ScoreDoom  


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*NOTE: ScoreDoom extra monsters and powerups are now contained in a seperate add-on pack download.*

Table of Contents

 1.  What is ScoreDoom?
       1.1 General Features
       1.2 Engine Details, Contact Info and Support
       1.3 *HOW TO: Play with Regular Doom Monsters & Powerups Only*
 2.  Installation
 3.  Known Issues
 4.  Updates
 5.  Gameplay Details
       5.1 Scoring
       5.2 ScoreDoom Par Time and Par Bonuses in Detail
       5.3 Hi Score System
 6.  ScoreDoom HUD
 7.  Bloodbath Announcer Voice
 8.  Additional Powerups & Weapons
 9.  Additional Monsters
 10.  Co-op sv_cheats support
 11.  Multiplayer HowTo
12.  Some Tips For Better Scores
13. Credits

1. What is ScoreDoom?

ScoreDoom attempts to make playing & re-playing Doom wads more fun in both single-player and multi-player co-op, without changing the standard Doom gameplay and feel.

ScoreDoom adds an arcade style scoring system to Doom, similar to Halo3's campaign meta-game. Points are scored when shooting/killing monsters, achieving map objectives, finding secrets & map items in the quickest time possible (as well as scoring points in other ways). In single-player, each wad/wad-episode and level will have its own hi-score which can be set. In co-op, each player competes to score the most points on a map, or across a whole wad, where the competing scores are clearly seen. A points-spread stat is also visible to tell players how far behind the leader they are.

Secondly ScoreDoom augments the regular Doom monsters and powerups with 170 different monsters, and 14 new powerups, thanks to it's inheritance from the zdoom & gzdoom engines, and the talented artists and modders in the Doom mod community. Special attention was made to keep the new content as close as possible to the original Doom feel.

Other than that, ScoreDoom looks and plays just like Doom (or ZDoom/GZDoom). There are also some additional aesthetics, like the BloodBath announcer voice which can be turned off or on.

1.1 General Features

ScoreDoom features include:

(i) An attempt at an accurate scoring system displayed on the HUD. The scoring based on monster damage, monster kills, secrets found, map items found, map objectives completed, barrels exploded, and the time taken to complete a level. Bonus points are also awarded for 'chaining' multiple kills together in a rapid succession, and for causing monster infighting kills & monster suicides.

(ii) A new par time calculation for maps, based on how long it should take to kill every monster in the map. Every 3rd party pwad map will now have its own par time also.

(iii) A single player hi score system for each episode/megawad and each map within an episode/megawad including official and 3rd party wads. Wads & levels in single player have their own hi score to beat.

(iv) In co-op games a HUD score showing the overall leader in the game with the highest score to beat.

(v) For single player & co-op, the intermission & finale screens also show the player scores for the current level and the overall scores for the wad/episode. Right now there is full support for up to 4 players in co-op .

(vi) Custom monster support. This feature adds new monsters from Tormentor667's Beastiary and many other high quality monsters. The custom monsters chosen and ScoreDoom's 'intelligent' replacement code attempts to keep the original feel of Doom intact. For single player, monster replacement will be static for a given skill level, no matter how many times the wad is played. This is so that Hi Scores make sense when playing with custom monsters. AFAIK, using purely DECORATE to obtain static distributions is impossible. This feature may be turned for single player which will allow random monsters per play. It is possible to face up to 170 different monster types (including The Icon of Sin). (see Custom Monsters in ScoreDoom section below).

(vii) Bloodbath announcer support. Zdoom supports the Bloodbath Announcer from the game Blood. ScoreDoom adds commentator support for co-op & SP game scoring (The voice can be turned off or on).

(viii) Console variable for turning ScoreDoom HUD on/off. Another console variable for different custom monsters loaded everytime a level is replayed in single player (read the 'Custom Monsters' section, if that didnt make sense.), among others.

(ix) Extra Artifact Powerups which adds some more depth to the gameplay. Like for monsters in single player, no matter how many times the same wad level is replayed, the same powerups will appear for a given skill level, which facilitates more meaningful hi scores. This can be turned off/on also.

