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MObreck

the MBF21 Expanded DOOM Bestiary project (MEDB) - VERSION 1.2 RELEASED

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A preview list of all the MEDB monsters:

 

Nightmare Imp (Map Object 3007)

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Crossing over from DOOM64. A faster, harder to see Imp with faster fireballs.

 

Nightmare Spectre (3008):
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From the PS1 ports of DOOM. Its another species of Pinky that has twice as much health. Gets all the nasty Nightmare difficulty buffs as standard Pinkies.

Beta Lost Soul (3009):
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Its the old beta version of the Lost Souls. Only with remastered sprites, more coherent animations, and they can sometimes miss.

Melee Revenant (3010):
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This Revenant seems to have lost his rocket launcher armor, so he runs faster to compensate. Will not infight with standard Revenants.

Pistol Zombie (3011):
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An alternate spriteset for the standard zombiemen for level developers that think seeing them wield a pistol is more immersive. Uses AI and stats identical to standard zombiemen.

Harkubus (3012):
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The Mancubus's much stronger brother. Will not infight with Mancubi.

Rocket Zombie (3013):
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A zombie with a rocket launcher. Luckily he's slow and his rockets are only half as powerful as the player's/Cyberdemon's.

Morter Zombie (3014):
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Launches bouncing morter bombs. Their clumsy aim is easy to avoid but devastating.

Flesh Spawn (3015):
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A small flying mouth. Mimics the AI of Heretic gargolyes.

Chaingun Spider (3016):
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Oh joy, a hitscan version of the Arachnotron. At least you get a box of bullets for killing them.

Watcher (3017):
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Think of them as flying imps. Or a small, weak Cacodemons.

Zombie Marine (3018):
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A lore friendly AI clone of the SS Nazis that appear in DOOM2's secret levels. Not as menacing as Chaingunners but not as pathetic as standard Zombiemen.

Chainsaw Zombie (3019):
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A zombie with a chainsaw. Total cannon fodder but can be dangerous if they catch you in a corner. Gets a movement speed boost on Nightmare difficulty but not an attack speed boost.

SSG Zombie (3020):
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Wielding a double barrel shotgun but frail, he's the ultimate glass cannon. Drops a super shotgun when killed.

Spreadgun Zombie (3021):
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This prick must have loved playing Contra when he was alive. Or maybe he was a Probotector fan...

Wargrin (3022):
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A strange mutant demon that isn't too tough but comes armed with a primitive plasma gun. His red plasma is slower and weaker than the player's plasma but it can bounce off floors and ceilings so beware.

D64 Arachnotron (3023):
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A recreation of the DOOM 64 version of the Arachnotrons. Fires pairs of smaller plasma bolts, taking a pause every fifth shot or so. Will not infight with classic Arachnotrons.

Hindring (3024):
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These demon dogs are slightly weaker than Pinkies but can perform lunging attacks from a distance. Gets a movement speed boost on Nightmare difficulty but not an attack speed boost.

Grell (3025):
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Another flying creature that uses a spreadshot attack. Closely mimics the AI of Heretic's Disciple of D'Sparils (flying wizards).

Super Demon (3026):
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A not-so-cyber giant demon. Sits in between Barons and Cyberdemon's in toughness. Has a powerful fireball and the ability to create Lost Souls. Doors tagged 666 will open when all Super Demons in a stage are slain, similar to Commander Keens.

Hellion (3027):
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A fast, low tier demon that likes to spam weak homing projects. So kill them quick.

Wall Lights (Map objects 90, 91, 92, and 93):
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Not really enemies, but adds a missing style of decoration objects to DOOM

 

NEW IN VERSION 1.2:

 

Devil Imp (3028):
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I got several requests to make the Nightmare Imps tankier, but wanted to keep their stats accurate to DOOM 64. So instead here is a tankier, but still quite low tier, breed of Imp.

Sawcubus (3029):
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A reference to the DOOM RPG mobile series. A pinky strength monster wielding a strong chainsaw.

Cacodevil (3030):
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A stronger, rotten tomato that aggressively spits giant energy balls.

Pandora (3031):
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The good news is these strange cubes can't directly attack you. The terrible news is they have the Arch-Vile's ability to resurrect dead monsters!

Nailgun Zombie (3032):
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A somewhat tough zombieman that like to shoot volleys of spiked projectiles that rip through their victims.

Phantom Spawn (3033):
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A flesh spawn with partial invisibility, so the Spectres wouldn't feel so lonely in the dark.

