Vaecrius wrote:lol @ intermission screen
everything is so overpowered I'm playing Map01 at medium with half my brain and took no damage. at all.
may update this post as I play more
The zombiemen are pretty weak, I'll likely buff them. The shotgunners and demons both have vastly improved offensive capabilities, though. I made a bit of a point out of leaving health numbers the same - the idea is that if you play smart and pay attention, you'll be rewarded accordingly, whereas if you charge in blindly, you'll get massacred. Also, do note that the difficulties are named accordingly - Burl Tumd (UV-equivalent) is what the mod is designed around.
edit: you edited so i'm editing to reply to your edit
-melee is 2 swords that appear to be different only in a bit of lag before the strike with the grey one
The difference is that the one you start with does more damage with higher health and the chainsaw replacement hits harder with less health.
-also, berserk autoselects fist which can't be selected otherwise
Crap, I never noticed this while playtesting. Must be my settings, but I have yet to implement berserk properly anyway.
-though the chaingun shooting while it's warming up to full speed is kinda weird if understandable
Like I said, I want to re-do it so it isn't so weird.
-umm is there any reason for this other than "a weapon mod that isn't brutal doom"
Well, as you can see in the OP, Mr. Brutal Doom said that I (or rather, people who take issue with Brutal Doom) were just jealous because we couldn't make a "good Doom mod". I took offense to such slander and created this in response.