this mod adds the Doom Eternal variant of all the classic monsters (Except the mastermind) with 3D models
original models from the GMod Addon VJ Eternal snpc by Metrohunter3
this mod includes all the classic monsters from eternal using 3D models ectracted from Source (gmod) and ported to MD3 (GZDoom) by me
the original models are from the VJ Eternal SNPC by metrohunter3 link here Steamcommunity.com
this mod includes the following monsters
Zombie: melee only and replaces the Zombieman
Hell Soldier: Replaces the Shotgunguy. its a hitscan monster very dangerous and with a very decent range
Maykr Drone: Replaces the Chaingunguy. it is also a hitscanner and works just like the chaingunguy (why this guy and not the riotshield zombie? well i dont have the updated files from thr SNPC mod so there is no DLC monsters i had to use this guy as a suitable replacer)
Eternal Imp: acts just like the classic imp, throw fireballs at range and use his claws at close range
Eternal Pinky: atcs just like the classic pinky, gets close and bites the player
Etermal Spectre (a temporary monster): because of how GZDoom renders the models i can't use the shadow effect so i had to use the stealth effect wich means that the pinky is completely invisible until it performs his attack or gets damaged.
Lost Soul: charges at the player and is still as anoying as the original
Cacodemon: same as the others, there is no change on this pink meatball
Painelemental: just like the classic, it spawns Lost Souls until you kill it and spawns 3 additional lost souls after dying
Revenant: punches you at melee range, uses his rockets at long range it has a chanse to fire a seeker rocket
Arachnotron: because of the speed of this fella i had to change his attack a bit, instead of firing until you get out of sight, now it fires just a burst of 4 plasmaballs and then goes to his chase state
mancubus: another monster i had to modify, because of how its animation plays at had to make this fat demon shot just 2 firebals and go back to chasing the player. don't worry this guy is even more agresive than normal so sometimes it even shots more than 4 or 5 times in a row
Hellknight: now we are at the monsters that acts different than their classic counterpart. i keep its brawler nature from Eternal, if its far from the player it will perform a leap and land with a powerful ground pound nad it only has a melee attack so it will beat the shit out of the player if it gets close
Baron of Hell: bigger and meaner than the classic, it has a chanse to do a leap at the player when on long range, it also uses the classic Baron green fireball
Archvile: this fucker, it dosen't have any walking animation (because of the old SNPC version) so i had to make it teleport just like the summoner to move around, the teleport effect is just so fucking ugly i couldn't make a proper one. also because of how this mod works it is imposible for the Arch to resurrect dead demons so i give him a summon instead, it opens 2 portals and summons random monsters and it keeps his classic flame attack so its as dangerous as the classic Vile
Tyrant a.k.a the NOT Cyberdemon: its just like the original cyberdemon, fire 3 rockets just like Classic Cybie but it is more faster and more aggressive
Doom Hunter: Replaces the SpiderMastermind, don't worry it dosen't have his attacks in fact it uses the same attack as the Spider so it is the spidermastermind but using the Doom Hunter model, i only added a original attack instead of using his canon now it fires a Mancubus fireball and then goes to use the shotgun gatling gun from the SpiderMastermind.
well those are all the monsters, i will fox some issues like giving the Arch a better fire trail and fixing the ground pound sound effect (for some reazon it dosen't plays)
hope you all like it
Big file, but it's not death animations? The enemies disappear before falling! otherwise everything is very good.
they disappear because of how GZDoom renders 3D models, so the frames drop so bad in most Wads/maps like map 30 on classic doom or any icon of sin map became almost unplayable because of the frame drop
soldier have no projectiles .. also dissaper on deaths ?
they are from GMod Source uses ragdols wich GZDoom is not compatible with those, so they froze on the last few frames and thats why i have to make them dissapear, also 3D corpses put a lot of weigth on GZDom and the frames drop in so many maps/wad
as for the soldier, i don't want to remove hitscanners so i made them hitscan because they replace the shotgun guy so to not break the classic gameloop i have to make them histcanners
Wow reallly nice! the perfomance is really impresed in gz doom 4.10 imagine this models whit 3d eternal weapons and vanilla doom 2 gameplay.
esta muy bien echo el mod recien lo conoci el problema que tengo esque porque algunos demonios no tienen ojos y el caco demon se bugea abeses.
estaria bien que le pongas modelo al doom guy remplasar el modelo 2d y ponele el de doom slayer de doom enternal ed 3d nos si es dificil o facil.
tambien le faltan los sonido de los demonios y le agreges texturas a las armas y la mano cuando sujeta la arma y que se mueba la mano cuando caminas el mod le doy 10 de 10 buen trabajo bro
This mod is sooooo amazing !!
Thanks a lot for creating this !
I have a question . Are the colours of the monsters normal in my video ?
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