// ENEMIES //
- Zombieman: Faster pace. More likely to fire. Less health. More accurate firing but slightly less damage. They are
still fodder but slightly better.
- Shotgunner: More likely to fire. Quicker aim. Tighter shotgun blast. Can be pretty tough in groups.
- Imp: Slightly faster pace. More health. Faster fireball. They keep you on your toes.
- Chaingunner: Faster pace. More health. Takes slightly longer to aim but their chaingun is more lethal.
- Pinky/Spectre: Faster pace. Now these are actually a threat, especially when blocking your movement in packs.
- Cacodemon: Faster at flying. More likely to fire. Quicker aim and faster fireball. Fine on their own but
dangerous in groups.
- Lost Soul: Quicker flight and faster attack. Less health. Don't let these swarm you.
- Hell Knight: Slightly faster walking pace. More lethal projectile. Nothing too difficult.
- Baron of Hell: Faster than Hell Knight. Even more lethal projectile and it is faster.
- Arch Vile: Oh dear. Faster running pace. No chance of pain. Quicker healing of enemies. Quicker flame attack.
Bigger blast of attack. Really, these are how I remember them playing as a kid. They're now probably the biggest
challenge in this mod pack.
- Arachnotron: Faster walking pace. More rapid plasma attack. Enjoy Map 07.
- Mancubus: Tankier. Quicker fireball attack. Much slower too.
- Revenant: Faster running pace. More likely to shoot. Rockets are now faster. Not just a comical spookyboi anymore.
Excellent reactions needed to dodge their homing missiles.
- Pain Elemental: Now explodes when dying as death animation suggests. No more running up close to block the 3
lost souls.
- Cyberdemon: Tankier. Faster walking pace. More aggressive. (It can even shoot 3 missiles and then 3 more.) Less
time between each missile launch. These now feel more like a real boss, although the only real encounter imho is
end of Map 29 or Map 32.
- Spider Mastermind: Much tankier. Much faster walk. More aggressive and likely to shoot. Faster chaingun. This now
feels like a tough boss enemy. Again, imho, the only real encouner with it is on Barrels of Fun.
- Wolfenstein SS: So fast!
// WEAPONS //
- Switching: In general, all weapons now switch faster allowing you to pick your weapon for the enemy/encounter.
Weapons 1-2 are really fast, 3-4 are still fast, 5-6 are slower but still quicker than default. 7 is very slow
for balance. (See BFG notes later.)
- Fist/Chainsaw/Pistol: Unchanged except for faster raise/lower speed.
- Shotgun: Tighter spread.
- Super Shotgun: Slightly tighter spread. Fires 22 "bullets" (default is 20) for extra power. Reloads a tiny bit
quicker.
- Chaingun: Higher rate of fire. Same spread but higher chance of bullets being nearer the center.
- Rocket Launcher: Slightly increased rate of fire. Rockets travel faster. (Does not affect Cyberdemon rockets.)
- Plasma Rifle: Slightly faster plasma projectiles.
- BFG9000: The only weapon that has changed a lot. It now DOES NOT use the player direction/position in the
calculations. It works like the modern Doom BFG where the BFG Ball hurts any demon nearby as it travels. The
explosion also causes damage. So my tip is to shoot not directly at a nearby demon, but past a group of
demons to cause maximum damage. Automaim is turned off to allow fopr this. It can wipe out entire rooms of demons
if done right. The ball is much slower to further cause damage over time. To counter this overpowered BFG, each
time you fire takes 300 cells of ammo. So you only have 2 shots max at a time. Try it out with cheats on Map 7
or 32 to practice.