[Add-On] DoomKrakken's Monster Randomizer (V4) FINALLY.

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
NullWire
Posts: 270
Joined: Fri Dec 18, 2015 4:48 pm

Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by NullWire »

Also the last monster variants that I know are in Project brutality
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by DoomKrakken »

X-CrAzYkOoL-X wrote:With Guncaster, I have to say it fits so well. But I do have to say that some of the enemies that replace the shotgunguys and the chaingunguys kill me faster than the other high-tier enemies, ESPECIALLY the Dune Warrior. Maybe it's 'cause I play it in Hurt Me Plenty, but they sometimes kill you in one single hit most of the time.

I can't wait for another update. The variety is awesome.
Thanks!

I will need to look into nerfing the Strucker guy. He can still snipe you with that shotgun. However, do remember that some of these guys are carrying your very weapons, and already are heavily nerfed. The Ironblast Zombie, for one, can kill you in one shot if its projectiles were as powerful as yours...

I've no plans to nerf those Dune Warriors. Although, if anything... maybe they could use a health reduction. Maybe.
NullWire wrote:Also the last monster variants that I know are in Project brutality
Ok.
User avatar
NullWire
Posts: 270
Joined: Fri Dec 18, 2015 4:48 pm

Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by NullWire »

DoomKrakken wrote:
X-CrAzYkOoL-X wrote:With Guncaster, I have to say it fits so well. But I do have to say that some of the enemies that replace the shotgunguys and the chaingunguys kill me faster than the other high-tier enemies, ESPECIALLY the Dune Warrior. Maybe it's 'cause I play it in Hurt Me Plenty, but they sometimes kill you in one single hit most of the time.

I can't wait for another update. The variety is awesome.
Thanks!

I will need to look into nerfing the Strucker guy. He can still snipe you with that shotgun. However, do remember that some of these guys are carrying your very weapons, and already are heavily nerfed. The Ironblast Zombie, for one, can kill you in one shot if its projectiles were as powerful as yours...

I've no plans to nerf those Dune Warriors. Although, if anything... maybe they could use a health reduction. Maybe.
NullWire wrote:Also the last monster variants that I know are in Project brutality
Ok.
Name of the wads:

zandromonsterrandomiser_ce_v96
randommons-v1.1.0
Attachments
XENCA1.png
XENCA1.png (2.87 KiB) Viewed 1193 times
HIERA1C1.png
HIERA1C1.png (2.5 KiB) Viewed 1193 times
ABDDA1.png
ABDDA1.png (3.14 KiB) Viewed 1193 times
User avatar
Cryomundus
Posts: 497
Joined: Thu Oct 31, 2013 12:33 pm

Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by Cryomundus »

If you've got a link to zandromonsterrandomiser_ce_v96 it'd be highly appreciated, as it seems to have dissappeared otherwise, all the links I can find are now dead.
User avatar
NullWire
Posts: 270
Joined: Fri Dec 18, 2015 4:48 pm

Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by NullWire »

Cryomundus wrote:If you've got a link to zandromonsterrandomiser_ce_v96 it'd be highly appreciated, as it seems to have dissappeared otherwise, all the links I can find are now dead.
Try to find that wads in the zandronum servers, also my pc takes a lot to upload files in mediafire
User avatar
the_trigger
Posts: 43
Joined: Thu Aug 06, 2009 8:04 am
Location: Somewhere

Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by the_trigger »

Ah, so this is the randomizer you brought up in that pm of yours. Looks sweet :)

I will (or ru) keep you updated on the state of the archvile sprites.
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by DoomKrakken »

Ah, I remember you... :)

Thanks!
User avatar
CWolf
Posts: 354
Joined: Mon Oct 07, 2013 9:24 am
Location: Void Eternal

Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by CWolf »

the_trigger wrote:Ah, so this is the randomizer you brought up in that pm of yours. Looks sweet :)

I will (or ru) keep you updated on the state of the archvile sprites.
Yup.

Also I've found rainbow-ness of sprites is kinda weird thing but... whatever, it looks good still.
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by DoomKrakken »

I might not implement the rainbow-ness in the end, but we'll see what happens.

I did have an idea of what I'd do with the red one, but not with the other ones.
User avatar
Overlord
Posts: 89
Joined: Sat Nov 28, 2015 9:19 pm

Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by Overlord »

NullWire wrote:
DoomKrakken wrote:
X-CrAzYkOoL-X wrote:With Guncaster, I have to say it fits so well. But I do have to say that some of the enemies that replace the shotgunguys and the chaingunguys kill me faster than the other high-tier enemies, ESPECIALLY the Dune Warrior. Maybe it's 'cause I play it in Hurt Me Plenty, but they sometimes kill you in one single hit most of the time.

I can't wait for another update. The variety is awesome.
Thanks!

I will need to look into nerfing the Strucker guy. He can still snipe you with that shotgun. However, do remember that some of these guys are carrying your very weapons, and already are heavily nerfed. The Ironblast Zombie, for one, can kill you in one shot if its projectiles were as powerful as yours...

I've no plans to nerf those Dune Warriors. Although, if anything... maybe they could use a health reduction. Maybe.
NullWire wrote:Also the last monster variants that I know are in Project brutality
Ok.
Name of the wads:

zandromonsterrandomiser_ce_v96
randommons-v1.1.0

lol NullWire u always talk about Complex doom, LCA, RM or CDI :lol:

the "abbadon" sprite made by Agaures and i change a little the red palette.
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by DoomKrakken »

If anyone would be willing to remove that pentagram from that Hierophant's chest (this blue one or the original orange one), then I would be glad to implement it in the mod. :)
User avatar
NullWire
Posts: 270
Joined: Fri Dec 18, 2015 4:48 pm

Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by NullWire »

http://www.realm667.com/index.php/en/be ... hierophant

Done, it would be nice if this monsters haves fire balls, like the hell time hunter of roe
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by DoomKrakken »

Dude... this thing still has the pentagram on it. I want the pentagram removed if I am to implement it here. You know, sprite edit...

I might look into those fireballs...
User avatar
Zhs2
Posts: 1301
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere
Contact:

Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by Zhs2 »

I think I'd really be hard pressed to interpret that as a pentagram considering that the prefix 'penta' implies five points, not six. That's more like a hexagram.
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by DoomKrakken »

No, that's definitely a pentagram.

First off, Amuscaria had done the concept art beforehand, which has the pentagram (though not on the chest), which I have seen. Second, that top "point" is just the crease between the hierophant's pecs. It's actually pretty wide, and fairly easy to confuse with a hexagram. Regardless of whether or not it's a pentagram, I want the symbol removed, since I do not like overtly occult references such as this in any works that I submit.
Post Reply

Return to “Gameplay Mods”