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-25 Added monsters(total is about 250 now) All the new ones are in the video update.
-Added GLDEFS: They we're all missing before because i never added them. Now all the GLDEFS that came with the monsters have been added. I also added them for some monsters that didn't come with them(by using already existing lights from other monsters). I'm planning to add more in future updates.
-New/improved settings and features: -Disable shooting by Demon/Spectre/Lost Soul replacers Instead of stopping those replacers from spawning completely. Now you can disable just those attacks from them. When shooting is disabled some of them might get little faster, or do a new attack instead. It's disabled by default now for better balance. -Monster Mixer Intended for DOOM/ULTIMATE DOOM. These will be added on top of their original replacers. You can have Chaingunguy replacers(reduced health, will drop a shotgun on death) for Shotgunguy. Pain Elemental replacers(reduced health, most should not infight with Cacodemon or it's replacers) for Cacodemon. And Hell Knight replacers(double health) for Baron of Hell. Turn them ON for better monster variety(over 40 more in total)! Keep them OFF for better balance. Not recommended in DOOM II/FINAL DOOM. -Choose what Pain Elementals spawn Lost Souls ONLY Lost Souls + Replacers -Alternate blood colors Lost Soul = no blood Cacodemon = blue Hell Knight/Baron of Hell = green Nothing new... But if you want them you would need a mod anyway. So why not.
-A lot of nerfs/buffs for so many monsters: For example Revenant replacers should be a lot more dangerous now. Some Archvile replacers that couldn't resurrect enemies before, now can. Few examples in the video update.
-A lot of fixes: Few examples in the video update.
January 22 - update:
-I tweaked some spawn chances of different Imp replacers Something I already did for January 20th update. But after I released it, I did little more testing and wasn't completely happy with it. Small change, but it feels a lot better now.
-Baron replacer: ShadowBeast(at 3:55 in the january 20th video update) I limited that fake death thing(the one that spawns the ghosts) which it does sometimes when taking damage, so it can only happen 2 times max. It rarely happened 3 times anyway. But when it did happen, it felt like it was too much for such a short encounter. I actually really like that attack!
-Added a power-up replacer for MegaSphere that gives you 300 health and 300 armor. Only 2% spawn chance for every MegaSphere(power-up replacers can be turned OFF in the menu).
-Imp replacer: Catharsi(the one that spawns a bomb on death that shoots out fireballs after few beep sounds) I added a faster and slower versions of the bomb. Original bomb still spawns 75% of the time.
-2 Hellknight replacers that wields a shield: Hellwarrior and ImpWarlord I decreased the chance for them to block after taking damage. So I could raise their health a little bit to be better as hellknight replacers(or baron when using monster mixer).
-Couple other little changes/fixes
January 25 - update:
-I fixed a sprite issue with PyroImp. There was a wrong explosion sprite at the very end.. and looked weird.
-I made Hell Knight replacers little bit more rare in comparison to Baron of Hell replacers, when using "monster mixer". Monster mixer doesn't and never did affect the spawn chances of the original monster. But instead if a replacer was chosen, then there would be a 50% chance for it to be a Baron or Hell Knight replacer. And because currently Hell Knight only has 6 replacers and Baron has 12. I lowered the Hell Knight replacers chance to 33%, so you won't see the same 6 all the time.
January 26 - update:
-I did minor changes to spawn chances of different Cyberdemon replacers.
-Couple nerfs/fixes.
This monster randomizer currently has over 250 new monsters.
Every monster has a specific set of monsters that can replace them. And monsters that belong to same group mostly shouldn't infight each other. Unless the original monster already does that, like Lost Souls and Zombies for example. By default settings this is still a very "subtle" randomizer. The original monsters appear more often. To keep better balance. And also to keep surprising players with custom monsters they haven't seen yet, even after days of playing. But there is "Replacer Settings" menu where you can customize the spawn chances to your liking. How often each original monster is replaced by custom one etc.
Some decoration objects also will rarely be replaced by stationary monsters and mimics. And some Power-Ups will rarely be replaced by custom ones. These can be turned off in the "Replacer Settings" menu.
The goal of this mod was to make a monster randomizer that only adds monsters(I did later add the few optional custom power ups). The kind of randomizer I would like to play. The "Vanilla Doom Plus" was supposed to be a temporary name. As it can be a little misleading. I wanted more monsters + vanilla gameplay. That's why I called it that. But it's not like other people need to play that way. You can play any way you like. However I've tried to balance everything to vanilla gameplay(by default settings). Now I mainly call this VDP-MonsterRandomizer. Which also might change at some point.
