This is the main file as an upgrade to how the Classic Doom 1 & 2 monsters fight.
All monsters ave been upgraded to give the player a significant challenge.
A breath of Fresh Air to an old Doom World.
THe idea was to build monsters that always keep you on your toes; eliminate cannon fodder style tactics, and
give the player the feeling that they are fighting magical demons and crack soldiers.
To this end monster speeds have been upgraded a lot higher than might be expected.
THis mod uses 2 different sets of advanced Doom AI mods meshed into one mod. This creates new combat scenarios
which can be hilarious from monster infighting to downright adrenaline rush from mob ferocity.
Wait a minute. That sounds just like normal Doom....
So here's the bread and butter for SMEXUNMON Plasma Edition.
This is a different flavor of the original SMEXUNMON mod philosophy, but with the catch of eliminating and adjusting for no hitscanners. This is the harder version of SMEXUNILLA Hellfire. The only real difference between them is the combat speed of the monsters, hence why it is SMEXUNMON Plasma.
SMEXUNMON was not designed with Vanilla combat power in mind, but was built for the stronger weapons mods that have gained traction to help modernize Doom Engine combat. SMEXUNMON was designed as a call to keeping the GRAPHICS Purely original Doom in concept, or similar; and also to breath in new life to a game that already stands the test of time.
Now on with the CHANGELOG--
Changelog--
-- THis is far harder than the Original SMEXUNMON, but it is not impossible. This has been balanced against DOOM 2 vanilla maps on Hurt me Plenty. YES! I wanted that standard difficulty to hurt like hell, but not be impossible. Tested with Brutal Weapons v21 (BWO_v21_revC_Final.pk3), Perfect Dark Brutal Doom v2.0, Hellrider, and Death Incarnate.
-- There are NO HITSCAN enemies anymore. Everything was rebuilt using Doom 2 resources and ASCI to upgrade the graphics and abilities of the projectiles on all enemies except the Archvile and Cyberdemon.
-- New Challenges await... But at Modern feeling movement speed because this is SMEXUNMON.
-- Monster Health are higher than in Vanilla but not overpoweringly huge.
--PinkyDemon health is above average to offset their lack of projectile set at 250 HP
--Lost Soul's are now "Special". Probably the single biggest meany-head move I made.
-- Hell Knights are Air units. Don't like it? Well, They were the biggest joke of Doom 2. Now they are less of a joke.
-- Barons are very mean with 1500 HP. Hell Knights opted for mobility and Barons went for ground control.
- Mancubi shoot a different projectile
- Arachnotrons have higher health at 1000
-- CyberDemon health is now 6000 HP
-- SpiderMasterMind now shoots plasma and has 5000 HP
--Most projectiles move at high speed of 15 or 20 which means NIGHTMARE speed, but not NIGHTMARE rapid fire... unless you play on NIGHTMARE
Hello there, I don't know how I didn't discovered this before, played it and was a blast, I'm also doing a mod who does a rework on monsters and wanted to ask permissions to use or rework some of the new sprites in there, will give credit of course!
Hey there! The sprites come from NTMAI as I have credited. A derivative of this work is perfectly fine by me because I built this just for fun. All I did was edit attacks and behavior of the monsters, to be frank.
If you want a similar derivative then check out my Doom THOTH mod as SMEXUNMON is actually an evolutionary predecessor of THOTH, but they are different enough to be different mods as they have different philosophies on the monsters. In that one I took a more creative license with the monsters and adjusted their tactics and graphics to look different. Suggested is THOHT BUVRO as it is the hardest, and tiniest in file size.
how do install this
It was actually built to be just loaded right into GZDoom. I just didnt do the normal put a pk3 inside of a zip file. GZDoom will read this zip file just fine as is. Sorry for the confusion.