Here is the doomlab
Its packaged with the PRM. Ive nerfed revenant rockets a little, Ive removed the mandatory imp spawn so now many less of them spawn, and Ive increased the cost to spawn high end doom monsters. Ive also nulled the cost of low end monsters.
this means less monsters per capita, but a more natural spawn pattern; akin to any of the other monster factions though with less population. I may well buff them to higher population settings to encourage more spawnings.
Ive added a new lab group to spawn into the doomlabs, zombies, blobs, and robots that will fight each other and the demons. I plan to add more horrors too. I initially added them to regular labs, but then remembered that a lot of people like to do lab starts. Ill do something with them, but not what I added. Itd be a little unfair without proper testing first.
Ive added what I think is a bit of believable variety in the labs, for items, but no endstage loot. Loot is all over the place, and the lower you go the more you can expect to find.
I added archdemon to the game, who is a queen monster (the demons stop spaawning if it dies),
The archdemon can summon monsters to its side to fight for it, and is itself largely incapable of attack. It has gained a … … surprise, to help the situation in which it finds itself.
Ive added archviles to the game. 2 versions, 1 weaker and 1 stronger and a queen tier. They revive and upgrade like a zombie lord would, and can use a flame attack. You have 1 turn to move away from the flames.
Ive added the code for revivable demons, but without a home theyre just code. I do have a plan for them though.
I didnt add the megaarmor suit like I planned to… Will do, I swear it. But I hope you understand that doom in cdda is about dying horribly as much as a power fantasy. Properly kitted out it can be that power fantasy, but with suboptimal gear its about the struggle of trying to live.