[BETA] MMDoom: Might & Magic monster replacer v.0.8

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
rayburn
Posts: 43
Joined: Sun Oct 14, 2018 6:30 pm

[BETA] MMDoom: Might & Magic monster replacer v.0.8

Post by rayburn »

==== Description: ====

MMDoom is a GZDoom monster replacer project porting Might & Magic monsters into GZDoom. Features include:
- 60 monsters separated into three factions according to M&M lore and specifically HoMM3 city lineups
- monsters are created using sprites and sounds from Might & Magic VI-VIII and Heroes 3 games
- compatibility with most WADs and gameplay mods for Doom, recommendations below
- monsters infight based on what "species" they belong to, with each faction having three
- Elements system: each monster is assigned an element determining its resistances and weaknesses
- Water > Fire; Fire > Earth; Earth > Air; Air > Water
- DamNums mod by Xaser included: your damage is shown in colored mumbers representing the elements

==== Factions: ====

These options are present in the menu:
1. Random Faction (default) - random faction is chosen each time the map loads
2. Dark - an army of Necropolis, Dungeon and Inferno units
3. Order - an army of Castle, Tower and Rampart units
4. Chaos - an army of Fortress, Stronghold and Cove units
5. All Monsters - all monsters are mixed together

==== Download: ====

MediaFire: https://www.mediafire.com/file/g8o9hiau ... 08.7z/file

Installation: There are several ways to install Doom mods, I prefer to create a shortcut for every mod combination.
Install GZDoom and create a shortcut for gzdoom.exe. In it's Object, add every mod name in load order so it looks smth like this:
C:\...\gzdoom.exe -file Avactor.wad nashgore.pk3 Walpurgis.pk3 MMDoom.pk3 MMdamnums.pk3

The best way to play MMDoom would be to load it w/ some kind of a fantasy-ish gameplay mod and a custom WAD (mappack) that fits fantasy theme. There is a lot of those created over long history of Doom. See the list of recommended mods at the end of this post.

Files included in archive:
- MMDoom.pk3 - main file
- MMDamNums.pk3 - Xaser's DamNums mod in included w/ a LANGUAGE file for MMDoom
- MMDamNums_WoC.pk3 - use this instead of previous file if you play w/ Wrath of Cronos mod

I recommend turning the Bloom ON in GZDoom postprocessing settings, makes projectiles look pretty. Also, set projectile trails to "Particles and Sprites", turn ON Sprite Shadows.

==== Video: ====




==== Monsters & Elements: ====



==== Future plans: ====

- development will continue, this is my first GZDoom mod, there is much to learn and a lot to do, I would appreciate your feedback!
- I want to do additional UI FX for elements, auras, Heretic/Hexen/certain WADs support, more spells/projectiles, death/pain vfx, etc.
- I like the idea of making level(s) using Might & Magic textures and props, or even a gameplay mod
- but will only attempt that if I get smb to help on the project, everything goes (spriting/scripting/mapping)

==== Thanks: ====

- New World Computing for Might & Magic and Heroes series
- GZDoom, it's devs and community for being so awesome
- Zan, author of Hedon, which heavily inspired me to turn my attention to GZDoom
- AlpacaNox, author of "MM7 in Doom" proof-of-concept project that served as a starting point for MMDoom
- EHARPER256, author of Walpurgis, the mod I personally play with MMDoom most of the time and which provided inspiration for some of the monster abilities
- Agent_Ash aka Jekyll Grim, a helper on GZDoom discord and author of ZScript guide, who answered all of my endless questions about ZScript

==== Important: ====

All sprites and sounds used in the mod were imported from Might & Magic and Heroes games and are such the property of Ubisoft, all rights reserved.
To see where they came from, check out the awesome Might & Magic VI-VIII games, best presented via the Merge mod that links all three game worlds.
I will never request any kind of payment or donation for MMDoom in any form, it is completely free for anyone.
However, I do not give permission to update and distribute the contents of the mod unless you want in on the project or would like to suggest a bugfix/feature to be included.

==== Recommended Mods: ====
Spoiler:
Last edited by rayburn on Thu Jul 14, 2022 12:39 am, edited 6 times in total.
PresBarackbar
Posts: 67
Joined: Fri Oct 18, 2019 6:03 pm

Re: [WIP] Might & Magic Doom (scripting help wanted)

Post by PresBarackbar »

While I can't offer any kind of assistance, I have to say, this looks terrific!
User avatar
Cherno
Posts: 1297
Joined: Tue Dec 06, 2016 11:25 am

Re: [WIP] Might & Magic Doom (scripting help wanted)

Post by Cherno »

It's a big project and I can tell you have passion and brought it a long way already. Two or three years ago, I might have joined the project if I had any connection to the M&M series. Nowadays, I don't have the time for this kind of stuff anymore :roll:

I do encourage you do keep working on this and learn to implement things yourself. You cna always count on the verteran modders to help you with any specific questions, here or on the Discord :D
User avatar
kalensar
Posts: 401
Joined: Sun Mar 21, 2021 9:40 pm
Operating System Version (Optional): linux mint 20

Re: [WIP] Might & Magic Doom (scripting help wanted)

Post by kalensar »

I loved old Might and Magic 3. This seems like a fun idea and even semi up my own alley, but the associated mods are not my cup of tea, with the sole exception of Walpurgis.

