Brütal Doom v0.18

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Ghostbreed
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Re: Brütal Doom v0.18

Post by Ghostbreed »

This would make it difficult to complete a level in Speed of Doom where you need to telefrag a Mastermind
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Hornetzero
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Re: Brütal Doom v0.18

Post by Hornetzero »

Another thing I would like to bring up is having rifles stacked in closets or armories to be picked up instead of finding them randomly on the ground.

At this point, the best thing added for Brutal Doom Arsenal could be an inventory system similar to the one in Resident evil 2. We can have cool features like mixing gun powder to make new kinds of bullets and shells to strike enemies harder.

mixing ammo + different varieties of the same weapon + Mixing health items in a medical sector in any given level = fresh gameplay
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Frozenwolf150
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Re: Brütal Doom v0.18

Post by Frozenwolf150 »

Megaherz wrote:Here's a pretty crazy idea I had:

Say you just killed an Arachnotron. You whip out your chainsaw and start sawing at the corpse, removing one of its legs. You pick up the sharpened leg, run towards a nearby enemy and impale them with it, performing an execution animation a lot like the one with the shotgunner where you hoist them up with it, or the pain elemental where you stab them in a weak area repeatedly, depending on the size of the enemy you just jousted.
Basically:
Revenant + Chainsaw = Missile Launcher.
Mancubus + Chainsaw = Flame Cannon.
Arachnotron + Chainsaw = One free stylish melee execution.

It's obviously a lot of work but I figured I'd throw it out there in case you like it, or maybe it gives you another related idea.
I was going to suggest that too, only it's probably already been brought up. My thinking was more along the lines of using various monster parts as weapons, similar to how the zombie game Dead Rising lets you pick up literally anything and use it as a weapon. The Arachnotron leg was one. Another would be when you rip out the head and spinal cord of the Baron of Hell, where you'd wield it as a mace ball and chain, similar to Sub-Zero's fatality in MK where he bashes his opponent with it. The intestines of monsters could be used as a strangling weapon, or to disguise yourself to sneak through an infested area as seen in The Walking Dead. Picking up the severed claws of enemies would be cool, as others have mentioned, and I've seen some mods implement this.

However, this is probably a redundant suggestion anyway.
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Valherran
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Re: Brütal Doom v0.18

Post by Valherran »

Frozenwolf150 wrote:
Megaherz wrote:Here's a pretty crazy idea I had:

Say you just killed an Arachnotron. You whip out your chainsaw and start sawing at the corpse, removing one of its legs. You pick up the sharpened leg, run towards a nearby enemy and impale them with it, performing an execution animation a lot like the one with the shotgunner where you hoist them up with it, or the pain elemental where you stab them in a weak area repeatedly, depending on the size of the enemy you just jousted.
Basically:
Revenant + Chainsaw = Missile Launcher.
Mancubus + Chainsaw = Flame Cannon.
Arachnotron + Chainsaw = One free stylish melee execution.

It's obviously a lot of work but I figured I'd throw it out there in case you like it, or maybe it gives you another related idea.
I was going to suggest that too, only it's probably already been brought up. My thinking was more along the lines of using various monster parts as weapons, similar to how the zombie game Dead Rising lets you pick up literally anything and use it as a weapon. The Arachnotron leg was one. Another would be when you rip out the head and spinal cord of the Baron of Hell, where you'd wield it as a mace ball and chain, similar to Sub-Zero's fatality in MK where he bashes his opponent with it. The intestines of monsters could be used as a strangling weapon, or to disguise yourself to sneak through an infested area as seen in The Walking Dead. Picking up the severed claws of enemies would be cool, as others have mentioned, and I've seen some mods implement this.

However, this is probably a redundant suggestion anyway.
That has been suggested already, and the outcome of that was rejection and better made as a community addon.
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Sergeant_Mark_IV
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Re: Brütal Doom v0.18

Post by Sergeant_Mark_IV »

I think every possible suggestion that could ever be made, was made already. There's really no need add more drastic features, because this mod is on it's final states of polishing. It's time to fix what is broken, and not add more random stuff.

