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[Community Project] MEDB Madness (Custom MBF21 monsters) Project closed. Version 1.0 released


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Progress on my own map has been going slow, but is finally starting to come along. Its a Helltech themed stage that will focus on the player steadily traveling downward into a deep underground base:

 

AMapTest1.png.5c2cb073c75477bceef08d905c295e97.png

 

A long way to go, but at least it is finally in progress.

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  • 2 weeks later...

Some preview shots of my stage. Getting close to basic completion. I'll just need to populate it and add extra detailing after that:

 

etrn35.png.0b1c6705cf9e72cbdcca6bcc339f0c14.pngetrn33.png.93f7b7fc71caf308517c994c68afbe37.pngetrn34.png.ee1115ea00814a28aa495822732ad70e.png

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The textures pack has been updated a third time to version 1.2.

 

This new version adds a bunch of additional floor textures and a few custom textures used by the map I am contributing to this project.

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Sorry I took a hot minute I've had some things come up come up, Anyways here's my map-Where Extremely Explosive Barrels Start.zip (I had to fix the file so many times) :(

There is a custom sky in the screenshots, but that's just from the CC4 textures I was using.

This map can be pretty challenging if you aren't careful, or can't find any secrets.

Name: Where Extremely Explosive Barrels start (Or W.E.E.B.S)

Difficulty settings: fully implemented

Tested with: DSDA

Co-op; No

Screenshots:

Spoiler

doom64.png.e68a99780a2da912245d63b8d829c070.pngdoom60.png.e84ea80111123a30cba16dda3dc759f3.pngdoom59.png.2bc0e2b452b4335b41037310cbc37a1b.pngdoom61.png.a93093b0ded6c0fadfb23dd0ff50e220.png And yes, there are moving conveyer belts with chaingunners.

 

Edited by Hebonky

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21 hours ago, Hebonky said:

Sorry I took a hot minute I've had some things come up come up, Anyways here's my map-Where Extremely Explosive Barrels Start.zip (I had to fix the file so many times) :(

There is a custom sky in the screenshots, but that's just from the CC4 textures I was using.

This map can be pretty challenging if you aren't careful, or can't find any secrets.

Name: Where Extremely Explosive Barrels start (Or W.E.E.B.S)

Difficulty settings: fully implemented

Tested with: DSDA

Co-op; No

 

Played through it using Eternity. Short and brutal. I'll admit I had to use cheesing tactics to get through the trap after the sewer due to my aging reflexes :P

 

There is a softlock in one area, if you can quickly back out before the trap raises the wall back up in the conveyer room you can get stuck outside. Maybe put the trigger linedefs deeper in so the player doesn't have time to flee:

etrn38.png.ec5da0077635ecaa7a36273ce8e1d353.png

 

Was amusing seeing the Cyberdemon and Superdemon together. They didn't get along very well though, which was bad news for the super demon:

Spoiler

etrn41.png.64acd160310bf5b147fdc89368f06c04.png

 

Ignore the glitched sky. It was a mistake on my end.

 

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On 8/11/2023 at 3:23 AM, MObreck said:

MEET THE CURRENT MEDB ROSTER:

 

Nightmare Imp (Map Object 3007)

PFinwTX.png

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

 

Nightmare Spectre (3008):
lC4Npj8.png
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):
Ilgvrwf.png
Its the old beta version of the Lost Souls. Only with remastered sprites, more coherent animations, and they can sometimes miss.

Melee Revenant (3010):
1N06EWF.png
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):
66hxxPG.png
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):
BAwbhB0.png
The Mancubus's much stronger brother. Will not infight with Mancubi.

Rocket Zombie (3013):
r25v0Tl.png
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):
SRbT4y0.png
Launches bouncing morter bombs. Their clumsy aim is easy to avoid but devastating.

Flesh Spawn (3015):
ZSdeif8.png
A small flying mouth. Mimics the AI of Heretic gargolyes.

Chaingun Spider (3016):
2BS4tp2.png
Oh joy, a hitscan version of the Arachnotron. At least you get a box of bullets for killing them.

Watcher (3017):
7zCLD7s.png
Think of them as flying imps. Or a small, weak Cacodemons.