Judging by your videos, you are ready for a beta release. Rather than waiting on a RC1 I would advise a beta release so that your fishing expedition here may be more fruitful in a larger pond.
rayburn
Posts: 43
Joined: Sun Oct 14, 2018 6:30 pm

Re: [WIP] Might & Magic Doom (scripting help wanted)

Post by rayburn »

It'd be cool to branch into a gameplay mod (I have some class ideas for sure), or even maps, but at the rate I'm working rn (I'm pretty lazy) it would take me forever and a half. Also the stuff Wrath of Cronos does with their progression system and skills, and the stuff Walpurgis does with the spriting I can never beat alone, and I don't really want to.

It's true however, that I should just focus on releasing a beta, I guess. There is still a lot of polish I need to do with stats and properties, and a lot of projectile/attack polish, but I guess I can leave the difficult stuff like porting Heroes 3 spells for later stages... I really want that Minotaur to play "Morale" animation and sound from Heroes 3 for example, it would be such a meme, but I fail to even think of what the spell should actually DO in zdoom, etc, etc...
rayburn
Posts: 43
Joined: Sun Oct 14, 2018 6:30 pm

Re: [WIP] Might & Magic Doom (scripting help wanted)

Post by rayburn »

UPD. I decided I can't release beta yet because there is just no gameplay, everything is too unbalanced and I am not happy with visuals either. I am doing way more design compared to implementation atm, for example recently I did all monster stats (health, painchances, movespeed, etc), sizes (both visual and hitbox), atm I am working on balancing monster aggressiveness levels (minmissilechance, +MISSILEMORE, length of chase frames in ticks, stuff like A_Refire, meleethreshold, maxtargetrange, etc, etc). Have also been making various tweaks and playing around with an idea of replacing more of vanilla Doom's props/sounds with MM ones for more immersion, like barrels, trees, elevator sounds, etc. But after some testing decided it was just not worthwhile, especially with a lot of wads/mods loving to introduce custom props by replacing the vanilla ones. Kept the barrels though!

There are still three major elephants in the room I am yet to tackle, that will probably take a lot of time - the zscript mechanism of choosing enemy faction via menu, zscript monster "spells" (like monster casting "Haste" and giving movespeed to all monsters in a certain radius) and general polish/variativity for monster projectiles, both in terms of aesthetics and mechanics.

Once I'm done with all the balancing I will try to deal with the first "elephant", then do "some" polishing of projectiles, then release beta, and the abilities will have to wait till after-beta probably. Actually, I already have a long list of things to do after beta -_-
rayburn
Posts: 43
Joined: Sun Oct 14, 2018 6:30 pm

Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8

Post by rayburn »

beta released, first post updated
User avatar
RastaManGames
Posts: 368
Joined: Wed Mar 12, 2014 11:13 pm
Graphics Processor: nVidia with Vulkan support
Location: Russian Federation, Krasnoyarsk

Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8

Post by RastaManGames »

Thank you very much for beta release! <3
P.S.: Hm... Got softlocked on MAP07 in Plutonia.
Is +BOSSDEATH flag enabled for Mancubi replacer?
rayburn
Posts: 43
Joined: Sun Oct 14, 2018 6:30 pm

Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8

Post by rayburn »

RastaManGames wrote:Thank you very much for beta release! <3
P.S.: Hm... Got softlocked on MAP07 in Plutonia.
Is +BOSSDEATH flag enabled for Mancubi replacer?
Yep, Mancubi replacements doesn't have those. Assuming the RandomSpawner approach even works since spawners are picked via ZScript.
I recall putting it on other monsters, should've tested this, good catch. Will update the archive later.
User avatar
worldendDominator
Posts: 285
Joined: Sun May 17, 2015 9:39 am

Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8

Post by worldendDominator »

Are the spell weapons in the video part of this mod? If not, then what mod is that?
rayburn
Posts: 43
Joined: Sun Oct 14, 2018 6:30 pm

Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8

Post by rayburn »

This particular vid it's Schism. See the reccommended mods section of the OP post. Also video has mod list in description.
User avatar
kalensar
Posts: 401
Joined: Sun Mar 21, 2021 9:40 pm
Operating System Version (Optional): linux mint 20

Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8

Post by kalensar »

Gave this a try and WOW it plays way better than I thought. I gave it a whirl with Doomed Over Zelda and it handled extremely well. Does this work with Heretic and Hexen?
rayburn
Posts: 43
Joined: Sun Oct 14, 2018 6:30 pm

Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8

Post by rayburn »

Not yet, but I make replacers for both later.
User avatar
Craneo
Posts: 239
Joined: Sat Jun 22, 2019 9:12 am
Graphics Processor: Intel (Modern GZDoom)
Location: Inside a crate in E2M2

Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8

Post by Craneo »

I really like this so far, and I really like that you will add Heretic/Hexen support later, only wish is that the sprites where the same resolution as the Doom/Heretic/Hexen sprites, y'know? As in, same sprite size (not the scale 0.5 type stuff, like, actual image size), but that's just a personal taste thing, it's pretty good in general and can't wait for offical Heretic/Hexen support!
User avatar
Hellgnoll
Posts: 2
Joined: Fri Feb 25, 2022 11:29 pm
Graphics Processor: nVidia with Vulkan support
Location: Hell

Re: [BETA] MMDoom: Might & Magic monster replacer v.0.8

Post by Hellgnoll »

Been playing this with Nameless using the "Dark" preset and it's really well done! Adds a lot of interesting gameplay changes and the graphics mix pretty well in my opinion! Good stuff 👍

Return to “Gameplay Mods”