UPDATE - Monster Sounds EX 2.0 (03/01/2025)
Monster Sounds EX » Devlog


I'm beyond excited to release the biggest update to Monster Sounds EX: Introducing Monster Sounds EX 2.0!
I've spent the last week and some change working hard at ZScript-ifying the mod to allow for a ridiculous array of customization. I haven't dabbled too much in ZScript outside of The Space Pirate, so this felt like a small enough project to get familiar with it. This is likely my final update for this mod (outside of fixing any pesky bugs). Thank you so much for the kind words and motivation! I'm extremely proud of how this came out!
So what's new in 2.0? When did we start using version numbers?
NEW IN VERSION 2.0
- Monster Sounds EX Option Menu
- Change any of the included features in Monster Sounds EX on or off, depending on your taste!
- High-Resolution Sounds
- Every monster has high-quality sound variations, which can be toggled off and on in-game!
- New Customizable Sound Options
- Doom 64: Unseen Evil-style zombie sound set (lower-pitched Zombieman sounds), with an option to revert zombie sounds to default if that’s your thing!
- Revert the Spectre back to default Pinky sounds
- Per-Monster Sprite Toggles
- Enable or disable EX sprites individually! Mix and match!
- NEW ENEMY: Machinegunner
- Replaces the secret Wolfenstein SS enemy with a Doom-style Machinegunner, sharing all the characteristics of the Wolfenstein SS!
- Spectre Behavior Toggle
- Choose between classic Spectre behavior or a visually enhanced Doom 64-inspired behavior!
- Disable Edited Enemies
- Disable all custom monsters, allowing you to run Monster Sounds EX with more mods while retaining new monster sounds!
CHANGELOG
- Combined the .PK3 versions of the mod into one file
- New options menu (Located in Options -> Monster Sounds EX options)
- Plenty of new CVARs for all of the new options
- Toggle for Edited Monsters - Stops Monster Sounds EX monsters from spawning and reverts them to their default spawns. Useful for mod compatibility.
- High-resolution sounds - Toggle for hi-res (32,000 khz) sounds. Works with all of the new options!
- EX sprite toggle - Toggle off and on the included EX sprites per monster, allowing you to mix and match.
- New Shotgunner sounds
- New Chaingunner sounds
- New Enemy: Machinegunner - replaces the Wolfenstein SS when enabled
- New sprites for Lost Souls spawned by the Pain Elemental.
- New sound for the Lost Soul spawning sound by the Pain Elemental
- Doom 64: Unseen Evil-style sound sets for the Shotgunner, Chaingunner, and Machinegunner. Uses the default Zombieman sounds, but pitched down in-engine.
- New Spectre sounds, including new sounds for Spectre going invisible and visible when EX behavior is enabled
- Adjusted visuals for Spectre going invisible when EX behavior is enabled; now fades in and out smoothly
- New toggle for the Spectre sounds, allowing them to be reverted back to the Pinky’s original sound set
- New sound for the Cacodemon landing after a fall
- New sound for the Spider Mastermind walking
- New sound for demons spawned by the Icon of Sin
CHANGELOG (MBF21)
- New Shotgunner sounds
- New Chaingunner sounds
- New Spectre sounds
- New sounds for Spectre going invisible and visible (Edited Monsters only)
- New sound for the Spider Mastermind walking
Files
MONSTER SOUNDS EX - 03/01/2025 4.8 MB
4 days ago
MONSTER SOUNDS EX (MBF21) 1.2 MB
4 days ago
MONSTER SOUNDS EX (1.0) 1.3 MB
4 days ago
Get Monster Sounds EX
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Monster Sounds EX
Replaces all duplicated monster sounds with brand-new sound effects!
Status | Released |
Category | Game mod |
Author | Blue Vertigo |
Tags | Audio, Doom, DOOM WAD, Sound effects |
More posts
- UPDATE - 02/18/202515 days ago
- UPDATE - 11/27/202498 days ago
- UPDATE - 09/29/2024Sep 30, 2024
Comments
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Question, is there compatibility for Beautiful Doom?
I haven't tested it in Beautiful Doom, but in the worst case scenario, I'd disable Edited Monsters in the menu, and it should allow the Beautiful Doom ones to load with extra sound effects.