Burl Tumd (Last updated 8/11/13)

Projects that alter game functions but do not include new maps belong here.
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President People
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Re: Burl Tumd: Updated! (2/12/13)

Post by President People »

What happened to the download link? I'd really like to try this. (Hoping it works in Zandronum)
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Ed the Bat
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Re: Burl Tumd: Updated! (2/12/13)

Post by Ed the Bat »

President People wrote:What happened to the download link? I'd really like to try this. (Hoping it works in Zandronum)
Link works fine for me. Click the picture.
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Blox
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Re: Burl Tumd: Updated! (2/12/13)

Post by Blox »

I have plans to port it to Zandronum, but at the moment I'm not sure how finished this is.
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President People
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Re: Burl Tumd: Updated! (2/12/13)

Post by President People »

Ed the Bat wrote:Link works fine for me. Click the picture.
Oh, thanks. Can't say I expected to find the link hidden in the logo.
niculinux
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Re: Burl Tumd: Updated! (2/12/13)

Post by niculinux »

good mod, for me 8/10 rating!

But I would take out chaingun, it's too overpowered..70%-80% of mods on this forum and on doomworld are quite often are very overpowered, but it's my 2 cents.
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Blox
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Re: Burl Tumd: Updated! (2/12/13)

Post by Blox »

It's awesome, but you run out of gas in no time if you use it properly. Which is kind of the purpose of it.
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Eric_
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Re: Burl Tumd: Now supports Zandronum!

Post by Eric_ »

Spoiler: huge screenshot
Thanks to Blox, Burl Tumd now has a functional Zandronum version! You can download it in the OP right under the title image.
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Eric_
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Re: Burl Tumd: Now supports Zandronum! Also updated (2/24/13

Post by Eric_ »

Double posting because updates:
  • pistol now becomes less accurate the faster you fire, enabling 100%-accurate tapfiring
  • pinky demons have to get a little bit closer to rip your face off now
  • the more intensive blood effects have a reduced chance of spawning
  • mancubi have a variety of random patterns they'll pick from each time they shoot. their projectiles also deal a more consistent 20-45 damage instead of 8-80.
  • revenant missiles can be shot down
Download from the picture in the OP as always.
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Abba Zabba
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Re: Burl Tumd: Updated again (3/8/13)

Post by Abba Zabba »

Update sounds pretty cool. Random Mancubi fireballs was a pretty good idea, just from the sound of bit. A degree of unpredictability is always welcomed in challenge.
HeXaGoN
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Re: Burl Tumd: Updated again (3/8/13)

Post by HeXaGoN »

You should really get around to changing the BFG9000.
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Death Egg
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Re: Burl Tumd: Now supports Zandronum! Also updated (2/24/13

Post by Death Egg »

Eric_ wrote:
  • revenant missiles can be shot down
This is probably one of the greatest gameplay changes any Doom gameplay mod has ever done.
PFL
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Re: Burl Tumd: Updated again (3/8/13)

Post by PFL »

Yes, very good
Last edited by PFL on Sun Mar 17, 2013 2:33 am, edited 1 time in total.
HalNeinK

Re: Burl Tumd: Updated again (3/8/13)

Post by HalNeinK »

The Spidermind replacement is completely invisible in Coop Multiplayer on Zandronum, lead to a lot of confused people getting killed by absolutely nothing.
Is this intentional?
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Eric_
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Re: Burl Tumd: Updated again (3/8/13)

Post by Eric_ »

No. I have no clue why it's invisible or why it's even showing up at all...

...except that I forgot to remove it from the latest Zandronum version. Fixed.
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Eric_
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Re: Burl Tumd: Updated again (3/8/13)

Post by Eric_ »

Another double post, another update:
  • Revenants are buffed up: They now fire two missiles, each one flying at 15 map units per tic and dealing 25 explosive damage on impact. Missiles can still be shot down, but can also be lured into killing the revenant that shot them.
  • Hell knights and barons are buffed. Hell knights throw three 20-damage fireballs in a line, barons toss a spread pattern.
  • scrapped the Spider Mastermind replacement as well as the boss map altogether because I couldn't get it to work the way I wanted it to and it was pretty lame anyway
  • probably some other change that I didn't remember
Download from the pic in OP as always.
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