Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell (Updated to version 018)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for 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.
User avatar
Tesculpture
Posts: 199
Joined: Sun Feb 07, 2016 3:22 am

Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell (Updated to version 018)

Post by Tesculpture »

Disclaimer: I am posting this with express permission from APsychicMonkey, the original creator of this mod.

Stylish Hell Restyled

This is a revamped version of (oddly enough) Stylish Hell, APsychicMonkey's Monster Replacer/Randomizer Mod.

I always liked the original Stylish Hell with its quirky art style and impressive randomization variety, but found my enjoyment limited by its various bugs/issues. With updates to the original having stopped back in 2019, I elected to try modifying it myself. Now, with APsychicMonkey's blessing, I am putting my version up here, for the benefit of anyone else who enjoyed the original but wished for some fixes.

So what is actually different?
While most of the changes are to the under-the-hood coding, the most obvious are probably the new and improved sound effects. Stuff with erroneous sound effects (e.g. guns making fireball noises) has been fixed, and new sounds have been added to brighten up actions that were previously silent/add more variety.

Other changes include:
-Hexen compatibility has been removed, BUT as of version 003, Heretic/Chex Quest 1 compatibility has been readded (WARNING: Chex compatibility is not extensively tested). The Slimes/Raven themed enemies also show up in Doom as random spawns.

-Stylish Hell's unique final boss level, Blasted Plateau, is now selected via the Episode Selection screen, instead of automatically replacing map30 (prevents Blasted Plateau from interfering with a map pack's map30. This is particularly important with The Alfonzone, where map30 is not the final level).

-Some adjustments to the gameplay balance/enemy behaviour (things are a little easier than the original, but you may still need a overpowered weapon mod or a lower difficulty).

-The option for having bodies teleport away has been removed for simplicity's sake. Other measures have been taken to reduce clutter.

-Mod compatibility has been expanded. Different pain/death states for (almost) all monsters are triggered by a variety of damage types found in several gameplay mods, such as La Tailor Girl, Final Doomer, DRLA, and others. Monsters themselves also use attacks that inflict "Fire" and "Plasma" damage, so mods such as La Tailor Girl and DRLA that feature player defenses/vulnerabilities will benefit.

-Compatibility with LegenDoom's weapons-that-do-bonus-damage-to-a-specific-type-of-monster.

-Compatibility with Corruption Cards; communal cards affecting all variants of an enemy, or even enemies dressed similarly, should show up.

-Most monsters now "bleed" in the form of cartoon stars (on one hand, the mod is supposed to be bloodless; on the other, giving everything +NOBLOOD can cause gameplay mechanics in some mods to not work).
Spoiler: Stylish Hell Lore (copied from the original mod's page)
Spoiler: Screenshots
>>>Download here (Version 018)<<<
I have done my best to playtest this, but bugs/balance issues may remain. Please let me know.

APsychicMonkey's Youtube Channel
All the spritework and voice acting in this mod are his creation. If you like them, please head to his channel and say something nice!
Last edited by Tesculpture on Sat Sep 28, 2024 11:32 pm, edited 27 times in total.
User avatar
Someonewhoplaysdoom
Posts: 109
Joined: Fri Feb 14, 2020 11:07 am
Location: Colombia

Re: Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell

Post by Someonewhoplaysdoom »

Im really glad that PsychicMonkey' allowed someone else to continue the work of his mod. Outside of having both good aesthetic and sinergies with la Tailor Girl, was a quite good enemy mod with interesting mechanics that also was an cartoony alternative to clasical gore of some enemy packs.
User avatar
Void Warrior
Posts: 145
Joined: Thu Feb 04, 2021 11:54 am
Location: Russian Federation

Re: Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell

Post by Void Warrior »

Has someone decided to continue working on "Stylish Hell"? Tesculpture, I'm glad you decided to take up this Monster Randomizer. This is one of the Monster bestiaries that I really liked.

It's a pity that there is no compatibility with "Heretic" and "Chex Quest" yet, but I hope that you will adapt the Mod to these IWAD's as well. But this is compensated by better compatibility with Mods, for which Many Thanks!

I'll appreciate it! :D
User avatar
Shatter-Thought[V-4]
Posts: 144
Joined: Tue Apr 06, 2021 8:21 pm
Graphics Processor: Not Listed

Re: Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell

Post by Shatter-Thought[V-4] »

Very fun monster pack so far, good challenge for La Tailor girl or similarly strong player side mods.

I think the thin melee monsters are a bit too fast, those things just zoom around a little too quickly and get in the way when trying to maneuver around. I would like to suggest pulling their speed back by just a hair or two, nothing drastic, but enough so a flood of those critters doesn't get in your way and make escape impossible.
User avatar
Tesculpture
Posts: 199
Joined: Sun Feb 07, 2016 3:22 am

Re: Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell (Updated 11/12/2023)

Post by Tesculpture »

A small update with a few bug fixes and balance changes. Heretic/Chex compatibility is still pending.
Last edited by Tesculpture on Thu Jan 25, 2024 6:55 am, edited 1 time in total.
Hellscribbler
Posts: 12
Joined: Sun Dec 17, 2023 9:39 pm
Preferred Pronouns: It/Its
Operating System Version (Optional): Windows 7(Integrated Chipset)
Graphics Processor: Not Listed

Re: Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell

Post by Hellscribbler »

Glad to see someone taking up the torch on this. Also nice to see the Raven enemies in doom, since I personally never ran the original with those games, since I don't like the maps in them. Fun to fight things I hadn't seen before.
User avatar
BradmanX
Posts: 144
Joined: Fri Nov 23, 2012 2:45 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Endeavor OS dual-booted with Win10
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell

Post by BradmanX »

Hellscribbler wrote: Wed Dec 20, 2023 6:03 pm Glad to see someone taking up the torch on this. Also nice to see the Raven enemies in doom, since I personally never ran the original with those games, since I don't like the maps in them. Fun to fight things I hadn't seen before.
Iirc all the enemies had a chance of showing up in Doom before, while the other games had more limited bestiaries.