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1.2 Engine Details, Contact Info and Support

ScoreDoom was built on a popular Doom source port called GZDoom (itself an OpenGL port of ZDoom). As well as improved graphics, GZDoom will also run many wads built for Doom Legacy. Initially I chose GZDoom because of its great wad compatibility. It also has fantastic support for extra content, like custom monsters and powerups. There are also cool features for co-op, like a co-op camera and multiplayer cheats for wads like STRAIN, which may be required to finish them in co-op. Scoredoom is meant to be played with regular (multi sourceport or Boom compatible) Doom/Doom2/Final Doom wads, though Doom Legacy wads should be fine too. Note: Newer zdoom specific wads, typically with heavily modded weapons and custom monsters *may* cause problems. This is something I realized late into the development (see the Known Issues section).

For any problems not covered inside this document, please go to zdoom.org for information, since it is most likely not ScoreDoom related. For instance some compatible 3rd party levels and wads like Momento Mori 2 can cause problems if certain 'compatibility options' are not turned on in the zdoom option menus, and is not ScoreDoom specific. If it's something definitely ScoreDoom related like a bug in the features specified in this document or a feature request, then feel free to email me at gkrantz @ gmail.com.

Besides these features, ScoreDoom is, for all intents and purposes, the same as gzdoom 1.0.29.

1.3 Playing with Regular Doom Monsters & Powerups Only

Understandably many players will want to play only with regular Doom weapons and monsters. This extra content can easily be turned off so that ScoreDoom can be played with regular doom weapons and monsters:

To remove the custom monsters, remove the SDMONSTERS WAD out of the 'skins' sub-directory.

To remove the custom powerups remove the SD-ARTIFACTS WAD out of the 'skins' sub-directory. Also you must make sure that in the zdoom-.ini file that the line 'sd_artifcts=true' is set to 'sd_artifacts=false'

To remove the announcer's voice, remove the BBAX16 WAD out of the 'skins' sub-directory.




In-game picture of Doom II MAP08, showing the 3rd party monster support for all wads & the ScoreDoom HUD

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2. Installation

Compiled to run on Win32 x86. New executable (gzscoredoom.exe).
Recommended to install the archive contents into it's own directory.
You will need an official IWAD somewhere on your system to play.
Recommended: In OpenGL Options, set Precache GL Textures to 'on', this will help the performance. (i.e.,to get rid of the ocassional game stuttering)
It is also recommended to keep Zdoom's autosave feature turned on. This will create a save game at the beginning of each level in single player.

3. Known Issues

ScoreDoom lacks proper Client/Server networking like Skulltag has. Unfortunately the Zdoom/GZDoom based Skulltag does not release it's sourcecode, so I built from GZDoom instead, which uses regular Zdoom networking. This is completely fine for LAN/WAN and even fast internet connection games, but don't expect great performance for slower/high-latency connections or a fancy GUI for networking. Unfortunately you will need to use command line options to host/join a game and know the host's IP address. Though I have made this process very easy to understand in the Multiplayer HowTo section.

Resolutions lower than 640x480 are not supported by this version's HUD. ScoreDoom is meant to work with 'vanilla' Doom/Doom2/Boom wads. Newer Zdoom specific wads, typically with heavily modded weapons and custom monsters *may* cause problems.

Firstly some custom weapons built within zdoom's framework, utilizing DECORATE may not register a hit or score, due to the source of the damage being untraceable. This *may* be fixed in a future release.

Secondly SDmonsters wad, which contains the custom monsters, will cause conflicts with certain zdoom wads like Demon Eclipse. I may release an update to SDmonsters wad which will fix this (mainly just renaming a ton of different stuff), but I dont see any point until the issue above is fixed.

Doom Legacy wads (compatible with gzdoom) *should* be ok.

If occasional slowdowns are experienced: In OpenGL Options, set Precache GL Textures to 'on', this will help the performance.

4. Updates

Updates will probably be forthcoming, if I learn of any major bugs or good feature requests. Updates will also be added from time to time for any new custom monsters which come out. Updates can be found here.

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5. Gameplay Details

SIMPLE: To score the most points, try to find as many secrets and map items as possible, kill as many monsters as possible, complete as many map objectives as possible, and explode as many barrels as possible, as quickly as possible. The player with the highest 'Wad/Epi Score' wins the game. Other than that, it is Doom.

5.1 Scoring

(i) Damage: Players get points for the amount of damage they inflict on monsters.

(ii) Kills: Players also get bonus points for making a kill which is 10% of the total health of the monster. The Boss Brain gives +5000 points on death.

(iii) Extreme Death Kill Bonuses: On top of the Kill points, players also get bonus points for making an 'extreme death' kill which takes the monsters health down to more than negative it's initial health. This bonus gives 10% of the total health of the monster. Extreme deaths are when certain monsters explode into gibs. This rewards players creating more carnage with powerful weapons.

