by zitro1987 » Thu Oct 18, 2018 6:02 pm
I really love this mod. There are a few annoyances, but it plays really well with the traditional weapon system from weapon mod 'final doomer' (as it improves chaingun and combat shotgun) or even the arsenal mod where its overpowered weapons get balanced out somewhat against such high HP monsters.
I do have a few suggestions:
*I tried a mini-mod that allows you to customize chances of different colors. However it only works if playing 'ultra-violence' which is often too difficult with the mod.
*An option to set default HP modifier could be nice. If playing with traditional weapons (or final doomer), the monsters can sometimes be unusually sturdy which can complicate certain battles. I do think with traditional weapons, it would be beneficial if all HP is reduced by about 20% to attempt more wads in ultra-violence.
Now on monsters:
*I cannot play with the black and white bosses, but I can handle abyssal. The black and white bosses are simply too overpowered to have them spawn at a random location by chance. When it is close quarters, they are kind of impossible.
*I like that we have a very distinct female zombie for orange and they seem well designed and balanced.
*I think the red shotgunner is not that dangerous compared to the red zombieman or the orange shotgunner. While the former has the capacity of dealing much more damage in one shot, the others tends to be harder to avoid damagey.
*I think the chaingunners can be a bit too punishing. They weren't that easy to begin with, but the green one appears to damage you twice as much from moderate distances (higher accuracy?) and some of the more advanced ones, especially red, can be too much of snipers. While the damage boost is expected, the accuracy bonuses puts you at an unfair disadvantage as doom doesn't really have any sniping weapons, so having chaingunner accuracy depend on distance evens out the playing field.
*Imps are great. I particularly love the attack from the blue ones. I'm not a huge fan of bouncy balls (purple) which appears to be a common theme in purple. It strikes me as odd in Doom and can make dodging ridiculously difficult. I would prefer purpose just throws a very fast projectile instead. I also think the grey ones show up too often.
*Demons are great, with charging attacks when more advanced. Love them just the way they are.
*Lost souls are great. I do think the orange ones are a bit much with giving you 3 lost souls when they die, but not a major issue. My biggest issue is the wasp nest - the wasps are too numerous and damaging - I thought the intention was minor annoying damage, not life danger.
*Cacodemons are great (especially the blue and red ones) though I don't understand what the orange one attacks you with - I never received damage from them
*Hell demons, Arachnotrons, and barons of hells are very fun to fight against, all kinds, and appear quite well balanced. Mancubus as well, though the purple bouncy attacks are a bit overpowered.
*Revenants, even the common ones, now shoot 2 missiles at a time. I didn't think this creature required more attack power, especially given how difficult is to dodge these. The more advanced versions don't deal much more damage, so it's more of a concern about the common revenant.
*I'm not too familiar with the advanced arch-viles, cyberdemons, and spider masterminds. The green cyberdemon does appear too much more powerful than the regular counterpart, but I remember fighting a purple spider and it was beatable.
Barons of Hell: Please make bigger than hell knights to differentiate them against hell knights. They look identical when in green or blue or I think purple too.
Last edited by zitro1987 on Mon Oct 29, 2018 2:16 pm, edited 2 times in total.