Legacy of Rust monsters(randomizer) - for Doom, Doom II and Final Doom - UPDATED August 29

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Plynthus
Posts: 89
Joined: Thu Jun 27, 2019 8:33 am

Legacy of Rust monsters(randomizer) - for Doom, Doom II and Final Doom - UPDATED August 29

Post by Plynthus »

Legacy of Rust monsters(randomizer)

Download here:
https://www.mediafire.com/file_premium/ ... 9.pk3/file

Updates:
Spoiler:
You need to load this with "id1-res.wad" from the new "Doom + Doom II" release.
Location from Steam version: "...Steam\steamapps\common\Ultimate Doom\rerelease"
Load order doesn't matter.

id1-res.wad is intended for Doom II. So to prevent graphical errors like these in Doom and Final Doom(+probably in tons of custom wads):
Spoiler:
I have two solutions:
Spoiler:
Also just like in Legacy of Rust when played through GZDoom.
If you want an enemy called "Banshee" to actually deal damage.
Currently you need to load a newer devbuild of GZDoom:
https://devbuilds.drdteam.org/gzdoom/


This mod allows you to have the new official monsters from Legacy of Rust expansion in Doom, Doom II and Final Doom.
It's a randomizer so you can play any existing maps with it.
The new monsters will replace Zombieman, ShotgunGuy, ChaingunGuy, Lost Soul, Cacodemon, Baron of Hell, Hellknight, Arachnotron and Cyberdemon.
How often they're replaced depends on spawn chances which you can edit.
With options for: 0%, 1%, 10%, 25%, 50%, 75%, 90% and 100%.

Default spawn chances are:

Ghoul:
50% - Lost Soul
25% - Cacodemon (replaced by 1-9 Ghouls depending on your settings. Default is 4)

Banshee:
25% - Lost Soul

ShockTrooper:
1% - Zombieman
10% - ShotgunGuy
25% - ChaingunGuy

Vassago:
50% - Baron of Hell
25% - Hellknight

Mindweaver:
25% - Arachnotron

Tyrant:
50% - Cyberdemon




All the new monsters are completely unaltered.
They're official monsters so I think it's important for this mod.
But would like to add more options later like:
Tyrant to have same health as Cyberdemon.
And smaller Tyrant to replace Baron and Hellknight(with lower health).


There's also an option for what Pain Elementals spawn.
-ONLY Lost Souls, Ghouls or Banshees. These work properly, the way they actually charge when they're spawned.
-Lost Souls, Ghouls and Banshees (affected by spawn chance settings). With this setting none of these charge when they're spawned. Not even Lost Souls
-A surprise...


And there's a "Monster Spawner" which allows you to spawn any of the Legacy of Rust monsters normal/friendly.
And to check a picture of them if you're not sure which is which.




Random info/issues:
-Vassago's attack causes ingfighting with Barons and Hellknights.
-Tyrants infight with Cyberdemons like they do in the Legacy of Rust expansion.
-If "Cyberdemon Special" has been used and there's more than one Cyberdemon in the map.
Killing all Tyrants will trigger the special, even if there are normal Cyberdemons still alive.


This was only a two day project. Was supposed to be one day, but kept wanting to add more and more little things.
Also figuring out certain issues would have taken forever from me, if I hadn't had help and figured out stuff in the past with my other mod.


Screenshots:
Spoiler:

No videos because I currently have some issues trying to record on PC.
Maybe at some point I'll record a very simple demonstration with a random screen recorder.
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