Brütal Doom v0.18

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Matt
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Re: Brütal Doom v0.18

Post by Matt »

Resources regenerating through completing game objectives by means of an optional risky "style" move is a perfectly good game design element. ::remembers to Black Box his way through next 20 TF2 matches::
Gez wrote:Doomguy is health-and-environment-conscious and will only eat the hearts of free-range demons (none of those monster-closet demons who never roamed free) certified Organically Summoned. You never know what products there are in the run-of-the-mill demon meat. Generally, it's all full of nukage sludge, and also lead. Lots of lead in that demon meat, for some reason. It's just unsanitary.
Gez wrote:Mind your H!
Earth with an H at the end is our planet, a type of soil, and one of the four classical elements.
Heart with an H at the beginning is an organ that beats in our chests to pump blood throughout the body.
Hearth with H's at both beginning and end is the fireplace in one's home, sweet home. Eating a hearth isn't advised; it's mostly made of bricks.
have an internet sir
Blazko
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Re: Brütal Doom v0.18

Post by Blazko »

ok,ok, I give up ;-)
oh wait, why would doomguy get an adrenaline boost by ripping and tearing, but not by eating a beating heart? how can you know?
ps: dont take me too serious ;-)
Blazko
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Re: Brütal Doom v0.18

Post by Blazko »

Gez wrote:Doomguy is health-and-environment-conscious and will only eat the hearts of free-range demons (none of those monster-closet demons who never roamed free) certified Organically Summoned. You never know what products there are in the run-of-the-mill demon meat. Generally, it's all full of nukage sludge, and also lead. Lots of lead in that demon meat, for some reason. It's just unsanitary.
LOL, that one is good! "oranically summoned" - brilliant!
Blazko
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Re: Brütal Doom v0.18

Post by Blazko »

Vaecrius wrote:Resources regenerating through completing game objectives by means of an optional risky "style" move is a perfectly good game design element.
Thanks for the support. At least one person on my side. And even combined with making gibbing gameplay relevant! Oh, I love my idea ;-)
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Matt
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Re: Brütal Doom v0.18

Post by Matt »

Blazko wrote:
Vaecrius wrote:Resources regenerating through completing game objectives by means of an optional risky "style" move is a perfectly good game design element.
Thanks for the support. At least one person on my side. And even combined with making gibbing gameplay relevant! Oh, I love my idea ;-)
Actually, my intention of that comment was to speak explicitly in favour of the status quo (rip+tear=health).

Your idea (time-sensitive resource pickup on death) can also do the same, in tempting the player to take a risk by wading into the mess as soon as possible instead of hanging back and killing everything before advancing, but it's not quite as direct or thematically appropriate.


EDIT: In other news, reiterating my sentiments on FB that the old/current RL sprite is so much better - more convincing, less pointlessly shiny, actually looks like a plausible weapon instead of some generic videogame space blaster.
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Max Dickings
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Re: Brütal Doom v0.18

Post by Max Dickings »

I'm happy with either launcher.

/hits refresh on Brutal Doom's moddb page/
/hits refresh on Brutal Doom's moddb page/
/hits refresh on Brutal Doom's moddb page/

Gah, I cannot wait for v19!! :wub:

I almost want to stop playing through Sgt's episode 1 remake (that I only discovered yesterday - Shame on me!) so I can enjoy it more in v19.

Almost.
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Crudux Cruo
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Re: Brütal Doom v0.18

Post by Crudux Cruo »

God i cant find the sprite... there is this one sprite with blue tipped rockets that load into the rocket launcher that looked sweet, i just cant find the damn sprite. either way, the new rocket launcher would look cool with a feed belt that loads the rockets. if anyone knows which sprite im talking about please post it.
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ChaddyGibbs
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Re: Brütal Doom v0.18

Post by ChaddyGibbs »

Has anyone considered fatalities for the chainsaw? (Obivously yes, but I'll go into detail.)

Initially I made this post to ask how I can make the mod have the melee slot default to the chainsaw rather than fists when Brutal Doom is running (a PM on how to do this would be outstanding), but I started thinking on how the mod probably does that so that the fist based rip-and-tear fatalities are quicker to access. So, to counter this why not have chainsaw fatalities as well in a future version? I'm not sure how the chainsaw is affected by Brutal Doom in the first place (again, a PM would be awesome) but I came up with a few fatality ideas that would require little to no sprite work and would use existing gibs. Before I list them, an idea to make the chainsaw & chainsaw fatalities useful against enemies like Barons of Hell where one would rather keep their distance would be a major increase in damage output after acquiring a berserk pack, as well as having an alt fire on the chainsaw to trigger the fatalities, perhaps with a more rustier or higher pitch sound to signify alt fire is being used.

