Dark Doom Creatures

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TheUnbeholden
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Dark Doom Creatures

Post by TheUnbeholden »

Replaces enemies with "dark" versions, creepy monsters from the void dimension rather than hell. Soon there's going to be Gothic Chapter (which replaces environments with darker ones, as well as the weapons), so in anticipation the arbitrary changes to the weapons in DMG Heretic's mod has been removed. The monsters are more dangerous, move faster, faster projectiles, homing projectiles for the Death Imp, Imp's and Caco's attack more often, complete sound revamp, Baron of Hell and Archville are taller and enemy melee attacks do more damage (especially Royals and Death Imps AKA revenants replacements). Chaingun Major fire's faster. NightMareDemons (Spectres), PainElemental and Mancubus (gas variant) are more challenging.

I've now included a separate "Nightmare" addon for more variety of monsters.

Added Ghosts & mini-bosses in the optional addon, zombiePLUS mutator (9 new zombies) and provided ways to disable various optional creatures or to replace zombies with the Swarm.

Added compatibility patch for Zero Tolerance and Neocore for their zombies or marines to show up when you use them with this mod (see load order).

Download: http://www.moddb.com/groups/doomdb/addo ... -doom-v112

My Intentions - To make the game more difficult while retaining the dark theme started by DMG Heretic's mod, the Nightmare addon adds enemy variants, its optional so you don't lose the classic feel. In case you don't like the GasManacubus or the Pain Elemental that vomit's bile, heres a older version (minus the weapon changes by DMG Heretic so its still compatible with weapon mods). Or you can get the original version by DMG Heretic that has the 2 weapon replacements.

Load order:

Load your preferred weapon mods, then the main DMG1.1bx file, the addon third, and mutators and/or compatibility files always last. Make sure to only load one zombie (or swarm) related mutator since they overwrite the same spawns, and one nightmare (or mini-boss) mutator. You can always load NoNewPowerups or NoNewBosses.

The addon is optional but adds many creatures including, 8 more zombies, 2 additions to Imps, one for Baron, Caco and 2 for Mancubus, various Lost Souls and Pain Elementals, Ghosts (that are semi-common for low level monsters like imps/beasts) & mini-bosses (rare spawns for Baron, Spectre, Mancubus, Archvile). All spawns can be tailored to your taste with the mutators.

Previous changes (by [DMG] Heretic):
Dark Doom v1.1 - I have removed PSX SFX & kept every Enemy/ weapon to Doom's original SFX & also re-coloured the Archvile to a Dark Version and The Revenant has been replaced with a stronger/faster Death Imp.
Dark Doom v1 - Enemy replacements, & PSX SFX.

Screens (the first 8 have Weapons of Saturn hud/weapons, but you can use any weapon mod you prefer, the rest show the dark hud)
Spoiler:
Changelog
Spoiler:
Credits summary
Spoiler:
Last edited by TheUnbeholden on Fri Jul 31, 2015 4:37 am, edited 12 times in total.
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Zanieon
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Re: Dark Doom Creatures

Post by Zanieon »

I enjoyed this, the consistency of coloring is pretty good and makes it a good mod to play with heavy-atmospheric maps, would be good it having a separate weapons pack to be played too.

Also...
TheUnbeholden wrote:Revilution for a potential new boss in future versions.
Spoiler:
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TheUnbeholden
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Re: Dark Doom Creatures

Post by TheUnbeholden »

Upcoming version summary

Addon v35:

* Made sure that poison that chokes you to death no longer makes you bleed profusely, like Mancubus gas, Agaures deathbreath, PoisonSoul gasclouds etc.
* Made DarkPainElemental, TorturedElemental, souls and ghosts immune to poison since they either don't breath or in the case of darkPE end up getting killed by the PoisonSoul's they spawn. Bosses are also immune so as not to be exploited.
* Tortured Elemental only breathes gas when you get to close, and it as well as its poison cloud are no longer so slow moving.
* Made D3Wraith alot faster moving so they can outrun other beasts, but made them spawn less often and made NightmareDemon (Spectres) spawn more often.
* In the compatibility patch for Zero Tolerance, made the sniper have a longer delay before firing, gave him sprites that make him look more like a sniper, and gave a warning sound where he cocks the gun. And he reloads after every 5 shots.
* Autoshotgunner and Rocketguy have less health, enough to be killed with one shotgun blast like the Plasmaguy.
* Autoshotgunner is slightly less accurate but still quite formiddable at medium range.
* Karasawaguy has slighly less health, and Rocketguy no longer commits suicide but runs away when you get close.
* DarkDevil is more aggressive when it comes to melee attacks, his missiles aren't as fast as before.
* Added NetherImp as a rare spawn, his main attack is poisonous.
* Shade is more aggressive.
* 3 powerups that can spawn in place of blursphere; ethereal, bloodlust and terror spheres. Terror is the offensive sphere that allows you to kill any non-boss monster with ease, ethereal allows invisibility, damage reduction and can walk on fire/radiation/boiling blood, and bloodlust allows for leeching life, damage bonus, faster speed and demonic sight for seeing in the dark. Bloodlust also spawns in place LAVgoggles. Added a mutator changes powerup spawns back to normal.

b28:
* Gave imps a very short lunge and made them less noisy.
* Zombies no longer making the choking death sound when dying, instead they only do it when they die by poison and choke a bit also before hand.
* Demons and Spectres are more relentless in their pursuit of the player, a faster bite, the spectre are better at taking you by surprise.
* Imps can climb up stairs.
* DarkPainElemental no longer infights with souls, since he has a melee attack, and he can now spit out black bile from afar rather than just upclose.
* Nightvision has a new sound.
* ToxicBarrel explosions are large enough to kill small groups.
Last edited by TheUnbeholden on Thu Jul 09, 2015 12:20 pm, edited 2 times in total.
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Gifty
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Re: Dark Doom Creatures

Post by Gifty »

Dude, I love it! This will give me another excuse to replay Ultimate Doom.
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TheUnbeholden
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Re: Dark Doom Creatures

Post by TheUnbeholden »

Download going up now.

