dljosef wrote:I do have one big idea: The Doomer Boards Project series. (monthly mapsets done by the fine folks at Doomer Boards Projects)
To be frank, quite a few of those have dehacked-based monsters, but that depends on the theme of each of those projects.
From what I've seen so far, very nicely done. Loving seeing the dehacked monsters from the past and present get their own mod. Right down to the implementation of the final bosses. Can't wait to see more.
The main issue is I don't have too much exposure to the Doomer Boards Project, nor are the monsters documented, and I don't particularly want to dig through (however many installments there are now) to actually dig out individual monsters.
PokeParty445 wrote:Been having a lot of fun with this one! It's definitely been kicking my ass, though. If I may make one suggestion, which I'm sure you've likely heard before, is there any way you could make maybe a deeper menu for each set that can enable and disable specific monsters at the user's choice? I'm not sure if that's exactly reasonable to suggest but I figured I'd suggest it anyway!
There's just a few sets that I really love certain monsters (the miniature Cyberdemons oh my god) but don't like others in that set.
Weirdly enough, I haven't actually heard that as a suggestion, which somewhat makes sense - historically, most monster randomization mods (though there are some that pre-date me in this feature) tend to be just that: fully random, with maybe a tweak here or there. Originally, I also went full random (before release), but as I added more and more monster sets, I realized that turning all of them on at once results in the experience being a bit of a mess, to put it mildly. In the end, I separated it by mapset because it was the most in theme with what the mod represents.
Level Scaling was the big feature I'm the most proud of in that sense, because, while the choices are odd (since they're inherited from their original WADs - and I'm strongly considering changing that, but the problem is it's much harder to make judgement calls on that), it allows the experience as a full wad playthrough (for megawads, at least) to be kind
of less messy, getting gradually crazier until it finally goes all out at the end of the megawad.
With 75+ monsters (oh geez) expanding the sets by individual monsters starts making the menu unwieldy to actually use (there's a reason there's a enable/disable all option at the top of the monster set options), plus, while it isn't necessarily hard
to implement, it's very
time consuming and for the most part this isn't a project I really intend to spend that many hours on, mostly because while I still enjoy the Doom community and whatnot, I'm not nearly as invested in it as I used to be. It's a tenuous maybe, though there are a few select monsters that are well-known enough that I might extract them out of their respective monster sets and make them separate.
The main issue with the mini-cyberdemons, in my experience, is that I vastly underestimated just how friggin' common revenants are in most modern megawads, which meant the figure I used as their spawn chance, 10%, is actually far more common than it probably should be for something that, you know, fires cyberdemon rockets.