It provides an AI upgrade to current enemies and expands the current preset with new enemies, such as: Dark Imps, Cyber Knight, Madman Zombie whit a Chainsaw, Z-Special Operatives (ZSpec-Ops), Riot Shield Sergeant, etc, and a new system in the enemies called "Smart Reloading System" able to detect the ammunition level of the enemy to cause a reload like the players.
XV117's Monsters Extension - Release 1.2-Pre3
Originally intended to provide compatibility with the DOOM Tribute Project and other Tormentor667 maps without losing the quality of the gore, it is designed to expand to a more spawn preset designated by BDv21 and includes a Random Spawner (Separated) for use in normal maps such as Extermination Day, the vanilla maps of DOOM 1 and 2 or Final Doom or another MegaWads, It can also be used in custom maps since it is set to be used in editors of worlds such as GZDOOM Builder or map generators such as OBLIGE.
It has a new system integrated in the enemies called "Smart Loading System" able to detect the level of ammunition of the enemy to cause a recharge like the players.
Current Version: 1.2 Pre-Release 3
You Need:
The RC1 version of Brutal DOOM v21 is required to work correctly.
Includes:
Compatibity Patch to work whit lastest Tomtefars Extension
Random Spawners for DOOM/Ultimate DOOM and DOOM2/Final DOOM Iwads
Bonus:
BDv21 Compatibility Patch for DOOM Tribute Project
Link of Doom Tribute Project Doomworld.com
BDv21 Compatibility Patch for Hell Rising
Link of Hell Rising Forum.zdoom.org
Monsters:
Name - Actor - ID
- Aracnorb - Aracnorb - 32183
- Assault Shotgun Zombie - ASGGuy - 32124
- Bruiser Demon - BruiserDemon - 3333
- Zombie Chainsaw - ChainsawZombie - 3204
- Cyber Baron - CyberBaron - 10000
- Cyber Knight - Cybruiser - 30128
- Common Dark Imp - DarkImp - 3102
- Nami Dark Imp - NamiDarkImp - 3100
- Nether Dark Imp - NetherDarkImp - 11368
- Void Dark Imp - VoidDarkImp - 3101
- FleshSpawn - Fleshspawn - 10558
- Hades Sphere - HS - 30116
- Death Incarnate - Incarnate - 30115
- Heavy Weapons Major - Major - 3311
- Zombie Minigun - MinigunGuy - 31137
- Plasma Zombie - PlasmaZombie - 3205
- Pyro Demon - PyroDemon - 30105
- Pyro Sergeant - PyroSergeant - 31497
- Quad-Shotgun Zombie - QuadShotgunZombie - 32129
- Rifle Commando - RifleCommando - 31136
- Riot Shield Sergeant - RiotShieldGuy - 8211
- Sergeant Rocket Launcher - RocketGuy - 3202
- Satyr - Satyr - 3109
- Shadow - Shadow - 3126
- Smoke Monster - SmokeMonster - 32767
- Sniper Zombie - SniperZombie - 31133
- Suicide Bomber - SuicideBomber - 22099
- Super Demon - SuperDemon - 31269
- Super Shotgun Zombie - SuperShotgunZombie - 23049
- Demonic Terminator - TerminatorDemon - 30667
- Terminator Boss - TerminatorDemonBoss - 30666
- Trite - D3Trite - 20502
- Wraith - D3Wraith - 10077
- Z-Spec Ops - ZSpecOps - 24281
Screen Shoots:
Assault-Shotgun Guy
![ASGGuy1 Assault Shotty Guy 1]()
![ASGGUY2 Assault Shotty Guy 2]()
Bruiser Demon
![Bruiser Demon 1]()
![Bruiser Demon 2]()
Zombie Chainsaw
![CHA Chainsaw Zombie]()
![Chainsaw Zombie 1]()
Pyro Sergeant
![Pyro Sergeant]()
Riot Shield Sergeant
![RIOT Riot 1]()
Sergeant Rocket Launcher
![Rocket Guy 1]()
![Rocket Guy 2]()
Shadow
![Shadow]()
Sergeant Dual-Barreled Shotgun
![Sergeant SSG 1]()
![Sergeant SSG 2]()
Suicider Whit Bomb
![Suicider]()
Z-Spec Ops
![Z Spec Ops 1]()
![Z Spec Ops 2]()
![Z Spec Ops AI Enhacement]()
![Z Spec Ops on Iron Sights]()
DOOM 3 Enemies (Wraith and Trite)
![Trite]()
![Wraith 1]()
![Wraith 2]()
Death Incarnate
![Death Incarnate]()
Rifle Commando
![Rifle Commando 2]()
![Rifle Commando 1]()
Minigun Guy
![Minigun Guy 2]()
![Minigun Guy 1]()
Terminator
![Terminator 1]()
![Terminator 2 1]()
Pyro Demon
![Pyro Demon 1]()
![Pyro Demon 2]()
Satyr
![Satyr 1]()
![Satyr 2]()
Sergeant Quad-Barreled Shotgun
![Quad SSG Guy 1]()
![Quad SSG Guy 2]()
Cyber Knight and Cyber Baron
![Screenshot Doom 20180624 182848]()
![Screenshot Doom 20180621 195012]()
![Screenshot Doom 20180621 195028]()
![Screenshot Doom 20180621 194808]()
![Screenshot Doom 20180621 194811]()
Heavy Weapons Major
![Screenshot Doom 20180621 194427]()
Arachnotron and Aracnorb
![Screenshot Doom 20180621 194325]()
Whit Working Fatalities
![Screenshot Doom 20180621 195041]()
![Dying Arm cyber]()
![Screenshot Doom 20180621 195048]()
![Screenshot Doom 20180621 194337]()
![Screenshot Doom 20180621 194330]()
The maps of the new screenshots are Hell Rising, KDiZD Lite and the hud is SAO HUD.