(iv) Secrets: Finding a secret gives +250 points.

(v) Map Objectives: In multiplayer, bonus points are given for players who reach certain objectives in the level first. These include: getting to a keycard or skullkey first (+250 points), opening a door with a keycard or skullkey first (+250 points), reaching the level exit first (+250 points), reaching a secret level exit first (+500 points). In SP, bonus points are still given for reaching these objectives, since in some wad levels: keys, colored doors and secret level exits can be optional depending on secrets found etc... Additional support has also been given for 'any key' (+250), 'All 3 keys' (+750), and 'All 6 Keys' (+1500) doors.

(vi) Map Items: Collecting a map item gives +5 points. Any item counted as a map item in Doom, is one that can always be picked up, and goes towards the Item Count percentages at intermission screens. Items like blue health flasks, armor helmet bonuses, radiation suits, artifact powerups, automap pickups, beserk packs, infrared goggles etc... Not armor suits, health pickups, ammo or weapons.

(vii) Par Bonus: The bonus/penalty to be added depending on how well the player beat the map's ScoreDoom par time. Its based on a percentage of the total points scored so far for the level.

(viii) Chain Bonuses: If a player can kill 4 monsters in a very short time, they will get a small bonus of +5 points or more (depending on the monster's starting health), which accumulates up to a +5 or more point bonus, for every other monster killed after that, just as quickly. If the player can keep the rampage going, they will eventually get a full Chain Bonus of +5 or more points per monster. (NOTE: Any extreme death bonus will also be added to the chain bonus score for the killed monster, which essentially doubles the extreme death bonus during chain bonuses. This rewards players creating more carnage with powerful weapons.)

(ix) Co-op Death: There is a -500pt penalty for death in co-op games which come from monsters, environmental hazards or suicide. Death from other players has no penality. Points can never be less than 0. This was added in mind to stop players taking advantage of deliberate suicides, as well as a general penalty. This score does not get applied in SP, since the level is reset on death.

(x) Monster Infighting Deaths and Monster Suicides: Since monster deaths due to infighting and suicides are ultimately player assisted, there is a small bonus for these deaths too. In SP, it is equal to the kill bonus of the monster (10% of the original health). In Co-op, the current level points leader (*not the total wad score leader on the HUD!*) scores a bonus equal to the creature's kill bonus, whereas every other player scores a fraction of this depending on the ratio of their score for the level to the level points leader score. No player can get less than 1pt, and only the current level points leader will (should!) get the full bonus. The rationale behind this was that the level points leader probably deserves the bigger bonuses, and it also forces the other players to attack more to get in front.

(xi) Barrels: Barrels give +5 points when destroyed.

(xii) Artifacts: Clever use of ScoreDoom artifacts can help contribute to very large scores.

Each player has a 'Wad/Epi Score' for the whole wad(s) being played and 'Level Score' for each map being played.

5.2 ScoreDoom Par Time & Par Bonus in Detail

ScoreDoom uses a fairly simple formula based on the amount of monsters, secrets & items in a level to dynamically determine a reasonable par time for the players to complete a level AND kill all the monsters. For the official Doom & Doom 2 levels, it works out to be very roughly at least around 3x the standard par times, sometimes a lot higher. Higher skill levels (more monsters) will give higher par times. For lower skill levels the par time should never be less than the standard default par time.

The Par Bonus is a little more complicated, but it is also calculated using a fairly simple formula based on the elapsed time for the level, the ScoreDoom par time and the player's points for the level. The Par Bonus will be seen to go down and this may be confusing, but the Par Bonus is actually the points which would be added should the player complete the level RIGHT NOW. It is set up so that players will lose all their points for a level should they take from 10 to 20 minutes after the par time is over to complete the level. This is meant to stop players taking advantage of arch-viles and pain elementals to rack up infinite scores, as well as making them kill/score faster within the par time.

The formula to compute the par bonus is as follows: (level par time - time taken)*(points scored)/(level par time * 5)

Players will lose all their par bonus points if they fail to complete the level within the par time. When the time taken goes over the par time, a warning is issued to the players, and a new but similar formula is used, based on the the level par time, which more quickly penalizes the players. Players may lose all their points for the level, if they fail to complete the level within 10->20 minutes after the par time is over. (See below for more details).

