[WIP] Helltricks (updated 2. mar)
Posted: Wed Feb 16, 2011 5:21 pm
Remember "Unpredictor"? I didn't think so. That was a set of experiments turning into a contest entry (Doom Mutator Contest II). Helltricks is based on a similar motivation, but most of the changes/tricks are executed more thoughtfully. It mainly replaces monsters with various more versatile or unpredictable versions of themselves, adding various powers to keep you on your toes. Many foes are slightly weaker than their unmodified counterparts (endure less, and do less damage), but still quite a bit more likely to hurt you.
I'll provide detail information on the implemented variations, but as always I recommend trying it out without knowing. Or better: I ask that you do so. I want to know how much harder this mod becomes when you don't know what all the changes are.
Changes are mostly not visual, but I'll post a few screenshots of some few that are.
I have not provided variants for all enemies yet (and maybe I will not, although I think in time I will). Also, I'll consider your ideas and opinions. Too fast, too unavoidable, too powerful, too ammo-consuming... Regarding ammunition: I found myself using quite a bit more ammo on some occasions, sometimes minor ammo pickups will be a bit bigger, or be replaced with their "box" counterpart. (I think it works, didn't put much thought into it.)
Download (28 KB): http://files.drdteam.org/index.php/file ... tricks.pk3 (version: 21. feb 2011)
All creatures also occur in their original, unmodified form.
EDIT / UPDATE 21. feb: Slight modifications of the possessed, and a slightly new approach to archviles.
EDIT / UPDATE 02. mar: Some odd powerups and some Mancubus effects. Please have a look.
I'll provide detail information on the implemented variations, but as always I recommend trying it out without knowing. Or better: I ask that you do so. I want to know how much harder this mod becomes when you don't know what all the changes are.
Changes are mostly not visual, but I'll post a few screenshots of some few that are.
Spoiler: ImagesThe mod is and will remain fully compatible with both Doom and Doom II. (Doom II assets are only used when replacing Doom II actors.)
I have not provided variants for all enemies yet (and maybe I will not, although I think in time I will). Also, I'll consider your ideas and opinions. Too fast, too unavoidable, too powerful, too ammo-consuming... Regarding ammunition: I found myself using quite a bit more ammo on some occasions, sometimes minor ammo pickups will be a bit bigger, or be replaced with their "box" counterpart. (I think it works, didn't put much thought into it.)
Download (28 KB): http://files.drdteam.org/index.php/file ... tricks.pk3 (version: 21. feb 2011)
All creatures also occur in their original, unmodified form.
EDIT / UPDATE 21. feb: Slight modifications of the possessed, and a slightly new approach to archviles.
EDIT / UPDATE 02. mar: Some odd powerups and some Mancubus effects. Please have a look.