[WIP/Release] Brutal Doom SE

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Skrell
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Re: [WIP/Release] Brutal Doom SE

Post by Skrell »

SigFloyd wrote:Here's a demo of it in action:
The mechanics are in place, but I'm still messing around with whether or not the overheat mode should affect the shots themselves, or if there should be no change whatsoever in performance regardless of heat level.
I really like the graphics and effects but i'm not really sure what you're going Sig....what is the gameplay goal by having the plasma gun accelerate it's firing ?
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

Skrell wrote:I really like the graphics and effects but i'm not really sure what you're going Sig....what is the gameplay goal by having the plasma gun accelerate it's firing ?
I guess you could say I want to make it a more interesting weapon, and a leaner, meaner weapon. The low level firing makes it more agile in hunting weak stragglers, and the high level mode more suited to engaging hordes or tougher enemies. As to why it speeds up, I like to imagine there's some kind of regulatory mechanism that kicks in when built up energy gets too high and prevents it from firing too fast, to the point where you risk having the gun blow up. The excess gas is bled out, like a car putting on the breaks a bit. The result is a cap of sorts, that's a higher rate of fire than normal, but still stable enough to be able to safely deplete the rest of the battery. Lore-wise.

After play testing it for a while, it don't feel it detracts from the gameplay in any way. In fact, it kind of reminds me of a hot rod or dragster revving up with the way the jets shoot out the sides, which is pretty badass.
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Sinael
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Re: [WIP/Release] Brutal Doom SE

Post by Sinael »

Question: when will the BD v20 features be integrated? I'd really like to see new blood, XDeaths, flamethrower and pseudoragdoll effects as well as lots of other features.
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RikohZX
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Re: [WIP/Release] Brutal Doom SE

Post by RikohZX »

Sinael wrote:Question: when will the BD v20 features be integrated? I'd really like to see new blood, XDeaths, flamethrower and pseudoragdoll effects as well as lots of other features.
When it's released, judging by Sig's words. Be patient.
Skrell
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Re: [WIP/Release] Brutal Doom SE

Post by Skrell »

can someone post a pic of the sprites in the "Alternate Sprites Pack" so that i can vote on them being standard? :)
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Coincident
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Re: [WIP/Release] Brutal Doom SE

Post by Coincident »

Skrell wrote:can someone post a pic of the sprites in the "Alternate Sprites Pack" so that i can vote on them being standard? :)
They were posted on page 12 of this thread:
http://forum.zdoom.org/viewtopic.php?f= ... 65#p730129
Skrell
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Re: [WIP/Release] Brutal Doom SE

Post by Skrell »

1. Thank you Coincident!
2. Does anyone happen to have a version of the Doomvisor mod that is compatible with BrutalSE?
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

Question: How do you guys feel about a BFG whose primary fire you can hold down and then release at your own convenience? I'm also thinking of a switchable mode that you toggle with the reload key. It could go from the classic big ball, to some other novel mode. Maybe something like the old plasma ball storm the BFG had once upon a time. It could behave like the magic missile storm in Dungeons & Dragons/Neverwinter Nights.
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raymoohawk
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Re: [WIP/Release] Brutal Doom SE

Post by raymoohawk »

that sounds good to me
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Coincident
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Re: [WIP/Release] Brutal Doom SE

Post by Coincident »

If my memory serves me well, isn't that how the BFG works in Doom 3?
You hold the mouse down to charge and then release to fire. The longer you hold, the more ammo you spend, and the stronger the blast.
But after reaching full charge, if you hold it for too long, the weapon would start overloading (and beeping), until you've splashed yourself on the walls a few seconds later.

Gameplay-wise, it would become less newb-friendly, and would require more skill to use.
With some practice, you could charge it up just right before opening some room full of monsters and blast them before they can react.
I like that idea.

But what if you're facing a huge horde (or a boss), that you need several blasts to kill them?
Before, you would just hold down fire to continuously send BFG blasts at full-auto speed.
With those changes however, you would need a perfect-timing of holding down the mouse button and releasing it, several times over...
That could go terribly wrong...
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

Messing with the alternative rifle sights, trying out a holo-type of thing to see if I can spruce it up a bit more and make it less bulky and more useable.
Spoiler:
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Moktar
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Re: [WIP/Release] Brutal Doom SE

Post by Moktar »

SigFloyd wrote:Messing with the alternative rifle sights, trying out a holo-type of thing to see if I can spruce it up a bit more and make it less bulky and more useable.
Spoiler:
I think the original rifle sprites are looking well, just It needs some redesign to make it look fancy, like the assault rifle from Accessories to Murder.
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Woolie Wool
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Re: [WIP/Release] Brutal Doom SE

Post by Woolie Wool »

I don't really see the point, the sights are perfectly usable as they are and putting a holographic sight inside a rear aperture iron sight doesn't make any kind of sense.
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

I believe it's called co-witnessing. Aligning your both your iron sights and your optics such as a red dot together, in case optics fail. I find the current rings in the alt sprite's rifle obscures the area near your target too much, and getting rid of them altogether makes it too plain looking. It's no longer an aperture sight, and I converted it into a fancy reflex sight of sorts that exchanges the thick black rings for a more open window. The screenshots above were a bit premature, since I've widened things up a bit. It's front and back posts, with a wide window.
Spoiler:
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Woolie Wool
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Re: [WIP/Release] Brutal Doom SE

Post by Woolie Wool »

Well the thing is, the image has no sense of depth and there's no way to tell that the holosight and the rear aperture are separate objects. It just looks like the holosight is inside the rear aperture, which makes it useless.
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