Somagu wrote:They're a Seriously badass pair of revolvers. There is no ammo pool. (infinite ammo)
Correct!
RastaManGames wrote:Dear PillowBlaster, can you make, pleeease compatibility patch for Brutal Doom V.19?
I hope you can. :3
I do hope you're joking indeed.
Yholl wrote:Ah, this is glorious, I'm loving it so far, especially the Uzis, dat firing sound. All the weapons feel and sound great.
I have noticed though, that loading shells into the Chrome Justice shotgun takes 3 shells to add one shot to it. Not sure if it's secretly a triple shot death shotgun or a bug.
TheRailgunner wrote:So, I've playtested it in normal play through the current demo of Ultimate Doom 2 - firstly, the Cradle & Grave make the Sidekick almost obsolete, as they have no ammo cost, only deal one less point of damage, and have equal ammo capacity. Secondly, perhaps you should switch Chrome Justice's altfire and normal fire? It seems so natural the other way around...
Like Yholl said, is the reload cost intentional? 3 shells seems pretty extreme, Striker notwithstanding.
I haven't picked up any of the weapons ahead of these, so I'll be back when I have; I don't want to spoil the magic by simply cheating in all of the weapons for testing.
Also, I'm totally using that Sidekick ADS, albeit modified...if that's alright with you and DoomNukem, of course.
EDIT: Just picked up the Uzi and FMG - the latter sounds, well, familiar. Still, the Uzi sort of becomes useless after getting the FMG, unless painlocking is more desirable (given the FMG's already high ROF and superior damage, most enemies are dead before you really NEED to painlock anything). The FMG's ADS could stand to be less erratic during firing, and the opposite is true of the hip-firing animation. Chrome Justice's pump animation could be spruced up using frames from Accessories to Murder's shotgun (the normal shotgun pump animation from KFInDoom would look good here...?).
Whoa whoa whoa, slow down! I only released that thing, and I'm tired as hell. I have had spent entirety of my spare time on it, and now I should really get on with the school work now, heh.

-The sidekick serves you for quite longer in maps without chainsaws. And it supposed to have some extra function, but I didn't get round to add it (the suppresor, to be exact, so you could just snipe monsters without alerting everything around... that isn't too close, that is.). Yeah, you can use it, just credit Doom, heh.-
- The shotgun is loading only one shells graphically, as loading three shells per shot proved to be far too long. And it loads three shells, because it punches quite a punch per shot, and I didn't want to add separate ammo type for it. Hence why it breaks the bounds of logic and uses three shells per shot, thus 24 shells per clip for the sake of gameplay. It's a supershotgun replacement, much in manner of AtM's shotgun!
- I reused those sounds, as I thought they were pretty cool. If you don't want them used here, I'll switch to old ones. The FMG had only one point of extra damage just added, because it felt useless compared to uzis. While innacurate, they are way more murderous, due to fire rate and reload times, trust me. And I'll decrease the jerking on sights a bit indeed. I didn't touch them since applying them, whoops.
- For any eventual antialiasing fixes or sprucing up, I'm afraid no can do, as if Dooms will even think about trying to redo any weapon in TB now, I think I'd repeatedly shovel his face. I can't tell the reason I know it's only an edit suggestion, but I don't trust him or myself in that regard now.
And thanks for the warm receivement everyone, it means a real lot to us!