V19 test 2 is up
http://www.mediafire.com/?4ewuco667fhwz0u

Changelog:
- Added The "Super Marines". They will follow you everywhere, and if they get too far, they will teleport next to you. They will talk to you. They will give you items. They will salute you if you salute them. They are supposed to follow you into other levels.
Sometimes they will fail to know where you are and teleport next to you. This usually happens if you enter a teleport while they were standing next to you and not moving.
- Added localized damage on legs for zombies and imps. Now legs amputations happens when you actually shot their legs, and not randomly. But shooting legs now deals less damage.
- Fatalities are now much faster, and will give 50% less health. But now the health given by these adrenaline boosts can go over 100%.
- During the "Revenant Baseball" fatality, the player can aim at an enemy during the fatality and kill it with the revenant head.
- Fixed a bug causing sticky gibs to spawn far away from the wall.
- Further improved smashed brain sprites.

PS: The LOOKALLAROUND flag doesn't seems to work well on Zdoom/GZDoom, and the marines will sometimes have a hard time to follow you. I strongly recommend Zandronum.
PS2: I removed the explosive fuckyourself bug.
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Ghostbreed
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Re: Brütal Doom v0.18

Post by Ghostbreed »

Nice update Sarge

PS, telling the secret door in MAP08 to go fuck itself still opens it.
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Frozenwolf150
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Re: Brütal Doom v0.18

Post by Frozenwolf150 »

In that case, I have a question. I'm running on an older system, so I'm using the Janitor Mode add-on. However, in certain maps, like "Go 2 It" in Plutonia, I still run into framerate stutters in the wide-open battlefield after the Pain Elementals enter the fray. They'll start spewing Lost Souls like crazy, and when they're all dead, the field is littered with hundreds of skull fragments. These aren't interactive body fragments, but Janitor Mode doesn't remove them. Is there a way to configure it so that it removes these sprites as well?
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VICE
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Re: Brütal Doom v0.18

Post by VICE »

Ghostbreed wrote:PS, telling the secret door in MAP08 to go fuck itself still opens it.
Sounds like this should be a feature to me.

Also, a suggestion:
I think the ammo factor of x1.5 is way too much for Black Metal difficulty, I'm swimming in so much ammo on most maps that my weapon choice is basically the one that currently has full ammo reserves. This ends up making Man and a Half and Brutal more difficult (in my opinion) since it eliminates the need to aim carefully or scavenge for supplies.
I think it should be scaled down to something like x1.25. I'm going to do that tomorrow with the new test version and play a few maps to see how that plays.
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Rowsol
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Re: Brütal Doom v0.18

Post by Rowsol »

Sergeant_Mark_IV wrote: - Added The "Super Marines". They will follow you everywhere, and if they get too far, they will teleport next to you. They will talk to you. They will give you items. They will salute you if you salute them. They are supposed to follow you into other levels.
Sometimes they will fail to know where you are and teleport next to you. This usually happens if you enter a teleport while they were standing next to you and not moving.
- Added localized damage on legs for zombies and imps. Now legs amputations happens when you actually shot their legs, and not randomly. But shooting legs now deals less damage.
- Fatalities are now much faster, and will give 50% less health. But now the health given by these adrenaline boosts can go over 100%.
- During the "Revenant Baseball" fatality, the player can aim at an enemy during the fatality and kill it with the revenant head.
- Fixed a bug causing sticky gibs to spawn far away from the wall.
- Further improved smashed brain sprites.
Dig the marines. Fatalities don't seem faster to me, or maybe fast enough I should say.
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SamVision
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Re: Brütal Doom v0.18

Post by SamVision »

Something I feel is very missing in Brutal Doom is a sound effect of the chainsaw blades ripping through flesh. I only recently noticed this due the every other aspect of BD being so polished recently.
Blazko
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Re: Brütal Doom v0.18

Post by Blazko »

