DooM THoTH--Theatrical Horror of Hell's Terror Monster Pack

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

DooM THoTH--Theatrical Horror of Hell's Terror Monster Pack

Postby kalensar » Wed Mar 24, 2021 9:43 pm



For ease of finding the DL for all versions of Doom Thoth. Here are the current styles:

https://www.moddb.com/mods/doom-thothth ... /downloads

Original--> The grand daddy and original. Very vanilla looking, but the feel is hard. Its the only version that has hit scanners.

UV Vile Vanilla Edition-- This one is best to start on as it is the least painful, but is definitely tougher than other similar mods.

TPV Theatrical Pure Vanilla--- Was made to play like vanilla except with some mascot monsters like Shadow Knight, Shadow Imp and Imp Elemental. Best for beginners or those that want scenery without too much extra difficulty. I tried my hardest to make this very vanilla balanced. The monster graphics are from TNNE version.

TNNE Theatrical Not Nice Edition--- This one was the major Monster Graphics change. Similar to UV-V-VE but the look is much better as the monsters now have the Author's theatrical intent along with evolved monster movement and a new boss monster replacing the Spider Momma.

NNiPD Not Nice in Perfect Dark-- This is a for fun Total Conversion using the TNNE monsters and a modified weapons mod to capture the ThOTH mod intent on Doom gameplay. Features regenerating armor, enhanced player jumping and fun weapons.

THOHT WTFWID edition (WTF Was ID Doing)-- The newest version. This was an overhaul on Monster graphics and monster abilities. It is also the hardest version and most theatre explosive. Definitely worth a try if you want a fair challenge. New Spider Momma replacement boss is the Giant Baron. Monster movement capabilities is over the top in this one. That Giant Baron and CyberDemon can follow you. This is classically graphically the most ambitious I have been.



Heres' an up to date demo of Thoth that is a boss fight on Gotcha! Map 20 of doom 2 with THOHT WTFWID



Heres the demo of Thoth UVVVE combined with LazModRedux Doom 4 Weapons pack
Spoiler:



Advanced engine needed : GZDOOM
Primary purpose : Single player
===========================================================================

Title : DooM THoTH UV V-V-E: UV Vile Vanilla Monster Pack

Author : Kalensar
Other Files By Author : 2Tuff2 NTMAI; 2Tuff2 NTMAI Monsters; Perfect Dark Brutal Doom, SMEXUNMON
Misc. Author Info : Rabid Editor

Description : Classic Monsters upgrade

DooM THoTH UV V-V-E: UV Vile Vanilla Monster Pack
===========================================================================
So this is a monster pack that was built with Doom 1 and Doom 2 single player campaign progress in mind.
It changes many aspects of the monsters and was made to make single player feel even more visually atmospheric from classic style monsters.
Basically, yes there was some heavy editing done on all the monsters in all aspects except basic looks.

To this end, the monsters have been balanced more toward Classic play, BUT are an equal challenge to power levels of Brutal Doom.
High Powered weapons or Vanilla? You can do whatever you want. I tried to strike a good balance during testing and will outline most changes below.

This Version of Doom Thoth takes a detour into Vanilla land a lot more with Monster Health. The monsters have also been updated as follows: NO HITSCAN

Changelog----
-- *Most* monsters are Close to vanilla speed

-- Most Monster healths are at vanilla

-- Zombiemen have vanilla health and speed but shoot a lot more. No Hitscan

-- Shotgunners shoot no-hitscan.

-- Chaingunner now shoots No-Hitscan BUT has a modified AI. It still looks similar on how he acts because its a subtle difference.

-- Imps have vanilla health and have a longer charge up on their big fire ball

-- Lost Souls have EVEN LOWER health now at 40., but they are really aggressive.

-- Spectres are now Shadow Imps with a melee and a ranged attack , and higher speed than normal Imps by a lot.

