Killing Floor

Killing Floor

272 ratings
DooM 3 Monsters - ScrN Edition
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
679.415 KB
27 Mar, 2013 @ 3:05am
14 May @ 5:08am
23 Change Notes ( view )

Subscribe to download
DooM 3 Monsters - ScrN Edition

In 2 collections by [ScrN]PooSH
ScrN Mod Pack
12 items
DooM 3 Monsters Full Pack - ScrN Edition
3 items
Description
This mutator brings Marco's DooM 3 monsters up-to-date.
Version 9.70.

Major changes:
  • Made fully compatible with the latest KF version.
  • Reworked monster balance.
  • New end game boss behavior.
  • Fixed many hitboxes (not all though).

Compatibility changes:
  • Sharpshooter receives normal headshot multiplier bonus for perked weapons.
  • Fixed burning behavior of all new Firebug weapons.
  • Implemented alternate burning mechanism from ScrN Balance.
  • Players now receive normal bounties for killing/hitting DooM3 monsters (including assists).
  • Last 5 monsters now can be auto-killed by the engine the same way as regular zeds. No more wasting a couple if minutes on looking for stuck doom monsters every end of the wave (but they sometimes they do stuck, tbh).
  • Bosses can't be auto-killed, so they must be defeated.
  • Applied pipebomb treat levels for smaller monsters. Single spiders won't detonate pipebomb anymore.


Balance changes:
  • Big doom monsters get 30% damage resistance to Xbow/M99 headshots on Sui/HoE. Resistance is applied to Bruiser, Archvile, Mancubus, Hell Knight and all bosses.
  • Big monsters' health now is scaled through the number of players. Monsters with scaled health: Commando, Revenant, Bruiser, Archvile, Mancubus, HellKnight. Health of the other monsters remains constant for a given difficulty.
  • Imp's fireballs now sets players on fire (but base damage is lowered by 25%).
  • Imp, Archive and Forgotten are resistant to burning. Firebug is almost useless against those creatures, but from be other side, he is immune to their projectiles (flames) too.
  • Raised Fat Zombie and Boney's speed.
  • Revenant can be raged.
  • Lowered Maledict's health and melee damage. Even after the nerf, he still remains the most dangerous boss.

End game boss
Now end game boss fight against doom boss will be a real challenge, introducing new features.

Unlike Patriarch, Doom boss doesn't heal, but he has more health and from time to time he is spawning sidekicks (regular doom monsters) to help in the battle. Boss spawns sidekicks the same way as Archvile does - they are teleported directly from Hell next to the boss. Sidekick spawn rate depends from two factors: damage factor and time factor.
The more damage boss receives, the higher damage factor raises, meaning more and tougher zeds will spawn. So just spamming shots into the boss will make team surrounded by doom monsters and [probably] get wiped. However, even if boss doesn't get hurt for a while, time factor will still be in place and sidekicks will be spawning. So team must split their resources on both fighting the boss and getting rid of the sidekicks.
144 Comments
Zach Fett 4 Apr @ 12:38pm 
Oh haha, that makes more sense if it's "Promoted" and not "Roberta" lmao. It'd be nice if in the future there was a way to disable that. Not a huge deal, though.

Thanks again for the help and all the responses!
[ScrN]PooSH  [author] 4 Apr @ 10:52am 
1) No. Actually, it says "PROMOTED!" (from Battlefield Friends)

2) Currently - no. But maybe those will get removed in future version. Initially, those were debug lines, forgotten to remove before the release.

3) We're aware of the Fat Zombie lighting bug but hadn't found a way to fix it yet.
Zach Fett 3 Apr @ 4:28pm 
I have three more D3/ScrN-related questions, if you don't mind!

1.) Is there a way to disable the ScrN level-up sound ("ROBERTAAAA")?

2.) Is there a way to disable DOOM 3 bosses talking in text form? Cyberdemon saying things like, "Say hello to my little friends" and "I'm out, see ya later" is a bit odd lol.

3.) Is there a fix for Fat Zombies looking glitchy when shining a flashlight on them? They're the only D3 enemy model I've noticed this with. https://i.imgur.com/SwPs3Be.jpeg
Zach Fett 3 Apr @ 11:50am 
Awesome, thanks for the help!
[ScrN]PooSH  [author] 3 Apr @ 11:36am 
All required mutators are loaded automatically. If you check ScrnGames.ini at the respective game number, you'll see:
# Doom3 Long Game
[20 ScrnGameLength]
GameTitle=DooM
Author=ScrN
Mutators=ScrnDoom3KF.Doom3Mutator
Mutators=ScrnD3Ach.D3AchMut
...
Zach Fett 3 Apr @ 11:01am 
Ohh I see now, I wasn't using that voting page, I was just trying to start it with the mutators. Thanks!

Using that, should I still keep the DOOM 3 Achievements mutator in the list or is that also loaded automatically?
[ScrN]PooSH  [author] 3 Apr @ 9:09am 
If you have installed the latest bundle, there should be game configs available on the map voting page. Select "20. DooM 3 Demons" or "21. Pure DooM".

Many settings in ScrnDoom3KF.ini are deprecated by the new enemy spawn system. Check KFMapVote.ini and ScrnGames.ini for details.
Zach Fett 1 Apr @ 5:28am 
I have the bundle installed! But it didn't include the ScrN DOOM 3 mutator, only the ini file for it. Unless I'm missing some other method of starting that mode after installing the bundle?

So I manually installed the ScrN bundle + this DOOM 3 ScrN Edition, I select ScrN Floor mode, and for mutators I use ScrN Doom3, ScrN Balance, ScrN Server Veterancy Handler, and my ini is edited so that the min and max percentage is set to 100. I still mostly get regular zeds. I've also tried using the DOOM 3 version of Zed Manager that supports ScrN, and no luck with that either. :(
[ScrN]PooSH  [author] 1 Apr @ 5:07am 
@Zach Fett
Download the bundle - it has everything preconfigured.
https://steamproxy.net/groups/ScrNBalance/discussions/2/483368526570475472/
Zach Fett 31 Mar @ 10:42pm 
Oh and I assume "ScrN Doom3 Ach" should to be added to the mutator list while playing against D3 monsters, right?