Brütal Doom v0.18

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Re: Brütal Doom v0.15a Hotfix

Postby Mike12 » Sat Jun 02, 2012 5:30 pm

Xaser wrote:Scanners!

Haha, indeed. My aspiration was for a bit of a midpoint between that and a Lucio Fulci-style head explosion effect. (Not much of a mid-point, considering they're both gory as all hell.)
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Re: Brütal Doom v0.15a Hotfix

Postby Ghostbreed » Sun Jun 03, 2012 4:10 am

There goes my breakfast ;)
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Re: Brütal Doom v0.15a Hotfix

Postby Lava Grunt » Sun Jun 03, 2012 5:57 pm

Another request: change dropped shotgun shell amount to 2 shells (you still get a fully loaded one if it's your first).
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Sun Jun 03, 2012 9:54 pm

Lava Grunt wrote:Another request: change dropped shotgun shell amount to 2 shells (you still get a fully loaded one if it's your first).


I disagree, this only makes it harder on user created levels that have the player rely on shotgun guys for ammo mainly.
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Re: Brütal Doom v0.15a Hotfix

Postby Neccronixis » Sun Jun 03, 2012 9:59 pm

Have the skulltag forums been deleted or something because it doesn't seem to work at all? It's been a long time since I commented on the status of this mod. Seems like Sarge is making good progress. How's v0.16 coming along?
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Re: Brütal Doom v0.15a Hotfix

Postby Morter » Sun Jun 03, 2012 10:06 pm

Neccronixis wrote:Have the skulltag forums been deleted or something because it doesn't seem to work at all? It's been a long time since I commented on the status of this mod. Seems like Sarge is making good progress. How's v0.16 coming along?


There's a Test version 3 out, as far as I can see, but it only works for skulltag (as opposed to zdoom)? :(
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Sun Jun 03, 2012 10:07 pm

Neccronixis wrote:Have the skulltag forums been deleted or something because it doesn't seem to work at all? It's been a long time since I commented on the status of this mod. Seems like Sarge is making good progress. How's v0.16 coming along?

Well, Sarge has a YouTube channel. Just see for yourself.
Last edited by Zombieguy on Sun Jun 03, 2012 10:49 pm, edited 1 time in total.
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Re: Brütal Doom v0.15a Hotfix

Postby Boreas249 » Sun Jun 03, 2012 10:17 pm

Zombieguy wrote:Well, Sarge has a YouTube channel. Just see for yourself.


Yeah, all this time BrutalDooM's been out and you didn't know this?

How else was he able to get all those videos of all the gory goodness to come on here?
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Re: Brütal Doom v0.15a Hotfix

Postby Zombieguy » Sun Jun 03, 2012 10:48 pm

Neccronixis wrote:Have the skulltag forums been deleted or something because it doesn't seem to work at all? It's been a long time since I commented on the status of this mod. Seems like Sarge is making good progress. How's v0.16 coming along?

Oh, okay, let me help you. V
Zombieguy wrote:Well, Sarge has a YouTube channel. Just see for yourself.


Boreas249 wrote:
Zombieguy wrote:Well, Sarge has a YouTube channel. Just see for yourself.


Yeah, all this time BrutalDooM's been out and you didn't know this?

How else was he able to get all those videos of all the gory goodness to come on here?

I already knew. But Neccronixis didn't (I don't think).
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Re: Brütal Doom v0.15a Hotfix

Postby Mr. Chris » Sun Jun 03, 2012 11:04 pm

I have found out that zombie on zombie infighting isn't 100% the same as before changing their gunfire from hitscan to extremely fast projectiles. Zombies immediately behind one another generally can't hit one another unless there is some distance between themselves and another target.
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Re: Brütal Doom v0.15a Hotfix

Postby Ethril » Mon Jun 04, 2012 1:33 am

Mr. Chris wrote:I have found out that zombie on zombie infighting isn't 100% the same as before changing their gunfire from hitscan to extremely fast projectiles. Zombies immediately behind one another generally can't hit one another unless there is some distance between themselves and another target.


this is why they invented FastProjectiles.
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Re: Brütal Doom v0.15a Hotfix

Postby southpark2010 » Mon Jun 04, 2012 4:47 am

Few bugs I found:
1) If you punch him on Berserk to try and take him as a meatshield, you'll get a Zombieman meatshield.

2) If you kick him to perform a Curbstomp, you can shoot while performing it. Also the Zombieman needs to crawl more often.

3) When you have a meatshield and throw it, you sometimes perform a stealth kill.

4) When you perform a fatality on the Mancubus and leave his ripped open corpse in one place, if you try to chainsaw the corpse, you can't extract the Flame Cannon, instead the corpse explodes.
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Re: Brütal Doom v0.15a Hotfix

Postby Lava Grunt » Mon Jun 04, 2012 5:08 am

Mr. Chris wrote:
Lava Grunt wrote:Another request: change dropped shotgun shell amount to 2 shells (you still get a fully loaded one if it's your first).


I disagree, this only makes it harder on user created levels that have the player rely on shotgun guys for ammo mainly.


First off: let's face it, 4 shells is just way too much. I've been playing through the brutalized mapset and the first episode should be renamed "Knee Deep in Shells".
It's incredibly easy to kill a sergeant alone with a well-placed, aimed shotgun blast. If it takes you two to kill him, you still get all of your two shells back! If you want to make a profit you have to use better aim.


Think about it. I've found very little use for the shitton of shells you yourself place in your megawad, along with all the zombies and their guns.

Just way too many shells. I feel, however, that the other ammo types are balanced.
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Re: Brütal Doom v0.15a Hotfix

Postby Morter » Mon Jun 04, 2012 7:33 am

I'm not sure if this is a bug or incompletion, but on the v016 test 3, the leg and arm missing dying imps can't be hit as it cries its last bloody tears.

Also, when left on their own, some crawling zombie guys/shotgun guys cry out way too loud and way too long.
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Re: Brütal Doom v0.15a Hotfix

Postby Valherran » Mon Jun 04, 2012 9:17 am

Hey Sarge, are you waiting for Skulltag to come back up, or did RL stuff get in the way of the new release again?
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