Brutal Doom Platinum v3.1 release! GZ focused Brutal Fork!

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
m1lk
Posts: 121
Joined: Sun Apr 04, 2021 10:00 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for

Post by m1lk »

thank you for fixing the joystick sprint bug. this mod is great!
CoolerDoomeR
Posts: 17
Joined: Mon Feb 28, 2022 11:09 am
Graphics Processor: Not Listed
Location: MAP01

Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for

Post by CoolerDoomeR »

It's good, hope you add a Zandronum version too. :wub:
User avatar
kalensar
Posts: 456
Joined: Sun Mar 21, 2021 9:40 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): linux mint 21
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for

Post by kalensar »

CoolerDoomeR wrote:It's good, hope you add a Zandronum version too. :wub:

I wouldn't count on it! Too much Zscript conversion and Zandro can't run Zscript.
rightj553
Posts: 12
Joined: Sat Oct 30, 2021 5:07 pm

Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for

Post by rightj553 »

affandede wrote:
rightj553 wrote:No offense, but I think this would be better if it was built off Brutal Doom v21.
Except it already is.
Whoops, sorry, I didn't know. I just thought it was built off an older version because of the new difficulty screen. And the slightly reduced gore. The rest is a long story.
User avatar
grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for

Post by grotski »

Really been enjoying this. One thing that I'd ask for is a toggle for movement style. A lot of the time I feel like I'm far too slow to deal with revenant missiles in busy maps. I guess I could just git good lol
User avatar
Linz
Posts: 314
Joined: Mon Jun 29, 2020 3:42 pm

Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for

Post by Linz »

grotski wrote:Really been enjoying this. One thing that I'd ask for is a toggle for movement style. A lot of the time I feel like I'm far too slow to deal with revenant missiles in busy maps. I guess I could just git good lol

https://www.moddb.com/mods/brutal-doom- ... acy-sprint
User avatar
grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for

Post by grotski »

How great is that? Should have known there'd be an addon. Thanks.
rightj553
Posts: 12
Joined: Sat Oct 30, 2021 5:07 pm

Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for

Post by rightj553 »

Do you plan on replacing all of the Chex Quest 3 monsters? Regular Brutal Doom only replaces the monsters from Chex Quest 1.
rightj553
Posts: 12
Joined: Sat Oct 30, 2021 5:07 pm

Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for

Post by rightj553 »

rightj553 wrote:
affandede wrote:
rightj553 wrote:No offense, but I think this would be better if it was built off Brutal Doom v21.
Except it already is.
Whoops, sorry, I didn't know. I just thought it was built off an older version because of the new difficulty screen. And the slightly reduced gore. The rest is a long story.
Nevermind about the "slightly reduced gore". That was a misconception.

Any plans for new weapons or monsters?
User avatar
MsrSgtShooterPerson
Posts: 50
Joined: Thu Jan 02, 2020 1:59 am
Location: Lost in the procedural infinite hells and I'm fine with that.
Contact:

Re: Brutal Doom Platinum v2.0 release! GZ focused brutal for

Post by MsrSgtShooterPerson »

Question - is there a way to reduce the recoil/impulse caused by weapons? I'm playing on Delta Touch and unfortunately the strong screen bumping is not playing well with the touch controls :D
User avatar
EmeraldCoasttt
Posts: 38
Joined: Wed Sep 30, 2020 2:35 pm

Re: Brutal Doom Platinum v3.0 release! GZ focused MEATHOOK

Post by EmeraldCoasttt »

3.0 is out!!! Go play it!!!
User avatar
mamaluigisbagel
Posts: 509
Joined: Wed Jul 09, 2014 7:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: Brutal Doom Platinum v3.0 release! GZ focused MEATHOOK

Post by mamaluigisbagel »

Interested to see how this plays, especially with rolling. It does make me lose another bind since I never used rolling before, but hopefully it'll be worth it.

Side note I already got the easter egg of Doomguy cracking his knuckles and in a Mario voice saying "Letsa go!" I assume that was this mod anyway lol
User avatar
Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Re: Brutal Doom Platinum v3.0 release! GZ focused MEATHOOK

Post by Spaceman333 »

Holy moly this update has me excited. Just saw the video and was blown away - this mod has evolved past the original BD by miles!
-The Spider Mastermind can climb on the ceiling,
Thats one line I wasn't expecting to read today. Glorious! :lol:
User avatar
thedeathrunner123
Posts: 149
Joined: Fri May 18, 2018 1:07 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 10 Pro
Graphics Processor: nVidia with Vulkan support
Location: Somewhere in my mind

Re: Brutal Doom Platinum v3.0 release! GZ focused MEATHOOK

Post by thedeathrunner123 »

Looks great!
That is until I saw tilt was integrated, meaning my go-to camera mod immerse will now conflict with it...
User avatar
RaZZoR
Posts: 46
Joined: Sun Jan 17, 2021 2:30 pm
Contact:

Re: Brutal Doom Platinum v3.0 release! GZ focused MEATHOOK

Post by RaZZoR »

Testing map
Post Reply

Return to “Gameplay Mods”