hd-invasionv2.pk3

PK3 4.9 KiB 0 map(s)

Counts

endoom0
graphics0
lumps7
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "05a288d9-01bc-417e-aad0-c2ae5eb96ea2",
    "sha1": "bdee65f4326253569aa5ab8b2fa817e2a085f3c0",
    "sha256": "cc5f6cfc13bb1b7c06d83cc62824f7fcbb7338d0592fa10be140b7fa8436aa25",
    "filenames": [
      "hd-invasionv2.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2018-05-03 07:04:54",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2018-05-03 07:04:54",
    "file": {
      "type": "PK3",
      "size": 5032,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/bdee65f4326253569aa5ab8b2fa817e2a085f3c0/bdee65f4326253569aa5ab8b2fa817e2a085f3c0.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 7,
        "maps": 0,
        "palettes": 0
      }
    },
    "analysis": {
      "title": "hd-invasionv2",
      "description": "This WAD is a monster invasion mod for Doom, replacing standard monster spawners with enhanced HD variants. It does not include custom maps but modifies monster encounters across existing levels, introducing a wide range of classic and powerful enemies including archviles, cyberdemons, and spider masterminds. The mod focuses on increasing combat intensity and variety by substituting standard monsters with visually upgraded and potentially more challenging versions. Resource balance and map progression remain dependent on the original IWAD maps, as no new levels are provided. The theme is consistent with Doom's hellish and techbase environments, maintaining vanilla compatibility by design.",
      "tags": [
        "challenge_wad",
        "hard",
        "mixed_theme",
        "monster_swarms",
        "vanilla_compatible"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Actors/InvasionSpawners.txt",
        "contents": "//===========================//\n// Invasion Monster Spawners //\n//===========================//\n\nACTOR HDWeakMonsterSpot : CustomMonsterInvasionSpot Replaces WeakMonsterSpot\n{\nGame Doom\nDropItem \"HDZombieMan\"\nDropItem \"HDZombieMan2\"\nDropItem \"HDShotgunGuy\"\nDropItem \"HDDoomImp\"\nDropItem \"HDDarkImp\"\nDropItem \"HDDemon\"\nDropItem \"HDBloodDemon\"\nDropItem \"HDLostSoul\"\n}\n\nACTOR HDPowerfulMonsterSpot : CustomMonsterInvasionSpot Replaces PowerfulMonsterSpot\n{\nGame Doom\nDropItem \"HDChaingunGuy\"\nDropItem \"HDChaingunGuy2\"\nDropItem \"HDSuperShotgunGuy\"\nDropItem \"HDCacodemon\"\nDropItem \"HDCacolantern\"\nDropItem \"HDRevenant\"\nDropItem \"HDRevenant2\"\nDropItem \"HDHellKnight\"\nDropItem \"HDHellKnight2\"\nDropItem \"HDBaronOfHell\"\nDropItem \"HDArachnotron\"\nDropItem \"HDFatso\"\nDropItem \"HDPainElemental\"\n}\n\nACTOR HDVeryPowerfulMonsterSpot : CustomMonsterInvasionSpot Replaces VeryPowerfulMonsterSpot\n{\nGame Doom\nDropItem \"HDAbaddon\"\nDropItem \"HDHectebus\"\nDropItem \"HDBelphegor\"\nDropItem \"HDArchvile\"\nDropItem \"Shadowvile\"\n}\n\nACTOR HDAnyMonsterSpot : CustomMonsterInvasionSpot Replaces AnyMonsterSpot\n{\nGame Doom\nDropItem \"HDDoomImp\"\nDropItem \"HDDarkImp\"\nDropItem \"HDDemon\"\nDropItem \"HDSpectre\"\nDropItem \"HDSpectre2\"\nDropItem \"HDBloodDemon\"\nDropItem \"HDZombieMan\"\nDropItem \"HDZombieMan2\"\nDropItem \"HDShotgunGuy\"\nDropItem \"HDChaingunGuy\"\nDropItem \"HDChaingunGuy2\"\nDropItem \"HDSuperShotgunGuy\"\nDropItem \"HDCacodemon\"\nDropItem \"HDCacolantern\"\nDropItem \"HDAbaddon\"\nDropItem \"HDRevenant\"\nDropItem \"HDRevenant2\"\nDropItem \"HDFatso\"\nDropItem \"HDHectebus\"\nDropItem \"HDArachnotron\"\nDropItem \"HDHellKnight\"\nDropItem \"HDHellKnight2\"\nDropItem \"HDBaronOfHell\"\nDropItem \"HDBelphegor\"\nDropItem \"HDLostSoul\"\nDropItem \"HDPainElemental\"\nDropItem \"HDCyberdemon\"\nDropItem \"DarkCyber\"\nDropItem \"HDSpiderMastermind\"\nDropItem \"DarkSpider\"\nDropItem \"HDArchvile\"\nDropItem \"Shadowvile\"\n}\n\nACTOR HDImpSpot : CustomMonsterInvasionSpot Replaces ImpSpot\n{\nGame Doom\nDropItem \"HDDoomImp\"\n}\n\nACTOR HDDemonSpot : CustomMonsterInvasionSpot Replaces DemonSpot\n{\nGame Doom\nDropItem \"HDDemon\"\n}\n\nACTOR HDSpectreSpot : CustomMonsterInvasionSpot Replaces SpectreSpot\n{\nGame Doom\nDropItem \"HDSpectre\"\n}\n\nACTOR HDZombieManSpot : CustomMonsterInvasionSpot Replaces ZombieManSpot\n{\nGame Doom\nDropItem \"HDZombieMan\"\n}\n\nACTOR HDShotgunGuySpot : CustomMonsterInvasionSpot Replaces ShotgunGuySpot\n{\nGame Doom\nDropItem \"HDShotgunGuy\"\n}\n\nACTOR HDChaingunGuySpot : CustomMonsterInvasionSpot Replaces ChaingunGuySpot\n{\nGame Doom\nDropItem \"HDChaingunGuy\"\n}\n\nACTOR HDCacodemonSpot : CustomMonsterInvasionSpot Replaces CacodemonSpot\n{\nGame Doom\nDropItem \"HDCacodemon\"\n}\n\nACTOR HDRevenantSpot : CustomMonsterInvasionSpot Replaces RevenantSpot\n{\nGame Doom\nDropItem \"HDRevenant\"\n}\n\nACTOR HDFatsoSpot : CustomMonsterInvasionSpot Replaces FatsoSpot\n{\nGame Doom\nDropItem \"HDFatso\"\n}\n\nACTOR HDBaronOfHellSpot : CustomMonsterInvasionSpot Replaces BaronOfHellSpot\n{\nGame Doom\nDropItem \"HDBaronofHell\"\n}\n\nACTOR HDCyberdemonSpot : CustomMonsterInvasionSpot Replaces CyberdemonSpot\n{\nGame Doom\nDropItem \"HDCyberdemon\"\n}\n\nACTOR HDSpiderMastermindSpot : CustomMonsterInvasionSpot Replaces SpiderMastermindSpot\n{\nGame Doom\nDropItem \"HDSpiderMastermind\"\n}\n\nACTOR HDArchvileSpot : CustomMonsterInvasionSpot Replaces ArchvileSpot\n{\nGame Doom\nDropItem \"HDArchvile\"\n}\n\nACTOR HDWolfensteinSSSpot : CustomMonsterInvasionSpot Replaces WolfenSteinSSSPot\n{\nGame Doom\nDropItem \"HDWolfensteinSS\"\nDropItem \"HDWolfOfficer\"\nDropItem \"HDWolfMutant\"\n}\n\nACTOR HDCacolanternSpot : CustomMonsterInvasionSpot Replaces CacolanternSpot\n{\nGame Doom\nDropItem \"HDCacolantern\"\n}\n\nACTOR