A quick example may also be instructive of how the par bonus works. Suppose a player racks up a level score of 1000 points and then completes the level at 1/4 par time, 1/2 par time, 3/4 par time and finally at full par time. Another player does the same thing but finishes with 2000 points, the following table shows the respective scores the players will get:
% Of The Par Time The Level Was Completed AtLevel ScorePar BonusTotal Points
25%1000+1501150
25%2000+3002300
50%1000+751075
50%2000+1502150
75%1000+251025
75%2000+502050
100%1000+01000
100%2000+02000

Players with higher scores thus have more to lose, the longer it takes to complete the level.

Maps with ScoreDoom par times up to 5 minutes, will allow the players 10 minutes to complete the level with a score more than 0 points after the SD partime is over. Maps with par times between 10 and 20 minutes will give the players an extra amount equal to the par time to complete the level. Maps with par times over 20 minutes will only give the players an extra 20 minutes to complete the map, over the SD par time of the level. So when the players go over the SD par time, the par bonus can become a serious par penalty.

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5.3 Hi Score System

*NOTE: in version 1.8+, Hi Score messages will be shown on the upper RHS of the screen in SP and are persistent, as long as the Hi Scores are beaten.
Hi Scores are saved in the zdoom-yourusername.ini file, under [HiScores] so make sure you back up that file or section.

Hi Scores are only saved after a level is completed (i.e. during intermission screens & finale screens).

Hi Scores are determined based on the current wad configuration loaded. So if you play with say '-file icarus.wad' then again with say '-file icarus.wad -icar28a.wad' or with other wads loaded, they will all have their own hi scores. So it is important to be consistent with what wads are loaded and also the wad order (when using a bunch of single level wads together say).

Hi Scores do not apply to multiplayer, so scores will not be saved in co-op.

Hi Scores in Nightmare Mode will not be saved.

When using custom monsters, the distribution of monsters in SP may change with updates to ScoreDoom, which can affect Hi Scores.

A note on Level Hi Scores VS Wad/Epi Hi Scores: Wad/Epi Hi Scores are based on scores added up for a single session of play across one level or more within a wad configuration. Score Doom supports saved games for this also. Level Hi Scores are also recorded per level. It is possible to play a single level and beat it's hi score without changing the Wad/Epi Hi Score, thus the sum of the Level Hi Scores can be greater than the Wad/Epi Hi Score, for a wad configuration in the [HiScores] section. Level Hi Scores are probably better attempted during a session of play (this includes saved games) across several levels or full megawads, since players likely start off with extra weapons at the start of levels.

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6. ScoreDoom HUD

Please note, that since this was originally written, there have been additional HUD messages added.

There are some immediately apparent changes from normal Doom. The HUD now has a series of stat readouts on the lower L.H.S. and lower R.H.S. just above the status bar:

(i) 'Time' is the time elapsed for the current level.
(ii) 'Par Time' is the ScoreDoom par time calculated for the level which determines the Par Bonus.
(iii) 'Damage/Secrets' represents the normal points accumulated for the level. Monster damage & kill points + map items found + secrets found + barrel points + map objective points + chain bonuses + infighting points.
(iv) 'Par Bonus' shows the current par bonus points to be added should the player(s) complete the level *right now*.
(v) 'Level Score' is the current score for the level (Damage/Secrets + Par Bonus).
(vi) 'Wad/Epi Score' is the overall current score for the all the levels played so far, including the current level.
(v) 'Level Hi Score' is the current Hi Score for the current wad/episode's map being played. (single player only)
(vi) 'Wad/Epi Hi Score' is the current Hi Score for the current wad/episode being played. (single player only)


In multiplayer, a small text will also appear showing the overall (Wad/Epi Score) leader and their score on the upper R.H.S. (*See the images below for a graphical explaination of the HUD*)

There is a also a 'POINTS DIFF:' stat which displays how far behind you are from the points leader. Damage points and all other points (finding secrets, chain bonuses etc...) are also displayed in the upper L.H.S. along with the normal pickup messages.

At intermission screens & finale screens, the player stats are displayed. In singleplayer, gold scores represent hi scores set. In co-op a gold score represents the leading player's score. At the end of the WAD or Episode, the winner's name is emblazoned in gold.

