The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.

Add addon XV117's Monster Expansion - 1.2-Pre3
Location
Games : Doom : Mods : Brutal Doom : Addons
Filename
XVME12Pre3.7z
Category
Prefabs
Licence
Proprietary
Uploader
XV117
Credits
See in Readme File
Added
Updated
Size
23.99mb (25,158,240 bytes)
Downloads
7,238 (2 today)
MD5 Hash
8a1bfc3f4215dc10d53566b77dfd5323
Embed Button
Embed Widget
Description

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.

Preview
XV117's Monster Expansion - 1.2-Pre3
Comments  (0 - 50 of 130)
D00Dguy
D00Dguy

project brutality looks good

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mryayayify
mryayayify

It ain't no Project Brutality

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Mackery
Mackery

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?

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XV117 Author
XV117

The hud I use in the screenshots is my SAO HUD for Brutal Doom v21, which I will soon upload.

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XV117 Author
XV117

Now yes, more enemies and some compatibility patches as a gift in 1.0

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Guest
Guest

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.

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XV117 Author
XV117

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.

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C4RNAGE6
C4RNAGE6

Well, that's awesome man, guest here, in case you need fatality ideas, just ask me xP.

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XV117 Author
XV117

Well you're right, you need more fatalities, but it's not an option on the list.

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Dracologist
Dracologist

do monster gib brutal doom style (i don't even dare to ask about fatalities)

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XV117 Author
XV117

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.

Reply Good karma+3 votes
GeraltofSkyrim
GeraltofSkyrim

compatibility patch for Super Sprites V3 Weapons For BD21 please

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XV117 Author
XV117

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.

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nekostuffing
nekostuffing

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?

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XV117 Author
XV117

I really do not recommend using this with large maps, much less if you have too many enemies.

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nekostuffing
nekostuffing

ok thanks for replying, the addon is still awesome :)

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XV117 Author
XV117

Well, better late than never.

In this version there are more gore, fatalities and 4 new monsters.

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plushie_boi
plushie_boi

You fix the problem with riot shield zombie, because the enemie shoot very fast...

and that zombie use a pistol...

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XV117 Author
XV117

If I have fixed the riot shield zombie, now use single shot instead of machine gun.

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plushie_boi
plushie_boi

Many thanks

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theGermanDoomGuy1939
theGermanDoomGuy1939

Could you make it compatible to v20b+TE 1.5? Im keeping v20b untill the full release of v21

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XV117 Author
XV117

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.

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XV117 Author
XV117

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.

Reply Good karma+3 votes
Dieagamer101
Dieagamer101

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!

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XV117 Author
XV117

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.

Reply Good karma+2 votes
Dieagamer101
Dieagamer101

can you make the monster count higher in the maps? The ultimate doom campaign is still pretty easy

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XV117 Author
XV117

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.

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HKGMINECRAFT
HKGMINECRAFT

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

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XV117 Author
XV117

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.

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HKGMINECRAFT
HKGMINECRAFT

When is the next update? I love this mod so much

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XV117 Author
XV117

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.

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HKGMINECRAFT
HKGMINECRAFT

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)

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XV117 Author
XV117

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.

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HKGMINECRAFT
HKGMINECRAFT

Also I feel like the Death Incarnate needs a nerf. Some maps aren't that suited to battling this prick

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HKGMINECRAFT
HKGMINECRAFT

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

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XV117 Author
XV117

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.

Reply Good karma+2 votes
Guest
Guest

Hi

please, lower the health of Terminator. It has more health than Cyberdemon

thanks

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XV117 Author
XV117

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.

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Guest
Guest

add also acid mancubus

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XV117 Author
XV117

no, that is not planned.

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Nick357r
Nick357r

Will this be updated to v21 Gold?

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Guest
Guest

can you add all the PB enemies???

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XV117 Author
XV117

Not all, I have to keep this balanced.

Reply Good karma+3 votes
mryayayify
mryayayify

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

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LNightLock
LNightLock

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

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LNightLock
LNightLock

i can only summon them in with the console and thats it
they do not spawn in

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XV117 Author
XV117

You have to also drag the bd21_xvme11_randomspawner.pk3 so that the enemies appear in the game without the need of console commands.

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LNightLock
LNightLock

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

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XV117 Author
XV117

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.

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LNightLock
LNightLock

how do u load in a spesific order, i just drag all of them in at once

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LNightLock
LNightLock

wait hold on it works

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