Zombie Marine (3018):
PBDo89f.png
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):
AojE5Mp.png
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):
M9cIAno.png
Wielding a double barrel shotgun but frail, he's the ultimate glass cannon. Drops a super shotgun when killed.

Spreadgun Zombie (3021):
Tm2D7yG.png
This prick must have loved playing Contra when he was alive. Or maybe he was a Probotector fan...

Wargrin (3022):
cllp6dD.png
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):
ltPcpun.png
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):
nC3JJ9j.png
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):
fFusi4j.png
Another flying creature that uses a spreadshot attack. Closely mimics the AI of Heretic's Disciple of D'Sparils (flying wizards).

Super Demon (3026):
K6eYOXY.png
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):
r0aazrE.png
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):
kMWA0Qh.png
Not really enemies, but adds a missing style of decoration objects to DOOM

 

NEW IN VERSION 1.2:

 

Devil Imp (3028):
41uNVgM.png
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):
7YRkmbL.png
A reference to the DOOM RPG mobile series. A pinky strength monster wielding a strong chainsaw.

Cacodevil (3030):
f8htq40.png
A stronger, rotten tomato that aggressively spits giant energy balls.

Pandora (3031):
xrqgvgM.png
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):
qhNppSF.png
A somewhat tough zombieman that like to shoot volleys of spiked projectiles that rip through their victims.

Phantom Spawn (3033):
Du4peS1.png
A flesh spawn with partial invisibility, so the Spectres wouldn't feel so lonely in the dark.

Alpha Demon (3034):
27QvW18.png
A real brute that can take a heavy beating and has a hard hitting dash attack.

Dark Squire (3035):
uOsFX8g.png
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):
w7W0xbb.png
A few more props to decorate your maps with.

 

A video of the version 1.0 Demo Maps, played by @Spectere

 

Am I Able to use these enemies in my maps? Or just the project?

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4 minutes ago, SolwayGuy said:

Am I Able to use these enemies in my maps? Or just the project?

 

You can (and are encouraged) to use this enemy pack on any project you wish. It is a resource pack for DOOM map builders to use as they please.

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20 minutes ago, MObreck said:

 

You can (and are encouraged) to use this enemy pack on any project you wish. It is a resource pack for DOOM map builders to use as they please.

Cool! Is there anyone I should credit in particular?

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53 minutes ago, SolwayGuy said:

Cool! Is there anyone I should credit in particular?

All the credits are in the resource pack, so the credits are already handled.

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On 9/29/2023 at 8:32 PM, Hebonky said:

Sorry I took a hot minute I've had some things come up come up, Anyways here's my map-Where Extremely Explosive Barrels Start.zip (I had to fix the file so many times) :(

 

I made a quick fix that seems to prevent the soft lock for the conveyer room. I just moved the trigger linedef into the middle of the entrance step: 

 

Where_Extremely_Explosive_Barrels_Start_Fix.zip

 

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On 8/11/2023 at 3:22 AM, MObreck said:

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.

 

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.

 

CURRENT LIST OF MAPPERS:

 

Archville568

MoiraHeart

BillyBones

Hebonky

Doomy__Doom

Raith138 (if time allows)

MObreck

How can I get the extended bestiary? I just have been able to get the textures

 

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1 hour ago, SolwayGuy said:

How can I get the extended bestiary? I just have been able to get the textures

 

 

 

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2 hours ago, SolwayGuy said:

 

Are you using GZDoom? If so you can ignore that warning. The mod is setup to use Decorate for the custom monsters in GZDoom, QZDoom, and LZDoom, so dehacked gets intentionally disabled if you are using one of those source ports.

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The first draft of my map is complete:

 

CoolGunning_v1.zip

 

  • VERY IMPORTANT: Make sure you have at least version 1.2 of MEDB and version 1.2 of the MEDB Madness texture assets pack (Updated only a few days ago).

 

Name: Cool Gunnings

Difficulty Settings: All Implemented and tested

Tested with: Eternity Engine. Basic testing also done DOOM Retro and DSDA-DOOM

Co-op: Four start points added but not tested.

