VDP-MonsterRandomizer UPDATED September 1, 2022

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
Ganbare-Lucifer
Posts: 85
Joined: Sun Apr 07, 2019 9:18 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Ganbare-Lucifer »

This has yet to be the most complete mod about Doom bestiary that compiles most monsters ever.

Say, Realm667 has updated its repository with a few new monsters, do you plan to add them?
Turin Turambar
Posts: 61
Joined: Sat May 18, 2019 5:49 pm
Graphics Processor: nVidia with Vulkan support

Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Turin Turambar »

I like this mod, but sometimes I wish it would provoke less of a clusterfuck in the gameplay itself.

What I wish is that there was a way to make "stable" enemy replacements per level. This is, when the game loads a new level, a replacement monster is chosen for every enemy. For imp, the imp replacement #5, for zombie shotgun guy, soldier replacement #3, for the Cacodemon, Caco replacement #6 (of the pool of possible Cacodemon replacements). Etc. So all Cacos in that level will be the same (new) enemy, instead of the current crazy menagerie.
Shurhp
Posts: 3
Joined: Thu Nov 09, 2023 6:01 pm

Re: VDP-MonsterRandomizer UPDATED September 1, 2022

Post by Shurhp »

Turin Turambar wrote:
> I like this mod, but sometimes I wish it would provoke less of a
> clusterfuck in the gameplay itself.
>
> What I wish is that there was a way to make "stable" enemy
> replacements per level.

I don't think that would work well, some variants are weaker or much stronger (rare), so it would just be terrible on unlucky spawns. To each their own, but for me what makes it great is the unknown factor. It can make each run feel different, and if you load a save the same variants are loaded, so it gives each map a personality or flavor. I feel like it would defeat the entire purpose and spirit of this mod. It's not what you're asking for, but maybe just make the spawns to be more rare?

This is by far my favorite mod, I can't play without it. Is there a weapon mod that does the same type of randomness? Like it has 100s of weapons and each run a different set is chosen, or even better random weapon characteristics.

My only wish is that there are very very rare super strong variants, but everything is so polished and thoughtful I wouldn't want to mess it up trying it myself.

Return to “Gameplay Mods”