-- Pinkys have have vanilla Health(you can SSG them again)

-- Pain Elementals are now Imp Elementals, but still are Pain Elementals

-- Arachnotrons no longer exist. They have been replaced by Shadow Knights. THis does not break the trigger for Dead Simple. Shadow Knights are shadow just like spectres, fling lost souls and fly.
They are not as bad as they sound. THey are actually very fun to fight since Lost Soul health is way lower than Vanilla.

-- Hell Knights are now back! They are more mobile in that they can climb. Their ranged attack is very fast and mean BUT they have a visible charge time just like the Imps.

-- Barons have vanilla health and have 3 unique attacks. Big Bright Fireball, 3-way big fireballs, and a rush-combo melee attack.
Barons DO NOT have a charge time on their range attacks but they do have animation differences to tell you what is coming.

-- CyberDemon has a new set of attacks since just dodging rockets gets boring. He also still has his death surprise.

-- Big Momma Spider has higher health set at 4000 and fires a 3-way no-hitscan gun.

-- Shadow Archvile- He's Shadow now so he's harder to see. He changed his Vile Attack to Big Fireballs and summoning lost souls. He has higher health than vanilla.
He also has a neat but rude death surprise.

-- Mancubus shoots plasma rounds

-- Monsters all use SMEXUNMON AI.


-- Yes the Mod title was deliberate.
===========================================================================

Special Thanks : NTMAI Nobody Told Me About id v0.4.9 - A Build Engine-styled mod
Postby CantSleep

Universal Enhanced AI
Postby Josh771

SM-EX-UN-MON Smart Extreme Unhindered Monsters
by
Kalensar
===========================================================================

* What is included *

New levels : No
Sounds : Yes
Music : No
Graphics : Yes
Dehacked/BEX Patch : No
Demos : No
Other files required : Doom2.wad ; Doom.wad; or Freedoom wads

* Play Information *

Game : Any doom wad
Single Player : Designed for
Cooperative 2-4 Player : Player starts, not tested!
Other game styles : None
Difficulty Settings : no
Tested : GZDoom

* Construction *

Base : From scratch
Build Time : couple of days
Editor(s) used : GZDoom, GIMP, Notepad
Known Bugs : There are some graphical differences between Doom1 and Doom2 but they are only visual. Nothing is broken.
May Not Run With... : Ports without Boom support


* Copyright / Permissions *

Edit it all you want because that is what I did. This is a labor of love that I built
at home for extra challenge. It's only right that I share it and allow it to be shared.

Photos of Doom Thoth original version
Spoiler:

Extra Video of
Spoiler:



and then heres the whole playlist

https://youtube.com/playlist?list=PLYmk ... SOJ9Nf_333
Last edited by kalensar on Sat Apr 10, 2021 2:58 am, edited 27 times in total.
User avatar
kalensar
 
Joined: 21 Mar 2021

Re: DooM THoTH--Theatrical Horror of Hell's Terror Monster P

Postby kalensar » Wed Mar 24, 2021 11:49 pm

https://www.moddb.com/mods/doom-thothth ... nster-pack


Heres the download. Theres also another video of E1M8 UV Pistol start with vanilla weapons posted, too. My Luck was worse on that run but it is still beatable.
User avatar
kalensar
 
Joined: 21 Mar 2021

Re: DooM THoTH--Theatrical Horror of Hell's Terror Monster P

Postby Baratus » Thu Mar 25, 2021 9:25 am

I do like the overhauled movement system for the monsters! They move in a much more believable, and much less sluggish and ineffective way than vanilla Doom. Giving imps and demons the ability to leap about across sectors and even scaling large vertical gaps puts a new kind of fear and unease into the player in a way that many Doom mods have not been able to achieve, and I'm totally onboard.

