Zandro Monster Randomiser

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Cyantusk
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Zandro Monster Randomiser

#1

Post by Cyantusk » Wed Jan 28, 2015 6:23 pm

Hi guys,

Its my first time posting here, so my apologies if this is an excessively long post. I just came here to make this official. I know its just a simple monster mod, but I wanted to make this official on the forums. I present to you, Zandro Monster Randomiser!

Link for this file: http://www.[bad site]/download?file= ... ce_v71.pk3

Note: Requires skulltag_actors.pk3 and skulltag_data.pk3 to run!

Screenies (not sure whats the best resolution for a forum, so i took 1024x768 screenshots):

Custom Items:
Image

New Keys:
Image

Plasma Globe:
Image

Some Tree Variants:
Image

Some examples of new monsters (be advised that every monster got changed):
Image
Image
Image
Image

Description taken directly from the CREDITS.txt in the file:

--------------------
Total Monsters: 80

I've decided to make some kind of monster randomizer to Doom, cause fighting the
same monsters for during decades is kinda boring, specially if we have lots of
challenging/hard ZDoom monsters. Plus, I thought Monster Mixer apparently had
died. So I decided to make this. Many Zdoom Monsters are added here but, of
course, vanilla monsters still here. There's some rare monsters and secret
monsters too. Have fun! :)

Features:
- 7 mini-bosses, 2 rare but powerful bosses and 5 secret monsters!
- Each miniboss can drop a goodie, so players get a boost in combat!
- Some bosses drop goodies!
- 3 custom spheres and 2 custom items:
* LifeSphere: +50 extra HP. Players can get it up to 500
* ArmorSphere: +50 extra Armor (50% protection if player had no armor). Players
can get it up to 500
* ExterminationSphere: in resume you become a demigod for a short time. It
gives double damage, resistance, running speed, +5 HP regeneration per second,
vampirism, +50 extra HP and Armor (both up to 200).
* Stimbonus: +5 extra HP, up to 200 (its like 5 HP bonus combined in one item)
* Armor Shard: +5 extra armor, up to 200 (its like 5 armor bonus combined in
one item)

- Many monsters got profoundly changed (e.g., changed attack behavior, created
new attacks, balancing, appearence, etc) so they feel more unique.
- Nethersyst: replaces Commander Keen. It has the same purpose, but its a very
annoying monster, so be very careful when you see it!
- PlasmaGlobe: replaces Computer Map. When destroyed, it spawns randomly a rune
(except Reflection and Highjump for obvious reasons).
- No Impse guys, no pr0n 4 u while dooming!
- Decoration variants: decorations like columns and trees vary!
- Keys variants: cards and skulls have different design!

[SAMSARA-EXCLUSIVE]
- Robotic foes get proper damage from Fusion Pistol, Tesla and Eletric Bolts.
- Freeley bullets cant hurt Paladin and Dark Inquisitor, to simulate the
original ROTT behavior for robots.
- Zombieman, Shotgunner and Chaingunner variants get instakilled with Strife's
Poisonbolts.
- Robotic foes are immune to ice damage. Dark Inquisitor is immune to fire
damage (except ROTT fire, but its reduced).
- Duke's kick works for almost every monster, except bosses, minibosses and
Nethersyst.

Compatibility: Zandronum with Samsara Addons Mod (Modes: Survival Coop or
Survival Invasion recommended). I might try to make this compatible with
Zandronum without mods in the future.

If you want to create a monster for this mod, feel free to contact me
(Cyantusk), so we can talk about it. DON'T CREATE ANY MONSTER W/O DISCUSSING
IT WITH ME FIRST (so you dont waste your time). Just discuss ideas before
proceeding.

Suggestions for balancing are always welcome!
--------------------

Again, I know this is just a simple monster mod, but it was fun to work on it, and i've learnt A LOT of balancing, designing behaviors of new monsters and game scripting (its my first game mod evar).

Repeating, this is my first "mod" ever to a game. Warn me if there's something wrong plz.

Best regards, and have fun!
Last edited by Cyantusk on Sat Jan 31, 2015 5:00 pm, edited 1 time in total.

