Brütal Doom v0.18

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Re: Brütal Doom v0.15a Hotfix

Postby Revilution » Wed Mar 21, 2012 2:25 pm

Yea, that's very strange, my Hunter's Moon topic there also disappeared too and that topic is more old than Akzos City topic that still remains there

also, i noticed ST's Forum is the unique forum that was hacked more than once and i think this happened again.

On-Topic: Shotgun dismantling, AWWWWYEA
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Wed Mar 21, 2012 2:39 pm

Mr. Chris wrote:

Oh, YES!
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Re: Brütal Doom v0.15a Hotfix

Postby Zaero » Fri Mar 23, 2012 11:57 am

I've spend some time thinking how such a great mod can be improved. IMHO it is always good to add some more possibilities to the gameplay but keep it very close to the orginal concept of vanilla and even alpha/beta Doom. There are also some elements of new shooters which are pretty good, as they make the gameplay faster. So here's a list of features ideas I would like to share with all of you, especially Mark:

ps. Please comment only if the whole list is read.

Code: Select allExpand view
WEAPONS
---------------------------------------------------------------
Groups of weapons and their functions in order: Weaponname: PrimaryFire/SecondaryFire//ReloadFunction (comment) *how to obtain*
1.
Fist: fast punch/strong punch//martial arts selection
Chainsaw: rip/blade swing//turn on off (makes noise and drains fuel but is needed to attack)
2.
Pistols: silenced shot, no kickback/single-dual selection//reload guns *one at game's start, the second got from backpacks*
Rifle: single shot/zoom//reload *dropped by zombieman*
3.
SSGun: shot single/dual shot//reload
Shotgun: shot/sight aiming//reload (up to 8 in gun)
4.
Chaingun: normal(no spinup)/minigun mode (spinup, spindown, insane rate of fire)
Machinegun: full auto/burst of 3// reload
5.
Rocket Launcher: rocket/grenade launch//reload (clip of 5)
Devastator: fast, weaker missiles/slower, homing missiles *harvested from revenants*
6.
Plasma rifle: normal/railshot//reload *dropped by arachnotron*
Flame Thrower: flame blast (5 fuel) /flame stream (1 fuel per shot) *harvested from mancubus*
7.
BFG: normal/skulltag 10k shot
8.
The Dark Claw: Arch-vile attack/dark cloud on poisonus essence which transfers life to player//monster ressurrection *harvested from Arch-vile*
Unmaker: 3 ripping rail beams, fast fire rate/lost soul projectile to posses enemies//Hell Time - time gets frozen *dropped by cyberdemon*

Special attacks:
Q: Kick
F: Hand grenade throw
Z: Landmine placement

Replacements:
-------------------------------------------------
Berserk pack replaced by Super Shotgun. (to make it available in Doom 1)
Light Amp replaced by Machinegun.
Rad suit replaced by fuel barrel.
Backpack pickup replaced by extra pistol.

Invisibility replaced by Flamethrower or Devastator (random).
Invulnerability replaced by Unmaker or Dark Claw (random).
Soulsphere replaced by Megasphere. (to make it available in Doom 1)

Health bonus bottles replaced by Hand Grenades.
Spiritual helmets replaced by Land Mines.

Stimpacks gets replaced by Medkits.
Medkits gets replaced by fuel canisters.

Flame thrower and chainsaw uses fuel. Ammo comes in fuel barrels and canisters (and chainsaw/flamethrower of course).
Magic weapons uses Dark Essence (Mana) as ammo. It can be obtained only by killing true hellspawn (demons, imps, barons, cacos etc).

Ammo limits are:
Bullets: 500
Shells: 100 (no change)
Rockets: 100 (no change)
Plasma: 500

FUEL: 500
GRENades: 100
MINEs: 100
MANA: 500 (small mana gives 1, large 5)

Military Suit modes:
---------------------------------------------------
There are 3 modes: each mode have passive and active submode.
To enable active mode the button must be pressed again. Active mode drains energy till deactivated. Max energy is 60 units.