However, I'm not much of a fan of the health buff given across the board for most monsters,
Doom's game balance was quite delicate but very effective. The monsters were still quite threatening on their own, moreso in large numbers, but were easy to dispatch, requiring the player to act fast and kill targets effectively. Buffing an enemy's health tends not to make them harder to fight, it just takes longer to kill them. Seeing most of the weakest enemies being able to reliably tank a direct single shotgun is quite disheartening, as is the case with the Pinky Demon replacements being able to tank a full point blank SSG blast. If this health rebalancing was to remedy the SSG trivialising the entire game, I find this to be a little bit counterproductive. If a zombieman or shotgunguy needs two direct single shotgun blasts to take down, why would I ever use the single shotgun and just favor the SSG? It makes your early weapons feel weak and practically obsolete once you find better weaponry. And yes, this does happen somewhat with the Pistol and Chaingun in the original Doom. Also, it depletes your ammo a lot faster, making the game feel a lot less lenient and more punishing. Personally, I would roll back the health buff either partially or totally, since the monster threat levels have been increased a lot across the board. Apart from Shotgunners, they seem fairly ineffective at being any kind of threat. Also, the new Mancubuses' damage output is pitiful.

I can't say the same for Hell Knights because I'm sorry they do WHAT???? Uh, I can't see this ever ending well for the player if you would have to fight more than 2 of them, and they're used quite commonly in most mapsets, as they're good mid-tier enemies, acting as slightly stronger imps.

As for Arachnotrons and Pain Elementals OH JEEZ OH PETE IT'S HAPPENING AGAIN AND IT'S WORSE, IT'S SO MUCH WORSE. I think this is pushing quite strongly against the boundaries of what's fair and reasonable. Maybe don't have THREE monsters in the bestiary that function as Pain Elementals?

Also, I've noticed a bug that Imps throw red fireballs and the impact splash is green.

I see a lot of potential in this mod, and monster overhaul mods aren't really that common to see in my experience. I myself have attempted to change the behaviour of doom monsters slightly, and it seems we differ in ideas somewhat. Still, don't feel discouraged. This certainly shakes up the Doom formula in a very interesting way and would most definitely be very entertaining to other watch people play and discover... and even more interesting to watch them attempt to beat an entire levelset.
User avatar
Baratus
 
Joined: 08 Jun 2006
Location: A land of dust and spiders

Re: DooM THoTH--Theatrical Horror of Hell's Terror Monster P

Postby kalensar » Thu Mar 25, 2021 12:30 pm

Baratus wrote:I do like the overhauled movement system for the monsters! They move in a much more believable, and much less sluggish and ineffective way than vanilla Doom. Giving imps and demons the ability to leap about across sectors and even scaling large vertical gaps puts a new kind of fear and unease into the player in a way that many Doom mods have not been able to achieve, and I'm totally onboard.

However, I'm not much of a fan of the health buff given across the board for most monsters,
Doom's game balance was quite delicate but very effective. The monsters were still quite threatening on their own, moreso in large numbers, but were easy to dispatch, requiring the player to act fast and kill targets effectively. Buffing an enemy's health tends not to make them harder to fight, it just takes longer to kill them. Seeing most of the weakest enemies being able to reliably tank a direct single shotgun is quite disheartening, as is the case with the Pinky Demon replacements being able to tank a full point blank SSG blast. If this health rebalancing was to remedy the SSG trivialising the entire game, I find this to be a little bit counterproductive. If a zombieman or shotgunguy needs two direct single shotgun blasts to take down, why would I ever use the single shotgun and just favor the SSG? It makes your early weapons feel weak and practically obsolete once you find better weaponry. And yes, this does happen somewhat with the Pistol and Chaingun in the original Doom. Also, it depletes your ammo a lot faster, making the game feel a lot less lenient and more punishing. Personally, I would roll back the health buff either partially or totally, since the monster threat levels have been increased a lot across the board. Apart from Shotgunners, they seem fairly ineffective at being any kind of threat. Also, the new Mancubuses' damage output is pitiful.

I can't say the same for Hell Knights because I'm sorry they do WHAT???? Uh, I can't see this ever ending well for the player if you would have to fight more than 2 of them, and they're used quite commonly in most mapsets, as they're good mid-tier enemies, acting as slightly stronger imps.

