ScoreDoom makes playing & re-playing Doom wads more fun in both single-player and multi-player co-op, without changing the standard Doom game-play and feel. ScoreDoom is built from the modern sourceports GZDoom & Skulltag, so it has modern OpenGL graphics and client-server architecture. It adds an arcade style scoring system to Doom. Points are primarily scored when shooting/killing monsters, achieving map objectives, finding secrets & map items in the quickest time possible. Points are also scored in many other fun ways, like chaining kills together in a short time, causing extreme (gibbage) deaths, heck, even blowing up barrels gives points etc. There are high score tables you can set locally, or take on other players across the world on the global online high score leader-boards! Else take on other players around the world directly in competitive online co-op mode! ScoreDoom also has an Add-on Pack that adds up to 300 new Doom-like enemies, many new power-ups and other cool stuff.
*WORKS IN ZANDRONUM NOW* This allows all 308 Scoredoom monsters to be used in Zdoom, GZdoom and Zandronum, as random replacements similar to Scoredoom. This will allow these monsters to be used without the scoredoom executable, so they can be used in the 3 most popular ports, with the very latest mods and wads etc... This version fixes a problem with the SpiderMastermind not being replaced at all...and fixes default chaingun sprite & sound override + plasmagun sound override, so default doom weapons are not affected, if just using the monster replacement wads.
This allows all 308 Scoredoom monsters to be used in Zdoom, GZdoom and Zandronum, as random replacements similar to Scoredoom. This will allow these monsters to be used without the scoredoom executable, so they can be used in the 3 most popular ports, with the very latest mods and wads etc... This version fixes a problem with the SpiderMastermind not being replaced at all...and fixes default chaingun sprite & sound override + plasmagun sound override, so default doom weapons are not affected, if just using the monster replacement wads.
Scoredoom Addon Pack + Bonus Pack Monster Randomizer READ ME
v.1.1.5 -Baphomet (un-nerfed) added to Cyberdemon replacements, instead of Archvile replacements. Brutal Doom’s Icon of Sin modified and added as a Cyberdemon replacement. Credits to SergentMarkIV. Can summon it via class name ‘IconOfSinSD’
v.1.1.4c -Changed SDHACKED lmp to a DEHACKED lmp to increase ammo given
v.1.1.4b – Fixed the problem with the chaingunner sound that came from the original ZDMRv5.pk3 file.
v.1.1.4 – Shotgun alt-fire in sd-playerweapons.pk3 better balanced. Baphomet will now very occasionally appear as an archvile replacement.
v1.1.3- Actually works in Zandronum now.
v1.1- Fixes SpiderMastermind not replacing at all, and fixes default chaingun sprite & sound override + plasmagun sound override, so default doom weapons are not affected, if just using the monster replacement wads.
These files, loaded in this order with zdoom/gzdoom (for Zandronum/skulltag see further down): 'SD-ADDONPACK.WAD SD-BONUSPACK.WAD SD-ZDMRv5.pk3 sdgldefs.pk3 ' can be used to randomly spawn all the default add-on pack and bonus-pack monsters from the scoredoom source port mod with other iwads and pwads, and even other mods (tested Trailblazer weapon mod and Russian Overkill weapon mod).
I took Doom Krakken's and Dutchygamer's Monster Randomizer mod to base it off of, and all credit to them for the ZDMRv5.pk3 file, which you can edit to change settings. Forum.zdoom.org
The distribution is close to how it is in scoredoom by default, see sdcustomBonusPack.ini. for the weights. Note that in Score Doom, by default there was 60% chance of a vanilla doom monster being replaced, except 100% for Baron of Hells, Cyberdemons and Spider Masterminds, which gets reflected in the SD-ZDMRv5.pk3 file.
Scordoom has around 308 monsters which are not all used by default, due to various reasons (like not being doom-like etc..), and you can edit SD-ZDMRv5.pk3 (see Replacer.txt decorate files) distributions to add basically all of them by looking up the monster classes (and relative weights) from this file: sdcustomCombined.ini
When you load the wads up in zdoom/gzdoom you will see some red messages, nothing serious, and a bunch of orange messages. some monsters in Doom Krakken's mod are conflicting, and zdoom/gzdoom is renaming them. So you need a more modern version of these source ports to handle this. I am using some new monsters not ins scoredoom from Doom Krakken's mod as well. You could check those messages out and add those to the Replacer.txt DECORATE as well, if you so wish. Feel free to tidy up the content of the wads, to fix errors, and there are still extraneuous files/content in the wads, that are no longer used (used by scoredoom source port).
There is also a scoredoom weapons and ammo/health wad called sd-playerweapons.pk3 you can use with it, to compensate for tougher monsters (or use a custom weapon mod). It adds alt fires too all standard vanilla weapons as well, except fist, chainsaw and pistols, and a new smart bomb weapon. You would load this first before the other wads . Finally sdgldefs.pk3 has a majority of the gldefs for monster lights.
Please see sdaddonpack.html to see the cast of characters as well as credits to who made the content. Note, some of the pickups will probably not work in zdoom/gzdoom if you were to add/summon them.
'Boss Rush' Replacements
You can add the Decorate classes: BaronChain1AC , BaronChain1BC, CyberChain1newBP and SpiderChain1newBP in the randomizer DECORATE as a replacement for any monster or barrel etc.., though its recommended to substitute for the first two for Baron Of Hell replacements, the 3rd for Cyberdemons and the 4th for Spidermasterminds. These will kick off a 'Boss Rush' sequence where at least 10 or many more bosses will keep spawning in, in sequence after the one before is slain, until they are all defeated. The last boss will have the A_Bossdeath call to finish the level if it is needed, like in maps E1M8,E2M8,E3M8. Scoredoom port had special code to ensure all bosses spawned, but there is a chance without that, that a boss may not spawn in, if there are things in the way, which can mean the boss level will need to be bypassed in other ways, since it will not complete.
NOTE: I sharing this *as is*, and will not be supporting this. A few people asked for something like this, and recently I was semi-motivated to get this working. Feel free to use or change what you like, just give credit if you share.