 

Screenshots:

Spoiler

etrn46.png.df8f3a61bfd72a5f3b7a421e5af9f870.pngetrn44.png.f4b27eedbc19b223dff1b9692ba7bc3f.pngetrn33.png.720b0a03f0cb787ac51bec774eba3abe.pngetrn34.png.12662c110697b9ab5e82da6b9554610c.png

 

Edited by MObreck

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2 hours ago, MObreck said:

Are you using GZDoom? If so you can ignore that warning. The mod is setup to use Decorate for the custom monsters in GZDoom, QZDoom, and LZDoom, so dehacked gets intentionally disabled if you are using one of those source ports.

Ok, and is it possible to get it working via Eureka Doom Editor? And how would I go about adding it to a megawad with many maps and lumps?

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Hey

My map is finally completable, still needs some balancing and difficulty level implementing but it works fine on ultra-violence. I'll do some further work on this map this weekend. Any feedback welcome.

Name: Infestation

Difficulty Settings: Only UV atm, no co-op

Tested on: DSDA-doom

 

Spoiler

 

doom01.png.0f439f2f7d457b8bb793bfad7fda6f5c.pngdoom04.png.91fcdb79f6f938a1f08910c9a757f921.pngdoom05.png.d7c4051458eb808aa20d3a52ed5cba83.png

 

 

Infestation_V1.zip

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14 hours ago, BillyBones said:

Hey

My map is finally completable, still needs some balancing and difficulty level implementing but it works fine on ultra-violence. I'll do some further work on this map this weekend. Any feedback welcome.

Name: Infestation

Difficulty Settings: Only UV atm, no co-op

Tested on: DSDA-doom

 

  Reveal hidden contents

 

doom01.png.0f439f2f7d457b8bb793bfad7fda6f5c.pngdoom04.png.91fcdb79f6f938a1f08910c9a757f921.pngdoom05.png.d7c4051458eb808aa20d3a52ed5cba83.png

 

 

Infestation_V1.zip

 

I play tested it with Eternity. Had a lot of fun with this one. Glad to see you managed to work in the MEDB 1.2 assets.

 

The only thing of note I'd suggest fixing is there are some misaligned textures in the Harkubus closet that crop off one of the skulls in the wall:

Spoiler

etrn50.png.73e2262d4d47b13fd2d5e58427e15186.png

 

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On 10/9/2023 at 12:28 PM, BillyBones said:

Hey

My map is finally completable

 

 

Any preferences for the sky texture or music?

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I've been making map for this but started late+went slightly overboard, might not be able to finish before deadline..

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4 hours ago, Scionox said:

I've been making map for this but started late+went slightly overboard, might not be able to finish before deadline..

I am not the leader here, but there has been very few entries at the moment so I think the deadline will be extended.

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9 hours ago, Scionox said:

I've been making map for this but started late+went slightly overboard, might not be able to finish before deadline..

 

5 hours ago, Raith138 said:

I am not the leader here, but there has been very few entries at the moment so I think the deadline will be extended.

 

Yeah, given only five maps are completed at this point I'm going to extend the deadline. I'll sort the details on Sunday but for now, yes, you will get more time to finish your map.

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Alright, I'm going to expand the deadline to the end of the year. Though once BillyBones sends me the complete version of his map I still plan to release the currently submitted 5 maps together as sort of a beta release.

 

So the new deadline is December 31st, 2023.

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Hey

here's an updated version of my level sorry its a bit late but I had real life stuff eating up my time.

 

 

On 10/13/2023 at 12:45 AM, MObreck said:

 

Any preferences for the sky texture or music?

 

No preferences really

 

 

 

Infestation_V2.zip

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On 8/11/2023 at 3:23 AM, MObreck said:

MEET THE CURRENT MEDB ROSTER:

 

Nightmare Imp (Map Object 3007)

PFinwTX.png

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

 

Nightmare Spectre (3008):
lC4Npj8.png
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):
Ilgvrwf.png
Its the old beta version of the Lost Souls. Only with remastered sprites, more coherent animations, and they can sometimes miss.

Melee Revenant (3010):
1N06EWF.png
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):
66hxxPG.png
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):
BAwbhB0.png
The Mancubus's much stronger brother. Will not infight with Mancubi.

