Brütal Doom v0.18
Re: Brütal Doom v0.16 - Cruelty Bonus!
not only mediafire, apparently this leakID company is sending dmca EVERYWHERE about EVERYTHING
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- Posts: 201
- Joined: Wed Jul 11, 2012 5:34 am
- Location: Finland
Re: Brütal Doom v0.16 - Cruelty Bonus!
Test that 0.17v11test versio, and less bugs. \o/
Arachnotron move faster. I like this change. Plasma Rifle projectile hit have nice graphical improve.
Fixxed bugs:
- Grenade Launcher Direct hit gib small enemys pieces.
- Spidermastermind and Cyberdemon self damage.
- Plasma Rifle alt fire get somehow fixxed, but you can cheat with it. Even you have magazine 1 ammo, you can use alt fire and Plasma Rifle alt fire deal full damage. Plasma Rifle alt fire use 14 ammo.
Bugs
- When Mancubus, Imp, Arachnotron or Cacodemon set tree on fire. It never extinguished.
- Corpse and limbs block monster teleporting. (This is IMO most troublesome bug.)
- You can cheat with Plasma Rifle alt fire.
- Hell Knight and Baron of Hell body parts destroyed very easily from explosion.
- Pinky vanish from Hell Knight melee attack.
- Chaingun Zombie suffer state is too short.
- Grenade Launcher projectile teleport.
- Bounced Grenade Launcher projectile dont explode when sink to water.
- Drop sound missing.
- When Baron of Hell Rifle Zombie or Shotgun Zombie corpse hit Rifle Zombie, Shotgun Zombie or Imp, they vanish.
- Silent kill leave Rifle Zombie and Shotgun Zombie 2 weapon. Chaingun Zombie dont leave weapon.
- Rifle head shot explode Imp head.
- When save marine. It have Rifle Zombie sprites and turn normal marine again.
- Pump Shotgun dont have cocking sound, when reload.
- Baron of Hell bugged with fast monster on. Try brutal kill Shotgun Zombie, but freeze. video: http://www.youtube.com/watch?v=lzu7fipG ... e=youtu.be
- Small monster head explode from Grenade Launcher head shot. ( Probably bug.
)
Arachnotron move faster. I like this change. Plasma Rifle projectile hit have nice graphical improve.
Fixxed bugs:
- Grenade Launcher Direct hit gib small enemys pieces.
- Spidermastermind and Cyberdemon self damage.
- Plasma Rifle alt fire get somehow fixxed, but you can cheat with it. Even you have magazine 1 ammo, you can use alt fire and Plasma Rifle alt fire deal full damage. Plasma Rifle alt fire use 14 ammo.
Bugs
- When Mancubus, Imp, Arachnotron or Cacodemon set tree on fire. It never extinguished.
- Corpse and limbs block monster teleporting. (This is IMO most troublesome bug.)
- You can cheat with Plasma Rifle alt fire.
- Hell Knight and Baron of Hell body parts destroyed very easily from explosion.
- Pinky vanish from Hell Knight melee attack.
- Chaingun Zombie suffer state is too short.
- Grenade Launcher projectile teleport.
- Bounced Grenade Launcher projectile dont explode when sink to water.
- Drop sound missing.
- When Baron of Hell Rifle Zombie or Shotgun Zombie corpse hit Rifle Zombie, Shotgun Zombie or Imp, they vanish.
- Silent kill leave Rifle Zombie and Shotgun Zombie 2 weapon. Chaingun Zombie dont leave weapon.
- Rifle head shot explode Imp head.
- When save marine. It have Rifle Zombie sprites and turn normal marine again.
- Pump Shotgun dont have cocking sound, when reload.
- Baron of Hell bugged with fast monster on. Try brutal kill Shotgun Zombie, but freeze. video: http://www.youtube.com/watch?v=lzu7fipG ... e=youtu.be
- Small monster head explode from Grenade Launcher head shot. ( Probably bug.

- SyntherAugustus
- Posts: 973
- Joined: Tue Jul 15, 2003 5:43 pm
Re: Brütal Doom v0.16 - Cruelty Bonus!
The chaingunners killing themselves is probably the result of the bullet puffs having splash damaged attached, as you can kill yourself with your own bullets now too. If puffs no longer did splash like in normal doom this would be fixed, or zombies will have to be immune to their own puffs somehow.
