MObreck Posted April 25, 2023 (edited) Hello, welcome to the MBF21 Expanded DOOM Bestiary project, or MEDB for short. Updated to version 1.05 It is a resource wad that adds 29 new DOOM themed monsters, mostly low to mid tier, for level designers to use. All the new monsters were coded in MBF21, an expanded version of Dehacked that has a more robust number of compatible sourceports than Decorate/ZScript. No vanilla DOOM/DOOM2 monsters get replaced by this expansion and are fully available to mix with the new monsters. DOWNLOAD LINK HERE ALTERNATE MODDB BASED LINK Also included is an optional plugin that makes the new monsters appear in the THINGS menu of the DOOM Builder family of level building tools. Here is a preview Video. Special thanks to Spectere for providing this playthrough and providing development feedback: Compatible Ports that have been tested: - DSDA-DOOM (v0.25.6 tested) - DOOM Retro (v4.8.1 tested) - From DOOM With Love (v2021.10.12 tested) - Nugget DOOM (v1.12.0.0 tested) - WOOF (v10.5.1.0 tested) - GZDOOM (v4.10 and v4.7.1 tested) - LZDOOM (v3.88.2 tested)NOTE: for better compatibility GZDOOM/LZDOOM are setup to ignore the MBF21 scripting and instead use replicas of the new enemies created in Decorate. The Decorate versions' behavior is functionally identical to the MBF21 versions.Ports that have compatible dev builds: - Eternity Engine tested (v4.03.00 tested. get one of the development builds here) - QZDoom (vg4.5pre-997-g765768508 tested. get one of the development builds here) Source Ports that in theory should work but I have been unable to test: - ReBoomExperimental (Seems to be defunct, can't find any active download links)Source Ports that don't work or have known issues: - PrBOOM+ (Doesn't support MBF21, use DSDA-DOOM, which is built from PrBOOM+) - Odamex (MBF21 support has issues with the morter zombies). - Delphi DOOM (Incomplete MBF21 support, many of the monsters malfunction) New in Version 1.2: - 8 Additional enemies added - 14 new decoration objects added 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! Big List of Credits: Spoiler Superdave938: Revamped Beta Lost Soul sprites Osjcletchford: Gibbed Demon sprites Gibbed Revenant sprites Gibbed Mancubus sprites CaptainJ: Morter Zombie Gibbed Cacodemon Dr_Cosmobyte: New Chainsaw sprites 00_Zombie_00: Melee Revenant sprites JoeyTD: Pistol Zombieman Sprites Nmn: Harkubus Sprites Wargrin Sprites Hindring Sprites The Innocent Crew: Rocket Zombie Sprites Vader: Flesh Spawn Sprites ShallowB: Nightmare Imp Sprites (New palette by MObreck) Captain Toenail: Chaingun Spider Sprites Wall Torches (Both tech and hell style) Eriance: Watcher Sprites Grell Projectile Hellion Sprites Ixnatiful & MadGamerDimchik: Zombie Marine Sprites Solmir: Revamped Chainsaw Zombie Sprites (New palette by MObreck) Xim and TSran908: Super Shotgun Zombie (as Sawed Off Shotgun Zombie) NMN and Tormentor667: Spreadgun Zombie (as RapidFireTrooper) Jimmy and MObreck: Doom64 Style Arachnotron Molten Ice, Xim, David G, Craneo: Super Demon Sprites MObreck: Recolored sprites for Nightmare Spectre Cooper B. Chance: Ripped the PS1 DOOM sound effects Vader and Blizzard: Flesh Spawn sound effects Croteam and PS1 DOOM: Chaingun Spider sound effects Eriance and Blizzard: Watcher sound effects 3D Realms: Various sound effects (mostly from Duke Nuke) Id Software: Various Quake Sound Effects Unreal 1: Additional enemy sound effects Konami: Spreadgun sound effect (From NES Contra) Real koala mating call samples and Epic Games(Unreal 1): Hindring sound effects Edited August 28, 2023 by MObreck : new version release 28 Share this post Link to post
MObreck Posted April 26, 2023 (edited) A preview list of all the MEDB monsters: Nightmare Imp (Map Object 3007) Crossing over from DOOM64. A faster, harder to see Imp with faster fireballs. Nightmare Spectre (3008): 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): Its the old beta version of the Lost Souls. Only with remastered sprites, more coherent animations, and they can sometimes miss.Melee Revenant (3010): 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): 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): The Mancubus's much stronger brother. Will not infight with Mancubi.Rocket Zombie (3013): 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): Launches bouncing morter bombs. Their clumsy aim is easy to avoid but devastating.Flesh Spawn (3015): A small flying mouth. Mimics the AI of Heretic gargolyes.Chaingun Spider (3016): Oh joy, a hitscan version of the Arachnotron. At least you get a box of bullets for killing them.Watcher (3017): Think of them as flying imps. Or a small, weak Cacodemons.Zombie Marine (3018): 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): 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): Wielding a double barrel shotgun but frail, he's