Oh I was implying I absolutely adore the mini-cyberdemons! They hurt like hell but oh my lord they are the cutest fucking things lmao. But yeah I suppose that makes sense! I haven't actually tried the Level Scaling feature yet, maybe I'll have to do that next time! I completely understand why it's rather tedious though, now that you do mention it most randomizers don't usually give that option so I suppose it makes sense.Untitled wrote:Weirdly enough, I haven't actually heard that as a suggestion, which somewhat makes sense - historically, most monster randomization mods (though there are some that pre-date me in this feature) tend to be just that: fully random, with maybe a tweak here or there. Originally, I also went full random (before release), but as I added more and more monster sets, I realized that turning all of them on at once results in the experience being a bit of a mess, to put it mildly. In the end, I separated it by mapset because it was the most in theme with what the mod represents.
Level Scaling was the big feature I'm the most proud of in that sense, because, while the choices are odd (since they're inherited from their original WADs - and I'm strongly considering changing that, but the problem is it's much harder to make judgement calls on that), it allows the experience as a full wad playthrough (for megawads, at least) to be kind of less messy, getting gradually crazier until it finally goes all out at the end of the megawad.
With 75+ monsters (oh geez) expanding the sets by individual monsters starts making the menu unwieldy to actually use (there's a reason there's a enable/disable all option at the top of the monster set options), plus, while it isn't necessarily hard to implement, it's very time consuming and for the most part this isn't a project I really intend to spend that many hours on, mostly because while I still enjoy the Doom community and whatnot, I'm not nearly as invested in it as I used to be. It's a tenuous maybe, though there are a few select monsters that are well-known enough that I might extract them out of their respective monster sets and make them separate.
The main issue with the mini-cyberdemons, in my experience, is that I vastly underestimated just how friggin' common revenants are in most modern megawads, which meant the figure I used as their spawn chance, 10%, is actually far more common than it probably should be for something that, you know, fires cyberdemon rockets.
Still a wonderful monster randomizer nonetheless. I've been looking for one that feels more Doom-like overall, and the fact it works with Zandronum, if that was intended or not I'm not sure, is a godsend.