MObreck Posted August 11, 2023 (edited) Version 1.0 of MEDB_Madness has been released! Get it here:https://mega.nz/file/gXdgUJhJ#dHJqcGeli8zNusbC9rJ9QQ6BFi16EyV7gqUun8UPmGE This is a custom monster community project. It requires a MBF21 compatible source port and the current version of MEDB. Get it here: Version 1.0 contains the following 7 maps: - Based On Water by Hebonky - Infestation by BillyBones - Cool Gunnings by MObreck - Oil Rush by Spammishh - Marble Death by Archville568 - Where Extremely Explosive Barrels Start also by Hebonky - Storehouse Diving by Doomy__Doom (The project's sole Slaughter map) For now I consider the project closed unless some noteworthy new interest in MEDB comes about. Former Project Description: Spoiler Welcome to MEDB Madness, a community project dedicated to showcasing the features of the MBF21 Expanded DOOM Bestiary project (Aka MEDB). MEDB is a resource pack wad that adds numerous new monster and some new decoration objects. It is designed to be compatible with most source ports that support the mbf21 format (no vanilla monsters/objects are replaced). COMPATIBLE SOURCE PORTS: DSDA-DOOM DOOM Retro From DOOM With Love Nugget DOOM WOOF GZDOOM LZDOOM ETERNITY ENGINE (Development Builds only) QZDOOM (Development Builds only) IWAD: DOOM2 Allowed Map formats: Limiting removing, BOOM, and MBF21 (All formats must use Complevel 21) Deadline: For now I'm setting the deadline to Sunday, October 15th. But I may extend it if needed. Deadline extended to Sunday, December 31st REQUIRED ASSETS: - The newest version of MEDB (either the standard or no chainsaw replacer version will work). Get it here - Here is the base texture pack this project will be using. It uses Cage's textures, the "Make STARTAN Look Not So Default Again", and various textures from the general share your textures thread (Third Updated Version): MEDBMadnessAssets_Update1_2.zip - RECOMMENDED: The Ultimate DOOM Builder or GZDOOM Builder plugin for MEDB. Either will allow you to access all the new MEDB monsters/objects from the THINGS menu. THE RULES: - Mappers of all skill levels are welcome. - While the base texture pack is themed around classic DOOM you may use a different theme if you wish. - You must use at least 4 of the new MEDB monsters in your map, with at least 1 being a common encounter (MEDB adds a bunch of new low tiers so that should be easy to do). - Pistol Zombies should be used in place of standard Zombiemen. The pistol zombie are effectively an alternate skin of the vanilla zombiemen - All other vanilla DOOM and DOOM2 monsters may be used freely - Maps must have difficulty settings - Custom sky textures and music are encouraged. Other custom textures/flats are allowed, but ask me first if you intend to add more than 10. - Suggestions for adding more decoration objects are welcome. You can make suggestions for new monsters as well but they must able to be reasonably coded in MBF21 dehacked. And I probably won't be able to get to adding more monsters for a few weeks. - You are allowed and encouraged to use MEDB for your own maps/projects/cps not related to this community project ;) OTHER SUGGESTIONS (Not required): - consider using D64 Arachnotrons instead of vanilla Arachnotrons - If you are making a non-hellish techbase or futuristic map consider using Grells instead of Cacodemons - Looking to add something tanky as a Baron? Don't forget that Harkubuses are just as tanky but with more interesting firepower. OTHER NOTES: - The base texture pack also adds Heretic style liquid physics to Eternity Engine and all the ZDOOM ports. The other compatible source ports are unaffected. Edited January 2 by MObreck 13 Quote Share this post Link to post
MObreck Posted August 11, 2023 (edited) MEET THE CURRENT MEDB ROSTER: 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. A video of the version 1.0 Demo Maps, played by @Spectere Edited August 28, 2023 by MObreck New update with new monsters! 5 Quote Share this post Link to post
Vilest Archie Posted August 11, 2023 Hi, Could i please work on the community project as a mapper ? I can also playtest maps. 1 Quote Share this post Link to post