the ultimate glass cannon. Drops a super shotgun when killed.Spreadgun Zombie (3021): This prick must have loved playing Contra when he was alive. Or maybe he was a Probotector fan...Wargrin (3022): 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): 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): 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): Another flying creature that uses a spreadshot attack. Closely mimics the AI of Heretic's Disciple of D'Sparils (flying wizards).Super Demon (3026): 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): 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): Not really enemies, but adds a missing style of decoration objects to DOOM NEW IN VERSION 1.2: Devil Imp (3028): 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): A reference to the DOOM RPG mobile series. A pinky strength monster wielding a strong chainsaw.Cacodevil (3030): A stronger, rotten tomato that aggressively spits giant energy balls.Pandora (3031): 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): A somewhat tough zombieman that like to shoot volleys of spiked projectiles that rip through their victims.Phantom Spawn (3033): A flesh spawn with partial invisibility, so the Spectres wouldn't feel so lonely in the dark.Alpha Demon (3034): A real brute that can take a heavy beating and has a hard hitting dash attack.Dark Squire (3035): 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): A few more props to decorate your maps with. Edited August 28, 2023 by MObreck : Repurposed to show the monster preview 2 Share this post Link to post
Ravendesk Posted April 26, 2023 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? 1 Share this post Link to post
MObreck Posted April 27, 2023 (edited) 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. 1 Share this post Link to post
Doomy__Doom Posted April 27, 2023 On 4/25/2023 at 11:52 AM, MObreck said: - Delphi DOOM (I don't have Linux) It has win32 binaires linked in the OP of the port thread though: https://github.com/jval1972/DelphiDoom/releases/download/2.0.7.735/delphi-doom-2.0.7.735-win32.zip 1 Share this post Link to post
MObreck Posted April 27, 2023 11 hours ago, Doomy__Doom said: It has win32 binaires linked in the OP of the port thread though: https://github.com/jval1972/DelphiDoom/releases/download/2.0.7.735/delphi-doom-2.0.7.735-win32.zip Thanks for the heads up. Unfortunately I tested it and its MBF21 support is incomplete. It doesn't fully support some of the MBF21 codepointers so many of my monsters malfunction. 0 Share this post Link to post
Andrea Rovenski Posted April 27, 2023 oh wow, this looks fun. Might have to try some of these out! 1 Share this post Link to post
MObreck Posted April 28, 2023 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* 0 Share this post Link to post
MObreck Posted April 30, 2023 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. 0 Share this post Link to post
namsan Posted May 4, 2023 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. 1 Share this post Link to post
MObreck Posted May 5, 2023 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. 0 Share this post Link to post
Ralphis Posted May 13, 2023 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. 1 Share this post Link to post
MObreck Posted May 13, 2023 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. 0 Share this post Link to post
Ralphis Posted May 13, 2023 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. 1 Share this post Link to post
MObreck Posted May 13, 2023 (edited) 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 May 13, 2023 by MObreck 0 Share this post Link to post
JXC Posted August 8, 2023 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. 1 Share this post Link to post
MObreck Posted August 8, 2023 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. 1 Share this post Link to post
MObreck Posted August 9, 2023 (edited) 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 August 9, 2023 by MObreck 0 Share this post Link to post
MObreck Posted August 28, 2023 (edited) 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 August 28, 2023 by MObreck 0 Share this post Link to post
MObreck Posted September 3, 2023 (edited) 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. 1 Share this post Link to post
Hebonky Posted January 2 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. 0 Share this post Link to post
JXC Posted January 2 Can the Mother Demon from Doom 64 be recreated for MBF21/DSDHacked? 0 Share this post Link to post
shroomie Posted January 13 (edited) this is like, actually really cool. does anyone know of some good maps that make use of this wonderful new cast of adversaries? 0 Share this post Link to post
MObreck Posted Tuesday at 03:44 AM 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: 1 Share this post Link to post