A heavily modified version of Strongbelly's D4 monster pack, that includes edits to behavior and visuals of preexsting monsters, as well as whole new additions to the enemy roaster.**CLICK READ MORE TO SEE IMAGES**
UPDATE 1.1
- Removed Vuln State on marauder's dog spawning
- Increased Dog's health from 60 to 140
- Changed Marauder's shield painchance from 255 to 224 in an attempt to reduce duplications
- Moved the Jump inventory calls in an attempt to avoid marauder freezing, which is an issue some have had
UPDATE 1.2
- Made additional improvements to the marauder to work with fast monsters on
-The only enemies that are not featured are tenticles, cueballs, Doom Hunters and DLC enemies.
-Works with both newer and older versions of EOA code.
- Is it's own seperate addon to Strongbelly's pack.
- Does not even need EOA to run, so feel free to run it with any mod
-If you are a mapper wishing to use these in your work, feel free to include them, credit would be appreciated.
does it require eoa? (i know this is a ******* question )
you can even use this with/without eoa
It kind of isn't really, seeing as the original required EOA iirc
bruh
These monsters are too beefy in HP and makes it artificially hard. Theres no reason a regular zombie man needs 2 shots from a shotgun to die. And it shuoldnt take 33 plazama pistol hits to bring them down either.
Monsters look cool and all, but this isnt fun to play with. Tone down the HP on EVERYTHING.
I think the author tried to stick to Eternal values as much as he could...I am quite sure a zombieman takes 2 shotgun shots to die in Eternal too.
This enemies are really strong, you're right, so they do not fit every wad.
yep, they are strong.
as someone who played eternal since october 2020, can confirm that, no, zombieman do no take 2 shotgun shots to die, only in mid or far range.
on close or point blank range, it's instant stagger with 1 shotgun shot
* Can you remove the Heavy Assault Rifle drops from Mecha Zombie? This is unfair challenge
* When killing a Maykr Drone it will crash a game (but sometimes)
I don't like ammo drops from demons either, it just seems out of place with the eternal gameplay this aim to.
cacodemon blood doesn't works :c
Another suggestion I can make is to add a vulneribility to the plasmarifle to the shieldguy's shield...I know this is still a WIP, so there is space for these kind of things I guess...I noted only recently you can pop maykrdrones head for ammo, considering that latest EoA has an additional hitboxes option I wonder what can be done regarding other weakpoints in the spirit of Eternal
How can I summon the remaining monsters (example: the marauder or other eternal ones) (and I mean to invoke them by commands)?
to summoning a marader you need to write a summon demarader or to summon a cyber mancubi you need to write a summon to defatsotech and zombies mech, soldier's shield and mykr drone summon demechazombie, summon Deshieldguy, summon DeMaykrdrone with other demons, a similar situation is better to download Slade 3 and place the addon there to decorate, and then to the folder with monsters, and there are written the names of the actors to be written in summon and the name of the actor I hope helped you.
Cargué el mod de monstruos pero no su textura, ¿cómo lo instalo?
Does not work :(
Cannot launch :(
Will the next update include all doom eternal monsters?
Before you didn't need EOA to run this mod, but now you do need Eoa if you want DOom eternal monsters to work. What happened?
the description mentions that it "does not even need EOA to run" yet wont launch when i load the mod by itself without eoa. any way to fix this?
"Does not even need EOA to run, so feel free to run it with any mod"
The game won't work and needs EOA to run, are you joking??
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archvile model doesn't show up in latest gzdoom, just an invisible model, flame particles are still visible though