Humanoids 1 - Chainsaw'd up from in between legs slowly. (Some sprite work required, really bloody.)
Humanoids 2 - Chainsaw is rammed into enemy while not spinning, lifted into the air, and chainsaw is engaged gibbing the enemy utterly (similar to the shotgun guy fatality).
Humanoids 3 - Enemy is knocked to the ground and chainsaw runs the length on them repeatedly, leaving same corpse sprite as the one when bodies are fired on multiple times after death.
Pinky Demons - Chainsaw is rammed into the mouth and lifted through the back. (Can have gibs, uses standard death sprites.)
Cacodemons - Either flayed repeatedly (quartered) using existing gibs or directly in half.
Pain Elementals - Jumped onto same as fist fatality, only the chainsaw is plunged up to the handle through eye and wriggled around while inside the elemental. Optional intestine gibs follow when chainsaw is lifted out.
Hell Knights - Legs cut (gibbed) and then torso severed, trigger crawling animation. Follow up with stomp/arm rip for ultimate cruelty.
Barons - Same roll as spine-rip fatality, but Humanoid 1 fatality from behind.
Barons/Knights - Chainsaw'd slightly in between legs triggering bloody ball-kick animation, then beheaded (head gib).
Mancubus - Slow sawing down front middle, uses same death as fist based fatality.

I couldn't think of anything for the Arch-Vile, Arachnotron or Revenant but I'm sure there are many creative ideas floating around, and these could have some real potential in-game. Saw through a lot of enemies with primary fire, then finish up a few last enemies with fatalities for health and style. What do you think?
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Blox
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Re: Brütal Doom v0.18

Post by Blox »

I was going to respond, but it's not worth the effort from either sides.
Though if you're going to make a broken explanation of why RIPANDTEAR heals then bringing up mystery items like medkits and armor pieces is bad.

Also, don't restrict it to fatalities and make it heal up to something like 300 or something. But degenerate down to 35 or something. Something something about mayhaps healing a bit more the less health you have.

Because it seems silly that a mod that's specifically based on the whole "rip and tear" concept doesn't really support the notion of going melee.
Quite the opposite it seems - what with the stronger monsters making you attack from a distance. Unless you're willing to lose half your health pool just to smack some bitches. (That's punishing, by the way.)
Blazko
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Re: Brütal Doom v0.18

Post by Blazko »

What I do not like about rip and tear is the fakt the other monsters cannot harm you while performing it on another monster. that is not logical. Can it be done so that they do harm you? it would obviously make rip and tear weaker, thus to balance this it could give a greater health boost.
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Matt
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Re: Brütal Doom v0.18

Post by Matt »

uh, given how much health you could lose during that time you're immobile, combined with the fact that the monsters are starting to surround you already, you'd have to basically regenerate everything if it were to be remotely useful. It would make the game way more chaotic than it already is with all the stuff flying around.

It would be nice to get that bonus in smash mode though, come to think of it, though it may make things too easy. (maybe a +8 or even +6 instead of +10 in smash, with the increased control being the tradeoff?)
Blazko
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Re: Brütal Doom v0.18

Post by Blazko »

i understand. it just does not look good for me when imps are hitting you with fireballs and do no harm. a solution could be that while performing a fatality you are so terrible that monsters are having fear of you and run away rather than keep attacking you. could such an ai change be done?
Blazko
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Re: Brütal Doom v0.18

Post by Blazko »

Max Dickings wrote:I'm happy with either launcher.

/hits refresh on Brutal Doom's moddb page/
/hits refresh on Brutal Doom's moddb page/
/hits refresh on Brutal Doom's moddb page/

Gah, I cannot wait for v19!! :wub:

I almost want to stop playing through Sgt's episode 1 remake (that I only discovered yesterday - Shame on me!) so I can enjoy it more in v19.

Almost.
can you tell me where to get this episode 1 remake?
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Mánibranðr System
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Re: Brütal Doom v0.18

Post by Mánibranðr System »

Vaecrius wrote:uh, given how much health you could lose during that time you're immobile, combined with the fact that the monsters are starting to surround you already, you'd have to basically regenerate everything if it were to be remotely useful. It would make the game way more chaotic than it already is with all the stuff flying around.

It would be nice to get that bonus in smash mode though, come to think of it, though it may make things too easy. (maybe a +8 or even +6 instead of +10 in smash, with the increased control being the tradeoff?)
I would be happy with seeing the fatalities, as they are right now, go away altogether. It's very flow-breaking and it cheapens the value of cleverly-placed health-packs for any level that contains a berserk pack. On the other hand, if it's 1st person, and takes a second like the fatalities in Serious Sam 3, it would be a LOT better. Really, the reward for doing a risky (and not very bright) move should be not dying.
Blazko
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Re: Brütal Doom v0.18

Post by Blazko »

one thing that interests me: why brütal doom, why not brutal doom? "ü" is used in german language (you know the Übercharging in TF2?), has it something to do with it? (id software used the nazi symbols and german names - dr betruger (actually "betrüger") - quite some times to symbolize the evil)
Last edited by Blazko on Mon Apr 22, 2013 2:24 am, edited 2 times in total.
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