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The Monster Resource Wad

   (186 reviews)
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2 Screenshots

About This File

A collection of monsters freely available to any wad authors. Though the wad is designed for ZDoom use with DECORATE, the sprites can be used freely as well.


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Unknown date

  
I'm going to have to give this wad 2 stars. Why? I'm afraid that is because since this wad created many ready to use monsters, it has enabled mappers to not come up with any ideas of their own for monsters and so you see these plastered in almost every map and thus are extremely boring.

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Guest

Unknown date

  
YAY MONSTAHZ!!!!!!!11 5/5 Oh, and how do you recolour sprites easily? There must be some way... ~phlum

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Unknown date

  
THIS IS AMAZING!

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Unknown date

  
ahh, good old times!

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Unknown date

  
Awesome monsters, absolutely awesome. Probably the best resource for ZDoom editors out there. 5/5 stripes, er, stars. -HobbsTiger1

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Unknown date

  
the monsters look ALMOST same like in DOOM2!!!!

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Unknown date

  
W00tage! -Hyena

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Unknown date

  
For everyone complaining, that the monsters look like the ones in Doom2: MAKE YOUR OWN DAMN RESOURCE PACK IF YOU CAN DO BETTER!!! *****

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Unknown date

  
Great stuff. How can I add the monsters to my wad? *****-Moti

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Unknown date

  
Now all these people need to do is to use these monsters i there tcs and stuff 10/10

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Unknown date

  
very good!!!

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Unknown date

  
Mostly good monsters, with some crappy ones and some INSANELY AWESOME ones. Seriously, that spreadfire zombie KICKED ASS!!! 4/5 semi-automatic sporadic heatseeking rocket launchers.

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Unknown date

  
Probably the best monster resources released to date. I can't believe these haven't been used more... I actually haven't used them all that much. Great work. =) -Tango

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Unknown date

  
Don't mean to stir up painful memories, but this is as friggin good as Gamarra is friggin shit.

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Unknown date

  
*speechless* 666/5 stars -Xenophon

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Unknown date

  
The Best Ever

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Unknown date

  
Boring because of overuse like those advice dog pictures. Maybe it was cool at the time, but most of the mosnters are just talentless recolors like on deviantart. 1/5

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Unknown date

  
fuck ya. 5/5

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Unknown date

  
Awsome job, 5/5

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Unknown date

  
Some are ok. I prefer some of the imps, which aren't too overpowered and don't have too many hitpoint. Others are way too powerful with too many hitpoints to be used as a 'normal' monster. I also don't like the shields from TNT, they really slow down the gameplay. Overall 3/5

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Unknown date

  
I had better start memorizing thosething #s for the 30 + new monsters

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Unknown date

  
5 stars, good work but is there any way for it to work for skulltag, if it was possible it would be very useful to me

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Some good, some bad, some ugly. Where's Clint Eastwood?

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Unknown date

  
GRRRRRRRREAT JOB GUYS!

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Unknown date

  
This is what killed modern zdoom maps by giving people the idea that they can just make a cut-and-paste mod that requires no effort at all.

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  • File Reviews

    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.  
    • By Zalewa · Posted
      If you want something that looks uncomplicated but fair looking, easy but not uninvolved, non-linear but small, somewhat blocky but still good architecture and very quick to beat without ever saving throughout all 9 maps then this is your WAD. I played it, I liked it. Design themes stray towards the original E4, but are not exactly the same.
    • By Copenhagen Bram · Posted
      This is the first non-Euclidean doom wad I've ever seen! And it's done right! That must've been some project. Well done.
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