A complete re-do of my Increased monsters add-on for Version 7. You do not need the previous version for this to work. To install just place the pk4 file in your Perfected folder.
I've increased the overall number of monsters within the campaign and replaced weak enemies with stronger ones mid-late game. New monsters have been added from the Shambler's castle mod by HeXum.
Changes
added in some classic music tracks during key moments and boss battles.
Music credits:
At Dooms Gate (Doom 2016 version), by Mick Gordon
Suspense remake, by Sonic Clang
Demons on The Prey remake, by Andrew Hulshult
Sign of Evil remake, by Andrew Hulshult
Nobody Told me About ID remake, by Xeltecon
Getting Too Tense remake, by Tenebrae Aeternus
Evil Incarnate remake, by Perkristian
removed all berserk/adrenaline power ups after the hell levels. The beserks enabled the player to easily dispatch of Saboath and the Cyberdemon without even having to fight them
Monster Related Changes:
Removed pinkies in Alpha labs 3 and replaced them with ranged based monsters. The player could easily avoid the pinkies by running up the broken lift.
Altered monster placements near the trite tunnels in Waste Sector 1. The pinkies could again be exploited here.
The pinkies and maggots were again easy to exploit in the map Last Hope by jumping onto a platform that they can't reach, thus I've replaced the pinkies and most of the maggots with ranged enemies.
Icon of Sin boss fight has been made more challenging
Increased Saboath's health
Cyberdemon fight is now much more challenging.
Added unique monsters: (special enemies with much higher hit-points than their regular counter parts and/or have different abilities, unique monsters are either encountered rarely or just once).
Shade: A tormented spirit that relentlessly pursues the player, basically a cloaked zombie.
Cloaked Wraiths: wraiths that have been turned nearly invisible
Toxic Imp: tough imps that hurl toxic bolts at the player rather than fireballs.
Plasma Imp: very tough imps that throw powerful balls of plasma.
Plasma Revenant: Revenants mounted with plasma cannons rather than rocket launchers and have very high hit-points.
Necromancer: A powerful arch-vile that summons in a horde of zombies rather than demons
Super Revenant: these revenants shoot powerful green fireballs at the player and take quite a bit of firepower to take down.
Rocket launching commando Zombie: This guys chain-gun has been modified to rapidly fire small homing missiles.
New monster, Scrag: a weak but fast air born enemy. Scrags only appear after the death of most Cacodemons, they are never seen on they're own.
New monster, Fiend: a vicious melee fighter with a powerful leap attack. Fiends are almost always seen around pinkies and specters.
New Monster, Shambler: a huge muscular demon that throws lightning bolts. They are slightly weaker than hell knights and much slower.
New monster, Ancient Shambler: Basically a shambler on life support, yet sill possesses a good deal of strength. Appearance is overall the same but without the tattoos on it's back and a metal contraption is attached from it's arm and to the heart; this devise is likely the only thing keeping this beast alive and helping it Chanel electricity. The ancient Shambler is far tougher than it's younger counterpart, having almost as much health as the Baron of Hell.
New Monster, Vore: Another strange spider like creature, it's appearance is similar to the Vagary. The Vore hurls a cluster of explosive homing pods at the player dealing high damage if hit directly.
Changes to enemy numbers: (n/a means I've either made very little changes to their numbers or haven't altered them at all)
Imp: increased numbers in the beginning levels and even had them appear in large packs. As the game progresses The amount of imps encountered is greatly reduced.
Lost/Dead souls: I've hardly placed any within the maps. Additional lost souls are faced when fighting Pain Elemental.
Maggot: Slightly increased
Wraith: Slightly Increased
Trite: n/a
Tick: numbers haven't been increased all that much, but at least you'll face them more than once.
