Description

Gameplay mod which mixes up the deaths of monsters so it is not the same one every single time. Also mixes up some of the gore/corpse decorations so they are random in each playthrough, not to mention this does not touch player weapons at all so use a weapons mod if you wish.

Preview
Random Deaths and Decoration 1.63: Savage Edition
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genjilolic
genjilolic - - 1 comments

This disables the dynamic lights could u make it compatible with the dynamic lighting?

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DoomVideoVault Author
DoomVideoVault - - 324 comments

I'm a bit too lazy to muck around with GLDEFS, sorry.

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DoomVideoVault Author
DoomVideoVault - - 324 comments

A late second reply but RDND 1.62 now has its own GLDEFS :)

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Guest
Guest - - 689,352 comments

Nice

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Guest
Guest - - 689,352 comments

Thanksssss

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DoomVideoVault Author
DoomVideoVault - - 324 comments

Just letting folks know I'm doing some stuff for version 1.6.

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Nipless
Nipless - - 161 comments

Great, it's good to see more of this project.

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themarine141
themarine141 - - 119 comments

When will you release it?

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DoomVideoVault Author
DoomVideoVault - - 324 comments

When I feel I've put enough into it and has no outstanding errors. Most likely in early Summer.

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Doomguy5th
Doomguy5th - - 483 comments

Sometimes you just want to get away from Brutal Doom but you're just used to those interesting and various deaths each monster had. Welp, combined with another weapon mod, this mod is well done.

This deserves a 10... nuff said.

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DoomVideoVault Author
DoomVideoVault - - 324 comments

My on and off work has paid off it seems.

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Reactorcore
Reactorcore - - 644 comments

Whats the difference between the Z and non Z versions of .pk3s inside the zip?

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DoomVideoVault Author
DoomVideoVault - - 324 comments

Z is for Zandronum only because it lacks certain features used in the non-Z version.

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BlaringCoder
BlaringCoder - - 39 comments

Really cool, gonna check it out.

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DoomVideoVault Author
DoomVideoVault - - 324 comments

I am still adding to this.

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DoomVideoVault Author
DoomVideoVault - - 324 comments

Great news everybody! Since Zandronum 3.0 has been released on an official level (and not a beta), there is no need for the RDND##Z archive in the file anymore.

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DoomVideoVault Author
DoomVideoVault - - 324 comments

Here's the current WIP changelog for RDND 1.62:

1.62 - November 2017
-New Mancubus death
-New Commando death
-New Imp death
-Zombiemman rifle sound added
-Arch-vile attack explosion sound added
-Revenant fireball impact sound added

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DoomVideoVault Author
DoomVideoVault - - 324 comments

1.62 DONE! Check link on top!

RECOMMENDED MODS TO USE WITH RDND:
Forum.zdoom.org - Droplets - (Direct download at Forum.zdoom.org
Forum.zdoom.org - SpriteShadow
Doomworld.com - Minor Sprite Fixing Project (load BEFORE RDND)
Forum.zdoom.org - Perkristan's Smooth Weapon Anims

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guitardz
guitardz - - 6 comments

I have a really weirdly specific question... So, I was thinking of using this with Final Doomer Plus, a weapon/class add on mod that gives you a few different megawad specific weapon sets to choose from. In it there is a weaponset for Back to Saturn X that changes the pump shotgun into a sort of plasma burst weapon that fires green energy balls. I was wondering if this weapon will set enemies on fire in combination with your mod?

P.S. Thank you for Maps of Chaos, I can't play Ultimate Doom or Doom II without it anymore, lol.

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DoomVideoVault Author
DoomVideoVault - - 324 comments

This is just a really quick update I didn't catch when I added the GLDEFS earlier, they did not work with Zandronum so I am forced to have a separate version yet again. So sorry I did not catch this earlier.

A Zandronum version is in the download right now if you need it.

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Guest
Guest - - 689,352 comments

Excellent mod. This mod is now my definitive-to-go mod for enhancement of vanilla Doom experience. Really loves how the death animation of enemies react according to the ragdoll physics and shot direction.

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Nick357r
Nick357r - - 112 comments

I don't know if this makes much sense, but if you put GZDoom in Software mode, do the monsters not get all the alternate deaths that they would normally get? Was testing out ZDoom 32_2.8.5b and it seemed like the zombiemen only had the one death animation, then again this was just a short run and there were other monsters that DID have all the proper death animations.

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DoomVideoVault Author
DoomVideoVault - - 324 comments

This was meant to be used with GZDoom (preferred) or Zandronum.

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DoomVideoVault Author
DoomVideoVault - - 324 comments

Version 1.63 has been uploaded. Changes include a new "Savage" Ultra Violence difficulty if Cruel just wasn't cutting it for you and a couple of language file tweaks.

Use RDND16.PK3 for GZDoom and RDND16_Zan.PK3 for Zandronum.