If you ask about the weapons they are just skins that I am using.
Thanks :
- Tormentor667 - for Sprites, Original DECORATE Script
- Pa1nk1ll3r - Brutalized Sprites, Some Code, Project Brutality
- XV117 - Decorate, Some Sprites, Ajusted and Re-edited for BDv21 Beta
Special thanks to mryayayify for your contribution with new sprites, recharge animations, your contribution was very helpful
project brutality looks good
It ain't no Project Brutality
I was hoping someone would add those enemies. It makes the Brutal Doom gameplay more complete. Do you know where I can get the HUD in your screenshots?
The hud I use in the screenshots is my SAO HUD for Brutal Doom v21, which I will soon upload.
Now yes, more enemies and some compatibility patches as a gift in 1.0
I was thinking, maybe add monsters-on-player fatalities for:
Superdemon
Terminator (or just nerf his health and add more attacks to make up for it)
Also add new player-on-monsters fatalities for all of the new monsters.
The heavy machine gun guy turns into a commando guy when you dismember him with the minigun
Also when you tear a sargeant's head off, do this for each monster that replaces him, like the ssg guy, the flamethrower guy, quad shotgun guy, rocket launcher guy, etc.
The superdemon flickers between cyberdemon when it walks , maybe add more gore when it dies too.
Sorry for any grammar mistakes since english isn't my native language :p.
EDIT: just wanted to add, i really liked the addon so far, i hope you will keep up with other future brutal doom's releases, to be honest much better than the PB, way easier and less Framerate consuming.
The fatalities take a long time to work correctly, some errors that you see are only minimal errors, but I'll fix it for the next version, I'm intermediate in the sprites area, besides these moments, I'm not working on this for what reasons I commented here.
The idea here is to add more enemies to the Brutal DOOM v21 and provide a lighter, more variety and more powerful alternative in the enemies area than PB without having to sacrifice anything in the performance.
I'm planning to update it to work with the next update of BDv21, since the module that allows fatalities to work, replaces the base definition of the player.
Well, that's awesome man, guest here, in case you need fatality ideas, just ask me xP.
Well you're right, you need more fatalities, but it's not an option on the list.
do monster gib brutal doom style (i don't even dare to ask about fatalities)
I added these monster to use them in Brutal Doom v21 to increase the gameplay and for the fatalities I think adding a part of the Project Brutality code maybe work or not yet I have not tried.
compatibility patch for Super Sprites V3 Weapons For BD21 please
See this is not compatible with Super Sprites V3 Weapons For BD21 because SRG-616 came up with the idea of integrating an earlier version of this in its add-on, so I provide a great incompatibility.
i get a bug in the map pack called "sun lust" when i reach map05 it gradualy builds up lag to the point were its unplayable ....i played the maps with bdv21 without the extension and they worked fine so i know its the addon any chance this could be fixed?
I really do not recommend using this with large maps, much less if you have too many enemies.
ok thanks for replying, the addon is still awesome :)
Well, better late than never.
In this version there are more gore, fatalities and 4 new monsters.
You fix the problem with riot shield zombie, because the enemie shoot very fast...
and that zombie use a pistol...
If I have fixed the riot shield zombie, now use single shot instead of machine gun.
