Brütal Doom v0.18

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wildweasel
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by wildweasel »

I am somewhat disappointed by all the people who have so far registered solely to ask for more weapons for Brutal Doom - weapons that, incidentally, have been rejected many times by Sarge. Look, it's not that hard to make it yourself...
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The Zombie Killer
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by The Zombie Killer »

@wildweasel
What disappoints ME is the fact that no one ever thought to find out HOW to make their own weapons without being told. They expect Sarge to just put it in like that.

-MBF
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by armymen12002003 »

IDSoftware981 wrote:What about this...
Pistol by default.... not an addon.
he's done said he is keepin the pistol as an addon
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Zero X. Diamond
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Zero X. Diamond »

IDSoftware981 wrote:What about this...

Next version should have the following...

Pistol by default.... not an addon.

Assault Rifle should drop when you kill the Zombiemen.

They should have an automatic SMG that looks like the one from the cover of DOOM 1. You know which one I'm talking about!

A fatality move where you pull out the Cacodemon's eye and you kick it just like Duke Nukem did to the Cycloid Emperor in DN3D.

Just some suggestions... also... ME <3 YOUR MOD!
Can we seriously like, put in giant, bold letters at the very top of the first post "NO, THERE WILL NEVER BE A PISTOL" or something? It's getting ridiculous at this point. Why in the fuck do people INSIST that a pistol is necessary? It's not. It's really, really not. The rifle outclasses it in every way and if the rifle were to be dropped by zombiemen--the first enemy you are ever going to see in 90% of all WADs--you would instantly negate the need for a pistol. And don't go trying to sell me some bull about the rifle using rifle rounds and the pistol using pistol rounds, because that would ridiculously imbalance the gameplay and you know it.

Also, I want to point out that this is the second thread that I've seen ask for the SMG from the cover of Doom in. Here's the problem with your request: that gun was never in the game. It was never in any game. In order to add it, somebody has to take the time to recreate that thing and I don't think I've ever seen a weapon in an FPS that looks quite like it, so somebody would have to step up and make it from scratch. My guess is you're not going to get this one, no matter who you beg. And again, what's the purpose of adding it in? Does it do something that another weapon doesn't? (The answer is no because it would literally just be the chaingun with a different rate of fire and maybe lacking the windup--big whoop.)

Why do people register just to tell a mod's author to add superfluous things? I don't get it. When has this ever worked for anyone ever?
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Neccronixis
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Neccronixis »

I do, however request a secondary attack option for the chainsaw (as most other weapons have one). A slice attack which can take down weaker enemies in one hit, like that mod Zero tolerance if anyone has seen it. It just made using the chainsaw a lot more awesome.
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Matt
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Matt »

Alt attack that negates the very thing that makes the chainsaw awesome? Now that really is worse than the sniper rifle.
(though I don't remember... didn't earlier versions of BD have something like that, or am I thinking about another mod?)
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Neccronixis
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Neccronixis »

Vaecrius wrote:Alt attack that negates the very thing that makes the chainsaw awesome? Now that really is worse than the sniper rifle.
(though I don't remember... didn't earlier versions of BD have something like that, or am I thinking about another mod?)
I think you've misunderstood my post. Having an alternate attack for the chainsaw was a feature in another mod, which made the chainsaw more fun to use. Currently in BD it has one mode of attack. I merely suggested given that other weapons do have a secondary fire feature that it would make sense for the chainsaw to have one too.

The rocket launcher could have a secondary attack too or some kind of zoom feature. it just makes weapons more interesting

(I think there was even a weapon mod that allowed you to throw the chainsaw at enemies, but that just seems silly)
Cream-of-Plenty
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Cream-of-Plenty »

Neccronixis wrote:
blackfish wrote:Already exists. SecretWeapon_MP40. Go change the sprites to make it look like another smg.
you're not suggesting that the mp40 is a "machine gun" are you? it fires a pistol round and can't be accessed in DOOM unless you cheat for it. There's a reason why it's a secret weapon. :) I'm talking about a large belt-fed box magazine Machine gun.
Vaecrius wrote:How is that any better than suggesting a sniper rifle?
Because most other weapon slots have 2 weapons that you can select from as alternatives. The machine-gun would fit well alongside the chaingun in which, (I assume) is slot 4. This is probably why there was much debate surrounding the pistol if it should be left in the game or replaced by the rifle. Personally I think the pistol should be the starting weapon because Sarge did do a nice job of it. (The rifle should be picked up when the player kill's a zombieman) But I'm sure Sarge left the pistol out as an optional addon for the best.
I guess the better question is, "what role would your proposed Machinegun fill that hasn't already been filled by at least two other weapons?"

I assume you're going to say that, unlike the Chaingun, the Machinegun would need to be reloaded, and would thus be somewhat inferior to the Chaingun. But the Chaingun isn't exactly a difficult weapon to obtain. A ton of maps have one as a pickup; otherwise, all you have to do is kill a lowly commando. An MG would be rendered obsolete by Map 02 of Doom II.