Cruduxy
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RE: Zandro Monster Randomiser

#2

Post by Cruduxy » Wed Jan 28, 2015 11:12 pm

Screenshots? Or anything beside text (maybe a gameplay video). That "intended for skilled players" can be easily misintrepted as "I dunno how to balance so I'll just call it that" excuse.
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Nothing to see here
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Cyantusk
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RE: Zandro Monster Randomiser

#3

Post by Cyantusk » Wed Jan 28, 2015 11:16 pm

Oh sure, i'll post some screenies tomorrow i guess. Can't post a video cause the upload rate here is very slow.

So, you think i should remove "intended for skilled players" part? Cause ppl gave me a lot of feedback to balance it.

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TehRealSalt
 
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RE: Zandro Monster Randomiser

#4

Post by TehRealSalt » Thu Jan 29, 2015 12:42 am

It's possible to be fair but still challenging. For example, the Cyberdemon has lots of hit points and his attack hurts, but his rockets are easy to dodge.

For an example of a new enemy idea that's hard but fair, make an uzi zombie. He'll have very little hit points and an extremely inaccurate attack, but if he gets near you he'll shred you up.

I'll record a playthrough of Episode 1 using this sometime for you.

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Armitage
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RE: Zandro Monster Randomiser

#5

Post by Armitage » Tue Feb 24, 2015 10:15 am

Hey this was pretty awesome from what we played yesterday in that 'Compilation wad' server. I like the fact this uses a balanced variation of the Doom Beastiary as opposed to 'Samsara Monster Mixer' which comes across as a cobbled mess with enemies mixed together in a random monster mash soup from completely different game titles. The inclusion of new spheres also spices up the gameplay giving an incentive not to rush like a mad man if you find a precious rune o/

TerminusEst13
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Joined: Tue Jun 05, 2012 11:06 pm

RE: Zandro Monster Randomiser

#6

Post by TerminusEst13 » Tue Feb 24, 2015 7:16 pm

Armitage wrote:I like the fact this uses a balanced variation of the Doom Beastiary as opposed to 'Samsara Monster Mixer' which comes across as a cobbled mess with enemies mixed together in a random monster mash soup from completely different game titles.
HEH
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

Cyantusk
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RE: Zandro Monster Randomiser

#7

Post by Cyantusk » Tue Feb 24, 2015 11:15 pm

Mr. Armitage, thank you for your reply, but I personally think Samsara Monster Mixer is a very good project since it brings foes from many classic FPS games into Zandronum, and its balancing is good too (except atm, maybe, the Marathon foes, they are so OP, but maybe its just me, since its an "exotic" game, I have to get used to its mechanics first, and learn how to counter / evade properly). Also, it has many cool features when you explore the cvars, like allow just foes from a series spawn per map.

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Medicris
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RE: Zandro Monster Randomiser

#8

Post by Medicris » Wed Feb 25, 2015 12:11 am

Armitage wrote: I like the fact this uses a balanced variation of the Doom Beastiary as opposed to 'Samsara Monster Mixer' which comes across as a cobbled mess with enemies mixed together in a random monster mash soup from completely different game titles.
Great critique, you can go ahead and complain about Samsara being "just a cobbled mess of classes mixed together in a random mash soup from different game titles" while you're at it. It's Samsara for monsters. You can enable and disable sets, ex. you can play Duke with only the Duke3D set enabled.

If you complain about the balance, you complain about the games they came from; they emulate the original behaviour to their smallest details possible.

Basically what me and several others said on reading your post, you missed the point.
Cyantusk wrote: its balancing is good too (except atm, maybe, the Marathon foes, they are so OP, but maybe its just me, since its an "exotic" game, I have to get used to its mechanics first, and learn how to counter / evade properly)
I'll give you that one, in Marathon the player has 150 health by default: everything feels like it hits harder when you have 100. Sec's weapons don't scale their damage down either, so it somewhat evens out. It does mean they hit like trucks but have limited range: like Sec himself.

Also, most Mthon monsters flinch when shot. Anything rapid fire can take care of a single monster, easy. Blaz makes them pretty ezmode. Just don't get too close.

EDIT: I'd edit your pictures to be in [spoiler] tags if I were you. That way people who've already seen the screenshots don't have to keep scrolling past them.
Last edited by Medicris on Wed Feb 25, 2015 3:51 am, edited 1 time in total.

