So, any monster replacing wads out there?

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ThatOneZDoomer
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So, any monster replacing wads out there?

Post by ThatOneZDoomer »

Sure there are several wads to replace the weapons, but they usually only include new monsters to replace the weaker monsters or make small changes to the standard monsters like dropping new items. It's nice to have new ways to kill stuff, but often I feel like it's new ways to kill the same old monsters. Are there any wads out there (aside from massive collections like AEoD) to replace the standard set of monsters with new ones or would I have to resort to a DIY option with monsters from the Realm667 site? I'm not talking about changes to the original monsters like gore effects.
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Re: So, any monster replacing wads out there?

Post by CaptainToenail »

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Re: So, any monster replacing wads out there?

Post by Ryan Cordell »

Most of Weasel's mods tend to include new enemies, as does the Zero Tolerance wad (I think?).

EDIT: lol, most of weasel's.. XD;
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Re: So, any monster replacing wads out there?

Post by wildweasel »

I'm not sure my mods would count, though, considering he's looking for mods that replace more than just the weaker enemies. Even WWHC-Diaz only includes full replacements for the zombie-type enemies and the Revenant. Though ww-xm has a good chunk of the enemies replaced - think only a small handful of the originals remain.
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Re: So, any monster replacing wads out there?

Post by DavidB1000 »

Heirarchy of Chaos looks okay, but apparently, Maelstrom thought it's okay to punish people who play on God Mode with epic damage monsters...unless I'm mistaken...

He mentions punishing the cheaters. He should know, there's a difference between singleplayer and multi-player cheating. :(
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Re: So, any monster replacing wads out there?

Post by ThatOneZDoomer »

Finally found a working link for HoC, at least the 1.7 (or 1.6) version that's supposed to be really buggy and outdated while a new one is being worked on. I'll have to check this out to see how it all works out.

Edit: Turns out it only works for Skulltag. Better then nothing I guess, but surely someone made monster replacement wads for (G)ZDoom as well.
DavidB1000 wrote:Heirarchy of Chaos looks okay, but apparently, Maelstrom thought it's okay to punish people who play on God Mode with epic damage monsters...unless I'm mistaken...

He mentions punishing the cheaters. He should know, there's a difference between singleplayer and multi-player cheating. :(
Don't even start that here. I saw at least one thread derailed because of this and I don't want that happening to this topic. So please, take this elsewhere.
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Re: So, any monster replacing wads out there?

Post by Nems »

While not exactly a WAD, the ScoreDoom source port has an add-on pack that replaces monsters.

http://www.scoredoom.com/
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Re: So, any monster replacing wads out there?

Post by Ghastly »

There's also Hard-Doom, which is mostly meant to be played in Skulltag's Survival mode (it should work in ZDoom, but some monsters drop Skulltag's new weapons, on occasion). It replaces all the monsters with new versions from the Beastiary, meticulously balanced, so it's not impossible, and several things have been entirely recoded. Not amazingly unique, but pulled off very nicely.
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Re: So, any monster replacing wads out there?

Post by Woolie Wool »

If you don't mind fighting human enemies, my Mutiny and Human Enemies for WWHC-Diaz mods replace all of the monsters.

(note, Mutiny requires either a build dating from before 4/23/08 or this build due to a bug introduced by the new resource system)
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Re: So, any monster replacing wads out there?

Post by Maelstrom »

DavidB1000 wrote:Heirarchy of Chaos looks okay, but apparently, Maelstrom thought it's okay to punish people who play on God Mode with epic damage monsters...unless I'm mistaken...

He mentions punishing the cheaters. He should know, there's a difference between singleplayer and multi-player cheating. :(
Um no offense, I just want to know what your talking about. I am totally confused, I don't get it, your thinking of something else I assure you. I don't even know how to make stuff happen when a cheat is entered let alone make it make the monsters suddenly more powerful. Not once in the topic do I mention punishing cheaters or mention cheating whatsoever. Please confirm stuff before you say it otherwise it's quite rude and spread rumours.

Oh yeah Hierarchy of Chaos will support GZDoom/Zdoom aswell in the new version. So don't worry about that.
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Re: So, any monster replacing wads out there?

Post by DavidB1000 »

Really? Okay, my mistake then, Maelstrom. I was certain though, the Heriarchy of Chaos had monsters, a Spider Demon, I believe, that would kill you even on God Mode.

I suppose I had you confused with some other mod. My apologies. I'll have to go download your mod and check it out again.

But yeah, the main thing, I thought that your mod had monsters that did over 1000 damage, which is what God Mode protects from, not that you had monsters that somehow got more powerful when you have God Mode on. :)

Which would be impossible. I hope.
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Re: So, any monster replacing wads out there?

