Small changes by comparison to other versions. New powerup, new models, some 2k textures and some fixes. FYI, this is only good for GZDoom.
Moving right along here, and I figure by the time we get to v20 so much will be changed that it'll be like a whole new generation! The official stuff won't have anything on me!
The SS guys have finally been upgraded to a model, because, frankly, there are no sprites I'd rather replace them with, and I don't want to get rid of the SS guys. The more "monster" variation the better! In line with this, I've also fixed the invisible stalagmite model. Don't know why it was being a bitch, but now it works and shows up fine! As usual, none of the models are by me, but I can't find info on who made them. They deserve credit! So somebody fill me in?
Textures from Hoover1979's 2K pack have been filtered in (8 so far), and I've replaced the grass textures with ones from a mod pack that...doesn't tell me where they're from. So I could use help there again. I've also fixed the nukage so that it glows. Don't know why that stopped working, but you're gonna need more light sources with DarkDoomLite in place.
Last but not least, I've used Coop Starts 2-4 to put in Hell Potions from Kaiser's Outcast Levels addon for Absolution. They give 2% health AND armor, and trust me, you're gonna need it.
For those who find this unplayable with DarkDoomLite, two things:
1. Brightmaps for monsters are coming.
2. By default, I play using the Legacy light mode. You might not like it, but with all the things in the mod in place, it works great.