When the 'Level Hi Score' or 'Wad/Epi Hi Score' is beaten, text will flash notifying the player. The new Hi Score will only be recorded when the player reaches the intermission screen or finale (i.e. completed the level). The score is emblazoned in gold at the intermission screen. *Note: due to the way the par bonus behaves, it is possible to beat the hi score during a level, and have the 'hi score beaten' text flash, even more than once, but to not actually beat the hi score at the end of the level!*

The ScoreDoom HUD can be turned on/off by setting the console variable scoredoomstats in the zdoom-yourusername.ini to true/false

HUD Screenshots:


ScoreDoom HUD in Singleplayer


ScoreDoom Intermission HUD in Singleplayer


ScoreDoom HUD in CO-OP Multiplayer


ScoreDoom Intermission HUD in CO-OP Multiplayer


ScoreDoom Finale HUD in both CO-OP Multiplayer & Singleplayer



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7. Bloodbath Announcer Voice

There is a wad called BBA-16X.WAD in the 'skins' sub directory which is automatically loaded to supply an announcer's voice for chain kill bonuses, 'boss' monster kills and suicide & death for the player. This wad has amplified sounds from the original BBA.WAD assembled by Enjay. If the sounds are too loud or too low, then you can set the volume from 0.0 to 1.0 in the zdoom-yourusername.ini file located within the scoredoom directory. Look for 'sd_bbvolume' inside the file, the default volume is 0.8.

Make sure that in the zdoom-yourusername.ini cl_bbannounce=true for Bloodbath announcer support to be enabled. It can be turned off/on (default = on). BBA-16X.WAD can be removed from the skins directory completely and added to the command line manually like any other wad. ScoreDoom does not require this wad to work. If you having issues with it working on the command line, try renaming it from BBA-16X.wad to BBA-16X.rff Also at beginning of the first level of every wad/episode and certain Boss levels, the Bloodbath announcer will talk, approximately 50% of the time.

8. Aditional Powerups & Weapons

Scoredoom adds several powerups beyond the default ones found in Doom. These powerups are dropped occasionally by monsters that are killed, as well as regular Doom powerups. They can be disabled in the zdoom-yourusername.ini config file by setting sd_artifacts=false. The effects of different artifacts can add up, as players may use multiple artifacts at the same time, provided (typically), they are of different types. The table below lists the artifact details. Like for monsters in single player, no matter how many times the same wad level is replayed, the same powerups will appear for a given skill level, which facilitates more meaningful hi scores. This can be disabled like for monsters to have truly random artifacts per play by setting sp_random_custom_monsters=true in the config ini. *The powerups are contained in a wad called SD-ARTIFACTS.WAD which is contained in the 'skins' sub directory and loaded automatically.* Note: Some Boss levels will not allow some artifacts to be used. The Icon of Sin level though does.
ArtifactIconDescription
SpeedGives the player a boost of speed which lasts roughly 2 minutes. Beware that the player can then outrun their own missiles!
 
Dark ServantWhen pressing the 'use' key (default is enter/return) when this artifact is selected, a large Maulator Demon is summoned to fight alongside the player. The Maulator will also score points for the player who summoned it. The Maulator lasts for roughly 1 minute. Each player may carry a total of 3 of these artifacts. *TIP: Only summon when standing still, or when walking or running at full pace.*
 
Half DamageReduces the damage players take to 1/2 that of normal. Lasts roughly 1 minute.
 
Quarter DamageReduces the damage players take to 1/4 that of normal. Lasts roughly 1 minute.
 
Quad DamagePlayer inflicts 4x their usual damage. Lasts approximately 1 minute.
 
RegeneratePlayer will heal 5 hit points of damage every few seconds until the effect wears off after roughly 1 minute.
 
VampirismPlayer will heal 1/2 of the damage they deal out, until the effect wears off after roughly 1 minute.
 
TerrorspherePlayer will frighten or 'turn' monsters so that they run away and attack less. Effect lasts approximately 1 minute.
 
Time FreezerLiterally stops time, except for the player (and other team members in co-op). Effect lasts for only a few seconds.
 
Double DamagePlayer inflicts 2x their usual damage. Lasts approximately 1 minute.
 
PrecognitionGives the player the full map for the rest of the level, as well as allowing the player to see where all the items and monsters are within a level via the automap.
 
UAC Sentry TurretPlayers can press the 'Use' key to deploy a turret at a location and it will attack all demons and zombies until it is destroyed, scoring additional points for the player who deployed it. Each player may carry a total of 3 of these. *TIP: Only deploy when standing still, or when walking or running at full pace.*
 
UAC Smart BombA top secret weapon deployed by special forces teams to help eradicate the demon hordes. Powered by cold fusion, it creates multiple very high frequency super-sonic shockwaves directed around the player which can destroy almost all living and metallic entities within a close range, up to 1000 hit points, as long as they are in sight. Large structures and some demons are impervious to its effects. It also has a receiver which can detect fellow marine transmitters, which allows the weapon to spare them. Each player may carry a total of 1 of these. Hit Key '8' to bring the weapon up.
 