The modes are:
-Hunter:
Passive: enables light amplifiaction.
Active: invisibility mode (1 units per sec)
-Berserk:
Passive: Enables berserk mode, HP regens up to 40%.
Active: converts energy to HP (up to 100%, 1 HP per 1 NRG unit), healing player
-Protector:
Passive: toxin and radiation shielding.
Active: inpenetrable shield (2 units per sec)

Passive modes does not tint screen (except light amp).

Character classes:
---------------------------------------------------------------
4 character classes, each described by 4 stats, with values 0 to 5 each:
-Speed: Player movement speed - 10% bonus per stat (up to 150% of normal speed)
-Armor: Max player armor - 20% per stat (up to 200%)
-Vitality: Max player health - 20% per stat (up to 200%)
-Strenght: Punch dmg bonus, extra dmg protection - xLvl punch bonus (up to 5x), 10% natural protection per lvl (up to 50%)

Each class have stats sum of 10 (in order Speed, Armor, Vitality, Strenght):
   Red- "Sarge": 0, 2, 4, 4        (slow but can sustain/deal lots of damage)
   Grey- "Grunt": 5, 0, 5, 0       (fast but not protected well)
   Green- "Doom": 0, 5, 5, 0       (default settings)
   Yellow- "Ranger": 3, 1, 1, 5   (still strong and fast veteran, but cannot stand against heavy fire)
   
Each character's ammo limit is the same as with the Backpack picked up.

Interaction
--------------------------------------------------------------
-Fuel can be obtained from fuel barrels (by a press of "use" button)
-3 types of barrels: full, empty and burning.
   When full barrel is used it gets empty and fuel is added to player.
   When empty barrel is shot it gets burning.
   When burning barrel is shot it blows up and disappears.
   If full barrel is shot it blows up as usual.
-All candelabra can be shot and destroyed (like in ROTT)
-Heart on the green column can be gibbed

Other
--------------------------------------------------------------
-friendly marine/s spawn in SP (on the coop player spots) at the level start.
Player gets more marine helpers if the's health is low.
They should have random weapon from Pistol to Plasma or Player's best weapon, depending whats weaker.
-footstep sounds (like in BD)
-shotgun reloading animation limited if remaining rounds are fewer than 6 (currently it is possible to see the loading of 6 rounds when ammo is only 1)
Last edited by Zaero on Fri Mar 23, 2012 2:45 pm, edited 3 times in total.
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Re: Brütal Doom v0.15a Hotfix

Postby Devastator » Fri Mar 23, 2012 1:18 pm

This project is looking great.
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Fri Mar 23, 2012 3:18 pm

Zaero, some of the ideas remind me of Crysis (the suit stuff) and a number of ideas I simply do not like, such as all the powerup replacement suggestions. If the SSG is no longer using default Id frames, what is the harm in having it as a monster drop?

What if there was a small chance of sergeants (and a slightly higher for commando) to drop usable frag grenades?
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Fri Mar 23, 2012 5:33 pm

Zaero wrote:I've spend some time thinking how such a great mod can be improved. IMHO it is always good to add some more possibilities to the gameplay but keep it very close to the orginal concept of vanilla and even alpha/beta Doom. There are also some elements of new shooters which are pretty good, as they make the gameplay faster. So here's a list of features ideas I would like to share with all of you, especially Mark:

ps. Please comment only if the whole list is read.


Sorry, but, uh... I would really hate to see all of that in Brutal Doom. Specifically the SSG replacing the Berserk Pack (seriously, out of all the pickup items in Brutal Doom, why the Berserk Pack?).