Walter confetti Posted August 11, 2023 Really interesting project, what is the deadline? 1 Quote Share this post Link to post
Vilest Archie Posted August 11, 2023 4 hours ago, MObreck said: Deadline: For now I'm setting the deadline to Sunday, October 15th. But I may extend it if needed. @Walter confetti It's in the post, here 2 Quote Share this post Link to post
MObreck Posted August 11, 2023 (edited) 7 hours ago, Archville568 said: Hi, Could i please work on the community project as a mapper ? I can also playtest maps. Yes, mappers contributing maps is the main point. And another playtester would be quite helpful :) 5 hours ago, Walter confetti said: Really interesting project, what is the deadline? October 15th, roughly two months. Edited August 11, 2023 by MObreck 1 Quote Share this post Link to post
Vilest Archie Posted August 11, 2023 2 hours ago, MObreck said: Yes, mappers contributing maps is the main point. And another playtester would be quite helpful :) What map slots are still available? 0 Quote Share this post Link to post
MObreck Posted August 11, 2023 (edited) 5 minutes ago, Archville568 said: What map slots are still available? All 32 of them. For nowI'll be assigning slots as submissions come in. Until I have an idea how much interest there is in this project. For now you can request a specific slot if you wish. But if you say, request map20 yet the project doesn't get 20 maps I'd logically have to assign your map somewhere lower in count. Edited August 11, 2023 by MObreck 0 Quote Share this post Link to post
MoiraHeart Posted August 11, 2023 (edited) That's a really neat roster. I'll try to make something short and neat, so one of the early slots. Edited August 11, 2023 by MoiraHeart 1 Quote Share this post Link to post
MObreck Posted August 12, 2023 13 hours ago, MoiraHeart said: That's a really neat roster. I'll try to make something short and neat, so one of the early slots. Sure, maps of all sizes are welcome. I have two map ideas of my own to contribute. Just got to get my new desktop setup over this weekend (hopefully) 0 Quote Share this post Link to post
BillyBones Posted August 12, 2023 I would like to contribute a map to this. I've only created a couple of maps before so I'm still a newbie and haven't created outside of vanilla doom yet so this should be interesting. 1 Quote Share this post Link to post
MoiraHeart Posted August 12, 2023 Hot damn, I love how absolutely ludicrous the melee Revenants are. Gotta fill the map with them. 1 Quote Share this post Link to post
MObreck Posted August 13, 2023 I've updated the project's texture pack. I don't think I'll update it again except to merge in custom textures added by the other mappers. CHANGES: - Added numerous more textures from the final 20 pages of the "Share your custom textures" thread. - Gave the Blood and Nukage flats better splash effects (Only appears in Eternity Engine and the ZDoom based ports) 14 hours ago, BillyBones said: I would like to contribute a map to this. I've only created a couple of maps before so I'm still a newbie and haven't created outside of vanilla doom yet so this should be interesting. Well this is my first hosted community project so you're not the only newbie here :) 0 Quote Share this post Link to post
Hebonky Posted August 13, 2023 I've been working on a new map for a bit now: some screenshots, Just would like some opinions. Spoiler Spoiler (Yes the chainsaw guy is throwing chainsaws at a gun range, he's special) Spoiler 3 Quote Share this post Link to post
MObreck Posted August 13, 2023 58 minutes ago, Hebonky said: I've been working on a new map for a bit now: some screenshots, Just would like some opinions. Reveal hidden contents Reveal hidden contents (Yes the chainsaw guy is throwing chainsaws at a gun range, he's special) Reveal hidden contents I like it. Nice classic look. The shooting range is a really cool touch. Were you planning to contribute it to this community project or were you going to make it a solo release? 0 Quote Share this post Link to post