But "ah", you say, "Using video-game logic, the Machinegun would be more accurate than the Chaingun, because it is lighter (or something)!" Let's say this is true. Then why use the rifle, which uses the same ammo and is employed for accurate shots? Better yet, why even start using the Machinegun when the Plasma Rifle is already deadly accurate and incredibly powerful?

So make it more powerful than the Chaingun! Now the Chaingun is completely outclassed by the Machinegun, except that the Chaingun doesn't need to be reloaded. So reduce the accuracy of the Machinegun (it's lighter, after all, and will jump around more from its own recoil.) Now we're back to wondering why we're using this instead of the Plasma Rifle.

The problem with the Machinegun is that it would be added for the sake of being added, and fails to bring anything refreshing to the table. It's been done by the MP40, Chaingun, and Plasma Rifle.

Neccronixis wrote:
Vaecrius wrote:Alt attack that negates the very thing that makes the chainsaw awesome? Now that really is worse than the sniper rifle.
(though I don't remember... didn't earlier versions of BD have something like that, or am I thinking about another mod?)
I think you've misunderstood my post. Having an alternate attack for the chainsaw was a feature in another mod, which made the chainsaw more fun to use. Currently in BD it has one mode of attack. I merely suggested given that other weapons do have a secondary fire feature that it would make sense for the chainsaw to have one too.

The rocket launcher could have a secondary attack too or some kind of zoom feature. it just makes weapons more interesting

(I think there was even a weapon mod that allowed you to throw the chainsaw at enemies, but that just seems silly)
I think his point is that the Chainsaw's strength (and weakness) is that it digs into enemies, anchoring the player's reticle to whoever is being attacked. It's nice because it keeps you from having to flail around wildly on moving targets until you slash an opponent to death. On the other hand, it makes fighting a bunch of enemies somewhat difficult, because you have to attack opponents one at a time.

If you give the chainsaw a slash attack, it no longer has a weakness. Slash for small enemies, dig-in and stunlock larger enemies. It also makes you wonder why you'd ever bother punching or kicking enemies. As it is, the chainsaw's good for smaller groups of enemies and narrow hallways where they can't flank you (and thus you can cut them down, one by one.) There's already a weapon that gives you the ability to dispatch smaller enemies: It's called punching and kicking the shit out of them. :twisted:
Last edited by Cream-of-Plenty on Sun Jul 08, 2012 12:52 am, edited 1 time in total.
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Matt
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Matt »

Seconding everything Cream-Of-Plenty just said.

And applying that to a proposed chainsaw slash attack (which I did understand correctly it appears), compared to fists and kicking, with an additional side of "that attack doesn't even physically make sense for that object".
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Sergeant_Mark_IV »

No No No No.

No pistols, no machineguns, no submachineguns, no sniper rifles, no Serious Bombs, no Penetrators. No! Just No! I already said too many times that there is not going to have any more new weapons.
And I wonder when everybody will notice that Chainsaws are actually.. Saws, and not Light Sabers...
Last edited by Sergeant_Mark_IV on Sun Jul 08, 2012 1:16 am, edited 1 time in total.
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Neccronixis
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Neccronixis »

did...you say...lightsabers? :D
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by RV-007 »

There may not be weapons of those sorts. Maybe providing BD resources like smoke, decal, bulletpuffs, blood, code and etc would allow others to make their own custom BD version. I don't know about making BD to concess to other weapons.
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Neccronixis
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by Neccronixis »

Just a little idea regarding the railgun's zoom function (very rough version). I tried to make it look more like a scope and gave it a blue tint. (the tint is actually transparent).

Also when the player zooms in with the railgun, is it possible to make the zdoom/skulltag crosshair disappear aswell? Because I for one like to play with a crosshair on.
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insightguy
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by insightguy »

Neat scope! Would look nice in ST (but i don't think zandorium will have a railgun:))

At this point in brutal doom, i think 80% of us here agree that the weapons are fine as is.(the only time i would think sarge would add a weapon in the game is when zandorium makes another weapon set for itself) Though I think if someone really wanted an expanded weapon set, they should just add on the the brutaldoom armory.(though i would like to know where I can get that wad)

The only complaints I have are:
-shotguns are that they don't work with any power up that increases weapon speed.
-The plasma rifle's altfire (feels a little hard to use, lessen the downtime mabye?)
-no alt-fires for the rocket launcher, BFG (would have wanted a "spray style attack like the BFG 2704 or whatever you call it") and the saw (NO! I am not saying for a swing altfire, I would have thought that the alt would be something like holding the chainsaw in a defensive position to take less damage (and heavy damage if they attack you) at the cost of speed or something similar to that suggestion)

P.S. Ive only been out for 2 days catching on sleep and who the hell is IDSoftware981? banned in 13 posts? what happened?
blob84
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Re: Brütal Doom v0.16 - Cruelty Bonus!

Post by blob84 »

ok it works now, i was using the wrong .pk3,
Can I suggest a new weapon for brutal doom?
The quadruple-barrel shotgun!!!
Extremely powerful, when you shot a zombieman, an imp or pinky he splash on the wall in small pieces.
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