Pinkies/specters: slightly increased
Cacodemons: slightly increased
Pain Elemental: Moderately Increased
Cherub: n/a
Commando Zombies (tentacle): slightly increased
Commando Zombies (chaingun): slightly increased
Hellknight: moderately increased
Baron of Hell: moderately increased
Mancubus: moderately increased
Security Zombies (overall): slightly increased
Zombies: like the imps I increased their numbers in the beginning levels and replaced them with stronger zombie types in later levels.
Flaming Zombie: moderately increased
Morgue Zombie: you'll definitely fight him more than once.
Chainsaw Zombies: moderately increased
Vagary: n/a
Good job man. Thanks for keeping PD3 alive. Please delete the old version of this.
I'll beta test this and let you know if I find any bugs :D
Nice, thanks for updating this! I had a lot of fun with the earlier version just by having the maps feels more populated with zombies etc.
great thanks
edit: might need older version file structure so i can uninstall safely
The old version just had the maps folder and the pk4 files from shambles castle. I also have some sound files there too that replaced the tick.
Sorry if its a dumb question but will this work on ROE also? or just regular PD3
This is just for regular PD3, I'm currently working on the ROE version.
Hey I have a problem. When I get to the EnPro Plant, I can't use my weapons at all. They're holstered(like when you're riding in the monorail), and the ammo counters are completely blank as well. Can you check this out? I'm playing vanilla Doom 3.
Hey bro, 4 years gone.. Are you gonna finish your work on RoE port? We hope that yes.
Love this addon. Really ups the variety, tension, and difficulty. Nice work.
Really enjoying this addon, however, I have an issue with the Plasma Imps. They have faaaar too many hit points. It's ridiculous that 4 full auto barrages with the shotgun doesn't even kill a single one. That's not how you make an interesting and challenging enemy, it's how you annoy the player.
Other than that, the added monsters are great and the increase in difficulty is fun.
Try out my premium pack, it includes this mod already + reworked their particles, the weapons in my add on are much more powerful and faster, but not super weapons. Just a little bit stronger. And your armour will absorb 99% of the damage and you'll have more health and armour. Also instant kills are rare, you'll take at least 3 hits to be taken down if you encounter the one hit monsters.
If you or anyone is struggling with the immortal imps, you can use berserk pack on them and just chainsaw through them all. It's by far the easiest, cheapest and least tedious way of dealing with them.
On a side note, if you want to further increase the difficulty and keep the game interesting, enable random encounters with "g_useRandomEncounters" in the config and then up "g_randomEncountersMaxSpawns". You'll get ambushed or attacked more with enemies that never spawned on a particular spot before. The only downside is that they do spawn on some weird spots sometimes so they get autogibbed.
Also be sure that your difficulty is actually the one you set, because my game resets it back to recruit for some reason on the first level ("g_skill" command, where 0 is the easiest).
I also use "g_enemyHealthScale" modificator, which is 1.8 in my case, the enemies feel tougher without turning into bullet sponges, so you need to think about your approaches beforehand. Lost souls become a real threat though, they deal 100 damage per bite on veteran (so they kill you in about 4 bites from full health/armor) and your shots just **** them off, knocking them back and making them unpredictable. Same goes to the machinegun guys and chaingunners, one or two bursts can end you right there from full health.
I like this addon a lot, it made me feel like I was playing d3 for the first time again, so tense and ruthless. I've run into a problem however - on every level after first hell level, whenever I try to load my save it might fail (about 80% of the time) with "cannot load console" error message. It's really inconvenient. What could be done about this?
That's an error I've received if I try to reload a save after teleporting a soul knight. Due you use the soul knights often?
Oh crap. Yeah I noticed it happens often after I received the soul cube and when using soul knight. And yes, I teleported him around as well. I just feel that there might be something else too. I'll try to avoid him, but it's such a shame because he's pretty useful (when he's not friendly firing you at least) as a punching bag.
Okay, can confirm, it was the soul knight. After I stopped using him I completed the game just fine.
