Brütal Doom v0.18

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Re: Brütal Doom v0.16 - Cruelty Bonus!

Postby wildweasel » Mon Jul 09, 2012 11:37 am

blob84 wrote:A suggestion is not an order,
I can suggest what i want, if you give me a warning for this, you have a problem.
I respect who respect myself.

I'll give you a hint: this is not the proper way to respond to having received an administrative warning. Now because I'm a nice guy (and I warned you once already in the thread) I'm not going to bother issuing a second warning. Just know that if you keep arguing this and continue suggesting that people have mental issues, then you've got a lot more than just a warning coming.

Now please, keep the discussion about Brutal Doom itself, and quit fighting about the goddamn suggestions.
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Postby Mr. Chris » Mon Jul 09, 2012 11:47 am

@insightguy: Maps with TONS of monsters in one area (Say, 70-100+) will definitely make a framerate be knocked down a bit (Noticeable in some Brutalized maps such as MAP16 and MAP18). The higher the quantity, the more the impact. For example I did make a test map with 1100 or so zombies and just them standing in idle was extremely slow but once active it was barely playable since it was a slideshow in the single digit frame rate.

@MBF: I don't like the choice of music at all, it is not beefy, fast or aggressive sounding to match BD's brutality. You might be able to find some free rock or metal tunes on http://www.freestockmusic.com so Youtube's "processing" doesn't get pissy about copyrighted music being used in your video.

They also have a song named "Rip & Tear". Heh.
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Postby The Zombie Killer » Mon Jul 09, 2012 7:58 pm

@MBF: I don't like the choice of music at all, it is not beefy, fast or aggressive sounding to match BD's brutality. You might be able to find some free rock or metal tunes on http://www.freestockmusic.com so Youtube's "processing" doesn't get pissy about copyrighted music being used in your video.


I'll keep the current music for now, but I will make another trailer with rock music.

I notice you're using a version of the song with the cusses cut out awkwardly.

Suggestion: insert random (Brutal) Doom sound effects in those places.


I was going to use the uncensored version, but this forum doesn't allow swearing, I'll make an uncensored and censored version of the final trailer.

MBF, maybe you could replace the trailer's song with the original? My only suggestion.


You mean the non-mickey avalon version?

@All
Sony vegas lost contact with all files for the old trailer, so I'm starting anew, this new version is MUCH better, and better synced too.
Thanks for the feedback guys, my first trailer :D

-MBF
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Postby Neccronixis » Mon Jul 09, 2012 9:51 pm

Since it's impossible to draw wound sprites for every monster, instead why not have a wounded monster bleed as they move around? like the player does when he's dangerously low on health.
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Postby The Zombie Killer » Mon Jul 09, 2012 10:01 pm

@Neccronixis
Bulletwounds are 99% possible by using the flare method used in ZBlood.

-MBF
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Postby Vaecrius » Tue Jul 10, 2012 12:29 am

For what it's worth, I think the music is hilariously dyspropriate. :D

Also, I stand by my suggestion even given a) this forum doesn't really prohibit cussing as discourage it and b) you have the uncensored version at hand, because of this:

...or I suppose you could just use that song!
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Postby The Zombie Killer » Tue Jul 10, 2012 12:44 am

Too late, already made another trailer :p
EDIT: on next page

-MBF
Last edited by The Zombie Killer on Thu Jul 12, 2012 9:50 pm, edited 1 time in total.
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Postby UnitedCheesecake » Tue Jul 10, 2012 2:33 am

Hey. Loving this mod, but I was just wondering, what the hell happened to the shotgun fingers? They seem to have been reverted to pre-0.15. Could you please fix them? And also, could you ask Kinsie to let you borrow ReDoom's footsteps? Just reduce their volume, apply them to monsters and you're done.

Keep up the awesome work,
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Postby Neccronixis » Tue Jul 10, 2012 3:27 am

where can i find that latest version of the HRP?
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Postby The Zombie Killer » Tue Jul 10, 2012 3:36 am

@Neccronixis
Doom Hi-res Texture Pack

Get the doomsday version, it works with GZDoom and Skulltag fine, it's also the only one that uses the most recently released textures.

-MBF
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Postby epic40k » Wed Jul 11, 2012 7:52 am

I finished off playing through brutalised doom on knee deep / nightmare last night. After I finished, I started modding some things that I thought would make the weapons more lethal without unbalancing things. I know a lot of people have an opinion of what is and what isn't balanced and what weapons would make others obsolete. I remind them that in Brutal DOOM you can batter everything to death with your hands... But I like variety while keeping things in balance - it's not impossible to achieve.

So I made a small submod of altfires and tweaks for weapons that don't have them, while keeping in the style of Brutal DOOM.
This is my first mod in ZDOOM, as I've been tinkering with doomsday over the years. I am making a weapons / general carnage and smarter AI mod for doomsday which is more model based using deds and the JDOOM Resource Pack. When I realised Brutal DOOM was doing the same thing I had to give it a go. The thing that gets me most about GZDOOM is the ability to have static blood / bulletholes / scorches that don't dissapear. Something which after a lot of tweaking in doomsday I can only have a limited amount of because engine limits.

What I want to do next is make the monsters use some of the new altfires as special attacks. :)

This should work with .016 but I made it with the new .017 test version of Brutal DOOM


Super Edit: Managed to make monsters run in fear / move out of the way for a second or two after the seeker weapons are launched. The only problem is that they are actually running from the player and not the missile. It's pretty cool and could be the basis of the monsters being able to take cover when they're fired upon. It would nice if all actors could become frightening instead of just the player:
http://zdoom.org/wiki/Classes:PowerFrightener
Then it would mean I can make cyberdemons scare the other monsters!
Fear will be in MK2 :)
Should I make my own thread for this?
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UAC experiMental weapons research - BRUTAL DOOM - MK1.rar
(255.12 KiB) Downloaded 55 times
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Postby PaskaTykki » Wed Jul 11, 2012 7:56 am

This is annoying. V 0.17test versio also have load crash bug. This load crash bug begin BD v 0.16 test versio. Strange others players dont seem have load crash bug, or they dont play others maps? Only Doom 1 and 2 maps? I use Skulltag.
Certain spot my skulltag crash when load game.

Here is one eaxmple. http://www.youtube.com/watch?v=WM4WRbWQ0p4&feature=plcp
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Postby O_OPlayer » Thu Jul 12, 2012 10:56 am

Also the ability to throw the chainsaw (sorry for not using the edit function, I think the maker wouldn't look back)
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Postby Mr. Chris » Thu Jul 12, 2012 10:59 am

Why throw a useful weapon, it also has to be revved up before you can use it so such an idea is redundant.
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Postby O_OPlayer » Thu Jul 12, 2012 11:04 am

Throw it to kill rows of enemies and get it back after it's finished :)
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