[Stopped for now] DN Brutal Doom Pack
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME
Hey DoomNukem, if you want brightmaps for your weapons I'll gladly help you out.
Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME
The spritework is fantastic, and you fixed the revolver animation so it looks proper when reloading.
Kind of wish the revolver had a more satisfying sound to it though, the gunshot sound feels a tad weak even though it's actually a pretty strong weapon.
The weak sledgehammer hit also looks a bit funky, but the big secondary hit looks good and feels good to use.
Can't wait to see the next test release.
Kind of wish the revolver had a more satisfying sound to it though, the gunshot sound feels a tad weak even though it's actually a pretty strong weapon.
The weak sledgehammer hit also looks a bit funky, but the big secondary hit looks good and feels good to use.
Can't wait to see the next test release.
- TiberiumSoul
- Posts: 1066
- Joined: Fri Jan 20, 2012 11:29 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: My Computer...
Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME
hey can i get a status on that railgun or at least see what you may or may not have so far?
Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME
I was just thinking the same thing. I don't want to be the "HEY, DO THIS" guy, but the Trent Reznor pistol sounds are quite excellent. You can hear them at 3:32 in this video. Just for consideration.Estopolis wrote:Kind of wish the revolver had a more satisfying sound to it though, the gunshot sound feels a tad weak even though it's actually a pretty strong weapon.
Digging the hell out of this pack! Keep doing what you're doing!
- DoomNukem
- Posts: 199
- Joined: Sat Feb 09, 2013 7:39 pm
- Location: 2km south of Копачи Village - Pripyat, Chernobyl.
- Contact:
Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME
in good time, I do apologise, you asked a while back, I said yes, but i've been all over the place but ill PM you some stuff later on.TiberiumSoul wrote:hey can i get a status on that railgun or at least see what you may or may not have so far?
I'm sorry if I am about to come off as a bit rude, and don't take it personally butdrspam wrote:Spoiler:
It's bad like really bad aside from being broken, with the save issues and stuff, it's like your hijacking the thread with this stuff and the mods just full of stuff from other mods.
auto-regen health works in games like call of duty and halo, and they *arguably* do it well.and DoomGuy's health are automatically recoverd by power armor like Call of Duty Series.
(I don't know how to program this, but It's very very cool stuff for Hardcore Doom.
This is not something I really like in doom, its not really hardcore, just tacky and if anything it makes the game easier.
I was happy for people to use my stuff in whatever they want but not like this, I feel like a dick for saying this, but it's literally above being butchered into these half-baked compilation mods for brutal doom. The worst offender was that one that used poorly cut out farcry 3 sprites.
In saying that, this project is now its own standalone project, so It wont support brutal doom, it will be its own thing sort off.

This is the new direction i'm taking. The old brutal doom packs will still be up for downloads, but I wont be supporting them anymore, and I really was torn apart between finishing this and starting a new, but I thought with all these new planned features it should be its own thing.
that is final.
I will update the front page and discuss more about it once I have more stuff to show
- lizardcommando
- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME
Well, I'm a little sad that you won't be continuing the Brutal Doom pack, since that was actually the only way I've been able to play it recently, but on the other hand, discontinuing it and starting your new mod is exciting news. I can't wait to see what you have in store for it!
I do have one nitpick with that pump-action shotgun though. That hand holding the shotgun pump looks tiny. Shouldn't it be bigger?
I do have one nitpick with that pump-action shotgun though. That hand holding the shotgun pump looks tiny. Shouldn't it be bigger?
Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME
Not a bad direction to take, can always use more high quality MODs.
Cool sprites too, the player reminds me of the Terminator version of Nick Fury.
Cool sprites too, the player reminds me of the Terminator version of Nick Fury.
Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME
Now that it's becoming it's own standalone mod, will we still be seeing a cool lever action shotgun? Or did you have other plans in mind?
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME
I like your new direction alot DN
- TiberiumSoul
- Posts: 1066
- Joined: Fri Jan 20, 2012 11:29 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: My Computer...
Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME
thank youDoomNukem wrote:in good time, I do apologize, you asked a while back, I said yes, but i've been all over the place but ill PM you some stuff later on.
Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME
Ooooooh, that new independent thing you're working on looks fantastic! I'd like a high-quality "French Vanilla Doom" that updates the classic weapon models to a more modern perspective. Can't wait to see what new stuff you have in store!
Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME
No support at all? Not even fixing HUD? Cuz I have a problem with HUD on Zandronum, it said:
Script error, "DoomNukem_Visor.pk3:sbarinfo.txt" line 5:
Bad syntax.
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME
Ghoul_RUS wrote:No support at all? Not even fixing HUD? Cuz I have a problem with HUD on Zandronum, it said:Script error, "DoomNukem_Visor.pk3:sbarinfo.txt" line 5:
Bad syntax.
