feedback about the rate / likelihood they get angry would be great.
Huh. Would be good for more custom monsters that work well, Might be better with more fresh monsters than those from 667. We've seen them quite a lot before.
Yholl & Co's new monsters are generally all unique or intresting in their function, whilst still following the synergies that Doom's monsters had, like how the cacobyss has a secondary orbiting ressurect method, or the hellstorm elemental has an attack that pulls you in.
SAraisXenoQueen wrote:Huh. Would be good for more custom monsters that work well, Might be better with more fresh monsters than those from 667. We've seen them quite a lot before.
Yholl & Co's new monsters are generally all unique or intresting in their function, whilst still following the synergies that Doom's monsters had, like how the cacobyss has a secondary orbiting ressurect method, or the hellstorm elemental has an attack that pulls you in.
Hehe show me some new monsters that are freely available and I'll happily use them. Otherwise I have to use what's readily available and tweaking the ever living crap out of them. The purpose of RLME isn't so much synergy as it is new threat variety. Imps which can throw AoE poison attacks. Knights which can defend themselves while attacking, Demons which have a chance to go into a rage and start lunging etc etc.
Silentdarkness12 wrote:Have you considered doing some frankenspriting? Or editing existing sprites? Seems like a lot of the DRLA monsters are just that.
At the moment no. I've been doing this project in spare time while getting ready to move to a new job in a few weeks. Currently I basically look for decent sprites, then think of a good role for them followed by a lot of tweaking to make them fulfill that role. Just because the R667 stuff has been around for a while doesn't mean they at all play out the same after quite a bit of behavior tweaking.
Heck, if anything I'd rather have a monster act differently than simply look different.