Brütal Doom v0.18

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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Sat May 05, 2012 7:11 pm

President People wrote:EDIT:
I made this userbar over at the Skulltag forum a little while ago. While this forum doesn't seem to show signatures, you can proudly display this userbar on any other forums you might visit! (That line underneath seems to appear because it links back to this thread, but you can edit that out, if you wish. It may or may not appear on other forums)

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Just slap this code into one of your signatures and help spread the Brütal News!

Code: Select allExpand view
[url=http://forum.zdoom.org/viewtopic.php?f=19&t=28920][img]http://img703.imageshack.us/img703/9164/brtaldoomuserbar.png[/img][/url]

Already got mine.

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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Sat May 05, 2012 8:42 pm

Here's a taste of Brutalized Doom 2 for those still on the fence or unsure of my mapping abilities..



MAP02-04 below..

https://www.youtube.com/watch?v=xTSwE_7Og_E
https://www.youtube.com/watch?v=gjRo7t1v0Q0
https://www.youtube.com/watch?v=UbTEUdpzfhk
Last edited by Mr. Chris on Sat May 05, 2012 11:28 pm, edited 2 times in total.
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Re: Brütal Doom v0.15a Hotfix

Postby Dan50 » Sat May 05, 2012 9:17 pm

Looks great :D
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Re: Brütal Doom v0.15a Hotfix

Postby Hellstorm Archon » Sat May 05, 2012 10:50 pm

I meant to address this sooner, although dismembering zombies are a nice thought, there are some issues:

-Zombies should stop crying when shot dead after they lose a limb, which leads me to my next point:

-The crying zombie sounds at least need to be more varied. Having to hear the same deadite scream can get annoying pretty easily

-Imps can't be shot when they lose an arm or a leg. They at least need the headshot box, like when an imp is disemboweled so they can be quickly be put out of their misery, and not having to suffer a slow, painful death

Also, Chris, where did that intermission screen come from; it looks oddly familiar.
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Sat May 05, 2012 11:24 pm

That's the Xbox Doom's intermission screen. It's a separate WAD so rest assure it is NOT inside the WAD I posted on the Mediafire links.

Also, the Brutal Doom wiki article needs more loving, it's more or less a stub at the moment.
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Re: Brütal Doom v0.15a Hotfix

Postby President People » Sat May 05, 2012 11:49 pm

Mr. Chris wrote:Also, the Brutal Doom wiki article needs more loving, it's more or less a stub at the moment.

Wait, so… What's the difference between this Doom Wiki and that one?
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Sun May 06, 2012 1:05 am

That is the one BEFORE Fraggle and other Doomworlders forked off so they have more control over it among other things. We prefer not to link to that one because it is collecting dust compared to the doomwiki.org one.
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Re: Brütal Doom v0.15a Hotfix

Postby The Zombie Killer » Sun May 06, 2012 2:41 am

Ha ha, thanks for that signature thing, I got mine now!

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-MBF
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Re: Brütal Doom v0.15a Hotfix

Postby terranova » Sun May 06, 2012 2:46 am

We really need more extended maps like those, it's awesome.
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Re: Brütal Doom v0.15a Hotfix

Postby Ghostbreed » Sun May 06, 2012 6:54 am

really love these new maps :)
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Re: Brütal Doom v0.15a Hotfix

Postby deathstalker666 » Sun May 06, 2012 1:48 pm

Just a slight bug, but this might have more to do with GZDoom than with Brutal Doom itself. As Brutal Doom added this feature though, I will post it here.

The noise of a player splashing in a liquid can still be heard when a player jumps over the liquid without touching it. Perhaps this has to do with the old school infinite tall setup, but I thought GZDoom eliminated that?
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Re: Brütal Doom v0.15a Hotfix

Postby Ghostbreed » Sun May 06, 2012 2:06 pm

deathstalker666 wrote:Just a slight bug, but this might have more to do with GZDoom than with Brutal Doom itself. As Brutal Doom added this feature though, I will post it here.

The noise of a player splashing in a liquid can still be heard when a player jumps over the liquid without touching it. Perhaps this has to do with the old school infinite tall setup, but I thought GZDoom eliminated that?

This is something really old and I can't believe nobody except you mentioned it until just now.. It has something to do with BD though I'm afraid, since vanilla (or GZD) doesn't have any footstep sounds at all except for the spiderdemonrobots (forgot their name, AND I CALL MYSELF A FAN?!) and Cyberdemon
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Re: Brütal Doom v0.15a Hotfix

Postby Dan50 » Sun May 06, 2012 2:15 pm

Ghostbreed wrote:
deathstalker666 wrote:Just a slight bug, but this might have more to do with GZDoom than with Brutal Doom itself. As Brutal Doom added this feature though, I will post it here.

The noise of a player splashing in a liquid can still be heard when a player jumps over the liquid without touching it. Perhaps this has to do with the old school infinite tall setup, but I thought GZDoom eliminated that?

This is something really old and I can't believe nobody except you mentioned it until just now.. It has something to do with BD though I'm afraid, since vanilla (or GZD) doesn't have any footstep sounds at all except for the spiderdemonrobots (forgot their name, AND I CALL MYSELF A FAN?!) and Cyberdemon



arachnotrons :)
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Re: Brütal Doom v0.15a Hotfix

Postby Ghostbreed » Sun May 06, 2012 2:20 pm

Dan50 wrote:arachnotrons :)

Yes! :D
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Re: Brütal Doom v0.15a Hotfix

Postby President People » Sun May 06, 2012 3:52 pm

Ghostbreed wrote:
deathstalker666 wrote:The noise of a player splashing in a liquid can still be heard when a player jumps over the liquid without touching it. Perhaps this has to do with the old school infinite tall setup, but I thought GZDoom eliminated that?

This is something really old and I can't believe nobody except you mentioned it until just now.. It has something to do with BD though I'm afraid, since vanilla (or GZD) doesn't have any footstep sounds at all except for the spiderdemonrobots (forgot their name, AND I CALL MYSELF A FAN?!) and Cyberdemon

I had noticed it actually, but I hadn't realized it was a Brütal DooM "feature". A "feature" I had realized was that constant splashes sound from beneath you in water, even when you're standing still. I notice this the most on Map02 of Doom2. Maybe it sounds better in OpenGL with the fancy effects, but I'm forced to play Software in Skulltag, being on a Mac.
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