Thank you very much for your comments.
A real monster
replacement (in terms of exchanging monster types) will indeed most probably lead to a gameplay change in that map.
It will amplify the variation, but you will have to pay a price for it.
I think this is what gb and spirit are saying. I fully agree.
That was the reason why I wanted to keep it subtle and as close to original map-makers idea as possible.
Cloning the same monster and place it near the original is maybe a good compromise...
The backpack throwing is also enabled for the clones, so the ammo resupply should be sufficient (at least in ID1 maps)
The cloning itself works also fairly well in fan-made maps. The probelm with ammo supply gets serious though,
due to high difficulty, which is unfortunately common in fan-made maps (even on easy)... (at least for me

)
@ frag.machine
I am not sure if I understood your last sentence correctly.
If you asked for more ideas to make the gameplay more varied, I also tried these:
- add semi-transparent monsters (which brings back the shocking moments which we all had when playing Quake the 1st time)
- multimodel and multiskin support for each monster-type (every monster is spawned with randomly use of external replacement skins/models)
That brings some variation into the game, but keeping the original feel.
@ OoPpEe
I made something similar by accident and the result was that the monsters walked in chaotic ways. Also where they should not walk, lol.
If a map has no waypath declared for them, an ai_walk(x) ing monster is dumber than dumb, hehe.
Kind regards,
Seven