Search found 12 matches

by Narko
Thu Aug 01, 2013 10:51 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 807779

Re: Brütal Doom v0.18

Don't know if this will persist in the next version, I know it's like this in 18a and 19testfinal, but I've noticed that traps where monsters teleport in can be blocked if a destroyable corpse is left on it, to make monster spawn again it you must destroy any corpses on the teleport trap or the ...
by Narko
Tue Jun 18, 2013 2:08 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 807779

Re: Brütal Doom v0.18

Personally just my opinion, but the last stand is a bit too directly based off of CoD, and I kinda hate that. Personally I don't mind that they don't die when I shoot them, their zombies, I would just prefer their 'last stand' was less directly based off of CoD and more based off that good ol ...
by Narko
Sat Mar 16, 2013 6:15 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 807779

Re: Brütal Doom v0.18

Yo mark Just tried the new Brutal Arsenal I gotta say though, it's a little annoying to deal with getting rid of a bunch of weapons just to use the one you want(usually end up throwing the one I actually want out first), could you make it impossible to pick up weapons unless say, the user holds or ...
by Narko
Tue Mar 05, 2013 10:34 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 807779

Re: Brütal Doom v0.18

Mike12 wrote:Some Brutal Doom-ish art i just started working on, inspired by a very specific album cover.

Image:
Spoiler:
Can't wait to see it finished, also hoping you've got plans for making more weapons, that new chaingun looks BAD ASS
by Narko
Sat Feb 09, 2013 12:55 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 807779

Re: Brütal Doom v0.17: Brutal Halloween Edition

Sergeant_Mark_IV wrote:These monsters are still there, just not begin used. Open the console and type Summon LordBelphegor or Summon Juggernaut

Grindfish, yes, I can do it.
How would I go about putting the Juggernaut and Belphegor in a map btw?
by Narko
Wed Feb 06, 2013 9:13 am
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 807779

Re: Brütal Doom v0.17: Brutal Halloween Edition

I think I just crapped myself in excitement to see gun fatalities XD. http://i46.tinypic.com/2ihpd2r.png ^Don't know if this chicken leg looking giblet is only doing this cause it's close to the edge or something, but in this situation it blocks me when I try to pass through one side and not the ...
by Narko
Sun Feb 03, 2013 4:51 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 807779

Re: Brütal Doom v0.17: Brutal Halloween Edition

It seems when there's difference in the height of your ground and the monsters the range for gibbing with either shotgun seems to change, I get the super shotguns point blank gib with both the shotgun and the ssg, If I am below or above a chaingunner and I don't have to get even remotely close to ...
by Narko
Sat Feb 02, 2013 5:51 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 807779

Re: Brütal Doom v0.17: Brutal Halloween Edition

Some bugs and difficulty issues in the latest test. Gotta be honest with the offended cyberdemon, his missiles are a little easy to dodge, I think spray and pray would be more appropriate for going aggro, Perhaps even without directly aiming at the player but rather bombaring the area the player is ...
by Narko
Mon Dec 31, 2012 2:37 pm
Forum: Resources
Topic: [Graphics/Sounds] THE WORKS (Moved to Doomworld)
Replies: 191
Views: 39816

Re: [Weapons] Marty Kirra's Stuff (Eventual Cheer! Pg. 9!!!)

It's the first pistol in this spritesheet, above the Duke64 USP, if you still can't find it. I think it's a pretty good edit, even it it's lacking animations.
by Narko
Sun Dec 30, 2012 6:42 pm
Forum: Resources
Topic: [Graphics/Sounds] THE WORKS (Moved to Doomworld)
Replies: 191
Views: 39816

Re: [Weapons] Marty Kirra's Stuff (Eventual Cheer! Pg. 9!!!)

Marty Kirra wrote:The Marksmith is actually based on a model rip and not any existing sprite sets.
Really? It looks remarkably like the M1911 from Necronixxus' abandoned spriteset from Demonic minds, is yours actually the original or something?
by Narko
Sat Dec 29, 2012 6:44 am
Forum: Resources
Topic: [Graphics/Sounds] THE WORKS (Moved to Doomworld)
Replies: 191
Views: 39816

Re: [Weapons] Marty Kirra's Stuff (Eventual Cheer! Pg. 9!!!)

Ah yeah, I saw the M1911 the marksmith was based off in an abandoned sprite set, I kinda wish the original had reload animations because it's the best looking angled M1911 I've seen. Also just wondering is it okay to edit these resources to customize to your own game so long as you are properly ...
by Narko
Wed Dec 26, 2012 7:02 pm
Forum: Resources
Topic: [Graphics/Sounds] THE WORKS (Moved to Doomworld)
Replies: 191
Views: 39816

Re: [Weapons] Marty Kirra's Stuff (Holiday Cheer! Pg. 8!!!)

I don't think I could've chosen, I wouldn't mind waiting on all of them mostly because I don't think I could stand to choose a favorite, personally I really liked the magnum, and the shotguns, and I really think the angled MP40 would be sweet to see in a Wolfenstein inspired wad/pk3. If you ever ...

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