Zantum
 
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RE: Zandro Monster Randomiser

#9

Post by Zantum » Sat Apr 11, 2015 11:40 am

Try to run with Zandronum 1.3 and Zandronum 2.0 several times with different required .pk3 positions:
position 1:
sculltag_actors.pk3
sculltag_data.pk3
zandromonsterrandomiser_ce_v71.pk3
position 2:
zandromonsterrandomiser_ce_v71.pk3
sculltag_actors.pk3
sculltag_data.pk3
position 3:
sculltag_data.pk3
sculltag_actors.pk3
zandromonsterrandomiser_ce_v71.pk3
position 4:
sculltag_data.pk3
zandromonsterrandomiser_ce_v71.pk3
sculltag_actors.pk3
position 5:
sculltag_actors.pk3
zandromonsterrandomiser_ce_v71.pk3
sculltag_data.pk3
Files info:
skulltag_data.pk3 - 11,7 MB (12 362 327 bytes)|11,7 MB (12 365 824 bytes)
skulltag_actors.pk3 - 29,3 KB (30 090 bytes)|32,0 KB (32 768 bytes)
zandromonsterrandomiser_ce_v71.pk3 - 16,6 MB (17 457 729 bytes)|16,6 MB (17 461 248 bytes)

position 1(1.3) - "31 errors while parsing DECORATE scripts"
position 2(1.3) - "Script error, "zandromonsterrandomiser_ce_v71.pk3:actors/spawn.txt" line 582: Replaced type 'DarkImpSpot' not found in NewDarkImpSpot"
position 3(1.3) - "31 errors while parsing DECORATE scripts"
position 4(1.3) - "Script error, "zandromonsterrandomiser_ce_v71.pk3:actors/spawn.txt" line 582: Replaced type 'DarkImpSpot' not found in NewDarkImpSpot"
position 5(1.3) - "31 errors while parsing DECORATE scripts"

position 1(2.0) - "31 errors while parsing DECORATE scripts"
position 2(2.0) - "Script error, "zandromonsterrandomiser_ce_v71.pk3:actors/spawn.txt" line 582: Replaced type 'DarkImpSpot' not found in NewDarkImpSpot"
position 3(2.0) - "31 errors while parsing DECORATE scripts"
position 4(2.0) - "Script error, "zandromonsterrandomiser_ce_v71.pk3:actors/spawn.txt" line 582: Replaced type 'DarkImpSpot' not found in NewDarkImpSpot"
position 5(2.0) - "31 errors while parsing DECORATE scripts"


What I'm doing wrong and thats need something else for running? Or need to use another Zandronum build(s)?

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-_-
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Posts: 172
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Location: RU

RE: Zandro Monster Randomiser

#10

Post by -_- » Sat Apr 11, 2015 11:53 am

Zantum wrote: Try to run with Zandronum 1.3 and Zandronum 2.0 several times with different required .pk3 positions:
position 1:
sculltag_actors.pk3
sculltag_data.pk3
zandromonsterrandomiser_ce_v71.pk3
position 2:
zandromonsterrandomiser_ce_v71.pk3
sculltag_actors.pk3
sculltag_data.pk3
position 3:
sculltag_data.pk3
sculltag_actors.pk3
zandromonsterrandomiser_ce_v71.pk3
position 4:
sculltag_data.pk3
zandromonsterrandomiser_ce_v71.pk3
sculltag_actors.pk3
position 5:
sculltag_actors.pk3
zandromonsterrandomiser_ce_v71.pk3
sculltag_data.pk3
Files info:
skulltag_data.pk3 - 11,7 MB (12 362 327 bytes)|11,7 MB (12 365 824 bytes)
skulltag_actors.pk3 - 29,3 KB (30 090 bytes)|32,0 KB (32 768 bytes)
zandromonsterrandomiser_ce_v71.pk3 - 16,6 MB (17 457 729 bytes)|16,6 MB (17 461 248 bytes)