Hebonky Posted August 14, 2023 17 minutes ago, MObreck said: I like it. Nice classic look. The shooting range is a really cool touch. Were you planning to contribute it to this community project or were you going to make it a solo release? It's for the Cp. 1 Quote Share this post Link to post
MObreck Posted August 14, 2023 1 minute ago, Hebonky said: It's for the Cp. Cool, I'll list you as a contributor :) 0 Quote Share this post Link to post
MObreck Posted August 14, 2023 Made a minor update to the textures pack. All it does is remove some duplicate assets that were causing Ultimate DOOM Builder to post a bunch of annoying warnings :P 0 Quote Share this post Link to post
Doomy__Doom Posted August 15, 2023 I'll throw in some slaughtery nonsense. A little preview (missing content up top and detailing in general): Spoiler 1 Quote Share this post Link to post
Xaser Posted August 15, 2023 This is sorta pedantic, but it'd be best to just list "MBF21" as the target instead of also including "limit-removing" and "boom" in the list, so folks don't get confused and try and use the wrong complevel. The presence of the new monsters means the wad as a whole requires cl21 regardless of whatever map features each mapper elects to use. 1 Quote Share this post Link to post
Doomy__Doom Posted August 20, 2023 (edited) Behold, the deed is done. Name: Storehouse Diving Music: Amygdala Hijack by AD_79 Custom textures/skies: No Difficulty settings: Yes. UV baseline, HMP/HNTR feature more pickups and some key monsters thinned out. Coop: starts, untested Tested on: DSDA-Doom -complevel 21 Download: storehouse_diving_v2.zip Screnshots: Spoiler Chaos navigation slaughter centered around single play space reuse/expansion. Used almost every custom enemy type. v2 changes: Spoiler - a variety of health and ammo pickups added/improved for RL, BFG and ending waves - BFG wave composition significantly reworked: fewer Hell Nobles and more other units on the ground, Cacodevils instead of Grells in one of the vents, Helion spawn tubes cut off from play area - Cyberdemon won't get stuck on the lift all the time now - some minor aesthetic tweaks - Some Arch-Viles replaced with Pandoras on lower difficulties - 2 undead Rocket Zombie turrets replaced with Wargrins Edited August 29, 2023 by Doomy__Doom map update to v2 3 Quote Share this post Link to post
MObreck Posted August 21, 2023 10 hours ago, Doomy__Doom said: Behold, the deed is done. Name: Storehouse Diving Music: Amygdala Hijack by AD_79 Custom textures/skies: No Difficulty settings: Yes. UV baseline, HMP/HNTR feature more pickups and some key monsters thinned out. Coop: starts, untested Tested on: DSDA-Doom -complevel 21 Download: storehouse_diving_v1.zip Screnshots: Reveal hidden contents Chaos navigation slaughter centered around single play space reuse/expansion. Used almost every custom enemy type. I'm not much of a slaughter map player but I was definately curious how a slaughter map using MEDB would play out. You certainly made use of them in brutal ways. I see you managed to include every new enemy except the beta lost souls, chaingun spiders and flesh spawns (unless I missed their appearances among all the chaos). 0 Quote Share this post Link to post
BillyBones Posted August 25, 2023 Hey I finally started the map for this. Concept is a techbase on the surface that has a gigentic hole in it that leads to an underground castle full of demons. Still very much WIP. Spoiler 1 Quote Share this post Link to post
MObreck Posted August 28, 2023 (edited) On 8/25/2023 at 1:08 PM, BillyBones said: Hey I finally started the map for this. Concept is a techbase on the surface that has a gigentic hole in it that leads to an underground castle full of demons. Still very much WIP. Hide contents Looks promising. Keep up the good work :) Version 1.2 of MEDB has been released. It adds 8 additional enemies and 14 new decoration objects. You can get it at the same links already posted. This will likely be the definitive version for this community project outside of bug fixes or requests. Version 1.2 will not cause any compatibility issues with maps already being developed for this community projects. It just gives you more assets to work with. Edited August 28, 2023 by MObreck 1 Quote Share this post Link to post