Frozenwolf150 wrote:In that case, I have a question. I'm running on an older system, so I'm using the Janitor Mode add-on. However, in certain maps, like "Go 2 It" in Plutonia, I still run into framerate stutters in the wide-open battlefield after the Pain Elementals enter the fray. They'll start spewing Lost Souls like crazy, and when they're all dead, the field is littered with hundreds of skull fragments. These aren't interactive body fragments, but Janitor Mode doesn't remove them. Is there a way to configure it so that it removes these sprites as well?
Would it be worthwile to add a slider to the optionsmenu with which one can adjust the time gibs, blood, shells, skullparts etc are visible? With this everyone could adjust the amount of stuff lying around, according to the power of his computer. Possibly no janitor plugin needed anymore.
Cream-of-Plenty
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Re: Brütal Doom v0.18

Post by Cream-of-Plenty »

Hornetzero wrote:Another thing I would like to bring up is having rifles stacked in closets or armories to be picked up instead of finding them randomly on the ground.
What does this have the do with the mod? Would that not be something more a map's author?
At this point, the best thing added for Brutal Doom Arsenal could be an inventory system similar to the one in Resident evil 2. We can have cool features like mixing gun powder to make new kinds of bullets and shells to strike enemies harder.

mixing ammo + different varieties of the same weapon + Mixing health items in a medical sector in any given level = fresh gameplay
I don't think you could come up with something more antithetical to Doom's gameplay than this. Beyond the fact that Sarge would have to build an inventory system from scratch (and a complex one at that--one that would allow you to browse your stored inventory and combine items you've collected) it wouldn't even mesh with pretty much any WADs made for Doom, because none of them were built with the intention of supporting anything remotely resembling this. Honestly, if you're so eager for "fresh gameplay" that you want to turn Doom into a clunky Capcom item-hunt survival horror game, you should probably just play a clunky Capcom item-hunt survival game instead.
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Reapums
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Re: Brütal Doom v0.18

Post by Reapums »

I have noticed the increase in speed for the fatalities and while I do like it because it increases game flow I think it would be cool to either have a mutator or an option to revert the fatalities back to the original speed mostly just for the ability to enjoy them and the animations a bit more. As it stands though I like the increase to the speed.
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Valherran
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Re: Brütal Doom v0.18

Post by Valherran »

My Report:

1. When performing a fatality, sometimes it will show the fatality of a different monster than the one you killed. This may have something to do with your new Marines.

2. Marines still have zombie sound sets along with newer ones (STILL)

3. Jump kicks performed on idle zombies or imps from behind cause the neck breaker to execute.

4. Marines rescued spawn at the beginning of each level regardless of them dieing. I had 50+ Marines spawn next to me at Map 30 at the end. :lol:

5. Marines do not follow you very well, i know this is addressed, but it does need work. They often go back to the way they originally moved around when they get stuck.

6. Hellknight Torsos that crawl on the floor take waaay too much abuse from kick attacks. I kicked the shit out of a Hellknight and got 70 bonus HP out of it, 1 point per kick.

7. Monster torsos that crawl on the ground also randomly give +10 bonus HP when kicking their teeth out or performing the ground fatality on them.

8. Cyberdemon and Spider Mastermind still moves way too slow to be a real threat, their speed from previous versions is much better.

That's it for now, there is probably more though. I also want to nit pick at the Shotgun, I don't really like the sound that's currently used for it, it sounds weaker than the damage it puts out. It's ok for the super shotgun alt fire, but not the pump shotgun. I too noticed that shell ejection was missing in the animation when someone pointed that out, would be great if that gets put in later on.
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Blox
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Re: Brütal Doom v0.18

Post by Blox »

Valherran wrote:1. When performing a fatality, sometimes it will show the fatality of a different monster than the one you killed. This may have something to do with your new Marines.
A bit more on this:

Code: Select all

<Eric> fatalities are totally messed up
<Eric> >punch cacodemon
<Eric> >becomes chaingunner
<Eric> >punch chaingunner
<Eric> >becomes shotgunner
<Eric> >punch revenant
<Eric> >becomes cacodemon
...
<Bloax> But yeah that sounds..
<Bloax> Uh
<Bloax> bad
<Eric> but chaingunner, cacodemon and revenant were all fucked up
<Eric> sometimes the chaingunner just didn't do a fatality
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