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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:
Replaced hitscan with bullet projectiles for Zombies and Spider Masterminds.
Slightly reduced the health of Barons, Knights, Cacodemons, and Lost Souls.
Made Revenant missiles track for 5 seconds.
Made Pain Elementals fire Mancubus projectiles at random or if the player is too close.
Gave Archviles a resurrect health limit.
Made Pain Elementals and Lost Souls unable to resurrect.
Gave Cyber Demons and Spider Masterminds a resurrect state.
Made Lost Souls get stuck far less often.
Gave all enemies the option to wander and/or be spectres.
Increased the speed of player rockets.
Increased the responsiveness of most weapons.
Slightly increased the damage of low-tier weapons.
Decreased the randomness of the fist.
Replaced shotgun sound and chainsaw sprites with those of Doom 64.
Slightly decreased the damage of the super shotgun.
Increased Radiation Suit duration.
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:
Cowards: Cowards are a unique group of enemy. They are small green goblin-like creatures that run from the player and drop health. They are primarily inspired by Gnorcs from Spyro and Cheeseslimes from Pizza Tower.
Coward: Wears red. Drops blood bonuses that give 5 health.
Wimp: Wears blue. Drops health bonuses.
Hotshot: Wears gold. Has a lot of health and drops a Soul Sphere.
Zombies: There are zombies for every weapon. Most are self explanatory, those that aren't, I'll list here.
Chainsaw King: From Doomsday Mansion. Much higher health. Deals rapid damage. Once below half health, it summons Chainsaw Zombies, and gains the ability to use a pistol and saw gun. Saw projectiles bounce off walls twice.
Zombie Chaingunner Gunner: Joke enemy, fires Zombie Chaingunners in a similar way to Pain Elementals.
Imps:
Rascal: Pink. Can only melee.
Impoids and Rascaloids: Small Imps and Rascals with decreased health.
Nightmare Pinky: Subtractive. Double health and speed.
Frosty: Ice variant. Unleashes freezing wind that slows the player.
Bluey: Incredibly fast.
Redy: Fires Baron-like projectiles. Can phase through walls. Summons Brownies.
Purpley: Warps to the player when far away or hurt.
Barons / Knights:
Bruiser and Boxer: Grey and Orange respectively. Can only melee.
Nightmaron and Knightmare: Black and transparent with blue and red legs respectively. 1.5x health and increased projectile speed.
Abomin and Yeti: Ice variants. Light blue and white fur respectively. Projectiles deal less damage but slow the player.
Annihilator: From Eviternity. Fires rocket launcher and super chaingun.
Revenants:
Spook Minion: Black with purple armor and green pants. Charges at the player similarly to a Lost Soul.
Mr.Bones: Burning. Fires Lost Souls and Mancubus projectiles.
C-Strafer: Greyscale. Attempts to strafe around the player.
Mancubi:
Blubber: Ice variant. Dark gray. Fires dual ice-throwers that slow the player.
Cacodemons:
Cacoknight: Tan. Half health.
Nightmare Cacodemon: Blue with a magenta eye. 1.5x health. Large projectile splits into many smaller projectiles.
Elementals:
Rascal Elemental: Pink. Summons Rascaloids.
Imp Elemental: Brown. Summons Impoids.
Echidna: Dark green with a green eye. Summons various low level demons.
Nightmare Elemental: Uses DOOM 64 sprites. Summons two Lost Souls or Mancubus Projectiles.
Spookidna: Orange and large with a green eye. Has very high health and summons various low level demons, as well as Echidnas.
Lost Souls:
Evil Barrel: Joke enemy. Explodes upon slamming.
Archviles:
Archvillager: Small. Cannot resurrect enemies. Has less health and deals less damage. Can be resurrected by Archviles.
Necromancer: Brown and small. Has less health and can only resurrect low level enemies. Runs from the player. Can be resurrected by Archviles.
Micromancer: Smaller Necromancer that can resurrect very low level enemies. Can be resurrected by Archviles and Necromancers.
