[UPDATED] Breathing Monsters Mod (v1.1)

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DoomedRabbit
Posts: 31
Joined: Sun Jul 14, 2019 1:13 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

[UPDATED] Breathing Monsters Mod (v1.1)

Post by DoomedRabbit »

This mod modifies the classic DOOM monsters to breathe while in their idle spawn state. This mod works with all classic DOOM IWADS and should work with mods that don't replace monsters.

Here is a comparison between classic monsters and modified monsters:

BEFORE:
Image

AFTER:
Image

DOWNLOAD HERE:
[DR] Breathing Monsters Mod 1.1.wad
Please let me know what you think, as this is my first DOOM mod I ever uploaded. Have fun! :D

CHANGELOG:
- [9/10/2021 - Version 1.1] Fixed the Hell Knight actor spawning Barons of Hell bug.

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Last edited by DoomedRabbit on Sat Oct 09, 2021 6:01 am, edited 3 times in total.
User avatar
bluemoss
Posts: 5
Joined: Tue Mar 23, 2021 5:38 pm
Graphics Processor: nVidia (Legacy GZDoom)

Re: [RELEASED] Breathing Monsters Mod (v1.0)

Post by bluemoss »

Squishy Hellspawn :)
Skrell
Posts: 351
Joined: Mon Mar 25, 2013 11:47 am

Re: [RELEASED] Breathing Monsters Mod (v1.0)

Post by Skrell »

Very cool idea!! I assume it won't work with BD monsters?
SanyaWaffles
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Re: [RELEASED] Breathing Monsters Mod (v1.0)

Post by SanyaWaffles »

Skrell wrote:Very cool idea!! I assume it won't work with BD monsters?
yeah...
This mod works with all classic DOOM IWADS and should work with mods that don't replace monsters.
DoomedRabbit
Posts: 31
Joined: Sun Jul 14, 2019 1:13 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [RELEASED] Breathing Monsters Mod (v1.0)

Post by DoomedRabbit »

Skrell wrote:Very cool idea!! I assume it won't work with BD monsters?
Sorry for the late reply. I actually tried running it with BD v21 and the mod did work, however the modified BD monsters get replaced by my mod, so the Imp for example will not be jumping at you anymore
(The monsters are reset to classic).

I do plan on adding more mod support in the next update, so if anyone wants to play a mod with this that is not compatible yet let me know and I will try and make it compatible! :D
Skrell
Posts: 351
Joined: Mon Mar 25, 2013 11:47 am

Re: [RELEASED] Breathing Monsters Mod (v1.0)

Post by Skrell »

DoomedRabbit wrote:
Skrell wrote:Very cool idea!! I assume it won't work with BD monsters?
Sorry for the late reply. I actually tried running it with BD v21 and the mod did work, however the modified BD monsters get replaced by my mod, so the Imp for example will not be jumping at you anymore
(The monsters are reset to classic).

I do plan on adding more mod support in the next update, so if anyone wants to play a mod with this that is not compatible yet let me know and I will try and make it compatible! :D
GREAT can't wait!!
Skrell
Posts: 351
Joined: Mon Mar 25, 2013 11:47 am

Re: [RELEASED] Breathing Monsters Mod (v1.0)

Post by Skrell »

Just curious how the next update was coming? Really looking forward to trying it with Brutal Doom :)
Splosions
Posts: 15
Joined: Sun Dec 13, 2020 10:05 am
Location: Brazil

Re: [RELEASED] Breathing Monsters Mod (v1.0)

Post by Splosions »

I tried the mod and liked very much.
But it have a problem:the hellknight is for some reason replaced by the baron of hell most of the time.

Pls fix it:)
DoomedRabbit
Posts: 31
Joined: Sun Jul 14, 2019 1:13 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [RELEASED] Breathing Monsters Mod (v1.0)

Post by DoomedRabbit »

Splosions wrote:I tried the mod and liked very much.
But it have a problem:the hellknight is for some reason replaced by the baron of hell most of the time.

Pls fix it:)
The bug has been fixed with the new version. Thank you for reporting the issue, it is much appreciated! :D
Skrell wrote:Just curious how the next update was coming? Really looking forward to trying it with Brutal Doom :)
Thanks for your message! The update will take some time as I am having some issues with replacing the BD monsters with my own.
I just need some time to really make it work good. :wink:
Skrell
Posts: 351
Joined: Mon Mar 25, 2013 11:47 am

Re: [RELEASED] Breathing Monsters Mod (v1.0)

Post by Skrell »

DoomedRabbit wrote:
Skrell wrote:Just curious how the next update was coming? Really looking forward to trying it with Brutal Doom :)
Thanks for your message! The update will take some time as I am having some issues with replacing the BD monsters with my own.
I just need some time to really make it work good. :wink:
Understood! Thank you for responding!
Splosions
Posts: 15
Joined: Sun Dec 13, 2020 10:05 am
Location: Brazil

Re: [RELEASED] Breathing Monsters Mod (v1.0)

Post by Splosions »

DoomedRabbit wrote:
Splosions wrote:I tried the mod and liked very much.
But it have a problem:the hellknight is for some reason replaced by the baron of hell most of the time.

Pls fix it:)
The bug has been fixed with the new version. Thank you for reporting the issue, it is much appreciated! :D
Skrell wrote:Just curious how the next update was coming? Really looking forward to trying it with Brutal Doom :)
Thanks for your message! The update will take some time as I am having some issues with replacing the BD monsters with my own.
I just need some time to really make it work good. :wink:
Thank you for fixing it :D
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00face
Posts: 46
Joined: Mon Nov 20, 2017 8:24 pm

Re: [UPDATED] Breathing Monsters Mod (v1.1)

Post by 00face »

This is really cool, I hope you do more with this.
Skrell
Posts: 351
Joined: Mon Mar 25, 2013 11:47 am

Re: [UPDATED] Breathing Monsters Mod (v1.1)

Post by Skrell »

Really was hoping for brutal doom compatibility by now :(

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