Replaces enemies with Dark Creatures from unknown dimensions that are hungry for flesh. The monsters are more dangerous, move faster, faster projectiles, Imps/caco attack more often, complete sound revamp, Baron of Hell and Archvile are taller and enemy melee attacks do more damage. I've now included a separate "Gothic Nightmare" addon for more variety of Lost Souls, Pinkys, Imps and Pain Elementals with a Dark theme. There is now a variety of zombies in Gothic Nightmare. Added ghosts and mini-bosses in the Gothic Nightmare addon, zombiePLUS mutator (12 new zombies) and provided ways to disable various optional creatures or to replace zombies. Added Ketchup Gore mod version 3 and also BeastHorde mutator.
Thread: Forum.zdoom.org
Note: All Mutators must be used with Gothic Nightmare addon to work properly.
Recommended Mods to be Used with Dark Doom Creatures for the best experience:
*Darkdoom
*Relighting
*Nashgore
*IMMERSE (included in the download)
*Damage Indicator (included in the download)
Recommended Mods for a Ambient Soundtrack:
* SEPULCHER-BLACK
* Dark Ambient Music
* PSX soundtrack
* Doom Ambient Pack
Gothic Nightmare addon v1.38
*ZspecOps MachineGun is now less accurate
*RifleCommando now only occassionally does burst fire, now he does single fire as his main attack
Update v1.12.30h
*Made Chaingun Major a less common spawn in ZombiePLUS.
Gothic Nightmare addon v1.38
*Added three zombies to both the Gothic Nightmare and the ZombiePLUS mutator, the RifleZombieman, RifleCommando, and PyroZombie.
*ZombieMarine has a 10% higher chance to spawn.
*Added XimRocketGuy and ChaingunMajor sometimes spawn in place of the lesser possessed ZombieMarine, though are rare spawns and only on the ZombiePLUS mutator.
*Added credits.
Update v1.12.30j
*Fixed error on Painelemental.
*Lost soul has less health.
*Added LESSzombiesWiITHimps mutator, so that you can get zombies less than half the time compared to imps.
Update v1.12.30i
*Baron of Hell is quick to retaliate, has more health and still moves quite fast for his size.
Update v1.12.30h:
*Reduced speed of Imp projectile.
Gothic Nightmare addon v1.37i
*Fixed Doomguy pain sounds not working while using the Gothic Nightmare addon.
*Fixed error on ZspecopsRailgun.
Update v1.12.30g:
*Removed menu changes and hud changes.
*Removed old version of Nashgore.
*Fixed Shotgun sound.
*Changed PainElemental melee to a regular melee attack (not vomiting bile, that was annoying).
*Beast enemy types from the mutator now do less melee damage.
*Added damage indicator mod by the D4D Team as a separate addon.
*Added Immerse "bodycam mod" by the Josh771, Nash Muhandes and The Zombie Killer as a separate addon.
Update v1.12.30f:
Dark Doom Creatures v1.12 Mutator Update
*Added Ketchup Gore mod version 3 by SeargentMarkIV and the BeastHorde mutator.
Gothic Nightmare addon v1.37g
*Standardised damage so that its capped at maximum of x3. This should remove alot of the RNG from the game that sometimes causes quick deaths.
*Added Soul Harvester and Hades Elemental.
Dark Doom Creatures v1.12b 30e
*Enabled Blood for both Dark Cardinal and Arachnophyte.
Gothic Nightmare addon v1.37f
*Reduced health of some of the monsters, like Fallen, Drones, Aracnorb, Satyr, Warlord.
*Reduced health of Quadshotgunguy and KarasawaGuy zombie, reduced chance of chainsaw zombie spawning by alot, hes rare now, removed rocketzombie, devastator and BFG zombies from spawning (in zombiePLUS) since they where far too powerful.
*The Warlord imp doesn't go invulnerable anymore, he simply raises his shield (this was an annoying).
Hotfix- Added a mutator to replace zombies with imps for Gothic Nightmare only.
Dark Doom Creatures v1.12b 30d and Gothic Nightmare addon v1.37e
*Fixed missing shotgun guy and zspecopshotgunguy sound effect.
*Slowed down reaction times of the chaingunguy and shotgun wielding zombies.
*Dark Lost Soul and Terror Lost Soul don't explode upon death anymore, there isn't good enough reason to have that in here.
Dark Doom Creatures v1.12b 30c and Gothic Nightmare addon v1.37d
*Added the Bolognese Gore Mod by Sgt Mark IV (load the sm4BBgorev3.pk3). *Added another imp, Nami Dark Imp, removed the vore & aguares.
Load order:
Load main DMG1.1 file first, the Gothic Nightmare ("nightmarish") addon second, and mutators and/or compatibility files always last. Make sure to only load one zombie (i.e. zombieplus & swarm) related mutator since they overwrite the same spawns.
The addon is optional but adds many creatures including, 8 more zombies, variants for Imp, Baron, Caco and for Mancubus, various Lost Souls and Pain Elementals, Ghosts (that are semi-common for low level monsters like imps/beasts) & mini-bosses (rare spawns for Baron, Spectre, Mancubus, Archvile). All spawns can be tailored to your taste with the mutators.
