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?
VDP-MonsterRandomizer UPDATED September 1, 2022
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022
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.
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.
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Re: VDP-MonsterRandomizer UPDATED September 1, 2022
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.
> 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.