Brütal Doom v0.18

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IMX
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Re: Brütal Doom v0.18

Post by IMX »

PermaNoob wrote:Also, it's kinda weird how commander keen now sounds like Justin Bieber...
So the Bieber replacement sprite is still in v19?

Ah. Great.
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Sergeant_Mark_IV
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Re: Brütal Doom v0.18

Post by Sergeant_Mark_IV »

I removed the sprite, and forgot the sound :P

PermaNoob wrote:EDIT: further feedback. Please put the Nazis and keen back in, I'm pretty sure that nearly every single gameplay mod is going to break dehacked mods whether it has custom Nazis or not, plus this locks us out from the MP40. Also, it's kinda weird how commander keen now sounds like Justin Bieber... (Besides, is there anyone who plays dehacked-heavy mods with brutal doom anyway?)
Great wads such as Scythe 2 uses DEHACKED monsters. I don't think its worth to completely rape these wads just because of two enemies that only shows up PROPERLY in vanilla Doom 2 levels.
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RiboNucleic Asshat
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Re: Brütal Doom v0.18

Post by RiboNucleic Asshat »

Could you at least make it a mutator/addon, in that case? I really prefer them over the giant smurfs that we know and love.
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Eric_
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Re: Brütal Doom v0.18

Post by Eric_ »

Image
20/10 DOOM AS IT WAS MEANT TO BE

Edit: it loads with Harmony. I can only assume that this is your way of announcing Brutal Harmony.
Spoiler:
Dan50
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Re: Brütal Doom v0.18

Post by Dan50 »

WOW loving the chainsaw in this one, even with godmode its bloody! (I like that hehe) also they camera shaking as it saws through and enemy hehe. Love the new sprite for the plasma gun and its new alt fire :D.
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armyman12345
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Re: Brütal Doom v0.18

Post by armyman12345 »

Great version but one thing REALLY bugs me:
Spoiler:
I mean, the original ones SUCKED ***. Also, you might as well remove the MP40's. The ones in the original doom 2 made me think I fought blue smurfs. The new ones made me think I'm fighting Adolf Hitlers army. You know, the army THAT KILLED MILLIONS, UPON MILLIONS OF NOT ONLY SOLDIERS, BUT CIVILLIANS! I know that you don't want to ruin wads like scythe 2, but even if you don't bring the nazis back, at least make a addon!

Sorry if i sound a bit noobish, but I could not understand this change.
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Cyanide
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Re: Brütal Doom v0.18

Post by Cyanide »

The new chaingun and rocket launcher sprites are missing.
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Hornetzero
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Re: Brütal Doom v0.18

Post by Hornetzero »

I have noticed too much of the other issues mentioned but here is my list anyway:

- The main menu skull is glitched. It would either dissappear or get a glitchy lock in which it won't move up or down to other options.
- In the stage, Trips and Traps, When I reach for the door containing the imps and the baron, I fought them until I died. Two imps however started fighting with one baron and the baron picked one up and tore him into two (really awesome). However, with the second one, a glitch occured in which the Baron kept repeating the animation of ripping the imp apart.
Uninstall
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Re: Brütal Doom v0.18

Post by Uninstall »

When will the Kraken gets released tomorrow. Morning? Noon? Evening?

I will not be able to go to work tomorrow - thats for sure :?
thebudds

Re: Brütal Doom v0.18

Post by thebudds »

The marines stick to close to you and can end up blocking your way in the latest test version.
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doomquake777
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Re: Brütal Doom v0.18

Post by doomquake777 »

1 If you use the Free fire mode on the Revenant rocket launcher you will have unlimited rockets. Plus I don't really see a difference between the 2 fireing modes. The Primary just won't let you fire if an enemy isn't in your sights, but the Rockets don't track even after being Launched.
2 I witnessed heads that had landed near walls continuously bouncing.
3 If you reload the Super Shotgun after emptying it with the alt fire, the reload sound is a bit different.
4 Your Text document states that the Hell Nobles will roar at you when they spot you. However I have only seen the Hell knight Roar, The Baron doesn't do anything different.
5. If you do combo punches with the Berserk pack you will sometimes Gib enemies instead of performing the Fatality.
6. I'm unable to chainsaw a Mancubus' Flame Cannon now, whenever I try, not only is it hard because once you start cutting there is this massive pull that moves you out of range, but the Body is completely destroyed. (It completly disappears leaving nothing behind)
7. I have noticed an increase in the amount of bodies that stop an elevator from moving up to its original position. I like it as a feature for keeping doors from closing, but it can cause an inconvenience with Elevators.


I love the Plasma Rifle's new alt fire, it is so much more useful then the Plasma Shotgun.
Last edited by doomquake777 on Thu Aug 08, 2013 3:22 am, edited 1 time in total.
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armyman12345
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Re: Brütal Doom v0.18

Post by armyman12345 »

Eric_ wrote:Image
20/10 DOOM AS IT WAS MEANT TO BE

Edit: it loads with Harmony. I can only assume that this is your way of announcing Brutal Harmony.
Spoiler:
Your using a beta version.
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Eric_
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Re: Brütal Doom v0.18

Post by Eric_ »

armyman12345 wrote:
Eric_ wrote:Image
20/10 DOOM AS IT WAS MEANT TO BE

Edit: it loads with Harmony. I can only assume that this is your way of announcing Brutal Harmony.
Spoiler:
Your using a beta version.
That's no excuse for a mod called Brutal Doom to crash when attempting to play Doom.
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armyman12345
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Re: Brütal Doom v0.18

Post by armyman12345 »

Actullay 1.8.2 of GZDoom is out. Also, it might only work on normal GZDoom.
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Xangi
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Re: Brütal Doom v0.18

Post by Xangi »

armyman12345 wrote:Actullay 1.8.2 of GZDoom is out. Also, it might only work on normal GZDoom.
Firstly: That's not how this crash works. It's a glitch in the ANIMDEFS, I've fixed it myself. Simple oversight, I'm sure.
Secondly: I've tried it on the newest GZDoom and Zandronum and (predictably) it crashes.
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