Search found 23 matches

by bwc153
Wed Oct 26, 2011 5:27 pm
Forum: Resources
Topic: (WIP) The Great War: 1916 [Files Released- Scavenge Away!]
Replies: 102
Views: 17511

Re: (WIP) The Great War: 1916

Still going to upload the progress you made?
by bwc153
Sun Aug 21, 2011 11:53 am
Forum: Abandoned/Dead Projects
Topic: Ral Weapons Bob Test v.2 [Released]
Replies: 24
Views: 3551

Re: Ral Weapons Bob Test [Released]

You should also improve the fact that when you simply walk or slowly slide to a halt your hands keep swinging like a MOOOOWROONNNN. It generally ticks me off at some point when the movement either distracts me or blocks my view from an instant rail-gunned killshot >.<; That is because I presume the ...
by bwc153
Mon May 30, 2011 1:25 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 805625

Re: Brutal Doom v0.9b

The mod is excelent indeed, but it changes the gameplay too much for my taste. Could be possible to make more modular. So i really love the new deaths for enemies, blood and effects like the imp fireballs for example. But no new wepons and no new damage. So, could be possible? I have a theory (if ...
by bwc153
Thu May 26, 2011 1:22 pm
Forum: Gameplay Mods
Topic: Weasel Presents: NAZIS V2
Replies: 908
Views: 188048

Re: [Beta] Weasel Presents: NAZIS (wwhc-ana)

That issue with Recoil first THEN projectile comes out also happens with the Gewehr 1943.

Also - speaking about that... the perfectionist in me is annoyed by this. Why is the Gewehr 1943 using an M1 Garand as the sprite?
by bwc153
Fri May 13, 2011 8:50 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 805625

Re: Brutal Doom v0.9b

Beanbag shot, stuns enemies for small amount of time? (1-6 seconds, depending on strength?)
by bwc153
Wed May 11, 2011 4:43 pm
Forum: General
Topic: Did I just make my Doomguy shed a few pounds?
Replies: 4
Views: 640

Re: Did I just make my Doomguy shed a few pounds?

Brutal Doom does in fact decrease the player radius to either 14 or 15, it was mentioned in its thread somewhere with people having the same issue as you (except with different maps) :P
by bwc153
Sun May 08, 2011 11:41 am
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 805625

Re: Brutal Doom v0.9b

Yep, its best to disable Beserk, Fist, Chainsaw, and Railgun marines when using Oblige.
by bwc153
Sat May 07, 2011 10:44 am
Forum: Levels
Topic: Hangar IV: Experimental E1M1 remake.
Replies: 14
Views: 3119

Re: Hangar IV: Experimental E1M1 remake.

I just did a runthrough with Brutal Doom - and unsurprisingly this map fit it well. :P
by bwc153
Thu May 05, 2011 5:37 pm
Forum: Resources
Topic: (WIP) The Great War: 1916 [Files Released- Scavenge Away!]
Replies: 102
Views: 17511

Re: (WIP) The Great War: 1916

I suggested using the ice sector tag thingy in some cases to imitate mud - but your idea is far grander...
However - my idea could be used in conjunction, say having the sides of a shell crater be tagged with the ice thing - so you can just slip back into that pool of mud in the bottom!
by bwc153
Tue May 03, 2011 5:52 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 805625

Re: Brutal Doom v0.9b

I'm surprised Vaecrius hasn't piped up about the Chaingun spinning thing - as in his mod you can do that. If you really want to see how useful it is - just ask him (or anyone who's played his Hideous Destructor mod, ala myself) Yes, chaingun spinning up via altfire is incredibly useful. And it of ...
by bwc153
Tue May 03, 2011 3:21 pm
Forum: Resources
Topic: (WIP) The Great War: 1916 [Files Released- Scavenge Away!]
Replies: 102
Views: 17511

Re: (WIP) The Great War: 1916

Not sure if they'd say yes - but if you want more bases for sprites, you could go ask the WW1 mod team for Napoleon: Total War
Who knows, looking at their work may also inspire a new idea as well.
http://www.twcenter.net/forums/forumdisplay.php?f=1608
by bwc153
Wed Apr 20, 2011 5:35 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 805625

Re: Brutal Doom v0.9b

I'm tempted to say remove the BFG helper Marine, as it's not smart enough to understand the concept of friendly fire. :P Just gonna mess with this statement here... 'I'm tempted to say remove the BFG from DOOM, as most players are not smart enough to understand the concept of friendly fire. :P' Sad ...
by bwc153
Tue Apr 19, 2011 9:26 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 805625

Re: Brutal Doom v0.9b

Wasn't playing many video games for a bit, got distracted by life (in a good way, for once!). Came back and was surprised to see that Marines were in, those guys are real fun to use. They are for the most part balanced too, especially in comparison to the original scripted marines' imbalance. IE ...
by bwc153
Thu Apr 07, 2011 3:08 pm
Forum: Gameplay Mods
Topic: [WIP] Endless Strife V11 (update 20-06-12)
Replies: 64
Views: 13932

Re: Just Another Strife Mod

The secondary of the assault gun is useless, because if you tap the primary of the assault gun it produces the same effect but at a faster rate. I personally don't find it "useless", I'm pretty sure you can damage things more quickly using the alt-fire. I guess I can tweak it a bit though. I think ...
by bwc153
Wed Apr 06, 2011 7:08 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 805625

Re: Brutal Doom v0.9b

Hello, I've found some interesting bugs, both have to do with the Kick feature. - Kicking with a weapon that creates marks on the walls will cause your kick to cause that mark on the wall... (kick causing bulletholes, haven't tried yet with rocket launcher, BFG, or plasmarifle) - Kicking with a ...

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