[Stopped for now] DN Brutal Doom Pack

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
DoomNukem
Posts: 199
Joined: Sat Feb 09, 2013 7:39 pm
Location: 2km south of Копачи Village - Pripyat, Chernobyl.

[Stopped for now] DN Brutal Doom Pack

Post by DoomNukem »

This mod is cancelled at the moment, like a hiatus, Im not sure if I will come back to it, dunno if it should be locked, or whatever people usually do.

Important - Please Read First!:

- This Mod requires brutal doom to run, also don't forget to make sure you load brutal doom first, that's why it's not working for you.
- This Mod has slight errors with Zandronum's lack of alpha support, particularly sprites with alpha's such as the assault rifle's aiming mode will look kinda funky.
- For that same reason the Visor HUD will be for GZdoom only until alpha support is fixed.


Image

I think its time I release a test, here is test version 3, feel free to upload mirrors.


UPDATE CHANGELOG:

Image

DOWNLOAD HERE

V3:
==============================================================

- The sawed-off shotgun is back,
- The chaingun is available.
- The SLEDGEHAMMER was added ( crush some skulls with primary fire, alt fire removes the shoulders off anything lesser than a pinky demon. it shares the melee slot,
in future updates I will make chainsaw and hammer have a 50/50 spawn rate )
- adjusted revolvers reload speed to look less [censored word].
- Fixed revolvers alternate fire ricochet shot, have fun!

Known Bugs:

- pistol reload frames could do with a few extra
- need to Fix Pistol Ammo counter < Help would be gladly appreciated
- cant kick or taunt while holding the sledgehammer and when you switch weapons the taunt plays < Help would be gladly appreciated
- fix SledgeHammer new sounds, I cant seem to get the sledge hammer to play my sounds ill have to fix that.

Spoiler: oldstuff

Credits:
DoomNukem
Megaherz
Batandy
BingoJohnson
Mike12
sgt_mark_iv
Spoiler: old stuff
a more final version is a while away so I thought i'd chuck this out so people can take a closer look.

so basically I've decided to steer the project into two directions, the first is a purely cosmetic overhaul pack, that does not touch gameplay, this will most likely be out first.
the second idea is an overall enhancement pack that does modify gameplay slightly, adding the following:

here's my to do list, its a little hefty, so contributions are awesome, if you got something you think might fit post it!
UPDATED TO DO LIST:

=========================
- lever action
- sniper
- SMG
- satchel charge < Help would be gladly appreciated
- Plasma Rifle
- Rocket Launcher
- Machete and Knife
- Mancubus Cannon
- Revenant launchers
- New Taunt
- Rail Gun
- nade launcher
- bfg 9k
- hud - radar, nightvision, Flashing with warning sound for low health, change ammo bar to numeric value < Help would be gladly appreciated, need a bit of help porting over the one from RSL's 'the amazon', I no nothing of ACS
- Items
- Sounds < Help would be gladly appreciated
Last edited by DoomNukem on Mon Jun 24, 2013 11:27 pm, edited 13 times in total.
User avatar
doomfiend
Posts: 526
Joined: Sun Aug 27, 2006 6:10 am
Location: some where

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by doomfiend »

WOW those sprites look so damn cool! Keep it up I'm interested in seeing more O:
User avatar
DeXiaZ
Posts: 139
Joined: Tue Apr 09, 2013 3:19 am

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by DeXiaZ »

Yeah I like them! Keep it up!
User avatar
-Ghost-
Posts: 1776
Joined: Wed Sep 08, 2010 4:58 pm

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by -Ghost- »

Agreed, those sprites are great, much cleaner looking. The rocket launcher definitely needs a remake I think, it's just really weird and cut/pasted looking.
User avatar
Hellstorm Archon
Posts: 1176
Joined: Sun Oct 24, 2010 7:37 pm
Preferred Pronouns: They/Them
Location: 404 Error- Location of User Not Found

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by Hellstorm Archon »

Very impressive. Can't wait to see what you put out next.
User avatar
JimmyJ
Posts: 658
Joined: Mon Nov 09, 2009 6:17 pm

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by JimmyJ »

If the rest of the weapons come out as nice as these first two I can't see myself ever wanting to go back to regular Brutal Doom.
User avatar
RikohZX
Posts: 307
Joined: Tue Sep 04, 2012 9:11 pm

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by RikohZX »

The shotgun's gonna need some work like proper brightening up of the black metal to the ligher grey to fit the pickup icon and the bottom-fed part being removed to resemble the intent better, but I gotta say that this is some pretty snazzy work so far. Surprised we only have a handful of weapon replacement/addon wads for Brutal Doom to be honest.
User avatar
DoomNukem
Posts: 199
Joined: Sat Feb 09, 2013 7:39 pm
Location: 2km south of Копачи Village - Pripyat, Chernobyl.

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by DoomNukem »

Thanks for the feedback guys, I agree the shotgun did need to be more consistent so I darkened the world sprite, cleaned up and slimmed the receiver and added an ejector port.
the sling and the shell rack are optional at this point, the original shotgun will also be included in the packs release.

Image

I will finish the shotgun and machinegun within the week but so far I plan on:

- releasing a test featuring the finished shotgun and assault rifle
- SSG
- RPG
- Pistol for mutator
- Chaingun
Vict
Posts: 171
Joined: Sun Aug 08, 2010 7:27 am

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by Vict »

I like the sling and the rack, adds personality to the weapon and makes it look like more than just another shotgun edit.

The ejection port is a nice touch too.
User avatar
bingojohnson
Posts: 24
Joined: Tue Mar 12, 2013 8:29 am

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by bingojohnson »

This shotgun is reeeeeeally good looking. I like it.

I think you're right, -Ghost-. The Rocket launcher is the one that need more attention. For me it was the shotgun, but now tha we have this beauty...

I have a various chaingun spritesets ready, along with some new smooth animations for the bullet belt, but i'm really busy working on my master's thesis.
Maybe this community could join efforts and release a Brutaldoom Weapon pack.
User avatar
DeXiaZ
Posts: 139
Joined: Tue Apr 09, 2013 3:19 am

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by DeXiaZ »

Yeah, the shotgun is impressing!
User avatar
Springy
Posts: 532
Joined: Thu Mar 08, 2012 3:22 am
Location: Earth

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by Springy »

Awesome work so far! Those sprites look fantastic I cannot wait for the final product, keep up the good work.
User avatar
zrrion the insect
Posts: 2431
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by zrrion the insect »

These are some very nice looking sprites! That shotgun is one of the nicest shotguns I've seen in a while.
The hand in the machine gun looks odd holding the clip like that, but it still looks great. I can't wait to see what the other weapons look like.
User avatar
Max Dickings
Posts: 221
Joined: Thu Feb 28, 2013 12:27 am

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by Max Dickings »

You had me at ejection-port and sling :wub:

The shells on the side look good, but I prefer not to have them. Seems odd in games when you run out of ammo and there's 4 perfectly good shells right there.
User avatar
DoomNukem
Posts: 199
Joined: Sat Feb 09, 2013 7:39 pm
Location: 2km south of Копачи Village - Pripyat, Chernobyl.

Re: [WiP] DoomNukem's Brutal Doom weapon pack

Post by DoomNukem »

haha thanks guys,
The shells on the side look good, but I prefer not to have them. Seems odd in games when you run out of ammo and there's 4 perfectly good shells right there.
Yeah I guess a few people will feel that way, itll be optional and theyre not seen when reloading or cocking the pump

Some progress, the ADS version of the shells and an ingame screenshot

Image

Image

Return to “Abandoned/Dead Projects”