Monster Multiplier and Vile Multiplier + Skulltag add-ons

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Monster Multiplier and Vile Multiplier + Skulltag add-ons

#1

Post by Empyre » Mon May 08, 2017 1:55 am

Some of you might be familiar with 10x and/or Vile Curse. For the rest of you, 10x multiplies each monster by 10, so a map with 128 monsters would have 1280 instead, and Vile Curse enables all monsters to resurrect any monster. I have made variants of 10x that change that multiplier to 2, 3, 5, 7, 15, and 20. I have also combined the functionality of 10x with Vile Curse, and then made variants with the multiplier changed to 2, 3, 5, and 7. Now, Monster Multiplier replaces 10x and all its variants, and Vile Multiplier replaces Vile Curse and all its multiplier variants.

UPDATE: In _v2, you can no longer walk through the monsters, but they still walk through each other. Your shots no longer go through monsters, but theirs still do. The Ambush flag is now passed along to the monsters. The ideas for these changes came from Popsoap.
In _v3, all the stealth monsters and marine monsters are added, plus there are add-ons for the Skulltag monsters.
In _v4, I merged in the functionality of Nevander's DespawnMonsters_Fade.wad (with permission), except I removed the flickering that preceded the fading. Dead monsters fade away and are removed from the game after 5 minutes (increased from 3 minutes to give the monsters more time to raise each other). During that time, they can still be raised. The blood colors of the monsters are updated. GLDEFS and DECALDEFS are also added for the custom versions of the monsters and their projectiles. I decided not to upgrade the Skulltag variants, which means that those monsters won't fade away, or glow or leave decals.
In Monster Multiplier v1 and Vile Multiplier v1, I combined all the multipliers into one wad, thanks to an idea from Blood in the Zandronum forums. You set the MMNumber cvar to set how many times each monster is multiplied. In Monster Multiplier, if MMNumber is > 20, it will be set to 20, and if it is < 1, it will be set to 1, and MMNumber defaults to 2. In Vile Multiplier, if MMNumber is > 10, it will be set to 10, and if it is < 1, it will be set to 1, and MMNumber defaults to 1. I decided not to do the same for the Skulltag variants. If you use the Skulltag variants, please let me know. If there is enough demand for it, I'll update those, too.


USE THESE WITH CAUTION! They can cause lag in single player, and even worse in coop. That's why I made the variants with smaller multipliers.

They each have a WADINFO that credits the original authors: Deathwatch and Aiur850 for Vile Curse and Cutman Mike for 10x.

Downloads:
monstermultiplier_v1.wad
vilemultiplier_v1.wad

I have come to realize that Vile Multiplier with MMNumber 1 is not the same as Vile Curse, so here is a link to that, too:
vilecurse_v1.3.wad

The below are Skulltag add-ons for the above. Mix and match as desired. Skulltag content is required for the following.

2x_skulltag.wad
3x_skulltag.wad
5x_skulltag.wad
7x_skulltag.wad
10x_skulltag.wad
15x_skulltag.wad
20x_skulltag.wad

vilecurse_skulltag.wad <--- no multiplier
vilecurse_skulltag2x.wad
vilecurse_skulltag3x.wad
vilecurse_skulltag5x.wad
vilecurse_skulltag7x.wad
vilecurse_skulltag10x.wad
Last edited by Empyre on Fri Jun 15, 2018 10:24 pm, edited 11 times in total.
"For the world is hollow, and I have touched the sky."

User avatar
Doomenator
Forum Regular
Posts: 300
Joined: Wed Apr 01, 2015 4:27 am

Re: 10x and Vile Curse Variants

#2

Post by Doomenator » Mon May 08, 2017 10:23 am

vilecurse_10x.pk3 - broken link.

User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Re: 10x and Vile Curse Variants

#3

Post by Empyre » Mon May 08, 2017 3:31 pm

Doomenator wrote:vilecurse_10x.pk3 - broken link.
Fixed.
"For the world is hollow, and I have touched the sky."

