(RLME)-Roguelike Monster Expansion BETA
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
(RLME)-Roguelike Monster Expansion BETA
Hello everyone. Reviving this post and Mod after ooooooh 8 years or so of personal use.
RLME focuses less on higher difficulty tiers of monster IE: Nightmare/Cybernetic/Armageddon and more about variety of monster behavior and threats. Pretty much all of the material is taken from R667 then tweaked to have new behavior/effects and to be DRLA compatible. All due credit belongs to the people who originally created the monsters from R667 (Credits have been included within the Wad. Please tell me if I forgot anything) and to Yholl / Kyle873 for their respective mods.
Gameplay Video with DRLA+DRLA Extended + DRPG + RLME (DRPG support coming soon)
https://youtu.be/nyi9ODGUNUo
Current Version Download:
https://www.dropbox.com/scl/fi/f3h3e659 ... v3bvf&dl=0
Instructions:
If you are using only DoomRL Arsenal. Load RLME.pk3 after DoomRL Arsenal 1.1.5 + DoomRL Monsters Beta 7.3 (and RL Extended if you are using it). RLME.pk3 should be later in a priority list than DRLA and monsters beta.
Choose Standard Difficulty and you will see the new monsters in your game.
RLME focuses less on higher difficulty tiers of monster IE: Nightmare/Cybernetic/Armageddon and more about variety of monster behavior and threats. Pretty much all of the material is taken from R667 then tweaked to have new behavior/effects and to be DRLA compatible. All due credit belongs to the people who originally created the monsters from R667 (Credits have been included within the Wad. Please tell me if I forgot anything) and to Yholl / Kyle873 for their respective mods.
Gameplay Video with DRLA+DRLA Extended + DRPG + RLME (DRPG support coming soon)
https://youtu.be/nyi9ODGUNUo
Current Version Download:
https://www.dropbox.com/scl/fi/f3h3e659 ... v3bvf&dl=0
Instructions:
If you are using only DoomRL Arsenal. Load RLME.pk3 after DoomRL Arsenal 1.1.5 + DoomRL Monsters Beta 7.3 (and RL Extended if you are using it). RLME.pk3 should be later in a priority list than DRLA and monsters beta.
Choose Standard Difficulty and you will see the new monsters in your game.
Last edited by Ranik on Mon Sep 02, 2024 7:22 am, edited 20 times in total.
- wildweasel
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Re: (RLME)-Roguelike Monster Expansion
*Weasel's Stamp of Approval image here*
- Zanieon
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Re: (RLME)-Roguelike Monster Expansion
Donewildweasel wrote:

Re: (RLME)-Roguelike Monster Expansion
Ok, small update with better DRPG compatibility. Ran into Map 07 issues with the Arachnotron variants and many kudo's to Kate for helping me out with it.
Re: (RLME)-Roguelike Monster Expansion 1.6 (Now with More Ra
Ok, Alpha 1.6 is out now with two new variants. One is the Berserker Demon and other is the Berserker Knight. They both basically get increasingly pissed and aggressive over time or when hurt.
These in particular are very quirky since they can set themselves off as well as be raged by the player. So any feedback about the rate / likelihood they get angry would be great.
These in particular are very quirky since they can set themselves off as well as be raged by the player. So any feedback about the rate / likelihood they get angry would be great.
- SAraisXenoQueen
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Re: (RLME)-Roguelike Monster Expansion 1.6 (Now with More Ra
Huh. Would be good for more custom monsters that work well, Might be better with more fresh monsters than those from 667. We've seen them quite a lot before.
Yholl & Co's new monsters are generally all unique or intresting in their function, whilst still following the synergies that Doom's monsters had, like how the cacobyss has a secondary orbiting ressurect method, or the hellstorm elemental has an attack that pulls you in.
Yholl & Co's new monsters are generally all unique or intresting in their function, whilst still following the synergies that Doom's monsters had, like how the cacobyss has a secondary orbiting ressurect method, or the hellstorm elemental has an attack that pulls you in.
Re: (RLME)-Roguelike Monster Expansion 1.6 (Now with More Ra
Hehe show me some new monsters that are freely available and I'll happily use them. Otherwise I have to use what's readily available and tweaking the ever living crap out of them. The purpose of RLME isn't so much synergy as it is new threat variety. Imps which can throw AoE poison attacks. Knights which can defend themselves while attacking, Demons which have a chance to go into a rage and start lunging etc etc.SAraisXenoQueen wrote:Huh. Would be good for more custom monsters that work well, Might be better with more fresh monsters than those from 667. We've seen them quite a lot before.
Yholl & Co's new monsters are generally all unique or intresting in their function, whilst still following the synergies that Doom's monsters had, like how the cacobyss has a secondary orbiting ressurect method, or the hellstorm elemental has an attack that pulls you in.
- Silentdarkness12
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Re: (RLME)-Roguelike Monster Expansion 1.6 (Now with More Ra
Have you considered doing some frankenspriting? Or editing existing sprites? Seems like a lot of the DRLA monsters are just that.
Re: (RLME)-Roguelike Monster Expansion 1.6 (Now with More Ra
At the moment no. I've been doing this project in spare time while getting ready to move to a new job in a few weeks. Currently I basically look for decent sprites, then think of a good role for them followed by a lot of tweaking to make them fulfill that role. Just because the R667 stuff has been around for a while doesn't mean they at all play out the same after quite a bit of behavior tweaking.Silentdarkness12 wrote:Have you considered doing some frankenspriting? Or editing existing sprites? Seems like a lot of the DRLA monsters are just that.

Heck, if anything I'd rather have a monster act differently than simply look different.
- Hellstorm Archon
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Re: (RLME)-Roguelike Monster Expansion 1.6 (Now with More Ra
*paging Yholl to the thread*
Re: (RLME)-Roguelike Monster Expansion 1.6 (Now with More Ra
Yes?Hellstorm Archon wrote:*paging Yholl to the thread*
- Hellstorm Archon
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Re: (RLME)-Roguelike Monster Expansion 1.6 (Now with More Ra
Quickly, what is the power level of this sub-mod?Yholl wrote:Yes?Hellstorm Archon wrote:*paging Yholl to the thread*
Re: (RLME)-Roguelike Monster Expansion 1.6 (Now with More Ra
Yholl was ok with me making a DRLA sub mod and helped a few times with code issues but I'm not sure he's actually played it lol.Hellstorm Archon wrote:Quickly, what is the power level of this sub-mod?Yholl wrote:Yes?Hellstorm Archon wrote:*paging Yholl to the thread*
Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
Bumparino for 1.65 WiP version. Some of the new changes might be a little aggravating or at least it can feel that way in my playtesting.
- Redead-ITA
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Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
*Alan please add a WOW immage right----------------------------------------------------------------------------------------------------->here)