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

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DoomKrakken
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Re: [Add-On] Guncaster Monster Pack (V3): IT'S GAME TIME!

Post by DoomKrakken »

DoomKrakken wrote:I need to edit that. I'm going to look at the actor heights of those monsters, and compare them with those of the Doom monsters, and then determine which ones will go where. I'm not sure when I want to work on this, as I have a bunch of changes to implement.
So I did this, and I have to say... Hexen and Heretic monsters are really tall.

Only the Spider Mastermind, Cyberdemon, and Commander Keen actually have heights >= 72, which is the height of the Ophidian.

Maybe what I'm going to do is just create duplicate vanilla monsters with different actor heights...

I'm almost done with the basic stuff. Once it's complete, I will release the fixes and stuff as v3.5... and then add monsters to make it v4.

I will warn you now... in the next release, the Guncaster Monster Pack will now become a patch. In order to run it, you will need to load the DoomKrakken Monster Pack Base (those vanilla monsters that I've been providing) before the Guncaster Monster Pack. It will be more efficient, since I plan to make this whole endeavor compatible with other mods, eventually (such as Trailblazer).
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DoomKrakken
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Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by DoomKrakken »

Alright, new download is up! Check the original post!

Just some fixes 'n stuff, but the main thing is that it's now fully compatible with Guncaster v2.6. Also, its overall structure is different. The Guncaster Monster Pack is now a simple compatibility patch, which must now be run with the vanilla base.

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

Post by NullWire »

If you want more monsters resources there are some wads with a lot of them

-Psychophobia
-Complex Doom: Invasion
-Rga2 (the old versions haves a lot of monsters)
-Project Brutality
-Project SMX ¨extra badass monsters pack¨ < In special this one haves two monsters in the [to do list] called ¨Soul furnace¨ and ¨Charger¨ this ones looks pretty cool.
-Dark doom creatures
-Doom rl monsters
-Xweapons (only monsters version)
-The old versions of Tiberium Doom
-Real667 bbestiary
-monsterjordidehumanizerv5_fixed.wad
-monsters_newbynourlesslag.wad
-legendarymonsters_v0.3b.wad
Last edited by NullWire on Sat Jan 09, 2016 5:37 pm, edited 2 times in total.
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DoomKrakken
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Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by DoomKrakken »

I was definitely looking into getting monsters from Complex Doom and Dark Doom. This next version will actually include monsters from both versions of Eriance's Demon Eclipse.

I will only use the Project MSX monsters for a different spinoff of this mod, which would use Project MSX-styled gore. This one will also include monsters from TiberiumDoom's Insanity's Requiem.
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NullWire
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Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by NullWire »

Can you make a version without the hexen-heretic monsters? Please
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DoomKrakken
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Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by DoomKrakken »

That is planned for one of several mutators. :)
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NullWire
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Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by NullWire »

God :'0 Thank you!
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DoomKrakken
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Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by DoomKrakken »

Just curious... what's the problem with the Hexen/Heretic Monsters? I know they get stuck in places... but there are plans to fix it...
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NullWire
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Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by NullWire »

Because it's Doom bro not Heretic or Hexen.. :D

Example:

You add 3D Quake 4 monsters to te mod with 2D monsters, looks very strange to see

Thats why :?

Oh you can get more ideas from here too:
https://zandronum.com/forum/showthread.php?tid=2700
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Overlord
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Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by Overlord »

NullWire wrote:If you want more monsters resources there are some wads with a lot of them

-Psychophobia
-Complex Doom: Invasion
-Rga2 (the old versions haves a lot of monsters)
-Project Brutality
-Project SMX ¨extra badass monsters pack¨ < In special this one haves two monsters in the [to do list] called ¨Soul furnace¨ and ¨Charger¨ this ones looks pretty cool.
-Dark doom creatures
-Doom rl monsters
-Xweapons (only monsters version)
-The old versions of Tiberium Doom
-Real667 bbestiary
-monsterjordidehumanizerv5_fixed.wad
-monsters_newbynourlesslag.wad
-legendarymonsters_v0.3b.wad
and LCA or RandomMonsters?
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DoomKrakken
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Location: Plahnit Urff

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

Post by DoomKrakken »

NullWire wrote:Because it's Doom bro not Heretic or Hexen.. :D

Example:

You add 3D Quake 4 monsters to te mod with 2D monsters, looks very strange to see

Thats why :?

Oh you can get more ideas from here too:
https://zandronum.com/forum/showthread.php?tid=2700
Not entirely correct. All of the monsters are still done Doom style, as they derive their graphics from the Doom engine. Of course I'm not going to be lazy enough to release a pack that has 3D monsters alongside 2D monsters.

So, I don't see how 2D Hexen/Heretic monsters look bad alongside 2D Doom monsters. As a matter of fact, I've also seen many custom monsters who have sprites derived from Hexen/Heretic monsters, which either are or will be implemented in this mod as well.
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NullWire
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Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by NullWire »

It's okay is your mod not the mine lmao

Hey! do know how to make weapons?
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DoomKrakken
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Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by DoomKrakken »

Ok.

I think I know enough... at least the DECORATE portion. I can't do sprites. Why do you ask?
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NullWire
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Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by NullWire »

Just I need help with a fusion weapon for the ¨Project Brutality¨ mod
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DoomKrakken
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Re: [Add-On] DoomKrakken's Monster Randomizer (V3.5)

Post by DoomKrakken »

Let's see what you've got...

PM me, this is getting off topic.

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