HDAbaddonSpot : CustomMonsterInvasionSpot Replaces AbaddonSpot\n{\nGame Doom\nDropItem \"HDAbaddon\"\n}\n\nACTOR HDHectebusSpot : CustomMonsterInvasionSpot Replaces HectebusSpot\n{\nGame Doom\nDropItem \"HDHectebus\"\n}\n\nACTOR HDSuperShotgunGuySpot : CustomMonsterInvasionSpot Replaces SuperShotgunGuySpot\n{\nGame Doom\nDropItem \"HDSuperShotgunGuy\"\n}\n\nACTOR HDDarkImpSpot : CustomMonsterInvasionSpot Replaces DarkImpSpot\n{\nGame Doom\nDropItem \"HDDarkImp\"\n}\n\nACTOR HDBloodDemonSpot : CustomMonsterInvasionSpot Replaces BloodDemonSpot\n{\nGame Doom\nDropItem \"HDBloodDemon\"\n}\n\nACTOR HDBelphegorSpot : CustomMonsterInvasionSpot Replaces BelphegorSpot\n{\nGame Doom\nDropItem \"HDBelphegor\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/BFG10k.txt",
        "contents": "Actor BFG10K~ : Weapon Replaces BFG10K\n{\n  Radius 20\n  Height 20\n  Weapon.Selectionorder 2800\n  Weapon.AmmoUse 5\n  Weapon.AmmoGive 40\n  Weapon.AmmoType \"Cell\"\n  Weapon.Kickback 100\n  Inventory.Pickupmessage \"You got the BFG10000!  Hell, yes!\"\n  Obituary \"%o was blasted by %k's BFG10K\"\n  +Weapon.NoAutoFire\n  Decal BFGLightning\n  Weapon.SlotNumber 7\n  Weapon.SlotPriority 1\n  Weapon.UpSound \"Weapons/Change\"\n  Weapon.PreferredSkin \"BFG10k-DoomMarine\"\n  States\n  {\n  Spawn:\n    BFG2 A -1\n    Stop\n  Ready:\n    BG2G A 0 A_PlaySound (\"Weapons/BFG10KIdle\")\n    BG2G A 1 A_WeaponReady\n    BG2G A 1 A_WeaponReady\n    BG2G A 1 A_WeaponReady\n    BG2G B 1 A_WeaponReady\n    BG2G B 1 A_WeaponReady\n    BG2G B 1 A_WeaponReady\n    BG2G C 1 A_WeaponReady\n    BG2G C 1 A_WeaponReady\n    BG2G C 1 A_WeaponReady\n    BG2G D 1 A_WeaponReady\n    BG2G D 1 A_WeaponReady\n    BG2G D 1 A_WeaponReady\n    Loop\n  Select:\n    BG2G E 1 A_Raise\n    Loop\n  Deselect:\n    BG2G E 1 A_Lower\n    Loop\n  Fire:\n    BG2G E 20 A_PlaySound(\"Weapons/BFG10KF\")\n    BG2G F 4\n    BG2G G 1\n    BG2G H 1\n    BG2G I 1\n    BG2G J 1\n    Goto Hold\n  Hold:\n    BG2G K 2 A_GunFlash\n    BG2G L 2 A_FireBullets(0, 0, 1, 0, \"HDBFG10kShot\")\n    BG2G M 2\n    BG2G N 0 A_ReFire\n    BG2G O 35 A_PlaySound(\"Weapons/BFG10KCool\")\n    Goto Ready\n  Flash:\n    TNT1 A 2 Bright A_Light1\n    TNT1 A 3 bright\n    Goto LightDone\n  }\n}\n\nActor HDBFG10kShot\n{\n  Radius 11\n  Height 8\n  Speed 20\n  Damage 160\n  DamageType BFG10K\n  +NoBlockMap\n  +NoGravity\n  +ActivateImpact\n  +ActivatePCross\n  +NoTeleport\n  +PuffOnActors\n  +PuffGetsOwner\n  +ForceRadiusDmg\n  Renderstyle Add\n  Alpha 0.75\n  SeeSound \"Weapons/BFG10KX\"\n  AttackSound \"Weapons/BFG10KX\"\n  States\n  {\n  Spawn:\n    BFE1 A 0 Bright\n    BFE1 A 0 Bright A_SpawnItemEx(\"10kDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    BFE1 A 3 Bright A_Detonate\n    BFE1 BCDEF 3 Bright\n    Stop\n  }\n}\n\nActor 