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Re: BDJ - grenades, fighting, and fatalities worth doing

Posted: Fri Dec 05, 2014 5:36 pm
by Carbine Dioxide
Why don't you just use this ADS sprite? It's in your mod. Personally I think it would be a lot more like the Brutal Doom V19 ADS sprites, making it a little better and doesn't take much hassle because it's already in your mod. I have firing sprites for it too.

What do you think about ADS sprites for the SSG instead of the single shot? You would double shoot, but it's more focused.

Re: BDJ - grenades, fighting, and fatalities worth doing

Posted: Fri Dec 05, 2014 7:45 pm
by Shadez12
Just gonna make this quick, the enemy health bars aren't appearing for me.

Re: BDJ - grenades, fighting, and fatalities worth doing

Posted: Fri Dec 05, 2014 8:21 pm
by Phantom Allies
Overall, the gameplay is a little more stiff. Due to the ROF limitations on the Rifle and how the Punching Mechanics are in this game, same with the kicks.

Gore - This pleases me as to what you've done with the gore. Throw a grenade at a body? Send it within the air? Bring it back down? turns to a pile of flesh, blood and bones? This pleases me substantially.

Bonuses - I do enjoy the bonuses, and overall they add to the game.

All in all, it's a mod I'll be playing a little more frequently.

I also enjoy how you can punch the gib piles into nothingness.

^ This is a big positive to me and adds to the gameplay element that people bring up occasionally.

Re: BDJ - grenades, fighting, and fatalities worth doing

Posted: Fri Dec 05, 2014 9:40 pm
by Max Dickings
johnny wrote: I threw a patch in there for ya that makes it shoot full auto always.
I love ya :D Thank you!

And oh man yeah that visor is such a freaking feat of its own, can't believe its just hidden on a moddb page

Again, keep up the great work!

Re: BDJ - grenades, fighting, and fatalities worth doing

Posted: Sat Dec 06, 2014 5:51 am
by Cacobus
Thanks,Much appreciated for the link Johnny :)

Re: BDJ - grenades, fighting, and fatalities worth doing

Posted: Sat Dec 06, 2014 11:36 am
by Crudux Cruo
There are two things that i can see some improvement: (btw, give me a holler if you need some help with sprites or something, i love helping out on projects)

1.) pistol sprites are kind of weak. it also ejects rifle shells and rifle clips, something from the original brutal doom that i also disliked.

2.) rifle auto fire and single fire are inconsistant.

other than that i love everything this mod brings to the table.

http://forum.zdoom.org/viewtopic.php?f= ... ed#p760516 -new beretta sprites

Re: BDJ - grenades, fighting, and fatalities worth doing

Posted: Mon Dec 08, 2014 5:26 pm
by DominicWhite
I gotta echo the sentiments here: BDJ is pretty rad. There's some areas that could be improved (widescreen-friendly punch sprites, maybe revert to the BD plasma gun for art style consistency, etc?), but it feels like there's a lot more coherence and vision here than most Brutal Doom variants, especially with regards to being bundled with a tweaked KDiZD campaign.

Might I suggest a similarly tweaked version of ZPack? That'd be a pretty good set of maps to play with these new and interesting powers and delicious voxels. Either way, keep up the good work, johnny.

Re: BDJ - grenades, fighting, and fatalities worth doing

Posted: Tue Dec 09, 2014 1:22 am
by Crudux Cruo
So, i was bitchin about the beretta models being lame, so i decided i'd whip up some new sprites.
Glockage! i made a centerfire glock sprite from scratch, with joeytd glock sprites to supplement the reload, though all of it is pretty modified.

BTW, the glock has 18 bullets now, has a 3 round burst altfire, and overall has increased damage, so its not so useless anymore. it MIGHT be a little too op, let me know and i can change it.

