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Doom monster replacement wad

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Make sure to have a class name reference available so that you can know what things are called by the engine, because it's often not the name we know them by. But just for convenience's sake, they should either be merged into one or moved to the very front of the resource wad or something. :DĪpparently Decorate lumps are additive, so that you don't even have to merge them into one and can simply just use Slade to copy the entirety of the monsters' resource wad to your own resource wad. Half the haedexebusses are completely stuck. As the name implies, each map contains just one type of monster. For some reason, trying to load the Score Doom wads into GZDoom gives a bunch of errors.

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Either I'll play more ST or edit the ST based in those wads to work in ZDoom. The mod itself has been a blast to play, Ive been. ThatOneZDoomer wrote:I see that Skulltag appears to get a good share of monster replacement wads while still keeping the weapons intact. It requires a Boom-compatible source port to play. Playing the wolfenstein levels in Doom 2 is really entertaining with all the SS officer replacement monsters. Monster replacements shouldn't be bigger obviously. 1 Monster (called 1 Monster Megawad in its text file) is a megawad released on October 24, 2007, featuring 25 maps created by 15 Doomworld community members. I've never done this and was able to replace zombiemen with afrits and imps with this weird mancubus thing quite quickly. I'm not to experience just out of curiosity.this shouldn't take too long right? I'm reading the link you sent, additionally i am also looking over the monsters i have and i'll try to compile them into a wad.