10kDeathParticleSpawner\n{\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +Missile\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AAAAA 0 A_SpawnItemEx(\"10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor 10kDeathParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  +LowGravity\n  +DontSplash\n  +DoomBounce\n  BounceFactor 0.7\n  RenderStyle Add\n  Scale 0.04\n  States\n  {\n  Spawn:\n  Death:\n    SPKG A 2 Bright A_FadeOut(0.05)\n    Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/GrenadeLauncher.txt",
        "contents": "Actor GrenadeLauncher~ : Weapon Replaces GrenadeLauncher\n{\n  Radius 20\n  Height 16\n  Weapon.SelectionOrder 2500\n  +WEAPON.NOAUTOFIRE\n  +WEAPON.NOAUTOAIM\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 2\n  Weapon.AmmoType \"RocketAmmo\"\n  Weapon.Kickback 100\n  Inventory.PickupMessage \"You got the grenade launcher!\"\n  Obituary \"%o caught %k's grenade.\"\n  Weapon.SlotNumber 5\n  Weapon.SlotPriority 1\n  Weapon.UpSound \"Weapons/Change\"\n  Weapon.PreferredSkin \"Grenade-DoomMarine\"\n  States\n  {\n  Spawn:\n    GLAU A -1\n    Stop\n  Ready:\n    GRLG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    GRLG A 1 A_Lower\n    Loop\n  Select:\n    GRLG A 1 A_Raise\n    Loop\n  Fire:\n    GRLG B 8 A_GunFlash\n    GRLG B 12 A_FireCustomMissile(\"HDGrenade\", 0, 1, 0, 0, 0, 6.328125)\n    GRLG B 0 A_ReFire\n    Goto Ready\n  Flash:\n    GRLF A 3 Bright A_Light1\n    GRLF B 4 Bright\n    GRLF C 4 Bright A_Light2\n    GRLF D 4 Bright A_Light2\n    Goto LightDone\n  }\n}\n\nActor HDGrenade\n{\n  Radius 8\n  Height 8\n  Speed 25\n  Damage 20\n  Gravity 0.25\n  Projectile\n  -NoGravity\n  +DoomBounce\n  +DehExplosion\n  +ExplodeOnDeath\n  +CanBounceWater\n  -GrenadeTrail\n  SeeSound \"Weapons/GrBnce\"\n  DeathSound \"Weapons/GrenLX\"\n  DamageType Fire\n  States\n  {\n  Spawn:\n    SGRN A 0\n    SGRN A 0 A_StopSound\n    SGRN A 0 A_PlaySound(\"weapons/grenlf\")\n    SGRN A 1 Bright A_SpawnItemEx(\"HDoomRocketTrail\", 0, 0, 0, (0.1)*Random(5, 15), 0, (0.1)*Random(-5, 5), Random(-8, 8), 128)\n    Goto Spawn+3\n  Death:\n    MISL B 0 Bright A_ChangeFlag(\"NoGravity\", 1)\n    MISL B 0 Bright A_SpawnItemEx(\"HDoomRocketParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    MISL B 8 Bright A_Explode\n    MISL C 6 Bright\n    MISL D 4 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Minigun.txt",
        "contents": "Actor Minigun~ : Weapon Replaces Minigun\n{\n  Weapon.AmmoType \"Clip\"\n  Weapon.AmmoGive 20\n  Weapon.AmmoUse 1\n  Inventory.PickupSound \"misc/w_pkup\"\n  Inventory.PickupMessage \"Picked up a minigun!\"\n  Obituary \"%o was shredded by %k's minigun.