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Nick357r
Nick357r - - 112 comments

Thanks Glaice! Really love this mod.

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DoomVideoVault Author
DoomVideoVault - - 324 comments

Note blood FX seen in the new screenshot is from Droplets mod and not part of RDND but a great addition to run side by side. You can find it several posts above this one.

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DoomVideoVault Author
DoomVideoVault - - 324 comments

MINOR HOTFIX!

Nothing gameplaywise, just a graphical oopsie on my part. If you downloaded it previously, I'd recommend you redownload to stay up to date.

New in this update:

Updated HELP/HELP1/CREDITS lumps so graphics says 1.63, not 1.62.

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eviltechno
eviltechno - - 502 comments

Should remove custom fonts. They are not nessassary.

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DoomVideoVault Author
DoomVideoVault - - 324 comments

It is to make things stand out like many of the mods out there. If you wish to see the original font again, open RDND16 or RDND16_Zan.pk, and delete the CONFONT lump.

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DoomVideoVault Author
DoomVideoVault - - 324 comments

Here's to a more fleshed out "Savage" update! (Considered 1.63.1)

In the "Savage" difficulty since last update:
-Monsters are much quicker to react and attack when they see you.
-Monsters attack more often. (IE Former Human Commando)
-Monster projectiles are slightly faster so it's not a wall of spam.
-Monsters without a melee attack will try and stay out of melee range.
-Some monsters will retaliate sooner than others (IE Commando, Lost Soul, etc)
-Boss monsters well...are bosses :P

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DoomVideoVault Author
DoomVideoVault - - 324 comments

I'll consider this 1.63.2:

-Fixed a problem with GZDoom V4 with the TXT_YES replacing "Yes" on text prompts.
-Replaced "Fragile" description.
-Added new quit messages! Not replacements, but brand new ones next to the ones I replaced.

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DoomVideoVault Author
DoomVideoVault - - 324 comments

Quickly addressed a sprite offset issue, so redownload the archive if you downloaded the file within the last hour.

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Zorro_de_la_noche
Zorro_de_la_noche - - 562 comments

Question, could this mod work in this WAD?

Doomworld.com

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DoomVideoVault Author
DoomVideoVault - - 324 comments

If there's any monsters/decor being replaced by the map-mod, then some things won't work as expected. It *does* recommend using Smooth Doom so you should not have a problem using RDND at all.

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Nick357r
Nick357r - - 112 comments

I think it SHOULD work, it'll most likely have the custom monsters alongside RDND's, I've played Innocence X and the Nightmare Imps spawn alongside the regular, however I played RDND with Exspiravit once and the custom monster sprites were doing some weird ****. Only mapset its caused problems with.

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Zorro_de_la_noche
Zorro_de_la_noche - - 562 comments

Does Innocence X have enemies as they are often seen in "Hurt - Singleplayer map in hell"?

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DoomVideoVault Author
DoomVideoVault - - 324 comments

Version 1.63.3 up!

Some changes:
-New Zombieman death
-New Demon death
-Updated LANGUAGE bits

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Guest
Guest - - 689,352 comments

I wish you didn't mess with the text after finishing the episodes... Would kill for a mod that does ONLY what it says on the tin...

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00_Zombie_00
00_Zombie_00 - - 92 comments

Hi, I made some animations that could be used for this project
Mediafire.com

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DoomVideoVault Author
DoomVideoVault - - 324 comments

Oh ****, I overlooked this and will get right into adding some of these!

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Guest
Guest - - 689,352 comments

i dont get as much blood as on the preview photo did anything get changed?

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DoomVideoVault Author
DoomVideoVault - - 324 comments

I really should replace the preview image, I was using Droplets at the time.

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ILikeDoom:)
ILikeDoom:) - - 35 comments

Nice mod, but would like a death for:
Cyberdemon where he just falls and does not explode (trust me iam tired of that death) Pinky demon where its upper jaw will come off.
Nice mod if you mix it with weapons mod, its like BD with slight gore.

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Guest
Guest - - 689,352 comments

this mod is so EPIC when mixed with a blood mod and a powerful weapon mod!

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DoomVideoVault Author
DoomVideoVault - - 324 comments

Glad you enjoy this!

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Thelightcall
Thelightcall - - 8 comments

hey, can you disable the main menu?

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Vejean
Vejean - - 24 comments

Hello, maybe it's a bug i don't know but the arch-vile can ressurect the pain elementals... for a vanilla experience that shouldn't happen

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Guest
Guest - - 689,352 comments

Some of your dead body sprites are partially sunk into the floor. They need to be raised slightly.

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DoomVideoVault Author
DoomVideoVault - - 324 comments

You don't have Sprite Clipping set to off on your source port, do you? That tends to do the sunken effect on corpses.

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Guest
Guest - - 689,352 comments

... I never knew... Thank you!

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