Thanks for the comments.
KingShinra wrote:Sir.
This modification is spectacular. I saw teeth, limbs, gore, gore, gore, gore, gore, gore, GLDEFS, gore, gore, gore...
...black gloves, monstrously powerful BFG, fist action, charred plasma corpses.
I approve. 9/10.
Very good addition & spiceup to play old Megawads and such.
...and I see why you focused this project mainly as a Skulltag release. It seems much more fun to utilize GOREFEST bloody action in multiplayer, but now that a GZDoom version is available, single player users can enjoy the brutality as well.
Improvements are few. A majority of issues will be with lag, and that's reflective of individual computers themselves. It's bloody, and GFXed to the core.
Well done sir.
Thanks

Well, actualy you CAN play Skulltag in singleplayer

Vaecrius wrote:My God, it's full of gibs!
Holy cheesecake being gently caressed batman this is
awesome! The effects, the guns, the fire flickers from the imps, the rebalancing, the
, ... And the
sound... never thought I'd get headshots this satisfying outside of Killing Floor, much less in Doom!
I kinda almost wish that there weren't so much blood, though, just so I can see the full effect of the SSG point blank. (my computer kinda makes its own Zed Time already. :V)
One bug: If you get the invulnerability sphere and the berserk pack (I don't remember which one I got first), if you perform a fatality against an imp (not sure if monster makes a difference) once it's over the invulnerability visual is still there but you can get hurt.
One request: Allow reloading of partially-shot SSG.
EDIT: One more bug: Have a shotgun fully loaded and your ammo count at 11. Empty the shotgun and reload. Your animation loads 8 shells even though you only have, and after the animation will only be able to fire, 3.
Thanks for repporting. I will take a look on those stuff.
Squishybrick wrote:Definitely a neat wad to play around with, the monster fatalities bring me back sweet memories of when I was little and used to get a chill down my spine whenever I heard the roar of the baron..
I wasn't really impressed with the increase in gore, because I'm not a graphics kinda guy (Not to say it definitely was a very nice touch, probably took a lot of work getting all those extra sprites and gore in there), but the insta-death possibilities and slightly raised risk factor (Monsters kill you faster and you can kill them faster) is what made me smile playing it.
The marine dripping blood and limping when he's near death was also a very nice touch, reminded me of L4D. I could totally see this being played out the wazoo in multiplayer survival.

Thanks

SFJake wrote:Important bug:
Seems like ClipBox doesn't actually give ammo. It seems to give it to the original ammo but not the "Clips" used in your mod.
I was wondering why I was lacking in minigun ammo. There's why.
Yup. Mr. Chris already had repported it at the Doomworld Forums in the same night I released the 0.8 version. But thanks.
Arookas wrote:Heck, even if you can play Crysis max, I doubt you can play brutaldoom.wad+nuts.wad. Seriously. *insert Minigunner's epic Doomguy trollface here*
I lol'ed at that
GuildNavigator wrote:Just a little criticism: I don't like very much the remains of the Cyberdemon; I mean, the block of meat that pops towards the player has a very thick bloody edge! The blood should fall down; as it is, it seems that a solid piece of solid blood covers the remain of our poor Cyb!
Yes, I'm gonna redo the Cyber and Mastermind animation for next release. I forgot to polish them

pieceofpiesoftware wrote:Please make this ZDoom-friendly, I don't like Skulltag and can't run it on my machine without crashes.

