Brütal Doom v0.18

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ChronoSeth
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by ChronoSeth »

He meant grenades when he said rockets...

Wow.

Edit: also, with what he said, and how you misread it, the rockets would shoot rockets. :P
Last edited by ChronoSeth on Mon Nov 14, 2011 10:49 pm, edited 1 time in total.
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SamVision
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by SamVision »

I thought the rocket launcher shot rockets. I have been wrong all this time. :cry:
plesi42
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by plesi42 »

ChronoSeth wrote: also, with what he said, and how you misread it, the rockets would shoot rockets. :P
Then make those rockets shot BFG lasers and we're done!
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insightguy
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by insightguy »

and then we would all die
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SladeEXE
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by SladeEXE »

Something I whipped up for Brutal Doom. An asymmetrical BFG with a core/vent glow.
BrutalBFG9k.PNG
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SamVision
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by SamVision »

Too small.
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SladeEXE
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by SladeEXE »

...Click on the image.
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SamVision
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by SamVision »

Still too small. But other than that just remove the hand. The BFG is not held like that.
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Slax
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Slax »

A BFG which won't cover half my screen? Yes please.
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SladeEXE
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by SladeEXE »

To SamVision:
1. If that's small, then what's big to you?
2. The hand is present on the bfg sprites in the latest version of BrutalDoom. And, to me, the position of the hand looks more natural.
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SamVision
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by SamVision »

Regarding the size:
I mainly complain about the size because it looks small compared to the current BD plasma rifle. If the previous plasma rifle makes a return then your version is fine.

Regarding the hand:
Unless you make a new pickup sprite, the visible hand has to go. The BFG9000 is supposed lock onto the user's shoulders while they hold the grip at the bottom. This is a problem the current BFG has too.
Zombieguy
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Zombieguy »

SamVision wrote:Regarding the size:
I mainly complain about the size because it looks small compared to the current BD plasma rifle. If the previous plasma rifle makes a return then your version is fine.

Regarding the hand:
Unless you make a new pickup sprite, the visible hand has to go. The BFG9000 is supposed lock onto the user's shoulders while they hold the grip at the bottom. This is a problem the current BFG has too.
Agreed, the BFG is shoulder mounted. It takes up half of the screen, and it just looks down right ridiculous. Is he trying to shoot the sky?
Steve1664
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by Steve1664 »

alphaomega wrote:
I'd like to have grenade launcherr alt-fire for rocket launcher, but I guess it's strange that it turns a rocket into grenade. Well, a proposition is always welcome, I hope. :P
Considering its future and all, multipurpose rocket launcher would make sense (esp. in case of demonic invasion). Hmm, even in quake rocket launcher and granade launcher uses same ammo, so maybe we could have quake 1 kind-of granade launcher firing mode in doom (with classic sound fx) :D
Yeah, that's exactly what I was thinking when ruminating over a (completely hypothetical) basic "Classic Weapons Update" mod that kept the classic weapon model styles and applied fancy modernizations to them like viewpoint and simple, functional secondary actions. Having a Rocket/Grenade Launcher (complete with Quake sfx!) would be terrific in some of these crazy monster-packed WADs. Other nice ideas:
- Pistol: Would have slightly higher rate of fire and power (offset by low - say 10 round - clip size) so it would still be useful in a ranged situation; secondary function switches to a slight "down the sights" zoom mode (like with Brutal) with higher accuracy and lower ROF.
- Pump-action/SSG: Same as always (why mess with perfection?) but secondary gun bash knockback attack for crowd control.
- Chaingun: Same as always, but a bit stronger with some windup time; secondary allows you to stay wound up but prevents sprinting.
- Plasma Rifle: Same basic function, alt-fire shoots a narrow piercing beam (not like a railgun effect, more like the Contra laser weapon) for longer range precision, but uses more ammo.
- BFG: Again, same basic function; alt-fire is a high-powered, short ranged plasma stream (like the Quake Lightning Gun) that chews up cell ammo quickly for situations where you're caught at close range.

Again, this is all wishful thinking on my part. Oh, and the latest Brutal rev is pretty damn kickass, too. Like the new AR and Pump-action models and effects.
TZC
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by TZC »

Hi, Brutal Doom and Mike12 inspired me to join and post. Love the mod, and love the meatsheilds however I felt the imp could have been more accurate to the in game sprites. I hope no offence is taken from modifying your work. This is likely not in Doom pallette- I wondered what you thought of it and if it's possible to animate?

Sorry, I have little clue. I'd like to get this in my version at least but if you think showing up, plagiarising and requesting help's too much ok, I understand :wink:

If I can get a handle on how to keep within the colourset and there's anything I could offer graphic wise, I'd like to try.



Image


I liked the idea of Doomguy berserked, eyes popping out, just grabbing it by the jawbone for a meatshield while all it had left was to try to bite.
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eliw00d
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Re: Brütal Doom v0.13: Epic Bugfixes!

Post by eliw00d »

Does anyone else get Out of Sync often with this mod in multiplayer?
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