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When I download this I just get a .zip file with a bunch of folders inside of it (af, dds, def, maps, materials, models, partials, script, skins, sounds & textures). Not a .pk4 file like the installation instructions says... what should I do with these files?
had to rename the file extension... stupid mistake. sorry
I'm enjoying the mod so far; the only complaint I have is that there are issues with scripted NPC movements; for example, in the section where Swan and Campbell are running out of a large computer room in Administration, they don't leave the room normally, and instead end up running in circles trying to leave. This also happens with some enemies, where they just run around in circles.
Best way to try resolving that is reload your saved game. The first time you reload any save game, AI can be whacky I've noticed. After a 2nd reload, they go back to normal. Sometimes.
I have the same problem in the upcoming version of my mod (Doom3:Bravo). Tried it with 'new game' restarts, multiple times - not just save/reload. Doesn't help either way. There's got to be something missing...but what?
I have exactly the same problem with the mod i am developing. Trying to add/alter some enemies in several maps, - and this starts happening. It's not only Swan/Campbell - also the sentry bots are walking in circles and some of the zombies and occasionally other enemies behave strangely as well - often ignoring the player. The added enemies have no problem, but the maps just don't seem to play right. I'd really like to find out how to solve this problem...
This mod with the new PD3 update with gibbing is NASTY AWESOME!
So is there an RoE version yet?
Out of all the new monsters added, there are 2 almost unkillable monsters. And since I was using the less ammo mod, lol, they were insane fight:
1. The blue imps. Not the invisible ones, it's the visible SUPER blue imps that spawn in the 2nd Sewer level and in the next-to-last delta labs level (before you get sent to hell) lmao since you don't have the rocket launcher or the BFG yet, the sewer level it took like all my chaingun ammo, all my grenades, all my plasma, double barreled shot gun ammo, I had to back track thru 3-4 different rooms just to survive. The second time they appear you have the BFG so it's a lot easier just using it's special fire mode.
2. The one and only super chaingun commando, who has 5 times the health of a regular commando (like the super blue imp has to the normal imp) and his chaingun rapid fires Revenant missiles. He spawns in the second last level.
Jesus Christ almighty. I tried killing this guy without the Soulcube, I really did. But it was impossible lol, there's no room to hide in that level.
- - - - - -
Despite how over powered those two monsters were, I still loved fighting these massive swarms of demons.
@poisonheadcrab: The only thing I don't like about your add-on, are the songs you put in for a select few levels. Correct me if I'm wrong, but there are these atmosphere shattering songs you added to the Hell level, (during the first fight with the green super hell knight, and then the boss fight) the last CPU level, (at the beginning and during the fight with Sarge) the site 3 entrance level (opening fight) and the Cyberdemon boss fight.
Not gonna lie, all of those songs sounded pretty gay (except the Cyberdemon fight song, which was Pantera) because they ruined the evil atmosphere; those evil demonic ambient sounds that you're used to hearing are in complete contrast with these annoying heroic techno/orchestral songs you added. lol those songs were added in bad taste my man. Those songs don't belong in Doom 3's super brooding atmosphere. Seriously, you should upload a new version without those songs. It's annoying as **** having to hear them every time you have to reload that save point.
So anyways, when you gonna make a version for RoE? Or even the In Hell campaign?
I would like to know as well.
Having an issue. When I finish Mars City Revisited and start loading into Administration, the console comes up with the following error:
Script object 'monster_demon_pinkdemon' not found on entity 'monster_demon_spectre_1'.
And then it just crashes to the main menu. I don't know what's wrong. It seems to not have or not recognize a custom monster or something. I'm using the PD3 texture addons, if that makes a difference.
Never mind, I had dropped the Tested mod into the Doom 3 base folder. Removing it fixed the issue.
Hi, another question. When I get to Alpha Labs 3, it automatically switches the difficulty to nightmare. (I'm going on veteran for my first time through this add-on). Even though the console reads g_skill 3, I know it's on nightmare because it suddenly gave me the soul cube, and the damage from enemies increased by a ton. Any idea what's going on?
I know this is a stupid question, but is cannot work with the original game, because my PC is weak for the perfected doom 3.