Rocket Zombie (3013):
r25v0Tl.png
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):
SRbT4y0.png
Launches bouncing morter bombs. Their clumsy aim is easy to avoid but devastating.

Flesh Spawn (3015):
ZSdeif8.png
A small flying mouth. Mimics the AI of Heretic gargolyes.

Chaingun Spider (3016):
2BS4tp2.png
Oh joy, a hitscan version of the Arachnotron. At least you get a box of bullets for killing them.

Watcher (3017):
7zCLD7s.png
Think of them as flying imps. Or a small, weak Cacodemons.

Zombie Marine (3018):
PBDo89f.png
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):
AojE5Mp.png
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):
M9cIAno.png
Wielding a double barrel shotgun but frail, he's the ultimate glass cannon. Drops a super shotgun when killed.

Spreadgun Zombie (3021):
Tm2D7yG.png
This prick must have loved playing Contra when he was alive. Or maybe he was a Probotector fan...

Wargrin (3022):
cllp6dD.png
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):
ltPcpun.png
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):
nC3JJ9j.png
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):
fFusi4j.png
Another flying creature that uses a spreadshot attack. Closely mimics the AI of Heretic's Disciple of D'Sparils (flying wizards).

Super Demon (3026):
K6eYOXY.png
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):
r0aazrE.png
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):
kMWA0Qh.png
Not really enemies, but adds a missing style of decoration objects to DOOM

 

NEW IN VERSION 1.2:

 

Devil Imp (3028):
41uNVgM.png
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):
7YRkmbL.png
A reference to the DOOM RPG mobile series. A pinky strength monster wielding a strong chainsaw.

Cacodevil (3030):
f8htq40.png
A stronger, rotten tomato that aggressively spits giant energy balls.

Pandora (3031):
xrqgvgM.png
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):
qhNppSF.png
A somewhat tough zombieman that like to shoot volleys of spiked projectiles that rip through their victims.

Phantom Spawn (3033):
Du4peS1.png
A flesh spawn with partial invisibility, so the Spectres wouldn't feel so lonely in the dark.

Alpha Demon (3034):
27QvW18.png
A real brute that can take a heavy beating and has a hard hitting dash attack.

Dark Squire (3035):
uOsFX8g.png
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):
w7W0xbb.png
A few more props to decorate your maps with.

 

A video of the version 1.0 Demo Maps, played by @Spectere

 

Is there other bestiary mods that already have multiple enemies with predefined actor class numbers?

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  • 1 month later...

Aye here's my map

Name: Oil Rush
Custom Sky/Textures: No

Custom Music: Deus Ex Machina v2 from Devilzwork
Difficulty Settings: Enemies and Items adjusted for all Difficulties.
Tested on: GZDoom, DSDA-Doom
Co-op: Additional Weapons, Items, and Enemies added
Screenshots: 

Spoiler

doom03.png.385616a9eae4297bec735b247b84db6c.pngdoom02.png.3f67ca13caad042a9221706146a11e4b.png

Download: OILRUSH.zip

Notes: Very rarely crashes on DSDA-Doom with "signal 11 0x0000" (Experienced only one time)
           The corpses of the Phantom Spawn block movement (at least on GZDoom)

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  • 4 weeks later...

I've been making some extra maps to try to get some more slots filled up.

 

Name: Based on Water
Custom Sky/Textures: No

Custom Music: Gtap2 -Ribbiks
Difficulty Settings: Yes
Tested on:  DSDA-Doom 0.27.4
Co-op: Yes

Download that I forgot, for I am feeble and foolish!: Based on water.zip
Screenshots: 

Spoiler

doom33.png.0c0a8a4f1869b361d08389317b5f6a73.pngdoom32.png.fef9fcedf156a7c298c9a53dec9f6aa6.png

NOTE: I feel like this would be a good, strong opener, and get's your fists bloody (literally.)

Edited by Hebonky

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1 hour ago, Hebonky said:

Name: Based on Water
Custom Sky/Textures: No

Custom Music: Gtap2 -Ribbiks
Difficulty Settings: Yes
Tested on:  DSDA-Doom 0.27.4
Co-op: Yes

You forgot to add the dl link, or it is WIP screenshots and info about it?

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