Image

http://speedy.sh/ptGme/CC-BDJGLOCK.zip

Also, for those of you who feel that the zoom shotgun feature from vanilla brutal doom is like balls on a flamingo, heres something to change that: altfire is now semi auto shotgun fire, but at the penalty of severely decreased accuracy and somewhat moderately decreased damage.

http://speedy.sh/ptG7e/CC-autoshottyalt.zip
enjoy :)

oh, and credits to:
JoeyTD(reload sprites)
Valve Software (sounds)

please dont use the glock in any other mods without my permission plox.

Re: BDJ - grenades, fighting, and fatalities worth doing

Posted: Tue Dec 09, 2014 11:46 am
by Skrell
What mod is the chaingun from? That is NOT the default one in Brutal v19 as far as i know. In fact, can you list the source of ALL your sprites as you probably should give credit where due.
Also, is there any chance this will run in Zandronum?

Re: BDJ - grenades, fighting, and fatalities worth doing

Posted: Tue Dec 09, 2014 1:41 pm
by Crudux Cruo
So now that i've gone magma deep into this thing, i'm gonna review this weapon by weapon, then feature by feature (as i always do for projects i like :))
All testing was done at 100% damage, on AV and HR2 (o.o)

1.)Chainsaw. I really like the way this plays, my only gripe is that the sprites are somewhat inconsistant. 4/5

1.a) Fists weapon is gone. Ill be honest, i am somewhat disappointed. I would like a dedicated fist weapon implemented, maybe a knife. (i may just whip up some sprites.) 0/0

2.)Pistol. Well the animations are fluid, but otherwise its underpowered, inconsistant with sprites, and overall sorta stinks, though its an improvement from sgt.marks pistol mutator.
2/5. (this is, IMO, pretty much fixed by my glock add-on for those who feel the same way)

3.) Rifle. Firstly, love the sounds! it looks and feels and sounds beautiful! the secondary zoom feature, however, SOUNDS totally different, and the damage is much greater it seems. It would be nice if the damage was a bit higher; it just doesn't feel as powerful as it looks and sounds, and often takes up to 9 bullets just to kill 1 imp. 4/5

if there were any changes, i'd make the damage uniform at about 9, and make the zoomed mode fully auto. I've been toying with this to great effect, though i'm having trouble with the sound loop (changed it so it sounds the same.). one worry is that the rifle might become too powerful this way, so i have been toying with the idea of making the primary a quick burst of fire, and keeping secondary as single shot, sorta like an m16. if i come up with anything substantial ill post it in the thread.

4.) Shotgun. Wow, just wow, i love it. this weapon is SOO BAD ASS NOW! one thing i dont like, and this is from brutal doom vanilla, is that dumb zoom function for the secondary. 4/5
I changed it so a wide spread, slightly weaker semi-auto fire mode, and so far its been pretty good and not overpowered at all; unless you're at point blank range, even a zombieman will live through one blast. fortunately, its semi auto :)

5.) Double Shotgun. This one i am truly at peace with. its perfect in every way. 5/5

6.) Chaingun. LOVE IT TOTALLY! everything about it is great, including the improved sounds and the balance is just great! 5/5

7.) Rocket Launcher. Once again, totally awesome! i also love how the blast knocks monsters around more, and the heat seeking missile is great. 5/5

8.) Plasma Rifle. So i'm not totally sold on the sprites, but it plays pretty well. no reloads are nice, and the heat based system is pretty neat, with the primary fire speeding up as the gun gets hotter. one thing that i'd like to see is a different secondary; i never have liked the burst fire plasma, but its not really a big deal (it would be nice with like a tearthrough beam or something but, oh well.) one thing i was disappointed about was the lack of a heat bar to see if im overheating or not. 4/5

9.) BFG. correct me if im wrong, but the only thing that is changed is the altfire? (a quick ball of plasma), and no reloads. one thing that i noticed is that the altfire does splashdamage to the player, but the primary does not? i also was disappointed to see that the primary didn't change. 3/5

Grenades. grenades are awesome, hands down. one thing i'd like to see is some shrapnel though; the blast is nice, but the grenade needs a little bit more oomf to it. also, grenades are pretty plentiful if you melee an imp and do a fatality once a map. they give away 5 grenades! i would reduce this to 2. one thing that sorta stinks is the lack of a powerbar, and the ability to throw more of less far by holding down the grenade key. i also would like a LITTLE more bounciness on the grenades. 4/5

Always fatal+melee keys. love it. the only thing i'd like to see is more combos. 5/5

overall, 4/5. thats based on implemented features, not standard brutal doom. this is a definite improvement over the original in just about every way.