As for Arachnotrons and Pain Elementals OH JEEZ OH PETE IT'S HAPPENING AGAIN AND IT'S WORSE, IT'S SO MUCH WORSE. I think this is pushing quite strongly against the boundaries of what's fair and reasonable. Maybe don't have THREE monsters in the bestiary that function as Pain Elementals?

Also, I've noticed a bug that Imps throw red fireballs and the impact splash is green.

I see a lot of potential in this mod, and monster overhaul mods aren't really that common to see in my experience. I myself have attempted to change the behaviour of doom monsters slightly, and it seems we differ in ideas somewhat. Still, don't feel discouraged. This certainly shakes up the Doom formula in a very interesting way and would most definitely be very entertaining to other watch people play and discover... and even more interesting to watch them attempt to beat an entire levelset.


I'll bullet point this as best as I can and offer the best reasons I can:

>Green Tint on the big fire balls was intentional: Reason is theatrical

> Imp Elementals= More dangerous and annoying than normal Pain Elementals especially with the Imp Movement

> Pinkys are now by their lonesome. No more support from Brother Spectre except as the ThoTH Spectre which does have Vanilla Pinky health. ThoTH Pinky has 250 health. Done to force the player to dance and even jump over them to do crowd surfing. I had to do this A LOT in my E1M8 UV vanilla weapons pistol start video. This was not meant to be played in a classical sense but can be beaten with vanilla weapons.

> Shotgunners : The Shotgunners are more accurate and less surprise tactics now. because they will snipe you. Yes they were balanced to be able to take a hit because they do not have a hitscan weapon. Zombie men shoot a triple burst hit scan, but the damage is garbage. Shotgunners shoot a fast speed default damage imp ball. Basically, Shotgunners are more effective on Doom 2 Map 14.

>Mancubi : yes do pitiful damage for the trade off of being more accurate. I could not justify them having them having their normal shot given the massive beef up everything else got. So yes Mancubi seem like they got a debuff, except that they will shoot way way more often than their vanilla version.

> The SSG : Now heres a juicy topic since that one is definitely a hot button issue. The answer is no, it is not trivialized. It just is not useful in the same aspects like with pinkys. The Lost Soul health was lowered partially because of this reason so they can be one shot with a normal shotgun. Pinky's can be stun locked still, just saying. The vanilla SSG can still one shot Spectres. Imps, Zombies, Shotgunners, Chaingunners and Lost Souls. The OTHER reason is that this mod is also meant for Doom 1, even though Doom 2 receives by far the craziest upgrades.

> Hell Knight= Yup. He is was the single biggest joke in Doom 2. Now he is not. Since you know what I'm talking about, Dead Simple has been beaten by me on Hurt Me Plenty from a vanilla pistol start. I've also beaten The Crusher on Hurt Me Plenty from a vanilla Campaign Start. The Crusher is harder than Dead Simple on Hurt Me Plenty. To put it mildly, The Crusher name joke is completely reversed now. That room on Hurt Me Plenty will Crush You, but it is beatable from a Campaign Start. On UV The Crusher will still spawn the Spider Mastmind. So Yes Hell Knights will put you through hell. The key is don't get cornered and look for the Flame flare.

> Arachnotrons-- This is a no brainer in the vein of this mods intent. Which is scarier? A slow less effective chaingunner or a Thoth Hell Knight? I said it is beatable, not that it was going to be a cake walk. Arachnotrons are not scary or theatrical or scary or scary. My alternative though for baby spider was a Rocket Arachnotron, and franky that is less fair than the current THoTH Hell Knight.


This is where I will issue an apology on following the Plutonia Creator's advice of " Replay it until it gives you a challenge." I did the Balance with Hurt Me Plenty in mind. This is also why I did the Demo Videos on E1M8 on UV because that fight is by far one of the most ridiculous from a pistol start, and also to prove it is able to be won if the dice roll good on nailing the barrels in the opening room..

