A xp/rank/reward/mobility modification with visual/sound/text notifications. Custom "Doom Exp Settings" menu, Improved Sounds & effects and More Gore!
Doom Exp 2.3 will allow you to individually disable the custom monsters and set their spawn chances. The Marauder has been added and will make you wish you encountered a Pyro Demon instead.
Changelog:
- Marauder added.
- A few Hud messages had to be rearranged to avoid overlapping overlays.
- Glory kills now work with GZDoom 4.4.2
- Monster Management Submenu added.
- Haedexebus health and attacks reworked.
- Monsters drop extra loot option added in Monster Managment settings.
- Sin Incarnate now has a new attack that spawns 5 skullcubes which will spawn random monsters.
- Mini boss icons will only show when they are enabled.
- Mini Boss Spawn Chance added.
- Crucible now charges by killing monsters.
- Chaingun Shield can now be activated and you can shoot at the same time.
- Shoulder cannon message display should not confuse anymore.
- Double Rank bug for slaughter maps fixed.
- New BFG impact effect.
- BFG primary fire buffed.
- New effect for ultra sound attack from Blind Pinky.
- Sin Incarnate pain states, make him do a little dance.
- Power Node Giver now has 3 options too (Low, Normal, High)
- Monster Boosting now has a On/Off switch in the Doom Exp Settings.
- Added blind pinky's with special attacks.
- Fixed issue with dog being crazy fast on Doom Slayer difficulty.
- Fixed issue with mug shot disappearing while dog active.
- Fixed Wraiths not having a teleport sound on Doom 1 wads.
- Dog now poops after eating monsters. His droppings sometimes have ammo/power nodes/keys inside.
- Pistol start option added.
- Option added to disable starting Blade posing.
- Added more destructible decorations.
- Fast Doom Blade Waveslash recharge added to buy menu.
- Dual Pistol (armor piercing) camera shake reduced.
- Doom Blade (with berserk) can reflect projectiles when timed correctly.
- Fire Grapple Hook upgrade added.
- Improved Dog behavior. Should not get stuck on top tall geometry anymore.
- New tentacle monster (random chance to replace ceiling decorations or lamps).
- Argent Doom Blade added. Can always reflect projectiles and is easier to do.
- Smoke trails spawning correctly from weapons relative to mouselook / camera pitch.
- Shoulder cannon improved. Faster firing speeds and new grenade mechanic.
- Rewards for mini bosses added.
- XP giver now also effects the pickup xp orbs. Low = 5xp, Normal = 10xp, High = 25xp
- Rank up now includes a fancy Hud animation. Basically DBT's QCDE lootbox effect but edited for Doom Exp.
- Fast Firing speed power up now effects Doom Blade Waveslash. Fast Waveslash recharge upgrade is required however.
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Feel free to join our discord server for exclusive info or to share your thoughts and suggestions. If you are experiencing problems you might get a faster response there as well. Also get early access to development builds of the mod.
its good
Nice!
The Marauder is VERY OPPPPPPP....maybe tone down a lil bit
xD Aren't those the exact same comments people had about the Marauder in DE? For me, he is manageable with some early upgrades. There is always the option to have rare mini boss encounters or disabling him for the first few maps. Every single mini boss can pretty much one shot you. They need to be OP because the player is OP.
could you possibly make the marauder a separate mod as well? just wandering
I mean the sprite is already available here :
Deviantart.com
This mod doesn't work well with the likes of Neural Upscaled Sprites, Beautiful Doom and Smooth Doom. It keeps saying there's a lump error in the BFGBLAST lump:
R_InstallSpriteLump: Bad frame characters in lump BFGBLAST
Execution could not continue.
R_InstallSprite: Sprite BFGB frame L is missing rotations
Is this intentional or a bug ?
It's neither. You pretty much break any gameplay mod when trying to combine them.