Re: BDJ - grenades, fighting, and fatalities worth doing

Posted: Tue Dec 09, 2014 3:16 pm
by Carbine Dioxide
I feel like it should have different sprites if it's semi auto. Maybe a Spaz 12 like shotgun.

As for the pistol, I like it because it's the original Doom pistol, and it reloads even though it uses infinite ammo. I don't think the sprites are inconsistent. Those sprites look as though they were taken from Weapons of Saturn.

I don't like that the rifle is semi auto when in ADS, but I guess that's why there is that mutator.

If you want voxels, but can't find any but the vanilla ones, why don't you use the vanilla shotgun for the HUD sprites?

I also found some Brutal Doom voxels a while ago, I forget where they are.

Also, would you be interested int this? Blox made it.

Image

Re: BDJ - grenades, fighting, and fatalities worth doing

Posted: Tue Dec 09, 2014 6:37 pm
by SenorSkeletor
Diggin' this so far. Only gripe I have with it is probably the plasma gun sounds. They seem way too quiet, compared to the other sound effects which are loud, booming brutal doom sound effects. I can barely hear it sometimes. Other than that, great mod! Looking forward to seeing more versions of this! :mrgreen:

Re: BDJ - grenades, fighting, and fatalities worth doing

Posted: Tue Dec 09, 2014 7:08 pm
by Crudux Cruo
Carbine Dioxide wrote:I feel like it should have different sprites if it's semi auto. Maybe a Spaz 12 like shotgun.

As for the pistol, I like it because it's the original Doom pistol, and it reloads even though it uses infinite ammo. I don't think the sprites are inconsistent. Those sprites look as though they were taken from Weapons of Saturn.

I don't like that the rifle is semi auto when in ADS, but I guess that's why there is that mutator.

If you want voxels, but can't find any but the vanilla ones, why don't you use the vanilla shotgun for the HUD sprites?

I also found some Brutal Doom voxels a while ago, I forget where they are.

Also, would you be interested int this? Blox made it.

Image
1.) Ha, i thought someone might say that. http://i397.photobucket.com/albums/pp59 ... dels-1.jpg
I do, however, see your point of view. I may end up slapping some preexisting sprites into a pack to replace it, but it wouldn't be for me, i like the doom64 shotgun.

2.) I'd love it if you had a mutator, for this mod, that adds auto fire to the secondary. as far as i know thats only brutal doom vanilla; that one wouldn't work with this mod specifically.

3.) the pistol has mike12's reloading frames, the rott pistol, and the doom pistol, all in different pallets. that's why i hate it. if it were all doom style i wouldn't mind it as much. to each his own, however.

4.) sexy RL sprites :)

Re: BDJ - grenades, fighting, and fatalities worth doing

Posted: Thu Dec 11, 2014 1:39 am
by johnny
Okay dudes, update time. I will make a big long post here tomorrow responding to everyone and detailing the changes/new stuff I made, but for now I gotta hit the sack before I pass out in this lazyboy. I want to say I'll be up by 10ish CST but realistically it'll be closer to noon. There's a new BDJ (Christmas edition yes!!) in the OP links, as well as a grenades+smoothdoom mod for the folks who prefer a more vanilla experience. So get ta downloadin' and I'll be back tomorrow with deets.

Re: <!> Grenades & melee attacking in Brutal & Vanilla Doom

Posted: Thu Dec 11, 2014 2:01 am
by Ma77
https://www.youtube.com/watch?v=l4Vhmz9 ... e=youtu.be
kind of a funny thing i found out about it