Alpha Demon (3034):
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A real brute that can take a heavy beating and has a hard hitting dash attack.

Dark Squire (3035):
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If the Hell Knights are half a Baron, these guys are half a Hell Knight. Because clearly there weren't enough palette swap baddies already...

New Decorations (97 through 111):
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A few more props to decorate your maps with.

Edited by MObreck : Repurposed to show the monster preview

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I like the idea of having ready-to-use mbf21 monster snippets like that.

 

I looked into the .wad file and it seems like while dehacked lump and sprites are present, the decohack lump is not included.

Were these done without the use of decohack?

 

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3 hours ago, Ravendesk said:

I like the idea of having ready-to-use mbf21 monster snippets like that.

 

I looked into the .wad file and it seems like while dehacked lump and sprites are present, the decohack lump is not included.

Were these done without the use of decohack?

 

 

No, I did not use decohack.  I wasn't even aware decohack was a thing :p

 

What I did was create a bex file in Whacked (Doom Retro format) containing rough drafts of the enemies. Then I manually wrote in all the MBF21 code pointers and stats with Slade's text editor. As I created new enemies I cut-n-paste in the new data.

 

I didn't create the Decorate versions of the enemies until later, when I realized it was a better way to make the ZDoom family sourceports compatible. I used a hack trick to make those sourceports ignore the dehacked lump.

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On 4/27/2023 at 4:16 PM, Andrea Rovenski said:

oh wow, this looks fun. Might have to try some of these out!

That would be great 🙂 Be sure to DM me if you upload any maps using them so I can check it out.

 

In other news I adding 4 additional monsters and possible a teleporter particle effect to the next update. The update will not mess up any maps developed with the current version.

 

The update should be released shortly after my upcoming vacation, which will be ending in roughly *insert fat lady quote from Total Recall*

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I discovered my DOOM Builder plugin does not work correctly with Ultimate DOOM Builder. I've uploaded an alternate version of the plugin for Ultimate.

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I tried this mod's demonstration level, and yeah it's cool.

I'm surprised you can create an enemy with charging ability in MBF21, and it would be fun to make maps with those Hindrings.

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11 hours ago, namsan said:

I tried this mod's demonstration level, and yeah it's cool.

I'm surprised you can create an enemy with charging ability in MBF21, and it would be fun to make maps with those Hindrings.

 

To achieve that I took the lost soul attack and applied gravity plus setup the attack to automatically end after two cycles of the walk animation.

 

The lost soul attack can also be set to home in on the player by including another call of the attack as part of the animation loop. But it is very cruel so I won't likely be adding an enemy that uses that trick.

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On 4/25/2023 at 4:52 AM, MObreck said:

Source Ports that don't work:

- Odamex (MBF21 support has issues. Decorate support is outdated, relying on older, bugged script commands for shooting custom projectiles).
- QZDOOM and standard ZDOOM (No MBF21 support and same Decorate issues as Odamex)

 

???

 

Odamex has no decorate support and never has. Not sure what you're referring to here. What issues are there with MBF21 support? Odahorde and Hordamex have something like 90 unique MBF21 monsters between them and everything seems to work fine. The only issue I can think of is that +RIP is broken currently, but there is a tracker out on it.

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2 minutes ago, Ralphis said:

 

???

 

Odamex has no decorate support and never has. Not sure what you're referring to here. What issues are there with MBF21 support? Odahorde and Hordamex have something like 90 unique MBF21 monsters between them and everything seems to work fine. The only issue I can think of is that +RIP is broken currently, but there is a tracker out on it.

 

Maybe I got the Decorate support confused with a different port. I do know Odamex's MBF21 vertical pitch support for custom projectiles is inaccurate. The morter zombie projectiles would go haywire.

 

Right now I'm on vacation and won't have access to my desktop until next week, so I can't do any testing atm. If you want to test yourself check out how the morter zombies function in Odamex.

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8 minutes ago, MObreck said:

 

Maybe I got the Decorate support confused with a different port. I do know Odamex's MBF21 vertical pitch support for custom projectiles is inaccurate. The morter zombie projectiles would go haywire.

 

Right now I'm on vacation and won't have access to my desktop until next week, so I can't do any testing atm. If you want to test yourself check out how the morter zombies function in Odamex.

 

I just played through the demo map and map02. Everything seems to work fine except for the mortar zombie, which you are correct has something going on with it. I would say that this is largely compatible rather than "don't work".