position 1(1.3) - "31 errors while parsing DECORATE scripts"
position 2(1.3) - "Script error, "zandromonsterrandomiser_ce_v71.pk3:actors/spawn.txt" line 582: Replaced type 'DarkImpSpot' not found in NewDarkImpSpot"
position 3(1.3) - "31 errors while parsing DECORATE scripts"
position 4(1.3) - "Script error, "zandromonsterrandomiser_ce_v71.pk3:actors/spawn.txt" line 582: Replaced type 'DarkImpSpot' not found in NewDarkImpSpot"
position 5(1.3) - "31 errors while parsing DECORATE scripts"

position 1(2.0) - "31 errors while parsing DECORATE scripts"
position 2(2.0) - "Script error, "zandromonsterrandomiser_ce_v71.pk3:actors/spawn.txt" line 582: Replaced type 'DarkImpSpot' not found in NewDarkImpSpot"
position 3(2.0) - "31 errors while parsing DECORATE scripts"
position 4(2.0) - "Script error, "zandromonsterrandomiser_ce_v71.pk3:actors/spawn.txt" line 582: Replaced type 'DarkImpSpot' not found in NewDarkImpSpot"
position 5(2.0) - "31 errors while parsing DECORATE scripts"


What I'm doing wrong and thats need something else for running? Or need to use another Zandronum build(s)?
It works fine for me on zandronum 2.0 with :
Skulltag_actors_1-1-1.pk3
Skulltag_data_126.pk3
Samsara-v0.31beta.pk3
Samsara_extraheroesv1.1ob3z.pk3
Zandromonsterrandomizer_ce_v71.pk3
Last edited by -_- on Sat Apr 11, 2015 12:13 pm, edited 1 time in total.

Zantum
 
Posts: 22
Joined: Tue Aug 26, 2014 12:42 pm

RE: Zandro Monster Randomiser

#11

Post by Zantum » Sat Apr 11, 2015 12:28 pm

I Try it:
Skulltag_actors_1-1-1.pk3
Skulltag_data_126.pk3
Zandromonsterrandomizer_ce_v71.pk3
But got "31 errors while parsing DECORATE scripts".


skulltag_actors_1-1-1.pk3 - 29,3 KB (30 090 bytes)|32,0 KB (32 768 bytes)
skulltag_data_126.pk3 - 13,9 MB (14 577 712 bytes)|13,9 MB (14 581 760 bytes)

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-_-
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Location: RU

RE: Zandro Monster Randomiser

#12

Post by -_- » Sat Apr 11, 2015 12:31 pm

Zantum wrote: I Try it:
Skulltag_actors_1-1-1.pk3
Skulltag_data_126.pk3
Zandromonsterrandomizer_ce_v71.pk3
But got "31 errors while parsing DECORATE scripts".


skulltag_actors_1-1-1.pk3 - 29,3 KB (30 090 bytes)|32,0 KB (32 768 bytes)
skulltag_data_126.pk3 - 13,9 MB (14 577 712 bytes)|13,9 MB (14 581 760 bytes)
This was created specially for samsara so it requies "samsara-v0.31-beta.pk3" or "samsara-v0.3.pk3"
Last edited by -_- on Sat Apr 11, 2015 12:33 pm, edited 1 time in total.

Zantum
 
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RE: Zandro Monster Randomiser

#13

Post by Zantum » Sat Apr 11, 2015 12:51 pm

Pity, but thanks for explanation.

C4RNAGE
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RE: Zandro Monster Randomiser

#14

Post by C4RNAGE » Sat Feb 06, 2016 3:50 pm


Cyantusk
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Re: Zandro Monster Randomiser

#15

Post by Cyantusk » Wed Jan 23, 2019 11:27 am

Hello guys, just to give you a heads up: I had many personal life issues, thats why I couldn't answer properly this thread. Also, for some reason, my email provider didn't notify me properly about the new posts. My apologies!

Tracker303
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Re: Zandro Monster Randomiser

#16

Post by Tracker303 » Thu Jan 24, 2019 2:33 pm

No problem mate, I gave your mod a try and enjoyed it very much! I look forward to you updating it or starting something new!

Elias79
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Re: Zandro Monster Randomiser

#17

Post by Elias79 » Fri Feb 01, 2019 9:27 pm

Working download link?

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Empyre
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Re: Zandro Monster Randomiser

#18

Post by Empyre » Sat Feb 02, 2019 5:59 am

"For the world is hollow, and I have touched the sky."

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