I finished off playing through brutalised doom on knee deep / nightmare last night. After I finished, I started modding some things that I thought would make the weapons more lethal without unbalancing things. I know a lot of people have an opinion of what is and what isn't balanced and what weapons would make others obsolete. I remind them that in Brutal DOOM you can batter everything to death with your hands... But I like variety while keeping things in balance - it's not impossible to achieve.
So I made a small submod of altfires and tweaks for weapons that don't have them, while keeping in the style of Brutal DOOM.
This is my first mod in ZDOOM, as I've been tinkering with doomsday over the years. I am making a weapons / general carnage and smarter AI mod for doomsday which is more model based using deds and the JDOOM Resource Pack. When I realised Brutal DOOM was doing the same thing I had to give it a go. The thing that gets me most about GZDOOM is the ability to have static blood / bulletholes / scorches that don't dissapear. Something which after a lot of tweaking in doomsday I can only have a limited amount of because engine limits.
What I want to do next is make the monsters use some of the new altfires as special attacks.
This should work with .016 but I made it with the new .017 test version of Brutal DOOM
Super Edit: Managed to make monsters run in fear / move out of the way for a second or two after the seeker weapons are launched. The only problem is that they are actually running from the player and not the missile. It's pretty cool and could be the basis of the monsters being able to take cover when they're fired upon. It would nice if all actors could become frightening instead of just the player:
http://zdoom.org/wiki/Classes:PowerFrightener
Then it would mean I can make cyberdemons scare the other monsters!
Fear will be in MK2

Should I make my own thread for this?