MrTaterz BrutalFork

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mrtaterz
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MrTaterz BrutalFork

Post by mrtaterz »

Download Here.

This is a fork I made of Brutal Doom that simplifies the gameplay experience and makes it more enjoyable. A bit was done under the hood to make it a better experience for players in terms of difficulty and balancing.
It started out as more of a personal mod because I had a few minor grievances with how Brutal Doom itself handled, and then it spiraled out of control and turned into me fiddling with all sorts of variables and entering SLADE hypnosis for awhile.

If anyone has any suggestions let me know.
  • Added recoil to most bullet weapons.
    All weapons have had their damage reduced across the board to increase player challenge. This also includes the power weapons like the Unmaker and the BFG10k.
    Difficulty selection has been simplified.
    Pistol Class only for simplification: no more Rifle Class, Tactical, or Traditional.
    SMG Zombies now refire like Chaingunners.
    Imp Fireballs now have Vanilla speeds.
    BFG9000 has been given a proper A_BFGSpray.
    BFG10k has been given a weaker A_BFGSpray as well.
    Headshot Damage increased.
    Rifle & SMG ironsight firing animations improved by me.
    Hand Grenades have been buffed.
    The Rifle now shoots in bursts.
    Railgun can be used to do railgun jumps.
Last edited by mrtaterz on Wed Jun 30, 2021 12:15 am, edited 3 times in total.
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Ac!d
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Re: MrTaterz BrutalFork

Post by Ac!d »

simplifies the gameplay experience and makes it more enjoyable. [...] a better experience for players in terms of difficulty and balancing.
It's Brutal Doom V21 in "Tactical mode" without the stamina system, not bad at all.

The problem that I want to talk here is about the shotgun.

When you reload : (For exemple, my shotgun was empty, I grabbed 4 shells and I reload, which mean that I have now 4 shells in the gun and I got the pump animation, but if I take less than 4 shells again and after that I reload, I will have the pump animation again)
Spoiler: Here's a solution for the problem (code taken from my mod Ac!d's Eriguns)
I hope you can understand the problem. (maybe it's a bug, I don't know, the code of Brutal Doom is pretty weird)
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mrtaterz
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Re: MrTaterz BrutalFork

Post by mrtaterz »

Pretty sure that's a quirk within Brutal Doom's code and how it originally works. The Shotgun was weird; what I did to it was increased the spread so it wasn't extremely effective at long range.
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mrtaterz
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Re: MrTaterz BrutalFork

Post by mrtaterz »

UPDATE!
  • Imps now crawl on the ceiling, a feature taken from Project Brutality.
  • Unmaker is now an uncontrollable power weapon. Best used against crowds of enemies or up close against Cyber Demons and Spider Masterminds.
  • Flamethrower range increased, with hard drop on the flames at extended ranges. Flamethrower has had it's damage decreased.
  • Rocket Launcher now has subtle projectile drop.
  • Aiming down sights on the Rifle doesn't Zoom in the screen.
Last edited by mrtaterz on Thu Nov 07, 2019 12:27 pm, edited 1 time in total.
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Ac!d
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Re: MrTaterz BrutalFork

Post by Ac!d »

I found the problem for the shotgun :
:?
Spoiler: Code is very very weird
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mrtaterz
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Re: MrTaterz BrutalFork

Post by mrtaterz »

Fixed it! You should now only pump the shotgun when loading from empty.
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Re: MrTaterz BrutalFork

Post by mrtaterz »

BUCKSHOT UPDATE!
  • Shotgun spread has been increased for the Shotgun and the Super Shotgun; Assault Shotgun remains the same.
  • Shotgun and Super Shotgun damage increased from 7 to 8; for consistency.
  • The mechanic that makes the Super Shotgun do massive damage to big enemies at close range has been adjusted. Super Shotgun lethal range decreased from 300 to 256; damage increased from 40 to 50.
  • Super Shotgun alt-fire sound cutoff fixed by allocating sounds to proper channels. (Really, Mark?)
  • Shotgun reload has been fixed thanks to consultation from Ac!d
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Ac!d
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Re: MrTaterz BrutalFork

Post by Ac!d »

mrtaterz wrote: Shotgun reload has been fixed thanks to consultation from Ac!d
Thank you very much !
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mrtaterz
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Re: MrTaterz BrutalFork

Post by mrtaterz »

Ac!d wrote:
mrtaterz wrote: Shotgun reload has been fixed thanks to consultation from Ac!d
Thank you very much !
I always try to give credit where due. :P
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Ac!d
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Re: MrTaterz BrutalFork

Post by Ac!d »

The shotgun problem is still here... :evil:

... but I have a solution :
Spoiler: Erase this
And
Spoiler: Replace by this
It's more easier to understand. (even if don't know what we should need the "Reloading" and "Pumping" inventories)

About the "Tactical Leaning"... It's say that "The default and recommended lean angle is 22.5". It's not 11.5 instead of 22.5 ?
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mrtaterz
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Re: MrTaterz BrutalFork

Post by mrtaterz »

Ac!d wrote: About the "Tactical Leaning"... It's say that "The default and recommended lean angle is 22.5". It's not 11.5 instead of 22.5 ?
I would personally recommend 11.5, Tactical Leaning is a feature added from the Tactical Leaning script by Josh 771.
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mrtaterz
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Re: MrTaterz BrutalFork

Post by mrtaterz »

UPDATE!
  • Shotgun fix by Ac!d implemented
  • Fixed an original animation bug from Brutal Doom V21 that occurred after firing the Shotgun.
  • SMG aim down sight time decreased.
  • Assault Battle Rifle aim down sight time increased. Improved aim down sight animation.
  • Assault Rifle has been renamed to Battle Rifle.
  • Battle Rifle is a burst fire weapon. Repeatedly press fire to treat as an automatic; cannot do this when aiming down sights.
  • Chainsaw damage increased.
  • Railgun radius damage decreased, Railgun core damage increased, penetration damage increased.
  • Kick damage increased.
  • Ammo drops from Rifle Magazines doubled.
  • Nightmare Difficulty rebalanced.
  • Grenade Launcher damage improved. Grenades bounce more. Grenades can be used to flush enemies out from around corners.
  • Separated Grenade Launcher properties from the Light Machine Gun's Grenade Launcher.
Last edited by mrtaterz on Sun Nov 10, 2019 9:51 pm, edited 5 times in total.
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mrtaterz
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Re: MrTaterz BrutalFork

Post by mrtaterz »

RAILGUN UPDATE!
  • The Railgun can now be used to do Railgun jumps.
  • The Railgun penetrates through multiple enemies and deals thrust damage.
  • The visual effects have been toned down.
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mrtaterz
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Re: MrTaterz BrutalFork

Post by mrtaterz »

UPDATE!
This one is a minor update to Monster Balance. Getting through MAP03 on Hard difficulty proved almost impossible.
  • Reduced the effectiveness of Headshots on Imps.
  • Commando Minigun damage towards Player reduced.
  • Sergeant Shotgun damage towards Player increased.
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mrtaterz
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Re: MrTaterz BrutalFork

Post by mrtaterz »




I was thinking of doing sprite alterations. This isn't final, of course.
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