DoomNukem wrote:Important - Please Read First!:
- This Mod requires brutal doom to run, also don't forget to make sure you load brutal doom first, that's why it's not working for you.
- This Mod has slight errors with Zandronum's lack of alpha support, particularly sprites with alpha's such as the assault rifle's aiming mode will look kinda funky.
- For that same reason the Visor HUD will be for GZdoom only until alpha support is fixed.
Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME
Yeah, I saw that, but also I saw this:Ghostbreed wrote:Ghoul_RUS wrote:No support at all? Not even fixing HUD? Cuz I have a problem with HUD on Zandronum, it said:Script error, "DoomNukem_Visor.pk3:sbarinfo.txt" line 5:
Bad syntax.DoomNukem wrote:Important - Please Read First!:
- This Mod requires brutal doom to run, also don't forget to make sure you load brutal doom first, that's why it's not working for you.
- This Mod has slight errors with Zandronum's lack of alpha support, particularly sprites with alpha's such as the assault rifle's aiming mode will look kinda funky.
- For that same reason the Visor HUD will be for GZdoom only until alpha support is fixed.
DoomNukem wrote:The old brutal doom packs will still be up for downloads, but I wont be supporting them anymore,
- DoomNukem
- Posts: 199
- Joined: Sat Feb 09, 2013 7:39 pm
- Location: 2km south of Копачи Village - Pripyat, Chernobyl.
- Contact:
Re: [TestRelease_3] DN Brutal Doom Pack HAMMERTIME
Yes Xaser is right it did not influence my decision to go standalone at all, it did however sort of peeve me because I'm used to seeing this stuff in alot of modding communities where people just make compilation packs but put no effort into any form of original authorship, but while I did say he shouldnt take it personally I take some blame for ordering my post wrong, in hindsight it almost does look like im blaming him.Xaser wrote:While this guy indeed needs to get his own thread, Doom Nukem's decision to make the mod standalone has literally nothing to do with drspam's actions/post/whatever -- read the page prior to his post. If you're going to fullpage-rant-mode because of reason X, make sure that reason X is actually a thing.KingShinra wrote:@drspam: Great job genius. You got Doom_Nukem to actually shift his goal by throwing your own 3rd rate crap in. If you wanted to promote your own work, make a thread for it. No one cares about what you have to offer unless you first care about the community you're offering it to. Major de-edification of what Doom_Nukem was trying to do, and now, because of your foolish ignorance, now he's changing the addon pack (Which I wanted for Brutal doom), to be a standalone. I hope you're happy. Learn some people skills before you decide to promote a project, ESPECIALLY if you use someone else's thread, which they put time into, to leech off their momentum and promote a pile of crap. Major disrespect. NOT COOL. Shame on you. ESPECIALLY if you didn't ask permission.drspam wrote:stuff
Like I said earlier I was pretty torn between the two decisions, but people were really keen on this being something to stand on its own merit which is a completely fair call and dont worry about variety there should be plenty coming soonWater Hazard wrote:I was really looking forward for this being an Brutal Doom weapon pack, in my opinion, your project look's better as a Brutal Doom Weapon pack since it add's EVEN MORE variety and Replay value to the mod. But hey if that's your choice so that's ok i guess.In saying that, this project is now its own standalone project, so It wont support brutal doom, it will be its own thing sort off.
This is the new direction i'm taking. The old brutal doom packs will still be up for downloads, but I wont be supporting them anymore, and I really was torn apart between finishing this and starting a new, but I thought with all these new planned features it should be its own thing.
that is final.
With my current direction I'd be stupid not to have a badass lever action so it will definitely be introduced.Estopolis wrote:Now that it's becoming it's own standalone mod, will we still be seeing a cool lever action shotgun? Or did you have other plans in mind?
I have a little more planned in-store, I hate to be a bit cryptic but I will wait until I have more stuff to show.Steve1664 wrote:Ooooooh, that new independent thing you're working on looks fantastic! I'd like a high-quality "French Vanilla Doom" that updates the classic weapon models to a more modern perspective. Can't wait to see what new stuff you have in store!
ahh yeah, I really like brutal doom, but I can't turn down an oppurtunity to make something great, and Yes the hand should and will be biggerlizardcommando wrote:Well, I'm a little sad that you won't be continuing the Brutal Doom pack, since that was actually the only way I've been able to play it recently, but on the other hand, discontinuing it and starting your new mod is exciting news. I can't wait to see what you have in store for it!
I do have one nitpick with that pump-action shotgun though. That hand holding the shotgun pump looks tiny. Shouldn't it be bigger?
Yes but doesn't that just further my point that I wont be supporting zandronum? In any case they dont seem to be fixing the alpha any-time soon however I am certainly not ditching that visor hud, its just something that will be on the shelf until I get around to it.Ghoul_RUS wrote: Yeah, I saw that, but also I saw this:DoomNukem wrote:The old brutal doom packs will still be up for downloads, but I wont be supporting them anymore,
