Spook Lass' Enemies! [Released]

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SpookLas
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Joined: Tue Aug 19, 2025 7:01 pm
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Spook Lass' Enemies! [Released]

Post by SpookLas »

SUMMARY

Spooky Lass' Enemies adds a bunch of fun enemies around the same tier as vanilla enemies, with melee, ice, and nightmare enemies being the most prominent. The core aims make Doom a bit smoother for modern players as well.











CORE

The core aims to provide a smoother playing experience by making Doom's enemies and weapons more balanced. It serves as a baseline for my enemy pack, and it is required to run it. The spoiler contains the full list of changes.
Spoiler:
ENEMIES

My enemies mostly comprise of easier or harder variants of existing enemies, such as melee, ice, and nightmare. I mostly made them for fun, and because I thought Doom could use more melee enemy variety. The spoiler contains the full list of enemies.
Spoiler:
It also has a handful of new weapons, items, and classes. Full list below.
Spoiler:
Finally, the mod also includes spawners and timed spawners for all enemies.

CHEX

Adapts all Chex enemies and weapons to fit the core, makes them work with Doom, and swaps the roles of some Flemoids. All balancing changes also apply to their Chex equivalents. Old variants remain for any Flemoids that changed roles if you want them. There are also Chexify and De-Chexify options to swap Doom and Chex enemies. Full list of unique changes below.
Spoiler:
RANDOMIZER (Deprecated)

The randomizer can be run on top of the enemies and core to randomly spawn my enemies.

VERSIONS

Version 1.1:
Spoiler:
CREDITS
Spoiler:
USE

You can use my enemies for any project or map, preferably with credit. Let me know if you do, I'd be very interested to see it! You can also upload my enemies to Realm667 if you want, with credit of course.

REQUIREMENTS

Requires at least GZDoom 3.7. Chex requires Doom Mod Compatibility Layer for Chex Quest 3 if you're playing with Chex Quest 3, which can be found here: viewtopic.php?t=81437

LINKS

Core (Required): https://drive.google.com/file/d/1RQ5p98 ... sp=sharing
Enemies: https://drive.google.com/file/d/11NFcy8 ... sp=sharing
Chex: https://drive.google.com/file/d/1dBECbo ... sp=sharing
Randomizer: https://drive.google.com/file/d/1OgkjbV ... sp=sharing
Last edited by SpookLas on Sun Aug 16, 2026 9:07 am, edited 3 times in total.
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aeonlight
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Re: Spook Lass' Enemies! [Released]

Post by aeonlight »

as honored as I am to have my mod be of use to someone, and as cool as it is to see someone actually map the chex quest enemies to doom properly, after some brief gameplay testing and browsing through your mod in slade I'm rather confused on where or how your mod is using mine? everything I tried seemed to work just fine without it, but maybe I'm missing something.

also, you put your mod's options menu in the gameplay options submenu instead of the top options menu - you might want to fix this in a future update.

(as an additional pair of suggestions: the id24 weapons, that is, the incinerator and calamity blade, should probably be included in your weapons lists. also, I'd like a way to toggle the disabled switch animations if possible. the snapping between weapons is a little jarring to me.)
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SpookLas
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Graphics Processor: nVidia with Vulkan support

Re: Spook Lass' Enemies! [Released]

Post by SpookLas »

aeonlight wrote: Thu Aug 06, 2026 8:54 pm I'm rather confused on where or how your mod is using mine? everything I tried seemed to work just fine without it, but maybe I'm missing something.

also, you put your mod's options menu in the gameplay options submenu instead of the top options menu - you might want to fix this in a future update.

(as an additional pair of suggestions: the id24 weapons, that is, the incinerator and calamity blade, should probably be included in your weapons lists. also, I'd like a way to toggle the disabled switch animations if possible. the snapping between weapons is a little jarring to me.)
Thanks for checking it out! To be honest, the main reason my mod didn't work with vanilla CQ3 before is because I didn't understand how Iwads worked at the time. Regardless, I think your hard work should get more attention, so I kinda just left it.

I didn't know common options menu practice, so I ended up putting it in gameplay since it was mostly gameplay related, that's my bad. I'll add the option for non-fast switching as well, the more config the better.

I also didn't know about the incinerator or calamity blade, so I'll try to add them.
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aeonlight
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Re: Spook Lass' Enemies! [Released]

Post by aeonlight »

I see, thank you for shouting out my work! I may link back to your mod on my own page as well, seeing as you've effectively organized all the chex quest enemies over the doom enemies, something I haven't seen done before and notably the half of things missing from my project. you've done good work here!
if I ever implement enemy swapping into my own mod, which remains highly unlikely, I'll probably be using your organizational work here as a base rather than starting an equivalency map from scratch. also, your changes are just fun, both doom and chex.

the fast weapon switching is cool to have as an option, and certainly provides an interesting alternative to the typical rhythm of doom, but is very jarring and awkward to find with no way to disable when trying an enemy rebalance mod. I know working with weapons can be rather annoying at times, so I do wish you luck figuring out how to make it toggleable.
your menu mistake is also somewhat common, and one I almost made myself, so no hard feelings there haha. just something to keep in mind for future versions!

as for the id24 weapons, don't feel pressured to include them, as not too many mods do, and even my own project doesn't support them yet (as far as I remember at least lol). they're just a bonus really! campaigns that use them aren't super common to my (admittedly limited) knowledge, and I'm not even sure that many people have them with no freedoom equivalent being available yet and legacy of rust (and thus the official id24 resource wads) being locked behind a purchase.

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