User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Re: 10x and Vile Curse Variants - UPDATED v2

#4

Post by Empyre » Sun Feb 11, 2018 7:08 am

Updated to V2.

In _v2, you can no longer walk through the monsters, but they still walk through each other. Your shots no longer go through monsters, but theirs still do. The Ambush flag is now passed along to the monsters. The ideas for these changes came from Popsoap.

The links are in the first post, and not duplicated here because this is still the first page of the thread.
"For the world is hollow, and I have touched the sky."

User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Re: 10x and Vile Curse Variants - UPDATED v3 + Skulltag add-ons

#5

Post by Empyre » Sun Feb 18, 2018 6:24 am

Another update!

All stealth monsters and all marine monsters are added. The Icon of Sin monster shooter is improved, and as a nice side effect, all of these no longer break maps like Doom2 MAP07 which depend on all monsters of a certain type dieing. There are now also add-ons for the Skulltag monsters.

This is still the first page, and there are lots of links, so they are not duplicated here from the first post.
"For the world is hollow, and I have touched the sky."

User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Re: 10x and Vile Curse Variants - UPDATED v4 + Skulltag add-ons

#6

Post by Empyre » Thu May 24, 2018 12:47 am

Yet another update:

In _v4, I merged in the functionality of Nevander's DespawnMonsters_Fade.wad (with permission), except I removed the flickering that preceded the fading. Dead monsters fade away and are removed from the game after 5 minutes (increased from 3 minutes to give the monsters more time to raise each other). During that time, they can still be raised. The blood colors of the monsters are updated. GLDEFS and DECALDEFS are also added for the custom versions of the monsters and their projectiles. I decided not to upgrade the Skulltag variants, which means that those monsters won't fade away, or glow or leave decals.

Just scroll up to the top of the page for the links.
"For the world is hollow, and I have touched the sky."


User avatar
fr blood
Frequent Poster Miles card holder
Posts: 992
Joined: Wed Mar 06, 2013 4:04 pm
Location: France

Re: 10x and Vile Curse Variants - UPDATED v4 + Skulltag add-ons

#8

Post by fr blood » Thu May 24, 2018 12:59 pm

Why not making a custom cvar and some ACS manipulation in order to change the multiplier of monsters from 2 to 10 or even more instead of making all these different files?

User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Re: 10x and Vile Curse Variants - UPDATED v4 + Skulltag add-ons

#9

Post by Empyre » Thu May 24, 2018 3:13 pm

Doomenator wrote:
Thu May 24, 2018 8:42 am
15x_skulltag.wad - broken link.
Thanks for finding that. Fixed.
fr blood wrote:
Thu May 24, 2018 12:59 pm
Why not making a custom cvar and some ACS manipulation in order to change the multiplier of monsters from 2 to 10 or even more instead of making all these different files?
I never thought of that, and I have never made a custom cvar before. I'll look into that.
"For the world is hollow, and I have touched the sky."

User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Re: Monster Multiplier and Vile Multiplier + Skulltag add-ons

#10

Post by Empyre » Fri May 25, 2018 2:10 am

OK, I have done as Blood suggested!

Monster Multiplier and Vile Multiplier both use the cvar MMNumber to set how many monsters. Monster Multiplier limits the range from 1 - 20, and defaults to 2, while Vile Multiplier limits the range from 1 - 10 and defaults to 1.

monstermultiplier_v1.wad
vilemultiplier_v1.wad
"For the world is hollow, and I have touched the sky."

User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

Re: Monster Multiplier and Vile Multiplier + Skulltag add-ons

#11

Post by Empyre » Fri Jun 15, 2018 10:26 pm

I have come to realize that Vile Multiplier with MMNumber 1 is not the same as Vile Curse, so here is a link to that, too:
vilecurse_v1.3.wad
"For the world is hollow, and I have touched the sky."

Post Reply