Killing Floor

Killing Floor

217 ratings
DooM 3 Monsters - ScrN Edition
File Size
0.611 MB
Mar 27, 2013 @ 3:05am
May 16 @ 10:09am
16 Change Notes ( view )

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DooM 3 Monsters - ScrN Edition

In 2 collections by [ScrN]PooSH
ScrN Mod Pack
11 items
DooM 3 Monsters Full Pack - ScrN Edition
3 items
This mutator brings Marco's DooM 3 monsters up-to-date.
Version 9.47.


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.

PatBossMult variable added, allowing to make Pat Replacement bosses to have more health comparing to regular, in-wave bosses.

If team gets wiped, boss's health will be displayed. Works the same as Phada's PatHPLeft mutator for regular Patriarch.
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Boltte Dec 13, 2016 @ 8:07pm 
I'm guessing that's a no...? :(
Dumb_Dora Dec 13, 2016 @ 5:37pm 
Thanks dude! :)
[ScrN]PooSH  [author] Dec 13, 2016 @ 12:25pm 
@JosephPlays Yes, there are Big Bosses and Big Maps. Big Bosses can not spawn on small maps. Big Map list can be modified in Doom3KF.ini
Dumb_Dora Dec 12, 2016 @ 7:17am 
Do certain Doom 3 bosses spawn on certain maps?
Boltte Dec 4, 2016 @ 7:03pm 
If not, can you make one? I will test it out for you if you need someone to test it as I sorta need a fix for this anyways(as I like the idea of endgame boss to be one of the Doom 3 bosses instead of the usual patty)! :P
Boltte Dec 4, 2016 @ 7:00pm 
Ok, so finally got around to testing this. Yes it does fix it, however it's only suited for a server that's 100% Greylisted, mine has both Whitelisted and Greylisted options, so it doesn't really help the Whitelisted part of it....

I tried it with it only on the D3KF mode and then off for the vanilla mode(as I thought it would work reset zed squad upon map change, but it does not by the looks of it as you need it to be running on the next map for it to work) and it didn't work, this time, all the zeds were invisible!

Is there one where it resets the zed squad at the end of the game(instead of at the start of the game)? Like whenever team is wiped or survives, zed squad is reset to default? Because with that, then I might be able to work it out with only the D3KF mode and hence leave the vanilla side untouched and hence allows perk and achievement progression.
Boltte Nov 23, 2016 @ 9:08pm 
End *wave* mini bosses are fine as apparently that doesn't affect vanilla mode, so I guess the only way to meet your hand crafted Doom 3KF bosses is at the end of the each wave...which is also configurable in the Doom3KF.ini file, for if you want 100% chance of mini boss to spawn or 45% chance which is the default value I believe.
Boltte Nov 23, 2016 @ 9:05pm 
Oh, just went onto the Zed Manager's workshop page: and saw this "Mutator isn't whitelisted".....oh...well it may *not* be whitelisted but could still allow perk and achievement progression(such as was with ServerColor mut that lets you colour your server name and this said mut is *also* greylisted but still allows perk and achievement progression...) which I'll find out once I get back from finishing my game of Metro Last Light.......heh....

If it does turn out that it *does* completely disable perk and achievement progression well then I guess the only fix I have to resort to and is the only one I am currently using is to set end game boss for D3KF mode the normal vanilla patty ONLY.
Boltte Nov 23, 2016 @ 8:56pm 
Oh yeah, GSP stands for Game Service Provider in case no one reading this has any ideas. So yeah, should be 24/7 operational unless it's under maintenance....
Boltte Nov 23, 2016 @ 8:54pm 
So for anyone else who's reading this, feel free to come join and see for yourself and or stay a while and have fun whilst you're here... The server is located in Australia so AUS players are fine connecting to it but overseas players may have a ping of over 9000! Oops, one too many zeros, the scoreboard only reads a maximum of 999 even if you do actually have a ping over this amount.

Is Zed Manager whitelisted or at least allows perk and achievement progression for when I load it for vanilla play(so that I can force it to reset zed squad)? ...or I could find it out myself....