Brütal Doom v0.18

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Re: Brutal Doom v0.8

Postby wildweasel » Thu Mar 17, 2011 12:44 am

Big C wrote:-Taunt alerts enemies. Probably not bugs. Too amusing to remove.

I advise leaving this the way it is, heh. I added a taunt to wwhc-diaz specifically for the purpose of alerting everything in the room, since the fists are silent. =P
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Re: Brutal Doom v0.8

Postby Big C » Thu Mar 17, 2011 12:52 am

That makes sense. The point of taunting someone is ostensibly to goad them into attacking at a disadvantage, right? :P

Why did you get rid of the Dragon's Breath rounds from the early versions, anyway?

Also, the chainsaw still makes grinding noise when used on water.
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Re: Brutal Doom v0.8

Postby Matt » Thu Mar 17, 2011 1:44 am

While the utter terror of the sarges was fun in its own way, it's nice to see them rebalanced.

I've found this album oddly fitting for this mod. Possibly because the thought came to me right in the middle of a chainsaw rampage on track 18.

I don't know what happened, but somehow when playing Map07 the platform that raises to let you reach the switch raised twice as high as it should.

After dying in Map08 I'm starting to agree with a previous commenter who said that the self-hurting BFG was a bad idea... a lot of maps rely on near-point-blank BFG shots but otherwise run with this mod just fine.

As for taunts, I thought that was the idea. :D
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Re: Brutal Doom v0.8

Postby Big C » Thu Mar 17, 2011 1:57 am

I also had trouble with Map07, although my problem is that when I killed the Mancubi the platform didn't lower. (One of the Mancubi had a "soft" death where it just slumped dead instead of having flesh messily slough off, maybe that has something to do with it.)

Also, the berserk fatality for the Revenant was epic. :D

...Can we have a chainsaw sideswipe altfire that decapitates if you land a headshot with it?

EDIT: More bugs!

-Disembodied heads have height values, apparently, and thus can block your progress if they're in a 64 unit high hallway.
-In GZDoom's enhanced night vision mode, wallsplatter is not illuminated like the floor/ceilingsplatter is. This is probably a side effect of the engine, unfortunately, as the floor/ceiling splats are 3D models and wallsplats are decals or something.
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Re: Brutal Doom v0.8

Postby Sergeant_Mark_IV » Thu Mar 17, 2011 4:29 pm

@ Big C, thanks for the bug repports. I will work on them. And yes, taunting is supposed to alert them. I got rid of the Dragonbreath ammo because it was bugging so much. I don't know how to remove the grinding noise when hitting the watter =/
And it doesn't needs an alt sidwipe attack to decaptate enemies. Just use the chainsaw at their heads :D
And for the Enhanced Night Vision mode bug, I gave up trying to support it a long time ago. Pretty hard to know what it does mark as shinny, and what not.

@Vaecrius, but the problem with the BFG Ball is, with such a big explosion, it's just weird to have no splash damage at all.
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Re: Brutal Doom v0.8

Postby Shadelight » Fri Mar 18, 2011 10:37 am

I got annoyed with the super powered BFG as well, I mean sure it's nice to have but it can be really irritating when in closed spaces and using it against groups of big monsters or against one big monster.
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Re: Brutal Doom v0.8

Postby Ethril » Fri Mar 18, 2011 12:08 pm

I'd just like to state, for the record, that playing this with Memento Mori (1 & 2) feels just right, and I am having an absolute blast.
Of course, how much of that is because of this mod and how much is because of the brilliant mapping is up to you to decide. ;)

Also, are you planning to make any fatalities for monster infighting? I'd like to see imps and zombies getting chewed in half by pinkies too. :P
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Re: Brutal Doom v0.8

Postby Big C » Fri Mar 18, 2011 12:50 pm

I just played some Memento Mori with this mod and I concur with Ethril.

The first map is a toughie, though. Lotsa shotgunners and not a huge amount of ammo until maybe the end or so.

Also, this mod + http://www.doomworld.com/idgames/?id=16255 = SO METAL IT HURTS.
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Re: Brutal Doom v0.9

Postby Sergeant_Mark_IV » Tue Mar 22, 2011 1:46 pm

0.9 is released. Check the first post.

@Ethril, I will think about it. This idea sounds pretty cool.
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Re: Brutal Doom v0.9

Postby Vict » Tue Mar 22, 2011 9:52 pm

What did you change with the HUD? There isn't one anymore...

The only option is an extremely shrunk down status bar.

EDIT: Also, small balancing suggestion:

How about lowering the amount of shells held in the shotgun's magazine to 6 or 8? More frequent reloading would be balanced by speedier reloading, and 12 shells when you can carry any extra 50 is a bit much to have in reserve.
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Re: Brutal Doom v0.9b

Postby Sergeant_Mark_IV » Wed Mar 23, 2011 1:01 pm

An emergency bugfix version has been uploaded at the first post. I fixed the HUD problem, and a bug making player lose the ammo loaded in the plasma gun when switching weapons. If anyone uses the classic Doom HUD, download the separated file with the ammo counter fix (but this patch removes the Zdoom hud). Also, regeneration is made in a separated module too.
Sorry for the inconvenience.
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Re: Brutal Doom v0.9b

Postby Dr. Crushcup » Wed Mar 23, 2011 10:55 pm

You, sir, are a Doom wizard. And to think that people were complaining about the graphic and violent nature of Doom back in 1994...

I couldn't believe the carnage I was able to unleash when I began playing this. It's almost like an all-new game, even when I just use it with the original Doom IWADs.
Outstanding.
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Re: Brutal Doom v0.9b

Postby Vict » Thu Mar 24, 2011 1:12 am

Hm, perhaps another suggestion?

Instead of that cascading blood effect when you decapitate an enemy with a powerful head shot, how about making it into a average sized splash instead? It can be hard to appreciate the shot itself when the enemy and the flying bits are masked by a large flowing wave of pixelated blood. Would be less system intensive and would draw attention to the detailed bits flying through the air.
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Re: Brutal Doom v0.9b

Postby Zombieguy » Fri Mar 25, 2011 1:55 pm

I have a few suggestions that I think would make this mod alot better, and add realism:

How about blood (for all monsters) on your hands after you punch a monster or after a fatality?
It also looks like the bullet casings at some points just pop out of the air instead of the gun (especially through the iron sights) could you fix that? Also, could you add more detail to the bullet casings, and make the animations for the casings smooth, like beautiful doom's bullet casings?
For the shotgun, reloading AND IRONSIGHTS?
Blood/sparks should not be visible on a liquid serface, could you fix that?
for Super shotgun, iron sights?
For chainsaw, I really don't think the blood should disapear like that (kinda like shadow warrior) sound interesting?
And after you fire 2 shots for shotgun, and hit the reload button it only reloads 1 shell, how about fixing that?
And add smoke affects for all guns?
And one last thing: this is a great mod :D
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Re: Brutal Doom v0.9b

Postby Vict » Fri Mar 25, 2011 8:07 pm

Zombieguy wrote:And add smoke affects for all guns?


Well, the issue with that would be the potential frame rate murder of having smoke effects pour out of weapons....
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