Originally I had no plans to make a mod myself. I was just trying to look for a mod like this, and I couldn't find one. So I started editing "DoomKrakken's Monster Randomizer". And I really liked what it started to shape into. Then I decided to start from scratch. So that I can also share this with everyone, in case anyone else was interested in this kind of randomizer.
A lot of changes have been made to most of the custom monsters to make them fit better. I want monsters to be about as dangerous as the original monster they're replacing. Some deal more damage, but have less health etc. Some noticeably stronger/weaker ones are usually more rare.
If you're playing Doom 1 and want even more monster variety. There's a menu called "Monster Mixer" in the "Replacer Settings" menu. You can mix some Doom II monster replacers with slight alterations into Doom 1 for specific monsters. It will make things harder as well.
This mod works on GZDOOM: with DOOM, ULTIMATE DOOM, DOOM 2 and FINAL DOOM. And should at least work with any mod that only adds maps.
VIDEOS(using much earlier versions of this mod):
Spoiler:
UPDATE January 20th 2020: 25 added monsters + new features
Full Ultimate Doom Playthrough on Ultra-Violence (SIGIL included.) I did use a Super Shotgun(using another mod) simply to make it more fun. There's a lot of monsters you won't see in Ultimate Doom, because all the added monsters will replace a specific monster. So no Doom II monsters means a lot less new monsters... Nevertheless, I enjoyed doing this one a lot! And I also updated this mod between each episode. https://www.youtube.com/playlist?list=PLsWfNu4HzHMsLIJvSqZt_4HVrAF9ssxSq
Final Doom: The Plutonia Experiment MAP29 Odyssey of Noises
Doom II: MAP10 Refueling Base Different playthrough from the full Doom II videos. A lot of different monsters appeared.
(there's been multiple updates since I recorded these videos)
SCREENSHOTS:
Spoiler:
I've had a lot of fun making this. Thanks to every cool monster made by various different people! I hope you'll also have fun playing with this!
THE REAL CREDIT GOES TO: -ID Software -Raven Software -Everyone who have worked on any of these monsters(monster info and credits are in the .pk3 file itself) -Realm667 -DoomKrakken and DoomKrakken's Monster Randomizer(I used it a lot to see how these things are done in the beginning) -And huge thanks to Doomworld users: Tango, Bryan T and whatup876! For helping me to fix couple issues with the mod. And great suggestions.
Last edited by Plynthus on Wed Sep 02, 2020 9:48 am, edited 68 times in total.
I haven't tested any weapon / item / player mods myself. So I can't promise they work 100% with this. Somebody told me that berserk appeared as normal berserk, even though it was supposed to be something different in the mod he was using this with.
The main version is the only one I've done a lot of balancing for. But for some the custom monsters might not appear often enough. So that's why I made those. In future I hope to have menu options for that stuff. So everything will be in a single mod.
Wow, this is actually really well done! I'm really into the "subtle" aspect of spawning the special monsters less, too. I feel like constantly spawning all the crazy monster randomizer not only fucks with the balance too much but also makes you get tired of the special monsters faster. Sprinkling the special ones among mostly vanilla spawns keeps them fresher, longer.
Thank you! That's exactly what I was trying to accomplish with this mod. Some of the more rare monsters do have little bit higher chance to be replaced by custom monsters. For example Pain Elemental has 50/50 chance.
UPDATED JULY 5TH: REPLACER SETTINGS now has A LOT of different spawn chance options!
A missing options is included as an extra .pk3 file. This one comes with a problem:
Spoiler:
(BY ONLY USING VDP-MONSTERRANDOMIZER.PK3 THIS PROBLEM SHOULDN'T HAPPEN AT ALL)
The "VDP-MissingOptions.pk3" adds options for these monsters into the "REPLACER SETTINGS" -menu:
-Baron Of Hell -Mancubus -Arachnotron -Cyberdemon -Spider Mastermind (all the other monsters already have options available without having to load vdp-missingoptions.pk3)
BUT THERE'S A BIG PROBLEM with having these options for those monsters.
In the original games, these maps will be broken:
in ULTIMATE DOOM:
-E1M8 - "BaronSpecial" won't be triggered. Nothing happens after killing the Barons/Replacers.