Many thanks
Could you make it compatible to v20b+TE 1.5? Im keeping v20b untill the full release of v21
Not in fact I can not because I would have to rewrite all the code and actors of the enemies, since version 0.9.0-(Development Version) I stopped being compatible with v20b, and the truth is no longer available because it was replaced by more recent versions.
Due to certain drawbacks the development has been stopped until further notice for certain reasons, do not wait for a recent update.
1) Waiting for the last update of BDv21 to update the fatality module
2) Waiting for the Tomtefar Extension add-on to be updated in order to improve the compatibility patch.
3) Adapting enemies to BDv21 takes a long time.
I absolutely love this mod! It allowed me to get weapons that rarely or does not gets dropped in the campaign! , not only that, but the new enemies made the game harder, which is what the campaign could really use (but the guns I mentioned before help with dispatching those harder enemies)! Keep up the good work, because I will be looking out for updates and stuff!
That is the idea of this adding more enemies, variations and sub-variations to improve the experience in the Brutal Doom, at the moment I'm not working on I'm as I had warned here, but for the next version I'll see what I'll add.
can you make the monster count higher in the maps? The ultimate doom campaign is still pretty easy
If I'm already working on a separate random spawner for Ultimate DOOM, to work better on that iwad. Since in the first DOOM does not appear the Hellknight, Revenants and Commandos, it does not randomize the new enemies.
Bug report:
SMG zombie occasionally shows original Brutal Doom sprites
ASG zombie reloads shotgun rounds one by one like in Project Brutality
But excellent mod
The sprite of the SMG Zombie will be removed for the next version, although the Zombie ASSG recharge is just an animation and I think I can change it.
When is the next update? I love this mod so much
It will only be a version of bug fixes.
Since I have not added anything, and I have not yet decided which other enemy to add.
Dark Imp (it is within brutal doom's code but unfinished), Juggernaut (exists within Brutal doom), Belphegor (mini-bosses from Hell on Earth Starter Pack), Ice-vile (arch-vile but in ice from, my idea)
Well I'll see, the Dark Imps are a good idea, I'm also going to adapt the Plasma Zombie, those are the ones I already have in mind.
Also I feel like the Death Incarnate needs a nerf. Some maps aren't that suited to battling this prick
Also, you know that the quad barrel zombie only drops a ssg? You can make him drop a quad shotgun like Moddb.com
Additionally, I think the shield zombie incorrectly mixes sprites (hiding behind shield) with the shotgunguy
For your fortune, I have managed to convert that weapon to the base of bdv21 but I will not launch it here, I will launch it in the next version of the Brutal DOOM mutators.
And about the sprites of the soldier with shield, I do not see that there is a need to change, they have always been that way, even in Project Brutality.
Hi
please, lower the health of Terminator. It has more health than Cyberdemon
thanks
That is already resolved, divide the Terminator into 2 versions, one as the boss that is in the spawn preset of the cyberdemon, and the other in the Baron but has less life than the boss version.
For now most of the errors reported here are already resolved, but I will wait for the next update of the Brutal DOOM v21, to adapt the fatality module, but for now I am hesitant to launch an update before, or release it after the next update of Brutal DOOM v21.
add also acid mancubus
no, that is not planned.
Will this be updated to v21 Gold?
can you add all the PB enemies???
Not all, I have to keep this balanced.
You shouldn't expect every enemy from PB to appear in the Monster Expansion for balance and distinction reasons.
However, you should be glad that your favorite Realm667 enemy will probably appear in this mod lol
how do i run it, i drag the bd21_xvme11.pk3 and the bd21testApr25.pk3
into zandroum, but none of the new demons are showing up, just the default ones like imps, former humans, ect, none of the demons from this addons are showing
i can only summon them in with the console and thats it
they do not spawn in
You have to also drag the bd21_xvme11_randomspawner.pk3 so that the enemies appear in the game without the need of console commands.
the game run with all 3 of the pk3 files, but all barons of hell are the cyberbarons, and the only new enemy that spawns is a brown version of the shotgun zombie with a machine gun, plz help, nothing else is new, only all barons are replaced with cyberbarons
I do not understand, those errors have never happened, if you are going to load this I recommend using a Launcher, since this requires a specific loading order like this.
bd21testApr25.pk3 - Load it first because it is the Base.
bd21_xvme11.pk3 - The add-on
bd21_xvme11_randomspawner.pk3 - and the randomizer
I do not recommend the old drag method because it always loads an important file after the file that needs it, use a launcher, I recommend the ZDL.
how do u load in a spesific order, i just drag all of them in at once
wait hold on it works