Vanilla Doom weaponry will probably not get you very far, so by all means add your favorite weapon mod. In bolognese set the "Minimum health for gibbing" to -100, otherwise the zombies will gib too often on headshots.
![left 4 dead 2 mods left 4 dead 2 mods](https://i.ytimg.com/vi/hA-kMpjUfY0/maxresdefault.jpg)
I also recommend using NashGore or Bolognese with this for those nice gore effects. Note that you need to change two lines of code in AI Director's zScript file in order to work with GZDoom 3.7.2, as detailed here:Ĭode: Select all AIDMonsterSpawnPoint spawnpoint = AIDMonsterSpawnPoint(Actor.Spawn('AIDMonsterSpawnPoint', thing.pos)) Some recommended settings (tested with Trailblazer): Group size 1-4, Spawn Rate 10. Change the AI Director settings to your needs. I highly recommend using it (load AI Director before L4D).
#Left 4 dead 2 mods mod
This mod was created with AI Director in mind. CVARs that lets you customize the experience.Headshot system that accurately reflects each frame of a sprite.8 Special infected, with unique behaviors and attacks (save for the Jockey and Smoker).Bolognese or NashGore (or other gore mods that don't replace enemies) (optional but recommended) Gameplay/weapon mod of your choice (optional but recommended)Ĥ. Use this with your favorite weapon mod.ġ.
![left 4 dead 2 mods left 4 dead 2 mods](https://static.gamefront.com/storage/screenshots/4816/files2/116111_1.jpg)
Works with GZDoom 3.7.2 and 3.6.0.Ĭompatible with all gameplay mods that don't replace Doom 2 monsters (although there is a patch available for Brutal Doom).
![left 4 dead 2 mods left 4 dead 2 mods](https://assets.gamepur.com/wp-content/uploads/2020/09/26144120/left-4-dead-2-rng.jpg)
The aim was to provide a chaotic experience with hordes of infected and a framework to base custom maps on. This mod aims to bring elements from Left 4 Dead 2 into Doom II.