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I know it's been a while, guys (three damn years), but I've had quite a lot of life happen. I've got a new profile because, long story short, I had to get a new email and shut down the old one. Rest assured, I'm the original author of the mod. I finally found some time to revisit this thing and I've got a new version out for you guys. I've got quite a bit of sprite work I want to do yet, like getting SBrightmaps integrated (and making new ones for the new monsters), but all of the gameplay changes are made. See the features spiler for those. I added a "cast of characters" thing to the end of Icon of Sin, like the original one, but added all of my random variants and replacements (I thought that was a nice touch, threw some nostalgia in there). See the "Bestiary" spoiler for the complete listing, and screenshots, of the complete list of added/changed monsters in the mod. Anyway, enough oratory. Enjoy, ladies and gents!
-General: Zombies have multiple variants to add variety to your former brethren. Projectiles come out of where they would logically come from, not the middle of the monster’s face. Monsters also all have the correct blood color, and projectiles come out of where they're supposed to, instead of the middle of their face.
-Lost Soul: Randomly replaced by Forgotten One (Lost Soul that follows you during attacks). Lost Souls do not bleed when shot.
-Zombie Man: Randomly chooses attacks between single fire, and continuous automatic fire at a slower rate than the Chaingun Guy.
-Shotgun Guy: Random SSG Zombie replacer, as well as Rocket Zombie. Normal Shotgun Guy fires same amount of pellets as player.
-Chaingun Guy: Random Plasma Zombie variant to go with Chaingun Guy.
-Imp: 50% chance of the imp ball chasing you down like the Revenant's missile. The tracking ball is slower than the standard imp ball.
Additionally, there is a 20% chance an imp will be replaced with a variant that throws a Baron plasma ball, of which, does not home, but has the same secondary tracking ball attack as the regular imp.
-Demon: Randomly replaced by Blood Demon (Exact same attributes, except double the health). Also, they have a base damage of 4 rather than 6.
-Spectre: Same
-Cacodemon: Attack that launches 1, 2 or 3 fireballs (randomly chosen) rather than one, in spread patterns like the Enhanced Caco. The caco is also randomly replaced by a stronger, faster version of it that fires more damaging fireballs.
-Pain Elemental: Now has a melee attack with same range and damage as Cacodemon
-Arachnotron: Normal arachnotron replaced by the Chaingun Spider. The original Arachnotron fires at a rate that matches the player's plasmagun, and is a rarer variant (it's fire is vicious). Both Arachnotrons drop ammo on death, dependant on the type of weapon they use.
-Revenant: Fire 2 rockets, one from each shoulder.
-Mancubus: Has randomly chosen patterns of projectiles. No more rehearsed patterns to get past their fireballs.
-Hell Knight/Baron of Hell: Random attack of 1,2, or 3 plasma balls. Both have a variant that throw a second volley of the stuff in quick succession.
-Cyberdemon: Reaplaced with the Annihilator Sprites. It fires a rocket from each arm, in random pattern similar to the Mancubus.
-Spider Mastermind: Increase health to match that of the Cyberdemon
-Wolfenstein SS: Automatic fire rather than slow fire
Modded Members of the Bestiary:
Spoiler:
You can consider some of the above screenshots to be a work in progress, placeholders until I've caught up on all of my sprite work and figured out the final look and style of everything.
Until then, as always, have fun and constructive criticism is appreciated.