Post by ThatOneZDoomer »

I see that Skulltag appears to get a good share of monster replacement wads while still keeping the weapons intact. Either I'll play more ST or edit the ST based in those wads to work in ZDoom. For some reason, trying to load the Score Doom wads into GZDoom gives a bunch of errors. Are some of the required files built into the pk3 file that loads Score Doom?
Woolie Wool wrote:If you don't mind fighting human enemies, my Mutiny and Human Enemies for WWHC-Diaz mods replace all of the monsters.

(note, Mutiny requires either a build dating from before 4/23/08 or this build due to a bug introduced by the new resource system)
Another weapon replacing wad that has gone under my radar. Always nice to have more. Anyway, the monster replacements do fit the bill, since they replace all the monsters instead of just the weaker ones. However, while this may be intention (at least based on the readme file), the enemies seem a little too powerful with their highly damaging hitscan attacks. You may be intended to take cover, but not too many maps may be designed for that very well, especially with enemies that appear far away or if you get caught in an ambush. For example, on Map07 of Doom 2 while using the human enemies for Diaz, I often get killed before even really having a chance to move from the starting spot after lowering the walls. It feels more like it's impossible then hard in that particular case. As noticed in the readme, the selection of maps that this will work on (basically no big open spaces with next to no cover) isn't very large.

While on the subject, I noticed Mutiny had a Neo Doom add-on and I tried it out, only to notice some bugs like sometimes picking up one weapon gives you another, like picking up the flamethrower seems to give you the Automatic Shotgun or that throwable grenades appear in more then one inventory slot. That actually inspire me to do my own Neo Doom add-on and made me wonder why I didn't think of it sooner.
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Re: So, any monster replacing wads out there?

Post by DavidB1000 »

Um, Score Doom is made for stand alone, not to be added to Gzdoom. It's done a lot of changes, so it won't work without the modified stand alone version of Gzdoom.
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Re: So, any monster replacing wads out there?

Post by ThatOneZDoomer »

I know Score Doom is it's own source port, but it appears the add-on pack, which is modified monsters from Realm667, contains stuff that doesn't work if added to GZDoom. Either the wads will fail to load on start up or if the monsters is just added, won't even replace the original monsters. Then again, I'm not gonna worry myself with getting something to work that's not meant to work outside of Score Doom, but just pointing that out. I'm guessing the changes for Score Doom goes beyond the scoring system.
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Re: So, any monster replacing wads out there?

Post by Woolie Wool »

ThatOneZDoomer wrote:I see that Skulltag appears to get a good share of monster replacement wads while still keeping the weapons intact. Either I'll play more ST or edit the ST based in those wads to work in ZDoom. For some reason, trying to load the Score Doom wads into GZDoom gives a bunch of errors. Are some of the required files built into the pk3 file that loads Score Doom?
Woolie Wool wrote:If you don't mind fighting human enemies, my Mutiny and Human Enemies for WWHC-Diaz mods replace all of the monsters.

(note, Mutiny requires either a build dating from before 4/23/08 or this build due to a bug introduced by the new resource system)
Another weapon replacing wad that has gone under my radar. Always nice to have more. Anyway, the monster replacements do fit the bill, since they replace all the monsters instead of just the weaker ones. However, while this may be intention (at least based on the readme file), the enemies seem a little too powerful with their highly damaging hitscan attacks. You may be intended to take cover, but not too many maps may be designed for that very well, especially with enemies that appear far away or if you get caught in an ambush. For example, on Map07 of Doom 2 while using the human enemies for Diaz, I often get killed before even really having a chance to move from the starting spot after lowering the walls. It feels more like it's impossible then hard in that particular case. As noticed in the readme, the selection of maps that this will work on (basically no big open spaces with next to no cover) isn't very large.

While on the subject, I noticed Mutiny had a Neo Doom add-on and I tried it out, only to notice some bugs like sometimes picking up one weapon gives you another, like picking up the flamethrower seems to give you the Automatic Shotgun or that throwable grenades appear in more then one inventory slot. That actually inspire me to do my own Neo Doom add-on and made me wonder why I didn't think of it sooner.
I tried making Mutiny work with Neodoom, but it was really a failure because the mix of Dehacked and DECORATE creates all sorts of horrible bugs. I removed that addon from the revised version of Mutiny because it's more of an experiment than anything.

And of course, with Mutiny, if you're really struggling, skill 1 cuts damage by a whopping 75%. Unfortunately huge yard maps are in vogue nowadays, so hitscans can be a huge problem.
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