Gameplay mod which mixes up the deaths of monsters so it is not the same one every single time. Also mixes up some of the gore/corpse decorations so they are random in each playthrough, not to mention this does not touch player weapons at all so use a weapons mod if you wish.
Gameplay mod which mixes up the deaths of monsters so it is not the same one every single time. Also mixes up some of the gore/corpse decorations so they are random in each playthrough.
This was also created as an alternative to Brutal Doom as I have gotten not just frustrated but burned out using the mod all the time so after much blood, sweat and tears I have produced and completed this mod.
Nearly all monsters have multiple death sequences, dead things and gore are randomized and a couple other surprises. Smooth animations have been implemented for most monsters (but not death states) as well as a few other additions added in 1.2, its predecessor on /idgames/.
There are no weapon changes at all so if you want to load up your favorite weapons mod that doesn't alter monsters, make sure you load it up before it. This also works for Zandronum now, which works 100% due to extensive online multiplayer testing.
More (Old) screenshots:
I.imgur.com
I.imgur.com
I.imgur.com
I.imgur.com
Features:
-Multiple alternate deaths for nearly every monster (sans Cyber)
-Correct blood for cacos and hell nobles
-Randomly chosen gore decorations!
-Randomly chosen tree decorations!
-Proper SS Nazi uniform color
-Some smooth animations courtesy of Smooth Doom mod!
-Works with ZDoom, Zandronum and GZDoom!
-Demons can be gibbed!
-Brand new Nazi voiceover
-Romero's Rotations implemented
-Great for multiplayer co-op!
Credits:
-id software
-Rogue Entertainment
-Brutal Doom and its contributors
-Beautiful Doom
-Minor Sprite Fix Project contributors
-Neutered.wad
-Blox (Realm667)
-Vader (Realm667)
-Neoworm (Realm667)
-ItsNatureToDie (Realm667)
-Kinsie (Realm667)
-Minigunner (Realm667)
-Eriance (Realm667)
-osjclatchford (Realm667)
-Phil108 (Realm667)
-Captain Toenail (Realm667)
-Skulltag team
-Russian Overkill team
-Project MSX team
-SLADE
-Ed the Bat
-Gez
-TheMightyHeracross
-Bloax
-Monolith
-Marphy Black
-NantoCodd
-Gifty
-Chickenlegz
-Butane
-Mr. RumbleRose
-Ninja
-scskwirl
-Ahgerjuroqk
-IMX
-PSTrooper
-wildweasel
-DoomGeek101
* Copyright / Permissions *
Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file.
You MAY distribute this file, provided you include the included text file, with no modifications.
You may distribute this file in any electronic format (BBS,Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution.
This disables the dynamic lights could u make it compatible with the dynamic lighting?
I'm a bit too lazy to muck around with GLDEFS, sorry.
A late second reply but RDND 1.62 now has its own GLDEFS :)
Nice
Thanksssss
Just letting folks know I'm doing some stuff for version 1.6.
Great, it's good to see more of this project.
When will you release it?
When I feel I've put enough into it and has no outstanding errors. Most likely in early Summer.
Sometimes you just want to get away from Brutal Doom but you're just used to those interesting and various deaths each monster had. Welp, combined with another weapon mod, this mod is well done.
This deserves a 10... nuff said.
My on and off work has paid off it seems.
Whats the difference between the Z and non Z versions of .pk3s inside the zip?
Z is for Zandronum only because it lacks certain features used in the non-Z version.
Really cool, gonna check it out.
I am still adding to this.
Great news everybody! Since Zandronum 3.0 has been released on an official level (and not a beta), there is no need for the RDND##Z archive in the file anymore.
Here's the current WIP changelog for RDND 1.62:
1.62 - November 2017
-New Mancubus death
-New Commando death
-New Imp death
-Zombiemman rifle sound added
-Arch-vile attack explosion sound added
-Revenant fireball impact sound added
1.62 DONE! Check link on top!
RECOMMENDED MODS TO USE WITH RDND:
Forum.zdoom.org - Droplets - (Direct download at Forum.zdoom.org
Forum.zdoom.org - SpriteShadow
Doomworld.com - Minor Sprite Fixing Project (load BEFORE RDND)
Forum.zdoom.org - Perkristan's Smooth Weapon Anims
I have a really weirdly specific question... So, I was thinking of using this with Final Doomer Plus, a weapon/class add on mod that gives you a few different megawad specific weapon sets to choose from. In it there is a weaponset for Back to Saturn X that changes the pump shotgun into a sort of plasma burst weapon that fires green energy balls. I was wondering if this weapon will set enemies on fire in combination with your mod?