Big BackpackGives the player 100 bullets, 25 shells, 25 rockets and 150 plasma cells. You may also find a UAC Sentry Turret or UAC Smart Bomb inside.
 
Maulator DemonSummoned when using the Dark Servant artifact, this demon ally is a ferocious, fast moving death machine which can 'level the playing field' and score the summoner a lot of points. It sticks around for about a minute or so.
                                   


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9. Additional Monsters

*NOTE: As of ScoreDoom version 1.9, sdmonsters1.5.wad & sd-artifacts.wad are now contained in the 'skins' sub directory and loaded automatically.*

Scoredoom supports 3rd party monsters created for zdoom & gzdoom. Any Doom wad you play, with the SDmonsters wad loaded, will cause Scoredoom to selectively add extra monsters (it actually replaces a certain percentage of the default monsters) to the wad being played. It is possible to face up to 170 different monster types (including The Icon of Sin) when playing with sdmonsters1.5.wad
This is meant to add variety to the wad being (re)-played. The custom monsters chosen and ScoreDoom's 'intelligent' replacement code attempts to keep the original 'feel' of Doom intact. Its best just to play a game and see.

There are 2 types of replacement algorithm, one which is 'static' for single player, another which is 'dynamic' (the default zdoom one) for multiplayer. In single player (SP) whenever a wad is replayed *on the same skill level*, the distribution of custom monsters and artifacts never changes. This is deliberate since hi scores are more meaningful with the same enemies being fought each time :P

In multiplayer (MP) the distribution of custom monsters and artifacts change every time a level or wad is replayed, since hi scores are not kept in multiplayer. Singleplayer can be made to behave the same way by setting the following console variable in your zdoom-<yourusername>.ini as follows:

sp_random_custom_monsters=true

Beware that hi scores will be still be saved. You can delete level & wad hi scores though in your zdoom-<yourusername>.ini, just by deleting the relevant lines.
For instance the lines:

|doom2.wad|A|M14|MAP01=2986
|doom2.wad|A|M14=6961

represents Doom II being played with the sd-artifacts.wad & sdmonsters1.5.wad, the first line being map 1's hi score and line 2 being the wad combination's hi score.

The best way to play with truly random monsters per play in SP, is to start a 1 player multiplayer game with +dmflags & +dmflags2 (see Multiplayer Tips section) set to how you want them. You can still save MP games too. (Though IIRC, zdoom's beginning of level autosave feature may not be enabled for MP.)

A few extra points to be aware of when using sdmonsters1.5.wad:
1. The main boss levels in Doom & Doom II etc.. will not have their Boss's replaced, though these Boss monsters can, and will be replaced when they appear in other levels.
2. Player's maximum ammo for clips, shells, rockets & cells is increased, as well as the ammo per pickup for these ammo. This is to help deal with the tougher and more challenging custom monsters. Health pickups are increased likewise too.
3. Using SDmonsters wad with certain zdoom/gzdoom specific wads (like Demon Eclipse), which contain the same custom monsters (actors) will cause a conflict error. SDmonsters wad needs to have all its actors renamed so it will be more compatible. Until then, these wads will have to be played w.o. extra custom monsters.
4. The seeding for random monsters in SP is dependent on the same data that the hi score system uses. So it is imperative to make sure that the exact same wads & wad order is preserved if you want to keep everything the same.

For a complete list and details of custom monsters utilized by ScoreDoom, check out the ScoreDoom readme in the /docs directory of the archive.

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10. Co-op sv_cheats support

A minor, but useful feature of ScoreDoom is the addition of a warning buzzer sound, as well as the usual console message for when a player uses a cheat in co-op when zdoom's multiplayer +sv_cheats is set. Using cheats in co-op can be essential when playing some wads like STRAIN, which may require players to cheat to complete a level (like using noclip say). The buzzer sound should help other players be notified so cheaters can be policed better.

11. Multiplayer HowTo

To play Doom II with custom monsters, starting on map 1, on ultraviolence, with the host having IP 192.168.0.2 for a 2 player game ...