-E2M8 - "CyberdemonSpecial" won't be triggered. Nothing happens after killing the Cyberdemon/Replacer.
-E3M8 - "SpiderMastermindSpecial" won't be triggered. Nothing happens after killing the SpiderMastermind/Replacer.
-E4M8 - Nothing happens after killing the SpiderMastermind/Replacer.
in DOOM II/FINAL DOOM:
-MAP07 - "Map07Special" won't be triggered. Nothing happens after killing the Mancubus/Arachnotrons/Replacers.
(no matter which settings are on)
I included this "patch", because it only affects 5 maps. And it's a lot of missing options.
Based on my testings, so far. You can use the same save file, whether you play with or without the patch.
So if you know what you're playing.. You can play with the patch, and save before entering one of those maps. Load your save file without the patch. Save again after finishing the map.
Or just use IDCLIP or something, because it's still a lot of trouble for one map here and there.
HOPEFULLY this is only a temporary solution. And I will be able to fix the problem in the future.
Thank you Turin Turambar, I hope you'll enjoy this! And thank you TimeGearCD, I am very glad you had fun! I've had a lot of fun making this so far.
Also another update! JULY 7TH! -Basically the same things, but done better. And I added an option to turn ON/OFF Demon/Spectre/Lost Soul replacers with long range attacks. (check the original post)
Unfortunately, I simply can't get this to work at all. It shows 'Unknown' in all of the replacers when you look at its options menu, and nothing gets replaced in game.
I was using the MissingOptions version, as neither the purely Doom 1 or Doom 2 wad seemed really ideal for me (I use a WadSmoosh including them Ultimate + 2 + Final + Sigil + Masterlevels etc.) along with my usual autoload.
I don't have any problems with other monster replacers (Shades of Doom, Colourful Hell etc.)
https://www.mediafire.com/file/khkaptqr ... P.pk3/file Here's the last version before the config menu was added. As I don't wish to customize the spawns I've stuck with this version. Try this and see if it works for ya, it works fine for me.
When you load any of these three pk3 files: Doom1, Doom2 or MissinOptions. They should autoload VDP-Stuff.pk3, if the files are all in the same location.
I think in your case it's not doing that for some reason. If you also load VDP-Stuff.pk3 manually, I believe it should work.
Sorry for this. Having all these separate files is hopefully only a temporary solution.
Plynthus wrote:If you also load VDP-Stuff.pk3 manually, I believe it should work.
Actually, when I load VDP-Stuff manually along the main file, I get an error telling me that something is doubled (can't remember the details right now) and refusing to load the game. So I have to load only one of the main files, and the rest is loaded from VDP-Stuff.pk3 as it should. I'm mentioning this in hope it could somehow be helpful in your future works.
You're loading it correctly by only loading Doom1, Doom2 or MissingOptions. But I think in eharper256's case the VDP-Stuff.pk3 isn't loading at all for some reason. So I thought I'd suggest to try that.
But yeah, loading any of these files: Doom1, Doom2 or MissingOptions, should autoload VDP-Stuff.pk3
Also Rowsol: Default settings are basically how it was before I added the settings menu. I haven't added anything bigger since. But I will be adding more monsters soon. I would recommend later versions, because I also fix things occasionally.
Maybe the version I posted below would be good option for you:
Last edited by Plynthus on Mon Jul 22, 2019 11:56 am, edited 2 times in total.
It's a single file. And has all the settings for all monsters.
The official games should work correctly. I used ACS scripting to work around the problems with the map specials not triggering in levels like E1M8, E2M8 etc. And just in case there's a backup options menu called "Map Specials":
Spoiler:
The reason I haven't updated the main download yet is that I believe this can cause problems to wads that include scripting. Very situational problems, but still... I just don't think this is THE solution yet. But I think it's the best one by far.
I did also test with WadSmoosh. And E1M8, E2M8 and E3M8 map specials didn't trigger(the "map specials" menu triggers will work though), everything else worked. They work as they should with regular DOOM.WAD, haven't failed once so far.
So as long as you're not playing something that includes much scripting. This version is easily the best to use. And if I don't find a better solution soon. The next main download will probably have it like this. Along with some more added monsters.
Last edited by Plynthus on Mon Aug 12, 2019 7:24 am, edited 1 time in total.