Thank you so much for your feed back. :wub:
User avatar
kalensar
 
Joined: 21 Mar 2021

Re: DooM THoTH--Theatrical Horror of Hell's Terror Monster P

Postby kalensar » Thu Mar 25, 2021 1:01 pm

Also, Thanks for the Idea of doing another demo video from a campaign start, @Baratus.
User avatar
kalensar
 
Joined: 21 Mar 2021

Re: DooM THoTH--Theatrical Horror of Hell's Terror Monster P

Postby kalensar » Thu Mar 25, 2021 3:30 pm

Posted new demo video update in the Opening post. It breaks a spoiler but its a fun little short run.
User avatar
kalensar
 
Joined: 21 Mar 2021

Re: DooM THoTH--Theatrical Horror of Hell's Terror Monster P

Postby kalensar » Fri Mar 26, 2021 1:14 am

I'm going to post an entire Doom 2 run on here. Up to Map 9 done so far. Its a slog and hard and epic. Enjoy the laughs with me here. :wub:
User avatar
kalensar
 
Joined: 21 Mar 2021

Re: DooM THoTH--Theatrical Horror of Hell's Terror Monster P

Postby JohnnyTheWolf » Fri Mar 26, 2021 7:26 am

kalensar wrote:-- Arachnotrons no longer exist. They have been replaced by Hell Knights. This does break the trigger for Dead Simple,
but this was never intended to be played with no jumping.


You can easily fix that, actually, by adding the keyword replaces after the actor's name and A_BossDeath to the monster's death state frame (the one with the value -1).

I was taught how to do so by Player701 in the following thread.
JohnnyTheWolf
 
Joined: 05 Oct 2015

Re: DooM THoTH--Theatrical Horror of Hell's Terror Monster P

Postby kalensar » Fri Mar 26, 2021 11:12 am

JohnnyTheWolf wrote:
kalensar wrote:-- Arachnotrons no longer exist. They have been replaced by Hell Knights. This does break the trigger for Dead Simple,
but this was never intended to be played with no jumping.


You can easily fix that, actually, by adding the keyword replaces after the actor's name and A_BossDeath to the monster's death state frame (the one with the value -1).

I was taught how to do so by Player701 in the following thread.



Fair enough!. I didn't think/ know what caused that particular level trigger. I'll go fix that asap.

edit-- now updated.
User avatar
kalensar
 
Joined: 21 Mar 2021

Re: DooM THoTH--Theatrical Horror of Hell's Terror Monster P

Postby kalensar » Sat Mar 27, 2021 12:30 pm

Did a small update. listed in opening post. Rebalanced the monster healths so as to be more vanilla weapons friendly.
User avatar
kalensar
 
Joined: 21 Mar 2021

Re: DooM THoTH--Theatrical Horror of Hell's Terror Monster P

Postby kalensar » Sat Mar 27, 2021 9:44 pm

Patched a crash bug.
User avatar
kalensar
 
Joined: 21 Mar 2021

Re: DooM THoTH--Theatrical Horror of Hell's Terror Monster P

Postby kalensar » Sun Mar 28, 2021 11:32 am

patched a loading error.
User avatar
kalensar
 
Joined: 21 Mar 2021

Re: DooM THoTH--Theatrical Horror of Hell's Terror Monster P

Postby kalensar » Mon Mar 29, 2021 4:06 pm

Uploaded the variation of the mod.

Doom THoTH V-V-E Vile Vanilla Edition.
User avatar
kalensar
 
Joined: 21 Mar 2021

Re: DooM THoTH--Theatrical Horror of Hell's Terror Monster P

Postby kalensar » Wed Mar 31, 2021 7:12 pm

Uploaded New verion entitled as:

DooM THoTH OFFICIAL UV V-V-E : UV Vile Vanilla Edition.

main post updated
User avatar
kalensar
 
Joined: 21 Mar 2021

Re: DooM THoTH--Theatrical Horror of Hell's Terror Monster P

Postby kalensar » Fri Apr 02, 2021 1:37 pm

Updated main post with some new demo videos.
User avatar
kalensar
 
Joined: 21 Mar 2021

Next

Return to Gameplay Mods

Who is online

Users browsing this forum: Shadez12, Starman the Blaziken and 10 guests