For the host:
gzscoredoom.exe -iwad doom2.wad -file sdmonsters1.5.wad -host 2 -warp 1 -skill 4 -netmode 1

For the players joining:
gzscoredoom.exe -iwad doom2.wad -file sdmonsters1.5.wad -join 192.168.0.2 -warp 1 -skill 4 -netmode 1

You'll notice netmode is set to 1 (client server instead of peer to peer 0). I found this to be the best on my LAN at home, even with just 2 players
To get rid of all those extra weapons in the game in co-op, and setting other multiplayer settings, you will need to make use of +dmflags & +dmflags2 in the command line too. Only the host needs to set these. I gleaned the following valuable information from the zdoom.org forums (Thanks to Vaecrius):
The weapons are there for deathmatch purposes. Unfortunately Doom doesn't distinguish between co-op
and DM weapon spawning, so you'll either have to use those or manually turn off multiplayer weapons.
Go into the menu, hit "OPTIONS" and go to "gameplay options". You should see a big list of stuff to
check off. Take a moment to check off everything you want (and get rid of anything you don't want),
then once you're done write down the two numbers that show up. Remember which is under "dmflags" and
which is under "dmflags2"! Then quit ZDoom and start setting up your game.
When you start up the game, add "+dmflags  +dmflags2 " to the command line.
For instance, if you want default values for everything except you don't want those extra weapons,
you add "+dmflags 1048576" (omitting dmflags2 since you don't need to specify anything for it).
When the game starts, you should see the normal, singleplayer weapon placements.

To apply from the command line just start it with +dmflags *dmflagsnumber* and +dmflags2 *yourdmflags2number*

somewhere in there, example:

gzscoredoom.exe -iwad doom2.wad -file impencse.wad -host 2 -warp 25 -skill 3 +dmflags *dmflagsnumber* +dmflags2 *dmflags2number*

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12. Some Tips For Better Scores

Some monsters drop weapons like the double shotgun, which can be utilized to increase scores, if picked up early enough.
The Catharsi drops a suicide ball after it dies, which can be shot for up to 1000 hp, before it explodes. Though its not likely players will have the time to rake up 1000 pts.
Some levels have tons of map items grouped together, like blue flasks which while only worth 5 points each, can score a ton of points collectively.
In co-op games, the leader always scores the max for infighting bonuses, which can extend the lead.
Artifact Powerups can be used to increase scores considerably.

13. Credits

ID Software, Monolith Software, 3D Realms
Graf Zahl, Randy Heit for zdoom & gzdoom
Eriance and the Demon Eclipse team for artifact powerup graphics.
Xaser, Jimmy 91, Skulltag Team for extra powerup ideas and graphics
Tormentor667 for the promotion of zdoom custom monsters.
WildWeasel, DBThanatos for their custom zdoom content, which I learnt a lot from.
Enjay, for supplying the BBA.rff (BBA.wad) of the Bloodbath Announcer
Everyone else.