Re: Brütal Doom v0.16 - Cruelty Bonus!
I think it makes sense for them to have splash damage though, I believe Sarge said they are explosive rounds.blackfish wrote:The chaingunners killing themselves is probably the result of the bullet puffs having splash damaged attached, as you can kill yourself with your own bullets now too. If puffs no longer did splash like in normal doom this would be fixed, or zombies will have to be immune to their own puffs somehow.
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Brütal Doom v0.16 - Cruelty Bonus!
Spider Mastermind's rounds are explosives, don't know 'bout Commando's
Re: Brütal Doom v0.16 - Cruelty Bonus!
This is a different type of explosive rounds for the player and zombies. Not sure what they are called in real life since they are rarely used. M41-A pulse rifles also use explosive rounds though, from Aliens. Basically not as explosive as grenades (as they are bullets), but that they cause larger wounds.Ghostbreed wrote:Spider Mastermind's rounds are explosives, don't know 'bout Commando's
- Armaetus
- Posts: 1256
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Re: Brütal Doom v0.16 - Cruelty Bonus!
Upload it to DRD Team's file service.
Also, not fond of the Quake sound for powerups (kinda annoying) being picked up or the Doom 64 item pickup noise (not subtle).
Got a test11 bug to report: Zombiemen and sergeants drop their ammo/weapon twice if you stealth kill them. Probably same with chaingunner so it doesn't hurt to check him as well.
Also, not fond of the Quake sound for powerups (kinda annoying) being picked up or the Doom 64 item pickup noise (not subtle).
Got a test11 bug to report: Zombiemen and sergeants drop their ammo/weapon twice if you stealth kill them. Probably same with chaingunner so it doesn't hurt to check him as well.
- Ghostbreed
- Posts: 1114
- Joined: Wed Mar 24, 2010 6:19 am
Re: Brütal Doom v0.16 - Cruelty Bonus!
Think they're call tracer shells, but I might be wrong. I'm a fan of military tech but not a skilled one 

Re: Brütal Doom v0.16 - Cruelty Bonus!
Nah, tracers are rounds that light up a certain color to show where your rounds are hitting.Ghostbreed wrote:Think they're call tracer shells, but I might be wrong. I'm a fan of military tech but not a skilled one
http://upload.wikimedia.org/wikipedia/c ... -00210.jpg
Re: Brütal Doom v0.16 - Cruelty Bonus!
How come the Spider Mastermind and the Cyberdemon walk all weird in Brutal Doom?
Re: Brütal Doom v0.16 - Cruelty Bonus!
The Cyberdemon walking wierd is a bug related to his stomp attack. The Mastermind... Just needs a better animation IMHO, currently he does this odd burst walking.BoraxKid wrote:How come the Spider Mastermind and the Cyberdemon walk all weird in Brutal Doom?
Re: Brütal Doom v0.16 - Cruelty Bonus!
Well Sarge be able to fix those? I mean the way they walk is really awkward and don't make them intimating anymore.Valherran wrote:The Cyberdemon walking wierd is a bug related to his stomp attack. The Mastermind... Just needs a better animation IMHO, currently he does this odd burst walking.BoraxKid wrote:How come the Spider Mastermind and the Cyberdemon walk all weird in Brutal Doom?
Re: Brütal Doom v0.16 - Cruelty Bonus!
Whenever he gets around to it I guess. Alot of silly stuff like this is present, I am surprised it hasn't been fixed by now.BoraxKid wrote:Well Sarge be able to fix those? I mean the way they walk is really awkward and don't make them intimating anymore.Valherran wrote:The Cyberdemon walking wierd is a bug related to his stomp attack. The Mastermind... Just needs a better animation IMHO, currently he does this odd burst walking.BoraxKid wrote:How come the Spider Mastermind and the Cyberdemon walk all weird in Brutal Doom?
- Sergeant_Mark_IV
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
- Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Re: Brütal Doom v0.16 - Cruelty Bonus!
How and when the Mastermind and Cyberdemon are walking awkwardly? Can someone record a video of it?
- SyntherAugustus
- Posts: 973
- Joined: Tue Jul 15, 2003 5:43 pm
Re: Brütal Doom v0.16 - Cruelty Bonus!
Open up a map with a big open field (say the blood water in map20) and summonfriend spidermastermind. You'll notice the spider mastermind has a sort of limp walk.