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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)
- Demons are born from massive pits of superheated mud, infused with hell's energy and given form. They come in many shapes and sizes, and grow larger and stronger as they fight and subjugate mortals. Eventually, they develop personalities and wear outfits that reflect their new powers. This is also thought to be part of hell's plan to infiltrate human society, although it seems to have had little success.
- Humans: Humans are little more than fuel or cannon fodder for hell's conquest. Their powerful emotions feed hell's energies, and they are captured and drained of energy by demons. Some are ensorcelled and forced to fight their fellow humans, their eyes clouded by illusions that make demons look like friends, and humans look demonic. Others are seduced or willingly surrender, forming cults in the hopes of gaining favor and supernatural power.
- Flying Imps: The smallest, weakest, and cutest of all demons, these little tricksters act as messengers or servants to powerful lords. They rely on numbers and their small sizes when attacking a target. They often steal shiny treasure or tasty treats and offer it to their lord.
- Imps: Imps are the backbone of any invasion force. These innumerable foot soldiers are known for their ferocity and great variety in appearance and powers. They rarely gain any real status, and are easily cowed by bigger demons. Their loyalty to their own kind is stronger than any other kind of demon.
- Pinkies: Musclebound meatheads, these goatlike demons are always looking for a fight. They focus all their energy on training and getting stronger and faster. Pinkies love sparring and challenge everyone to fights constantly.
- Stalkers: Spindly, pointy and incredibly swift, stalkers lurk in dark, cramped areas to ambush trespassers. They are highly embarrassed by their odd appearances, and so are very shy.
- Enforcers: These mid ranking demons wield powerful guns and keep human or imp minions in line with fear. They lay down suppressive fire from afar and can rapidly grow into huge monsters.
- Ophidian: Hell's finest guardians, these serpentine demons are known for their discipline and fighting prowess. They wield magical spears that fire energy blasts, and can crush a human with their iron coils.
- Void Imp: These large, purple imps are infused with the unholy energies of the void at creation, causing them to grow larger than normal and develop sinister powers. Despite their powers, they prefer to seduce humans, build power quietly and manipulate events from afar.
- Mechs: Using the same cybernetic technology used to enhance demon lords, these mobile armor units use human firepower to lay down a devastating fusillade of missiles. They are piloted by brainwashed and utterly loyal humans.
- Lightbringers: Powerful cult leaders, they are command hordes of loyal human and demon followers, and can shoot an incredibly powerful beam of light.
- Baronesses: Towering over most other demons, these massive demons have unparalleled might and rule small sections of hell through force. They command the legions of hell during invasions, and some even become demon lords. Some develop a taste for forbidden knowledge, and seek out rare texts or artifacts to give themselves even greater strength.
- Demon Lords: The greatest of demons, these gigantic monstrosities can destroy a whole army singlehandedly, and wield incredible power. They rule the realms of hell by being unapproachable, and are known to form shaky alliances with other lords during conquest of new planets.
- Titania: Legends speak of a colossal demon that could destroy whole planets with ease. As tall as a mountain and wielding the power of a small sun, it could obliterate a city with a wave of its hand.
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.
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.
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!
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.
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.
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 ^_^
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.
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.
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.
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.
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.