Mr. Archduke Noisome: Pronounced "Noise-oh-may". Pink and very large. Has high health and can resurrect anything, including bosses.
Mirror-Vile: From MyHouse.wad. Has selectable "chase" form. Large, gray, mirrored, and covered in smoke. Has high health and can go through walls.
Cyber Demons:
Superdemon: Originally by several people. Has many new attacks and phases and summons Hell Knights upon reaching half health. Attacks include; a shotgun and chaingun-like attack, floor fire in many directions, and a projectile spread attack.
Uncategorized:
Childhood Nightmare: From MyHouse.wad. Has high health and attacks with a high damage launching punch.
It also has a handful of new weapons, items, and classes. Full list below.
Spoiler:
Classes:
Berserker: Equipped with a berserk and a shotgun.
Imp: Literally an Imp. Good luck!
Items:
Coward Bonus: Gives one health, doesn't count towards item total.
Blood Bonus: Gives five health, doesn't count towards item total.
Red Armor: Gives 25 armor and very low protection.
Yellow Armor: Gives 50 armor and low protection.
Empty Shotgun: Gives the player a shotgun, but no ammo.
Weak Berserk: Forces the player into Berserker class.
Permanent Berserk: Gives the player a berserk that lasts between levels.
Weapons:
Super Chaingun: Based on the Spider Mastermind's weapon. Slow, but fires shotgun blasts.
Ultra Chaingun: Ditto, but slower with super shotgun blasts.
Plasma Shotgun: Fires multiple plasma projectiles. Faster than the shotgun, but less accurate.
Berserk Fist: Exclusive to Berserker Class, but can be forced with special items. Deals berserk damage.
Imp Claw: Exclusive to Imp class. Fires imp projectiles. Alternate fire is claw.
Alternate BFG: Hitscan comes from the projectile itself. Can be enabled with a setting.
BFG 2704: Literally the 2704. Can be enabled with a setting.
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:
Flemoidus Cycloptis has been moved to the role of Cacodemon.
Flemoidus Quadrumpus has been moved to the role of Chaingunner, with a slightly slower fire rate.
Flemoidus Stridicus has been moved to the role of Revenant, although it keeps most vanilla properties, with the exception of it firing Cycloptis balls.
Super Cycloptis has been moved to the role of Pain Elemental with reduced health.
Added Flemoidus Minimus for the role of Hell Knight.
Added Flemstrocity for the role of Arachnotron, mostly being a small Flembomination.
Added Flemoidus Tenacious by Strife (the person) for the role of Mancubus, with reduced health and Cycloptis balls.
Added Flemoid Archvile (temporary name) with reduced health. It has two attacks, a much more lenient hitscan, and Phasing Zorch missiles.
Added Chex Warrior and Chex Berserker classes.
RANDOMIZER (Deprecated)
The randomizer can be run on top of the enemies and core to randomly spawn my enemies.
VERSIONS
Version 1.1:
Spoiler:
Fixed Chex player crash.
Added randomizer setting.
Fixed BFG Crash
Added fast switch options.
Added wander option.
Fixed lost souls not using missile state from Pain Elementals.
Added Nightmare Elemental based on DOOM 64 Pain Elemental.
Moved options menu to main.
CREDITS
Spoiler:
Bullet Sprites from Eviternity
Shotgun sound and Chainsaw from Doom 64
Super Imp (Hellion) Sprites by Graf Zahl
Chainsaw Zombie (Zombie Chainsawer) Sprites by Tormentor667
Berserker Commando (Zombie Berserker) Sprites by DeVloek
Melee Revenant (Spook Minion) Sprites by 00_Zombie_00
Super Demon Sprites by Molten Ice, Xim (main edit), David G, Craneo (attacking frames), and JoeyTD
Annihilator from Eviternity
Childhood Nightmare and Mirrorvile from MyHouse.WAD
Flemoidus Tenacious Sprites by Strife (the person)
Any Chex Quest assets from Chex Quest 3
Dual Baron Attack (unsure)
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
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.)
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.
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.