Custom Monsters & Other Content:
(Disclaimer: For some monsters I've made minor alterations, like changing the health. For others I also made some other changes to help incorporate them into the mod. Also, I tried my best to give credit to the people who submitted the monsters directly. Please check out Realm667.com's Beastiary for more comprehensive credits. Much of the work was based on content provided by id software and others.)
Arachnophyte		--Xaser, Quasar
ChainsawZombie		--Bouncy, Graf Zahl
PlasmaZombie		--Bouncy, Tormentor667
RapidFireTrooper	--NMN, Tormentor667, Graf Zahl
RocketGuy		--The Innocent Crew
StealthFighter		--Obtic
ZombieMarine		--Bouncy, Ixnatiful
ZombieRailgunner 	--Tormentor667
ZombieTank		--Enjay
ChaingunMajor		--Vader
SSGZombie		--Skulltag
SuicideBomber		--Tormentor667
ChaingunGuy2		--Eriance
NamiDarkImp		--Nanami
STDarkImp		--Vader, Nanami, Carnevil
VoidDarkImp		--Vader, Cyb
Devil			--Eriance
Shadow			--Vader
SlimeImp		--Dutch Devil
SnakeImp		--Cyb
StoneImp		--Espi
SuperImp		--Optic, Graf Zahl
Imptrite		--Neoworm
BloodDemonClone 	--Neoworm, Carnevil, Vader
Bloodfiend 		--Eriance
HotDog			--Eriance
MaulerDemon		--Eriance, Kristus, KDiZD Team
NightmareDemon 		--AgentSpork
PlasmaDemon		--Dutch Devil, Tormentor667
Satyr			--Vader, Nanami
PoisonSoul		--Neoworm
Terror			--Tormentor667
CacolanternClone 	--Lexus Alyus, Carnevil
CacoLich1		--Vader
EnhancedCacodemon 	--Tormentor667
HellGuard 		--Espi
HellWarrior		--Vader, Tormentor667
Afrit			--Nanami
ArchonOfHell		--Eriance
BelphegorClone 		--Nanami, Carnevil
BruiserDemon 		--Vader
HellsFury		--Tormentor667, Vader
LordofHeresy		--Vader, Tormentor667, Bouncy
WarlordOfHell		--Tormentor667
RailArachnotron 	--Tormentor667
PlasmaElemental		--The Ultimate Doomer, The Dark Archon
TorturedSoul		--Xaser, Assmaster
Inferno			--Eriance
Deathknight		--Eriance
Incarnate		--Eriance
Hectebus		--AgentSpork, Carnevil
Diabloist		--Eriance
CyberMastermind		--Nanami
Demolisher		--Eriance
Annihilator		--Eriance
Soul Harvester		--Vader, Tormentor667
Bat Familiar	-- Espi, Nanami
Catharsi		--Tormentor667, RottKing
Imp Warlord		--Espi, Nanami
Ghoul			--Eriance
Fallen			--Eriance
Sabre Blade		--Phobos
Warlord of Hell 	--Tormentor667
Netherworld Drone	--Chilvence, Tormentor667
Netherworld Queen	--Chilvence, Tormentor667
Avatar			--Eriance
Scourge        --Captain Toeneil
Flame Wyvern	--Chopkinsca
StoneDemon 		--Jimmy91
Infernux Grand  --Mechadon
Maxibus 		--Captain Toeneil
SpatterTron 	--JL_Harkster
Balor 			--Ghastly Dragon
Ethereal Soul   --Neoworm
HellRose 		--NeoWorm
Thamuz			--DBThanatos, Jimmy91
FZombieSoldier  --DBThanatos (& others?)
LasercannonZombie --DBThanatos (& others?)
Hellsmith & Hellsmith Apprentice --Eriance (& others?)
Amachotron		--Jimmy91
Malevonant		--DBThanatos,Jimmy91
FUziGuy    		--DBThanatos (& others?)
FCommander		--DBThanatos (& others?)
Azanigin		--DBThanatos (& others?)
ChaingunnerTank --Jimmy91
ApprenticeofDsparil --Bouncy, Tormentor667
InfernalSpider, Crackodemon	-- IcyTux
Nailborg 		--Neoworm, Mechadon
FusionSpider	--Tormentor667, InsanityBringer
Vulgar			--Eriance
Dune Warrior	--Tormentor667, Neoworm
Watcher			--Eriance
Hellstorm Archon --Eriance
DBTPawn (CyberSpectre Demon) --DBThanatos & Neoworm
Helemental       --Eriance
ZSec Zombie			--CaptainToenail & Ghastly Dragon
Arachno-Baron (aka ArachnotronofHell), Armored Imp --Dark_Knight
Obsidian Statue --Ghastly Dragon
Agathodemon --Jimmy91
Spirit Imp -- Ghastly Dragon & Tormentor667
Core Tentacle -- Eriance
Thor -- Starscream
Illus -- Ghastly Dragon
Nightmare Cacodemon -- Bouncy, Graf Zahl
PsychicSoul -- Maelstrom
TornadoDemon --- Maelstrom
DarknessRift ---Ghastly Dragon
CyberBaron --  Ben2k9/Virtue
FoxImp -- (Daniel)??
FlyingImp -- Maelstrom
Rictus -- Captain Toenail
PyroDemon -- Maelstrom
Bormereth -- DBThanatos
Phantom -- Maelstrom
Lesser Mutant -- Starscream
Azazel -- DBThanatos
SpeedDemon -- StarScream
FleshWizard -- Melvinflynt
Inquisitor, Crusader Bot, Reaper Bot -- Ben2k9
Terminator -- Vader
Defiler -- Dreadopp, Lord_Z
Desolator -- Dreadopp
Zsoldier -- Mortarion
SupremeFiend -- Raz
SlimeWorm -- Captain Toenail
PhaseImp -- Neo
HellfireSoul, SurrealDemon -- Surreal Doomer
UAC Sentry Bot Power Up & UAC Smart Bomb Weapon -- Mike "Inuyasha_989" Kasten
zombieflyer --Captain Toenail, Ghastly Dragon

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