\"\n  AttackSound \"weapons/minigun\"\n  Decal Bullet\n  Weapon.SlotNumber 4\n  Weapon.SlotPriority 1\n  Weapon.UpSound \"Weapons/Change\"\n  Weapon.PreferredSkin \"Minigun-DoomMarine\"\n  States\n  {\n  Spawn:\n    MNGN A -1\n    Loop\n  Ready:\n    MNGG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    MNGG A 1 A_Lower\n    Loop\n  Select:\n    MNGG A 1 A_Raise\n    Loop\n  Fire:\n    MNGG A 0 A_GunFlash\n    MNGG A 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, 1)\n    MNGG A 2 A_FireBullets(5.6, 0, 1, 5, \"HitscanPuff\")\n    MNGG B 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, 1)\n    MNGG B 2 A_FireBullets(5.6, 0, 1, 5, \"HitscanPuff\")\n    MNGG A 2 A_ReFire\n    MNGG B 2\n    MNGG A 4\n    MNGG B 4\n    MNGG A 8\n    MNGG B 8\n    Goto Ready\n  Flash:\n    MNGF A 3 BRIGHT A_Light1\n    MNGF B 3 BRIGHT A_Light0\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Railgun.txt",
        "contents": "Actor Railgun~ : Weapon Replaces Railgun\n{\n  Radius 20\n  Height 16\n  Weapon.Selectionorder 100\n  Weapon.AmmoUse 10\n  Weapon.AmmoGive 40\n  Weapon.AmmoType \"Cell\"\n  Weapon.AmmoType2 \"RailShot\"\n  Weapon.AmmoUse2 1\n  Weapon.AmmoGive2 4\n  +Weapon.ALT_Ammo_Optional\n  +Weapon.NoAlert\n  Inventory.Pickupmessage \"You got the railgun!\"\n  Obituary \"%o was railed by %k.\"\n  AttackSound \"weapons/Railgf\"\n  Decal RailScorch\n  Weapon.SlotNumber 6\n  Weapon.SlotPriority 1\n  Weapon.UpSound \"Weapons/Change\"\n  Weapon.PreferredSkin \"Railgun-DoomMarine\"\n  States\n  {\n  Ready:\n    RLGG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    RLGG A 1 A_Lower\n    Loop\n  Select:\n    RLGG A 1 A_Raise\n    Loop\n  Hold:\n  Fire:\n    RLGG E 0 A_TakeInventory(\"RailShot\", 1)\n    RLGG E 0 A_GunFlash\n    RLGG E 0 A_AlertMonsters\n    RLGG E 12 A_FireRailgun\n    RLGG A 0 A_JumpIfInventory(\"RailShot\", 1, 1)\n    Goto AltFire\n    RLGG A 8\n    RLGG M 0 A_ReFire\n    Goto Ready\n  AltHold:\n  AltFire:\n    RLGG F 0 A_JumpIfInventory(\"RailShot\", 4, 12)\n    RLGG F 0 A_AlertMonsters\n    RLGG F 0 A_PlaySound(\"Weapons/RailReload\")\n    RLGG F 6 A_GiveInventory(\"RailShot\", 4)\n    RLGG GHIJK 8\n    RLGG L 6\n    RLGG A 5\n    RLGG A 0 A_ReFire\n    RLGG A 1\n    Goto Ready\n  Flash:\n    TNT1 A 5 bright A_Light1\n    TNT1 A 5 bright A_Light2\n    TNT1 A 0 bright A_Light0\n    Goto LightDone\n  Spawn:\n    RAIL A -1\n    Stop\n  }\n}\n\nActor RailShot : Ammo\n{\n  Inventory.Amount 4\n  Inventory.MaxAmount 4\n  Inventory.Icon \"TNT1A0\"\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 4\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate.txt",
        "contents": "//Other\n#Include \"Actors/InvasionSpawners.txt\""
      },
      {
        "source": "pk3",
        "name": "ReadMe.txt",
        "contents": "This is a patch for Hard-Doom that allows invasion compatibility. This will work EXACTLY like Hard-Doom used to in Skulltag.\n\nv2 has been updated to work with Hard-Doom v6.3.2!"
      }
    ]
  },
  "maps": []
}

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