Doomy__Doom Posted August 29, 2023 Update for my map (will also add to original submission post): storehouse_diving_v2.zip Changes: - a variety of health and ammo pickups added/improved for RL, BFG and ending waves - BFG wave composition significantly reworked: fewer Hell Nobles and more other units on the ground, Cacodevils instead of Grells in one of the vents, Helion spawn tubes cut off from play area - Cyberdemon won't get stuck on the lift all the time now - some minor aesthetic tweaks - Some Arch-Viles replaced with Pandoras on lower difficulties - 2 undead Rocket Zombie turrets replaced with Wargrins 2 Quote Share this post Link to post
Azure_Horror Posted August 30, 2023 23 hours ago, Doomy__Doom said: Update for my map (will also add to original submission post): storehouse_diving_v2.zip Changes: - a variety of health and ammo pickups added/improved for RL, BFG and ending waves - BFG wave composition significantly reworked: fewer Hell Nobles and more other units on the ground, Cacodevils instead of Grells in one of the vents, Helion spawn tubes cut off from play area - Cyberdemon won't get stuck on the lift all the time now - some minor aesthetic tweaks - Some Arch-Viles replaced with Pandoras on lower difficulties - 2 undead Rocket Zombie turrets replaced with Wargrins The Rotten Tomato Cloud is terrifying here! But it seems that the map is pretty mangeable, despite its brutality. Feels comparable to maps 29 and 32 of 1000 lines 3 project. 0 Quote Share this post Link to post
Raith138 Posted September 6, 2023 I may be able to make a map for this, I will get back to you. 1 Quote Share this post Link to post
Vilest Archie Posted September 9, 2023 (edited) Done with my map Name: Marble Death Custom Sky: Yes Difficulty Settings: All Implemented Tested on: GZDoom Coop: Weapons and Spawns provided Screenies: Spoiler ScreenShot Download :Marble Death.rar Edited September 9, 2023 by Archville568 1 Quote Share this post Link to post
Doomy__Doom Posted September 9, 2023 37 minutes ago, Archville568 said: Done with my map Name: Marble Death Custom Sky: Yes Difficulty Settings: All Implemented Tested on: GZDoom Coop: Weapons and Spawns provided Screenies: Reveal hidden contents ScreenShot Download :Marble Death.rar 1) the doors have some really weird stuff with lots of close lines going on. There are random midtextures hanging mid-air. Also pegged doortracks. Spoiler 2) Secret has a softlock - WR teleport in but W1 teleport out. Also random absolutely unmarked wall section is surely not da wae in 2023. I'd suggest to put a "slightly off brand" caco - C2MARB90, different spikes at the bottom compared to C2MARB01 - on one of the caco pillar sides and make that the activator. Not much to comment on difficulty, it's circlestrafe to win or beat in 13s (I got a ~12.5, a competent runner can probably go under 10). Increased projectile volume makes the latter harder than an equivalent iwad monsters map, so it works to show off custom monsters by my account. 0 Quote Share this post Link to post
MObreck Posted September 9, 2023 (edited) 12 hours ago, Archville568 said: Done with my map Name: Marble Death Custom Sky: Yes Difficulty Settings: All Implemented Tested on: GZDoom Coop: Weapons and Spawns provided Screenies: Reveal hidden contents ScreenShot Download :Marble Death.rar Ah, a small Dead Simple styled map. I'll probably use this one as the buffer stage between the standard style levels and the start of the slaughter map(s). Aside from the clean up stuff Doomy__Doom mentioned it seems good to go. If you want I can fix up the messy door linedefs and let you handle the rest. EDIT: Glad to see you made use of some of MEDB v1.2's features. Edited September 9, 2023 by MObreck 1 Quote Share this post Link to post
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