More changelog for something people might want to be surprised by:
Spoiler:
Last edited by TheUnbeholden on Thu Jul 09, 2015 1:20 pm, edited 1 time in total.
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Zanieon
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Re: Dark Doom Creatures

Post by Zanieon »

Fast enough

and...
TheUnbeholden wrote:Added a New Boss: Tamer of the Dark
Spoiler:
Valken
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Re: Dark Doom Creatures

Post by Valken »

Very cool. Is this mod compatible with Project MSX, Brutal Doom, Project Brutality or other such mods?
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Zanieon
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Re: Dark Doom Creatures

Post by Zanieon »

AFAIK it's a legit monsters-only mod, so it probably will work with weapons-only mods, dunno if works properly on mod with own custom monsters too, those you mentioned might not work as intended
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TheUnbeholden
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Re: Dark Doom Creatures

Post by TheUnbeholden »

Valken wrote:Very cool. Is this mod compatible with Project MSX, Brutal Doom, Project Brutality or other such mods?
I'd have to make compatibility patches to get other custom monsters to show up as well, so far I've only done that for the two mentioned in the top post (for their zombies or marines). I can make one for Project MSX, thats actually a good request since I quite like that mods weapons! It will be for their marines so that they show up, with dark creatures for the rest of the spawns.
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TheUnbeholden
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Re: Dark Doom Creatures

Post by TheUnbeholden »

Upcoming version:

b29
* Attacks that are purely poisonous now ignore the players armor.
* DarkPainElemental black bile weakener powerup dies off on its own, and it is now acidic damagetype, so it does not bypass armor. But it still deals some poison damage from the vapors.
* Baron and Archon both have faster moving projectiles on Nightmare difficulty (FastMonsters flag), the Baron green plasmaballs aren't as big as before, instead Hellsfury is the only one with the larger projectiles.
* Imp melees now scratch sound only when they hit.
* Capped Arachnopytes red plasma damage.

Addon 35a
* Zombie chokin sound no longer repeats constantly when they are in poison clouds.
* Netherimp has its own charge up and fire sounds for its lightning special and has green blood, his main missile is less random in how much damage it does.
* Archon of Hell 6 projectile special attack is alot easier to dodge since its spread out more but has a longer build up and tougher to dodge up close, slightly longer build up for Archon comet.
* HellsFury has his own sounds.
* Various attacks that should have been doing fire damage do now. Barons, HellsFury, ArchonofHell & Archviles and some souls are resistent to fire, BurningSoul are immune.
* Nightshade is no longer a useless ghost, its missiles curses the player with slow movement for a few seconds, and its harder to dodge on Nightmare difficulty.
* Shadow has a faster projectile since hes about assassination.
* DarkDevil is now doing as high melee damage as he was doing before the last update.
* added compatibility patch for ProjectMSX marines
Spoiler:
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TheUnbeholden
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Re: Dark Doom Creatures

Post by TheUnbeholden »

Should be uploaded now.
Spoiler:
Last edited by TheUnbeholden on Wed Jul 22, 2015 1:41 am, edited 1 time in total.
blood
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Re: Dark Doom Creatures

Post by blood »

Can't download it. "The file you have selected (DMGMOD1.12b29_addon135a.rar) is not available via any mirrors."
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TheUnbeholden
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Re: Dark Doom Creatures

Post by TheUnbeholden »

blood wrote:Can't download it. "The file you have selected (DMGMOD1.12b29_addon135a.rar) is not available via any mirrors."
Its working now. Must have still been in the authorization queue.
Valken
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Re: Dark Doom Creatures

Post by Valken »

Great work.

For Project MSX, does it also work with the Extra Bad Ass Monsters Addon http://forum.zdoom.org/viewtopic.php?f=19&t=36968 or would it also replace those monsters?

I will test it this weekend.
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TheUnbeholden
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Re: Dark Doom Creatures

Post by TheUnbeholden »

Valken wrote:Great work.

For Project MSX, does it also work with the Extra Bad Ass Monsters Addon http://forum.zdoom.org/viewtopic.php?f=19&t=36968 or would it also replace those monsters?

I will test it this weekend.
No they replace the same spawners unfortunately, and it would be kind of odd trying to cram both mods together, my mods monsters and that ones as well... not impossible just odd and messy. Better to stick to one theme, whether you prefer the dark theme of this one or the badassness of that one :)

So far I got two main boss variants, first is the DarkCardinal, which brings the DarkCyberDemon boss back its sprites 'roots'. Originally he was meant to fire gas bombs, and a very fast darkgreen plasma shots, I also given him a fairly fast moving homing torpedo's. Alot more challenging and should be much more interesting to fight. Arachnopyte has now a "masterblaster" variant. Where once he starts firing he doesn't stop until he overheats, so you can't cause him pain to interrupt his attack you just have to seek cover or manage to circle around without getting hit in the process until he overheats, and occasionally he fires his own BFG though its not as powerful as your own you still need to be alot more careful when getting in close. They show up in the addon. NoNewBosses mutator will bring them back to normal.
Last edited by TheUnbeholden on Fri Jul 24, 2015 8:41 am, edited 1 time in total.
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