P.S. Thank you for Maps of Chaos, I can't play Ultimate Doom or Doom II without it anymore, lol.
This is just a really quick update I didn't catch when I added the GLDEFS earlier, they did not work with Zandronum so I am forced to have a separate version yet again. So sorry I did not catch this earlier.
A Zandronum version is in the download right now if you need it.
Excellent mod. This mod is now my definitive-to-go mod for enhancement of vanilla Doom experience. Really loves how the death animation of enemies react according to the ragdoll physics and shot direction.
I don't know if this makes much sense, but if you put GZDoom in Software mode, do the monsters not get all the alternate deaths that they would normally get? Was testing out ZDoom 32_2.8.5b and it seemed like the zombiemen only had the one death animation, then again this was just a short run and there were other monsters that DID have all the proper death animations.
This was meant to be used with GZDoom (preferred) or Zandronum.
Version 1.63 has been uploaded. Changes include a new "Savage" Ultra Violence difficulty if Cruel just wasn't cutting it for you and a couple of language file tweaks.
Use RDND16.PK3 for GZDoom and RDND16_Zan.PK3 for Zandronum.
Thanks Glaice! Really love this mod.
Note blood FX seen in the new screenshot is from Droplets mod and not part of RDND but a great addition to run side by side. You can find it several posts above this one.
MINOR HOTFIX!
Nothing gameplaywise, just a graphical oopsie on my part. If you downloaded it previously, I'd recommend you redownload to stay up to date.
New in this update:
Updated HELP/HELP1/CREDITS lumps so graphics says 1.63, not 1.62.
Should remove custom fonts. They are not nessassary.
It is to make things stand out like many of the mods out there. If you wish to see the original font again, open RDND16 or RDND16_Zan.pk, and delete the CONFONT lump.
Here's to a more fleshed out "Savage" update! (Considered 1.63.1)
In the "Savage" difficulty since last update:
-Monsters are much quicker to react and attack when they see you.
-Monsters attack more often. (IE Former Human Commando)
-Monster projectiles are slightly faster so it's not a wall of spam.
-Monsters without a melee attack will try and stay out of melee range.
-Some monsters will retaliate sooner than others (IE Commando, Lost Soul, etc)
-Boss monsters well...are bosses :P
I'll consider this 1.63.2:
-Fixed a problem with GZDoom V4 with the TXT_YES replacing "Yes" on text prompts.
-Replaced "Fragile" description.
-Added new quit messages! Not replacements, but brand new ones next to the ones I replaced.
Quickly addressed a sprite offset issue, so redownload the archive if you downloaded the file within the last hour.
Question, could this mod work in this WAD?
Doomworld.com
If there's any monsters/decor being replaced by the map-mod, then some things won't work as expected. It *does* recommend using Smooth Doom so you should not have a problem using RDND at all.
I think it SHOULD work, it'll most likely have the custom monsters alongside RDND's, I've played Innocence X and the Nightmare Imps spawn alongside the regular, however I played RDND with Exspiravit once and the custom monster sprites were doing some weird ****. Only mapset its caused problems with.
Does Innocence X have enemies as they are often seen in "Hurt - Singleplayer map in hell"?
Version 1.63.3 up!
Some changes:
-New Zombieman death
-New Demon death
-Updated LANGUAGE bits
I wish you didn't mess with the text after finishing the episodes... Would kill for a mod that does ONLY what it says on the tin...
Hi, I made some animations that could be used for this project
Mediafire.com
Oh ****, I overlooked this and will get right into adding some of these!
i dont get as much blood as on the preview photo did anything get changed?
I really should replace the preview image, I was using Droplets at the time.
Nice mod, but would like a death for:
Cyberdemon where he just falls and does not explode (trust me iam tired of that death) Pinky demon where its upper jaw will come off.
Nice mod if you mix it with weapons mod, its like BD with slight gore.
this mod is so EPIC when mixed with a blood mod and a powerful weapon mod!
Glad you enjoy this!
hey, can you disable the main menu?
Hello, maybe it's a bug i don't know but the arch-vile can ressurect the pain elementals... for a vanilla experience that shouldn't happen
Some of your dead body sprites are partially sunk into the floor. They need to be raised slightly.
You don't have Sprite Clipping set to off on your source port, do you? That tends to do the sunken effect on corpses.
... I never knew... Thank you!