 

I'm not sure what's with the mortar. I see you didn't use decohack, so I'll have to look into those specific frames when I can get some time and try to see what's up with the behavior. Nobody has reported this before now so it's a possible blind spot.

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25 minutes ago, Ralphis said:

 

I just played through the demo map and map02. Everything seems to work fine except for the mortar zombie, which you are correct has something going on with it. I would say that this is largely compatible rather than "don't work".

 

I'm not sure what's with the mortar. I see you didn't use decohack, so I'll have to look into those specific frames when I can get some time and try to see what's up with the behavior. Nobody has reported this before now so it's a possible blind spot.

Alright, good to know. For now I've amended the description of Odamex's support on this site. I'll update the other site descriptions tommorrow.

 

The only thing the morter zombies do that is unique code pointer wise is use the vertical pitch argument of the custom projectile code pointer.

Edited by MObreck

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I wish you could change the speed of the Lost Soul Charge. The Spawn Float flag would be nice too so flying enemies don't have to stay on the ground.

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8 hours ago, JXC said:

I wish you could change the speed of the Lost Soul Charge. The Spawn Float flag would be nice too so flying enemies don't have to stay on the ground.

 

SpawnFloat would have been nice, being the fleshspawns in this project are meant to be AI clones of Heretic's gargoyles.

 

I might have tweaked the dash speed of the Hindrings if the lost soul charge command could have its speed adjusted.

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Version 1.05 released!

 

It is a minor update that mostly adds improved support for Eternity Engine.

 

ENTERNITY ENGINE STUFF ( has no effect on the other supported ports):

 

- MEDB monsters and projectile can now interact with the approriate Eternity UDMF lindefs.

 

- Ground MEDB monsters are now effected by liquids with floorclipping in Eternity.

 

- Zombie rockets and morters have explosion particles in Eternity

 

OTHER CHANGES:

 

- There are now two versions: the standard version and an alternate version that does not replace the standard chainsaw with a double bladed version. Weapon purists rejoice!

 

- Corrected the description of Odamex's compatability issues with this mod. The only broken thing in Odamex is the morter zombie morters.

 

 

That's all for now. In the next fews days I intended to start a simple Community Project in hopes of bringing increased attention to this resource pack. Stay tuned...

 

 

Edited by MObreck

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Version 1.2 of MEDB has been released! It adds 8 additional enemies and 14 new decorations. The chainsaw zombies also got a new face. Download it from the same links.

Edited by MObreck

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I've created an MEDB addon for the Obsidian random level generator. Now you can generate random levels with all the MEDB monsters mixed in!

 

Get it here. Requires MEDB version 1.2 or newer (either the standard or no chainsaw replacer will work):

 

https://www.moddb.com/mods/the-mbf21-expanded-doom-bestiary-project/downloads/medb-addon-for-obsidian

 

Installation Instructions:

 

- Place the MEDB_addon.pk3 in Obsidian's "Addons" folder.

- Open Obsidian. Go to the Addons Tab and make sure MEDB_Addon.pk3 is checked as active. Then go to the Addons Tab again and select "Restart and Apply Changes". A list of MEDB monsters should now appear towards the bottom of the COMBAT section of settings.

 

BONUS: Here is an example map set I made. I interlaced 3 set of 4 stages, each with their own theme and monster encounter settings (12 in total). There is also a 13th stage that is something of a cruel joke. I can't promise every level is pistol start friendly:

 

MEDB_ObsidianExample.zip

 

The example pack uses SilentZorah's Jukebox for its music.

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I have suggestions for stuff to add to MEDB.

-I think adding the shattering glass from HACX would be neat (It was an invisible thing that acted like glass and would shatter and fire out glass shards that hit you if you stood too close)

-Adding office supplies like office chairs and computer monitors

-Adding a Cybruiser type of enemy. (rocket Baron)

-Adding sentry turrets that can be on the ceiling or ground, that can fire a variety of things.

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Can the Mother Demon from Doom 64 be recreated for MBF21/DSDHacked?

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this is like, actually really cool. does anyone know of some good maps that make use of this wonderful new cast of adversaries?

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On 1/12/2024 at 10:34 PM, shroomie said:

this is like, actually really cool. does anyone know of some good maps that make use of this wonderful new cast of adversaries?

Not too many at the moment. I made a community project that ended with 7 submitted stages. You can get it here:

 

 

@Scionox also recently released a stage that uses the MEDB roster. Something meant for the community project that didn't quite make the deadline:

 

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