~
Otherwise, lovely mod.
GZDoom-friendly download at the botom of the first post.
Xaser wrote:- Gibbed imps' torsos are solid. I noticed that they can be shot again and destroyed further, but as-is they tend to clog up doorways and block the player at times.
I don't noticed it yet. But, there is a way to fix it without making the torsos not shootable?
Xaser wrote:- It's really not a good idea to use Runhealth. The player is already near death (and a bit slower in this mod) -- why double-cripple the player by slowing him/her down and making it harder to defend against things? Sure, it's realistic, but it detracts from the fun factor.
I added Runhealth not just for realism, but it's propositaly added to increase it's dificulty. Maybe I will add a slow health regeneration until the player gets up to 25 health again.
Xaser wrote:- The stealth Spectres are frustrating and odd-looking. I actually thought it was a bug at first that Spectres were appearing out of nowhere, since the fuzz effect nullifies the usual fadein/fadeout that accompanies the Stealth effect. At the very least, you can improve the visuals by setting the renderstyle to "Stencil" and setting stencilcolor to black, making them appear as black shadows (that properly fade in and out). Not quite the original fuzz, but it'd look better. Not that it'd fix the frustration factor, though... I'm not a fan of fighting invisible things.
Arachnotron rails are impossible to dodge. Might want to put a slight delay between the A_FaceTarget and A_CustomRailgun calls so the player is able to side-step it if they're lucky enough to see the attack coming.
Nitpick: The 'open' sound for the super-shotgun plays a half-second too late... seems weird.
Yes, agreed with everything here. I never heard about the "Stencil" renderstyle, I will try it out and see what I can get with it.
Xaser wrote:Also, a random suggestion: Why not move the berserk fatalities to the more powerful alt-fire instead of the primary (which is generally more versatile)? I do like the effect and don't find it gameplay-interrupting really, but having the action triggered on the less-powerful of the two punches seems backwards to me.
Because using the strong punch to gib the monster makes more sense. The strong puch impact even shakes the ground, and fast punch not, then, it would be weird to make a fast and weak jab blow a person into pieces.
But in the whole Fatality discussion thing on the ST forums, people already suggested me a Bind that enables/disables the fatality for the player. And I think I will include it on the next version.
Vaecrius wrote:Totally with Xaser re: suggested altfire fatality and sheer awesome of the rocket launcher - I've noticed most ZDoom mod RLs are big, slow, brutal monsters of very limited use (basically in 99% of all situations another weapon would be either more efficient or less risky or both), whereas
this is actually a very decent, almost Quake-like deal.
Totally the opposite of Xaser re: bullet points after the first and before the last.

Though it would be nice to possibly regenerate (slowly) if you don't take any damage for a while, up to the point where you can run again so at least you don't get stuck anywhere.
I can't help but think that the chaingunners are badly underpowered. Against other monsters they're very good since they keep their target from attacking back, but a lot of times I can just stand there and get riddled with bullets while I do something else (pick up items, inflict a FATALITY! on a much more threatening shotgunguy) and pick the chaingunners off at my leisure. I suspect the average DPS is higher and on really big maps where you're surrounded the chaingunners would be much worse, but it feels (and sounds) very odd in close-quarters early-level fights (and especially when that same weapon suddenly becomes so devastating in your own hands).
EDIT: More stuff:
Love the new Nazi look. I can't help but think the MP40 was an afterthought, though - there's no reloading and the spread on this thing is a tiny fraction of that of the rifle and makes way more headshots without any aiming option the way the rifle does. Aren't rifles supposed to be more accurate than SMGs? yeah I know weight and recoil and stuff but a) it's counterintuitive and b) the rifle is that inaccurate even on your first shot so recoil shouldn't be a factor.
Anyway, yeah, would be nice to make the rifle's default shooting considerably more accurate to make it a bit less frustrating to use.
(In other news, the MP40 uses the "Clip" ammo so if you run into a bunch of green boxes cheat to get the MP40 and you can use them.)
Yes, you have a point on the Chaingunner thing.
The MP40 is supposed to don't have to reload and little spread because it's a secret weapon. Since you can only get it killing a Nazi in the doom2 secret levels, it's a very rare thing to find, so, it's supposed to be more powerfull than the starting rifle.
Also, make the Rifle more accurate? Why? Did you tried aiming down the sights with alt-fire? It just gets into a perfect aim at any shoot.