Re: Brutal Doom v0.8
Posted: Sat Feb 26, 2011 5:48 pm
Thankis for the comments, guys.
Well, this is a matter of personal taste, and I can't argue against it. It's supposed to modify the "balance and flow of Doom's Gameplay" and make it fell faster and harder.
There are other people arround who doesn't like the gameplay modifications, and I will soon release a wad only with it's gore and death animations, wich I will call Brutal Gore.
For those who doesn't likes using Skulltag, I uploaded a GZDoom-compatible version. Check the first post.
Well, I run it on a crappy Ge-Force MX4000 128mb video card with 640x480 resolution in trilinear filter at 30~60 FPS.Doomhuntress wrote:Is there any minimum requirements to run this mod?
SFJake wrote:This is great, but I bring simple criticism:
As much as berserk is a fun gimmick for the first 10 seconds, its only annoying and completely breaks the flow to have to watch yourself rip something apart. No more gibbing everything with berserk, takes way too long, unless I missed something.
Other than that, very professionally done. Has a good feel to it.
Thanks guys. Well, the Fatality actualy is something optional. If you don't like it, you can gib the enemies using the right-handed hook (Alt-Fire for Punch). The berserk right-handed hook actualy deals 4x more damage and is just 35% slower than a berserk left-handed jab that causes a fatality. The fatality is supposed only to be used to execute a last enemy in a group, just to look badasss.lizardcommando wrote:The blood and gore in this mod makes the blood and gore in the Nashgore mod look like a tiny sprinkler in a garden. This mod was pretty damn entertaining to play. The reloading for the weapons seem pointless and I have to agree with the criticism that SFJake gave regarding the berserk fatalities. They are badass and awesome but they do get kind of old after a while and it's not really fun having to wait for your guy to curb-stomp an imp while several demons make there way to you to rip you apart.
Aside from that, this was pretty damn cool.
[/quote]Doomhuntress wrote:Just tested this out (in software mode, since OpenGL mode behaved funky).
Honestly... I don't like it. It feels way too experimental to be an enhancement mod, there's alot of cool features in it, but it feels that it's TOO MUCH. It feels cluttered, and breaks the balance and flow of Doom's gameplay. It's not a bad mod at all, but it feels like a too experimental mod to be enjoyable.
Well, this is a matter of personal taste, and I can't argue against it. It's supposed to modify the "balance and flow of Doom's Gameplay" and make it fell faster and harder.
There are other people arround who doesn't like the gameplay modifications, and I will soon release a wad only with it's gore and death animations, wich I will call Brutal Gore.
For those who doesn't likes using Skulltag, I uploaded a GZDoom-compatible version. Check the first post.