Credits:
Thanks to Sergeant Mark IV for the ideas for the greater enemy difficulty, and the code for the melee attacks that the Caco, Demons & Death Imp utilize, infrared code and Spectre eyes. Also thanks to Sgt Mark IV for the Bolognese Gore Mod. Thanks to Realm667 for hosting the custom nightmare creatures (Lost Souls, Pain Elementals, Barons, Ghosts, ShadowBeast) and thanks to Vader & Woolie Wool for most of the zombies and for the Wraith, Agaures, Vore, Aracnorb, Swarm and three of the ghosts, the Blot, Shadow & Nightshade (featured in TheRefinery) and thanks to Aerial for the Shadowvile (featured in Hard Doom). Paul Schneider for the Chainsaw Zombie (Unloved) and ZombieRocketGuy from Ultimate Torment & Torture (with shotgun zombie color by Pa1nki113r), PlasmaZombie is by Bouncy (edited by Pa1nki113r) and QuadShotgunZombie reload sprites by Pa1nki113r.
Previous changes (by [DMG] Heretic):
Dark Doom v1.1 - I have removed PSX SFX & kept every Enemy/ weapon to Doom's original SFX & also re-coloured the Archvile to a Dark Version and The Revenant has been replaced with a stronger/faster Death Imp.
Dark Doom v1 - Enemy replacements, & PSX SFX.
Older version - Moddb.com
DMG Heretic's thread: Forum.zdoom.org
Excuse me sir your mod is overwhelmingly amazing but do you think theres a dark theme sprite for the revenant? Because I kind of dont like the new revenant dark sprite for it, it looks a lot like the dark imp...
There are a few dark versions of the Revenant, but none of them felt different enough to fit into the mod, the whole "futuristic" aspect of the missile launcher and everything. Plus [DMG]Heretic started the vanilla replacements with the DeathImp so I want to honor it by keeping it that way. I think I remember seeing some dark variants of the Revenant in Herculine's Doom Upgrade. Don't forget to rate :)
oh well it's your mod and I understand sir, rate:9
Oh yea, and I am actually interested by the the type blood sprites you made, meaning when shooting a monster the a lot of blood comes out, more like droplets, it actually sticks with the original baron of hell blood too!is there anyway you can make it seperate? cause I'd sure love to try it with other wads
and sound effects too
please make a monsters only version because when i try to load it with nightshift it bug some textures
Nice job it just needs a good set of weapons to with it
Try Weapons of Saturn
Well, in a overall this is good, consistent theme.
The only issues i see with the monsters is:
Baron having red plasma glowing from his hands and he throws green fireballs at you.
Spider Mastermind stuck in the last explosion frame, making literally a static fire floating, this is weird to see, lol.
BTW, Death Incarnate from R667 would fit nice for a Revenant replacement on this.
Hes actually a rare spawn for the Mancubus, mini-boss that is automatically enabled when using the addon. The mutator for it disables mini-bosses. Thanks for the critique :)
I remember the Incarnate, how the hell do you truly defeat him?
Well before it just meant killing him many times until he finally stops getting up. I've modified it so that there is a lower chance of him resurrecting if you kill him before he gets into his "Death Incarnate" state which happens when he's been in his pain state to many times (basically after he gets so many 'black counters' upon being injured, he becomes semi-transparent, more powerful attacks & summoning ghosts/souls from the void), The best way is to use weapons that do the most amount of damage per shot (RPG or BFG).
I'm playing this mod with Brutal Doom and Project Brutality. Any way to upgrade or patch the mod to use BD blood, gore, limbs, bullet tracers and special effects?
Lastly, anyway to make these monsters as an ADDON to BD/PB monsters, instead of replacing them? Some of these are just incredible and would complement those two mods as well.
They wouldn't have the gorey deaths though, since that requires a fair bit of sprite work. So it wouldn't look anywhere near as good if you mixed spawns from my mod with Brutal Doom or PB enemies, the easiest way is to just use a lighter version of Brutal Doom like the Ketchup mod which works with everything in order to get better blood/gibs into Dark Doom Creatures. At the moment this mod only has a old version of Nash Gore which is enough for me.
how can i load this mod with only the monsters because when i try to load this with nightshift it bugs some textures
Alright that is a good point. I removed the hud elements, menu changes and letters/numbers that was causing the issue to increase compatibility with mods that change those things like Nightshift, Lost Junker, Kriegspfad, Siren, War Rooster, Call of Doom Black Warfare, The Trooper, Project MSX, Neocore, Iron Snail, Atom Rain: X Protocol, High Noon Drifter, Azuryte, Trailblazer, Hellrider, Spawn: Path to Damnation, Outback Anarchy e.t.c.
the comp wads not work?
Just load them after the wads they are associated with. Load order is like this: Weapon Mods -> Base Dark Doom Creatures mod -> Gothic Nightmare addon -> Mutators -> texture/graphical mods -> map packs -> Comp wads.
I love how you added Snail Bullets and all these mutators with Dark Doom Creatures, great job!
You need to remove every replacement except monsters because other replacements causes bugs. For instance green letter font, that dark hud, health potions etc. This is just monsters/weapons mod, not a monster pack that you can use with every weapon pack.
why did you put that sound to the sg? aaaa... is there an addon to remove it?
Sorry about that. I've fixed it now.
Adding SnailTracers removes enemy spawn for some reason. All zombies just disappear. You really need to post better instruction since this mod comes with 20+ different wads.