Also, Sergeant, you know wadhost is back up, right?
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Re: Brütal Doom v0.15a Hotfix

Postby Mike12 » Sat Mar 24, 2012 11:07 am

Drastically changed the face/head of the imp meatshield. Any thoughts before I start animating it again?
Image
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Re: Brütal Doom v0.15a Hotfix

Postby Gothic » Sat Mar 24, 2012 11:16 am

that looks better
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Re: Brütal Doom v0.15a Hotfix

Postby RV-007 » Sat Mar 24, 2012 11:22 am

The old ones has bulging eyes, lol.
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Sat Mar 24, 2012 11:48 am

Much better.
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Re: Brütal Doom v0.15a Hotfix

Postby Zaero » Sat Mar 24, 2012 12:48 pm

Thanks for your comments guys. I'm glad to explain:
Zaero, some of the ideas remind me of Crysis (the suit stuff) and a number of ideas I simply do not like, such as all the powerup replacement suggestions. If the SSG is no longer using default Id frames, what is the harm in having it as a monster drop?

What if there was a small chance of sergeants (and a slightly higher for commando) to drop usable frag grenades?


Yes, the whole suit-modes idea is indeed based on Crysis. Why? Becouse it:
-adds some tactical gameplay (you'll have 3 modes available but only one can be selected at time, so it'll be impossible to be invisible and invincible at the same time)
-those "modes" allows for permanent vanilla items replacement (as the modes themselves includes the "powers")
-it's possible to use the mode even if no item of such a type was available in that area (for ex. use radiation shielding near acid pool, even if no rad suit was available there). It's still balanced becouse of reasons listed above.

The powerup replacement is possible only if suit-modes are included.

As for the "monster drop idea": it would look quite unrealistic for monsters which don't have such a weapons to drop them. The other downside is the fact, that drops would be absolutely unpredictible (so the player could have a lots of ammo for weapon which he didn't found for ages, or vice versa). As for the "commando" - if he's the only source for grenades, then they're unavailable in Ultimate/Doom.

Sorry, but, uh... I would really hate to see all of that in Brutal Doom. Specifically the SSG replacing the Berserk Pack (seriously, out of all the pickup items in Brutal Doom, why the Berserk Pack?).


Becouse the berserk pack would be obsolete with the Berserk suit-mode available. The same applies to many other items as well.
The second reason is the so called (by me) Berserk-trap. Many mapers including Id used berserk as a decoy placed in a room full of demons/imps. What is the best weapon to deal with them? SSG (IMHO).

My idea also takes in consideration the sprites resources available, so I would recommend:
DarkClaw: Hexen's Cleric's 3rd weapon sprite, Heretic's gauntlets + flame hybrid as pickup
Unmaker: Is done already for Doom64, isn't it? There is no need to re-invent the wheel.
Grenades: One word: Powerslave. Both pickup and throw anim.
Mines: As the ones seen in "Stronghold".

ps. By "Devastator" I mean the "revnants shoulder missile launchers" etc - it's just a shorter rename suggestion.

Cheers!
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Re: Brütal Doom v0.15a Hotfix

Postby DOOMGuy007 » Sat Mar 24, 2012 2:12 pm

I love the idea! Please, SgtMKIV if you are reading this... Just listen to Zaero and put in those ideas! If not...

At least touch up the Pistol and make it the starting weapon!!!
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Re: Brütal Doom v0.15a Hotfix

Postby Minigunner » Sat Mar 24, 2012 2:54 pm

The excessive usage of exclamation marks makes your request a demand. One punctuation mark is enough to get the point across.
Anyways, the Pistol will not be reintroduced, unless it is used with a meatshield or w/e.
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Re: Brütal Doom v0.15a Hotfix

Postby Whiteace » Sat Mar 24, 2012 3:01 pm

Well some rifles and weapons would be too heavy to hold with one hand with a meatshield or would decrease a lot of accuracy don't you think, so in that case should just pull out a pistol that "Conviently" Has infinite bullets.
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Re: Brütal Doom v0.15a Hotfix

Postby Sergeant_Mark_IV » Sat Mar 24, 2012 3:02 pm

Look, I don't want to look rude, or anything like it, but...

No. Seriously, NO!
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