Nightmare with No Respawning Monsters

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
shoober
Posts: 61
Joined: Sat Dec 01, 2012 12:08 am

Nightmare with No Respawning Monsters

Post by shoober »

I have been playing threw Doom right now on Ultra-Violence with Fast Monsters. I tried to play it on nightmare but couldn't get past the second level lol. So I figured I would go do it on Ultra-Violence with the Fast Monsters from Nightmare mode. What I'm wondering is, if I have my game difficulty set to Ultra-Violence with Fast Monsters, do I essentially have it set up as Nightmare mode without the monster respawning? That's what I'm going for. I tried Nightmare mode with sv_monsterrepsawn set to false, and sv_norespawn set to true but the enemies were still respawning. So, I'm trying to set up my difficulty to be Nightmare mode without the respawning. Does Ultra-Violence with Fast Monsters achieve this?
Last edited by shoober on Wed Dec 19, 2012 11:24 am, edited 3 times in total.
User avatar
ChronoSeth
Posts: 1631
Joined: Mon Jul 05, 2010 2:04 pm
Location: British Columbia

Re: Ultra-Violence +Fast Monsters

Post by ChronoSeth »

Nightmare skill is simply Ultra-Violence with respawning and fast monsters (in the case of vanilla, anyway), so yes, simply enabling fast monsters on UV will emulate NM without respawning.

Nightmare skill also doubles the amount of ammo you get from pickups like ITYTD, but that's hardly necessary if there's no respawning.
User avatar
shoober
Posts: 61
Joined: Sat Dec 01, 2012 12:08 am

Re: Ultra-Violence +Fast Monsters

Post by shoober »

Okay cool, thanks for telling me ChronoSeth. I played threw Doom at Ultra-Violence difficulty already, but with the addition of Fast Monsters, it makes it a whole new experience. Its a lot harder. It makes it way more fun.
User avatar
SFJake
Posts: 531
Joined: Sat Nov 03, 2007 11:28 am

Re: Ultra-Violence +Fast Monsters

Post by SFJake »

Yes, UV+Fast monsters is a much better way to play than Nightmare (nightmare is a gimmick really.)

I always enjoyed the added challenge that doesn't feel cheap like Nightmare does. Pretty sure Doom players have been doing it since the dawn of time, as well. Everything is scary with fast monsters. I mean, who gets hit by Imps without Fast Monsters? :D
User avatar
The Ultimate DooMer
Posts: 2109
Joined: Tue Jul 15, 2003 5:29 pm
Location: Industrial Zone

Re: Ultra-Violence +Fast Monsters

Post by The Ultimate DooMer »

It speeds up the gameplay a lot and also makes certain enemies a LOT more dangerous...to the point of moving them a long way up the order of difficulty. (especially if you play without compatflags as I do)
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: Ultra-Violence +Fast Monsters

Post by Xaser »

In a recent mod of mine, I added UV+Fast to the standard skill selection menu and named it "Man and a Half!" Think I might keep doing that from here on. ;)
User avatar
shoober
Posts: 61
Joined: Sat Dec 01, 2012 12:08 am

Re: Ultra-Violence +Fast Monsters

Post by shoober »

The Ultimate DooMer wrote:It speeds up the gameplay a lot and also makes certain enemies a LOT more dangerous...to the point of moving them a long way up the order of difficulty. (especially if you play without compatflags as I do)
When you say without compatflags, do you mean using the "Doom (strict)" setting under compatibility options? This is what I chose so I could have an authentic Doom experience. The only thing that would be different from me playing it on Dosbox is that I enabled mouselook. I just can't stand auto aim. I also must add that playing Doom in software mode instead of OpenGL is a totally new experience. It makes it way more harder and scarier. Spectre Demons are so much harder to see in software mode.
Xaser wrote:In a recent mod of mine, I added UV+Fast to the standard skill selection menu and named it "Man and a Half!" Think I might keep doing that from here on. ;)
I've made it to the Inferno episode. The hardest level I have come across so far is Halls of the Damned (E2M6) from The Shores of Hell. That level was a pain in the butt. I sure felt like a man and a half after beating that map lol.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Contact:

Re: Ultra-Violence +Fast Monsters

Post by TerminusEst13 »

I replaced Nightmare with a different difficulty in Samsara.
Nobody has complained about it.

That really says it all, I think. Nightmare was a gimmick mode, a cheap way to be harder just for the sake of being harder.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: Ultra-Violence +Fast Monsters

Post by NeuralStunner »

TerminusEst13 wrote:That really says it all, I think. Nightmare was a gimmick mode, a cheap way to be harder just for the sake of being harder.
It was apparently added as a joke. Naturally, it's still relatively easy to certain (insane) players.
Blue Shadow
Posts: 5046
Joined: Sun Nov 14, 2010 12:59 am

Re: Ultra-Violence +Fast Monsters

Post by Blue Shadow »

Meh, Nightmare is just for "bragging rights".
User avatar
The Ultimate DooMer
Posts: 2109
Joined: Tue Jul 15, 2003 5:29 pm
Location: Industrial Zone

Re: Ultra-Violence +Fast Monsters

Post by The Ultimate DooMer »

shoober wrote:When you say without compatflags, do you mean using the "Doom (strict)" setting under compatibility options? This is what I chose so I could have an authentic Doom experience.
I play with all the compatflags turned off. The one I was mainly referring to is "limit pain elementals to 20 lost souls", which does make them even more dangerous if it's turned off.
shoober wrote:The only thing that would be different from me playing it on Dosbox is that I enabled mouselook. I just can't stand auto aim.
If you played the original exe in Dosbox you'd also have 320x200 only, map size/detail limits and a nasty savegame bug with -fast that means you'd lose your save if you shut down the game.
User avatar
shoober
Posts: 61
Joined: Sat Dec 01, 2012 12:08 am

Re: Ultra-Violence +Fast Monsters

Post by shoober »

Gameplay wise, its no different then Dosbox since I use the Doom (strict) and enabled a couple other settings after looking threw the Compatibility options wiki. Visually, I enhanced it, by upscaling the resolution to 2048x1536. But I think you can upscale resolutions in Dosbox too, as well as apply texture filters like hq2x and super eagle.

When you say map size limits, does this effect vanilla Doom's maps or just custom wads? And detail limits, does vanilla Doom restrict the maximum image quality? I always put the image quality bar all the way to the right. Does that not produce maximum image quality?

I didn't know about that savegame bug. That's horrible.
User avatar
Nightfall
Posts: 555
Joined: Thu Aug 06, 2009 4:00 am
Location: Finland

Re: Ultra-Violence +Fast Monsters

Post by Nightfall »

shoober wrote:When you say map size limits, does this effect vanilla Doom's maps or just custom wads? And detail limits, does vanilla Doom restrict the maximum image quality? I always put the image quality bar all the way to the right. Does that not produce maximum image quality?
I don't think the dimension limit is very different since it's mainly a limit with the map format. UDMF might have upped it.

As for the detail limit, vanilla Doom is notorious for bombing out if there are more than 128 visplanes in view.
User avatar
shoober
Posts: 61
Joined: Sat Dec 01, 2012 12:08 am

Re: Ultra-Violence +Fast Monsters

Post by shoober »

How often do stock Doom maps go over the 128 visplanes limit?
TimeOfDeath
Posts: 57
Joined: Sun Apr 09, 2006 12:54 pm
Contact:

Re: Ultra-Violence +Fast Monsters

Post by TimeOfDeath »

One difference between -fast and Nightmare is that the monsters will take a very quick step before attacking on -fast, but in Nightmare they will attack immediately. But the difference is tiny.
Post Reply

Return to “General”