I'm also glad to see this mod getting new updates, I can't wait to see what the future brings ^_^
User avatar
Tesculpture
Posts: 199
Joined: Sun Feb 07, 2016 3:22 am

Re: Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell - RESTORED HERETIC/CHEX SUPPORT

Post by Tesculpture »


As of version 003, Heretic/Chex Quest 1 compatibility has been readded! (WARNING: Chex compatibility is not extensively tested) Corruption Cards should work in Heretic with this too. I've done my best to strike good balance, but expect a tougher fight than you're used to in Heretic.

Other bug fixes have been made too.

Assuming no major problems or bugs turn up, this will be the final version of this mod. Fingers crossed nothing explodes.

EDIT: Version 006 is up, with rebalanced (mostly nerfed) Heretic enemies and some additional bugfixes.
Last edited by Tesculpture on Tue Apr 23, 2024 8:29 pm, edited 3 times in total.
User avatar
Tesculpture
Posts: 199
Joined: Sun Feb 07, 2016 3:22 am

Re: Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell (Updated to version 007)

Post by Tesculpture »

A new update is up, mostly just changing the Heretic side of things. My previous difficulty balance attempts were overly hard; I think I have it right now. I've also toned down the overly speedy stalkers.
User avatar
Tesculpture
Posts: 199
Joined: Sun Feb 07, 2016 3:22 am

Re: Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell (Updated to version 008)

Post by Tesculpture »

A new update is here! This one is quite significant:

-Finally figured out how to get the true final boss level to only show up in Doom 2's episode selection and not Heretic.

-Massive improvements to the under-the-hood coding have been made again (hurrah to inheritance and anonymous functions!); while not obvious in practice, this did fix a few bugs regarding some death states.

-Compatibility with the FASTMONSTERS flag has been implemented; enabling fast monsters will result in deadlier projectiles and melee enemies.

-Changed the voices of some monsters to ones more appropriate.

-The cartoon stars that replace blood splatter actually behave like typical cartoon stars.

-Changes have been made to the system of decorative objects; all of Doom's preexisting "gory" decorations have been replaced. At the same time, which "stylish" decorations appear where has been adjusted, so there should be no more tall, sight-blocking objects where there should only be something low to the ground, for example.

-The selection of damage types the monsters interact with has been adjusted; some have been added, others have been removed due to obscurity.

-Drops from monsters have been adjusted; I tried implementing specific types of loot from particular groups of monsters (eg armour bonuses from armored enemies), but this was a pain to balance, so monsters now just drop loot appropriate for their individual threat level.

-Some monster attack patterns/abilities have been changed for greater variety; the previous patterns (with almost everyone throwing projectiles in three shot salvos) struck me as kind of uninteresting, so see what you think of them now.
User avatar
Tesculpture
Posts: 199
Joined: Sun Feb 07, 2016 3:22 am

Re: Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell (Updated to version 010)

Post by Tesculpture »

Another update is here, with more coding improvements, alterations to attacks, and some fixes to some bugs that escaped my notice. Also implemented now are XDeath states; even if attacks don't have a damagetype that triggers the special deaths, a sufficiently hard wallop should knock enemies flying! Several damage types unique to Combined Arms will also do this.

I also had another go at balancing loot drops, and implementing unique loot drops for specific outfit types. Loot drops as a whole are significantly less generous, but should still compensate for the harder difficulty of some foes. As for the outfit specific drops, they mostly consist of extra basic supplies (scientists drop stempacks/medikits, operatives drop extra rocket ammo, etc) or enemies with guns dropping that specific weapon (by which of course I mean its closest correlation in the Doom arsenal).
Last edited by Tesculpture on Fri May 31, 2024 10:59 am, edited 3 times in total.
Exibius
Posts: 61
Joined: Wed Jul 08, 2020 10:22 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: United States

Re: Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell (Updated to version 010)

Post by Exibius »

Both the heretic imp from corruption cards and the hidden imp from stylish hell are using sprite name HIMP, causing a conflict. I just changed the last letter one down alphabetically in the meantime locally and reflected that in the sprite states, and haven't encountered any other issues so far. Just figured I let Tesculpture know.

EDIT: Both the halo sprite from champions and the halo sprite used for stylish hell as a decoration and that flies off the cupid flying imp's head also have sprite name HALO, causing a conflict.
User avatar
Tesculpture
Posts: 199
Joined: Sun Feb 07, 2016 3:22 am

Re: Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell (Updated to version 011)

Post by Tesculpture »

Small update to address the above conflicts, as well as fixing some missing bright frames.
Last edited by Tesculpture on Wed Jun 05, 2024 7:33 am, edited 1 time in total.
Exibius
Posts: 61
Joined: Wed Jul 08, 2020 10:22 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: United States

Re: Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell (Updated to version 011)

Post by Exibius »

Thanks a bunch.
User avatar
Tesculpture
Posts: 199
Joined: Sun Feb 07, 2016 3:22 am

Re: Stylish Hell Restyled - A revamp of APsychicMonkey's Stylish Hell (Updated to version 012)

Post by Tesculpture »

More fixes, more tweaks. To be specific, Doomguy Imps and Science Imps are a little more dangerous now.
Post Reply

Return to “Gameplay Mods”