Brutal Quake

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
dabidoom
Posts: 7
Joined: Thu Apr 30, 2015 6:06 am

Brutal Quake

Post by dabidoom »

hI guys seeeeeeeeee!!!

Image

Image

Image

Image

Image


Brutal Quake v.1.666
Chapter One: The Weapons Fx, Explosions, Particles...
Project Coming Soon...

https://www.youtube.com/watch?v=b7Dvh-Ws6QE

More info Mod and News...

http://www.moddb.com/mods/brutal-quake

Thanks, I hope you like it :)
User avatar
Jeimuzu73
Posts: 1667
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: Brutal Quake

Post by Jeimuzu73 »

Interesting...I guess my predictions of upcoming Brutalized classics are becoming true...
User avatar
Kontra Kommando
Posts: 973
Joined: Mon Jan 20, 2014 6:46 pm
Location: LV-426

Re: Brutal Quake

Post by Kontra Kommando »

This is cool!
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

Re: Brutal Quake

Post by Zanieon »

MJ79 wrote:Interesting...I guess my predictions of upcoming Brutalized classics are becoming true...
Considering that is not "Brutal Quake" for sure but instead a "Brutal Doom with Quake 1 stuff", yeah, every classic will be brought to Doom just to have a "Brutal" version on this way.

I was expecting this to be inside Quake 1 itself, not brought to Doom to be Brutalized.

Also please, don't hide you mod behind the bloom hack, it's doesn't work with newer versions of GZDoom anymore, and eventually Zandronum will drop the support for it too, if you really want this yet, try Reshade instead.
User avatar
leileilol
Posts: 4449
Joined: Sun May 30, 2004 10:16 am
Preferred Pronouns: She/Her
Location: GNU/Hell

Re: Brutal Quake

Post by leileilol »

Actual "Brutal Quake!1111!"'s have been done to death many times on idgames2/ back in 96/97, there was hardly a compilation mod WITHOUT the solid corpses patch even, and they were often unplayable due to entity congestion (read: packet overflowpacket overflowpacket overflowpacket overflow) and how some gibs would become hinderance obstacles by having a dog-sized bounding box to collide to.

Splat decals and flares are post-99 engine things. Darkplaces has them but doesn't do anything special (i.e. really dark subtracitve blend splats that turn black pretty quick), but....
Spoiler:
User avatar
jdredalert
Posts: 1681
Joined: Sat Jul 13, 2013 10:13 pm
Contact:

Re: Brutal Quake

Post by jdredalert »

Nice screenies (maybe the first one have too much blood and guts for my taste, but i know this is the mod idea so no complaints on that). But i wonder if this isn't going to be too laggy to play?

Also...
leileilol wrote:
Spoiler:

Holy shit, this is amazing!!
User avatar
RUNSABER
Posts: 282
Joined: Thu Apr 02, 2015 8:42 pm

Re: Brutal Quake

Post by RUNSABER »

Needs less gore, fake special effects. Needs more room over room, slope-ified 3d floorific dynamic lighting. Stop tweaking the gameplay and get right to it; Quake 1 Stuff did all the work for ya!
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

Re: Brutal Quake

Post by Silentdarkness12 »

http://objection.mrdictionary.net/go.php?n=7935966

But in all seriousness, i'm kinda dissapointed you aren't going the Brutal Half-Life route, and being an actual Quake mod that makes things more brutal. I can't say I care for this. Also, those special effects make my eyes hurt.
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Brutal Quake

Post by Big C »

Bloom looks nice with outdoorsy games like Crysis and Unreal but looks just plain gaudy with gritty, brown games like Quake.
User avatar
RUNSABER
Posts: 282
Joined: Thu Apr 02, 2015 8:42 pm

Re: Brutal Quake

Post by RUNSABER »

Much boots to the heads.
User avatar
Armaetus
Posts: 1256
Joined: Fri Mar 13, 2009 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10 Home
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: New York State
Contact:

Re: Brutal Quake

Post by Armaetus »

I see you built this upon Brutal Doom and didn't bother changing the skill names and filling the hell out of existing maps without it being an utter spamfest. Please learn to design your maps so they do not come off as simple additions without breaking the theme or looking out of place. If you want to see how to do modifications to IWAD maps in a more proper fashion, look up my Maps of Chaos if you want to see how it's done.

Also, what about a list of credits?
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Brutal Quake

Post by Big C »

Yeah, where ARE the credits? :S
User avatar
RUNSABER
Posts: 282
Joined: Thu Apr 02, 2015 8:42 pm

Re: Brutal Quake

Post by RUNSABER »

*Inserts coins into Brutal Quake arcade* still 0/4 credits
User avatar
Disc Primitive
Posts: 156
Joined: Thu Apr 30, 2015 10:52 am
Location: Home

Re: Brutal Quake

Post by Disc Primitive »

Seriously, this "brutalify" thing needs to stop.
User avatar
Tango
Posts: 183
Joined: Mon Jul 31, 2006 6:39 pm
Contact:

Re: Brutal Quake

Post by Tango »

I mean... who really cares if someone else "brutalifies" something? nobody's forcing you to play it bro. I don't think he's really doing the world any harm
Locked

Return to “Abandoned/Dead Projects”