Brütal Doom v0.18

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Goldengun13
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Re: Brütal Doom v0.18

Post by Goldengun13 »

Here's my feedback on the latest test version:

-I miss the Tomb Raider "secret" chord for entering a secret area. I grew up being a big Tomb Raider fan, so I appreciated it being in there.
-I like the reduced chaingun kickback, as well as the horizontal kick that the "revved up" chaingun seems to deal.
-While some of the decreased volume sounds are an improvement, I feel that it makes the shotguns sound rather weak. The pump shotgun is possibly my favorite weapon, and it sort of sounds like a cap pistol to me now.
-While I liked the 18a rifle sights, the new sights are good, too. It's a significant improvement on the v17 sights!
-Most importantly, I found that the "barrel roll" dodge can still leave me stuck in third person view (although I can still fire and reload my weapons), despite the bugfix.
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Hellstorm Archon
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Re: Brütal Doom v0.18

Post by Hellstorm Archon »

Mav3rick wrote:Why the chaingun dont have reload animation??
The chaingun never had any reloading frames to begin with. It's not a "reloading" weapon.

EDIT: I just tried this new version, and I really don't like the shotgun using the same firing sound as the rifle, as it sounds really weak. Also, the Doomguy's speed now being reverted to his vanilla speed feels unnatural.
Last edited by Hellstorm Archon on Wed Feb 27, 2013 6:03 pm, edited 2 times in total.
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Valherran
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Re: Brütal Doom v0.18

Post by Valherran »

Hellstorm Archon wrote:
Mav3rick wrote:Why the chaingun dont have reload animation??
The chaingun never had any reloading frames to begin with. It's not a "reloading" weapon.
Yep, it's a belt fed weapon, meaning all the ammo you hold is already in the weapon.
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twinkieman93
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Re: Brütal Doom v0.18

Post by twinkieman93 »

Hellstorm Archon wrote:Doomguy's speed now being reverted to his vanilla speed feels unnatural.
Vanilla and unnatural in the same sentence. Heh, okay. It's only unnatural if you played nothing but Brutal Doom since the day of its release, which is a really bad idea because, surprise, the community makes other good things too.
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Djiel
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Re: Brütal Doom v0.18

Post by Djiel »

Certain loose bodyparts (baron/knight and cyber heads at the very least) cause damage when you are next to them.
I hope this isn't intentional. If it's not; consider this a bug report. If it is; whyyy?!!
Also, the knight heads some times keep spinning.
This is for 18a ^

Didn't know about 18b until now. I must admit I'm glad about the rifle iron sights (at least from reading it). It was too big/too much zoomed in 18a in my opinion.
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drfrag
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Re: Brütal Doom v0.18

Post by drfrag »

Hey sarge, may be it's time to finish those damn shotgun reloading sprites. :wub:
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Armaetus
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Re: Brütal Doom v0.18

Post by Armaetus »

I forgot to mention I've had a bisected revenent upper torso turn into an upper imp torso when destroying it with the chaingun once.

I've had the Cyberdemon head cause damage to me when I am on or attempting to kick it around.
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Draken147
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Re: Brütal Doom v0.18

Post by Draken147 »

Of course, I just got used to the 0.18 sights and they get reverted back to pre 0.18. But damn I am glad that happened, every time I looked down the sights of the assault rifle it made me feel like using some custom full-auto sniper rifle for some reason. :|

Also I love the new minigun sprite, It's very nicely detailed. Any plans on ever updating other gun sprites? I like them the way they are, especially the shotgun but to be honest the rocket launcher is kinda... weird.

It's an awesome mod, ever since I found it I have a hard time going back to playing without it, thanks for creating this masterpiece and keep up the great work.

And by the way, I feel that the amount of times a crawling zombie can be kicked in the face (and still crawl away from it) is ridiculous, sure it's fun like hell and doesn't happen too often (the chance to kick the shit out of said face) but getting two kicks from doomguy even without berserk pack would probably be enough send his head flying through the room. :P
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Goldengun13
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Re: Brütal Doom v0.18

Post by Goldengun13 »

Mr. Chris wrote: I've had the Cyberdemon head cause damage to me when I am on or attempting to kick it around.
How is it possible to decapitate the Cyberdemon? I was under the impression that his death was still the standard explosion, and that there wasn't an alternate attack to use against him to result in a decapitation. If there is one, I'd like to try it out. :)
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Armaetus
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Re: Brütal Doom v0.18

Post by Armaetus »

Headshotting the Cyberdemon like every other non-boss would be unbalancing to blow his head off like you can do with the Barons and Hell Knights.
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twinkieman93
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Re: Brütal Doom v0.18

Post by twinkieman93 »

Mr. Chris wrote:Headshotting the Cyberdemon like every other non-boss would be unbalancing to blow his head off like you can do with the Barons and Hell Knights.
You can get headshots on the Cyberdemon, you know. You've always been able to. Given that he's the Cyberdemon, though, it's hard to do under the pressure of a thousand flaming explosive fireballs.
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Draken147
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Re: Brütal Doom v0.18

Post by Draken147 »

I really love how a berserk jump kick works just like fists in smash mode, it's really awesome to just kick a baron of hell in the face and watch the shower of gibs, turn an imp into pile of steaming limbs, or change pinky into pink mush. But for some reason, while demons seem to be made out of glass when treated with aerial boot assault zombies don't explode, they just fly away further than usually, or lose their head - sometimes. It saddens me greatly because I just love running around with Berserk on UV and explode everything with fists or the mighty boot, it's damn hilarious, can the zombies please explode when kicked in that special way? :3:
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Ghostbreed
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Re: Brütal Doom v0.18

Post by Ghostbreed »

That new chaingun gave me a boner
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Mav3rick
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Re: Brütal Doom v0.18

Post by Mav3rick »

Valherran wrote:
Hellstorm Archon wrote:
Mav3rick wrote:Why the chaingun dont have reload animation??
The chaingun never had any reloading frames to begin with. It's not a "reloading" weapon.
Yep, it's a belt fed weapon, meaning all the ammo you hold is already in the weapon.
Point taken... yet... doom 3 have reload... and brutal arsenal have heavy weapons kind of chaingun with reload... so why not the normal one??
will hold 300 rounds.. and since all weapons have reload why left that out?
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twinkieman93
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Re: Brütal Doom v0.18

Post by twinkieman93 »

Mav3rick wrote:Point taken... yet... doom 3 have reload... and brutal arsenal have heavy weapons kind of chaingun with reload... so why not the normal one??
will hold 300 rounds.. and since all weapons have reload why left that out?
OK, but if it holds 300 rounds then unless you have a backpack there's no reason for there to be a reload. There's already a reason for there to be no reload, and it's that having to reload the murder machine that is the minigun would cut short many a fine marine's kill boner. Nobody wants to see a marine who has had their kill boner blue-balled. It's not pretty. They get all mopey and stuff, and start writing poetry. Sad, I know.

So please. Think of the marines.
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