The soulcube would be badass, like throwing a chainsaw almost (ive made one for the original doom Johnny if ya want it) however you need to kill 5 monsters to get all the "souls" to be able to throw it, and i think its a random BFG replacement of 15% i dont rememberMaybe the Artifact from Doom 3 could be implemented as a power up?
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Re: BDJ - well I'll be damned, it works with Zand
Re: BDJ - well I'll be damned, it works with Zand
I actually already did a small version of that myself almost a year ago. My original Pipebombs and Jawbones mod (now included in my UAC Survival Pack http://www.moddb.com/mods/brutal-doom/a ... l-doom-v19) allows you to pick up the broken jawbones that spawn from headshots and such, and use them as a weapon. It wouldn't take too much effort to implement that into legs, arms, and other gibs - just requires someone to make the art assets... which I don't have the talent for, and also I just thought it would be overkill.gabrieloup wrote:jeans477 wrote: Well most of the ideas are already being considered in Brutal Doom V21, especially grabbing gibs and using them as weapons.
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Re: BDJ - well I'll be damned, it works with Zand
To be honest I actually wouldn't change any thing in the mod so far except a few things like adding the new gore and gibs from BDV20b. Maybe some other alt modes for weapons and so on other from that I would gladly leave it the way it is. BDJ seems to the the niche between the original and Brutal DooM its just right, Its got enough to make it awesome but not to much to make it overkill.
Rocket launcher and pistol could do with Alt modes. I like how the Rune gives a different type of invulnerability where you can't die but you can still loose health to 1. Berserk pack needs to either increase melee damage or increase chance to perform a Fatality kill. Other from that I rather enjoy the mod as it is.
I ask maybe to increase the fire rate of the minigun a bit, feels a bit slow in primary fire
Rocket launcher and pistol could do with Alt modes. I like how the Rune gives a different type of invulnerability where you can't die but you can still loose health to 1. Berserk pack needs to either increase melee damage or increase chance to perform a Fatality kill. Other from that I rather enjoy the mod as it is.
I ask maybe to increase the fire rate of the minigun a bit, feels a bit slow in primary fire
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Re: BDJ - well I'll be damned, it works with Zand
The thing is, though, having gibs and arms picked up as literal ammo is pretty stupid and would only serve to fill the inventory the player already has, aside of complicating scripting for UDV. Instead, it should be something that you can only hold one at a time, like, pressing the action/open key and picking up a singular gib (like an arm) and using it in a variety of ways. While you have the arm, you can't switch to other weapons, so you can't keep the arm with you. Same for every other gib.saegiru wrote:I actually already did a small version of that myself almost a year ago. My original Pipebombs and Jawbones mod (now included in my UAC Survival Pack http://www.moddb.com/mods/brutal-doom/a ... l-doom-v19) allows you to pick up the broken jawbones that spawn from headshots and such, and use them as a weapon. It wouldn't take too much effort to implement that into legs, arms, and other gibs - just requires someone to make the art assets... which I don't have the talent for, and also I just thought it would be overkill.gabrieloup wrote:jeans477 wrote: Well most of the ideas are already being considered in Brutal Doom V21, especially grabbing gibs and using them as weapons.
I don't think that making up gibs and arms would be TOOOOOOOO difficult individually, but seeing that there's so many different enemies in the game, you'd have to make a bunch of different arms, legs and such. Making zombie arms wouldn't be hard, since all you'd have to do is basically reskin the player's arm, but imps and other enemies is a totally different matter. I think it's better to wait to see if Mark_IV himself decides to implement the feature himself or not. V21 shouldn't take that long, though, it's probably going to come out around this year or the next one.
Re: BDJ - well I'll be damned, it works with Zand
To simplify it even more, just move to the Serious Sam 3 gameplay idea surrounding this:gabrieloup wrote: The thing is, though, having gibs and arms picked up as literal ammo is pretty stupid and would only serve to fill the inventory the player already has, aside of complicating scripting for UDV. Instead, it should be something that you can only hold one at a time, like, pressing the action/open key and picking up a singular gib (like an arm) and using it in a variety of ways. While you have the arm, you can't switch to other weapons, so you can't keep the arm with you. Same for every other gib.
I don't think that making up gibs and arms would be TOOOOOOOO difficult individually, but seeing that there's so many different enemies in the game, you'd have to make a bunch of different arms, legs and such. Making zombie arms wouldn't be hard, since all you'd have to do is basically reskin the player's arm, but imps and other enemies is a totally different matter. I think it's better to wait to see if Mark_IV himself decides to implement the feature himself or not. V21 shouldn't take that long, though, it's probably going to come out around this year or the next one.
Finishing moves (fatalities) will yield one throwable body part (based on the animation that has played) and is given and switched automatically to the player. The following must then happen:
- Throw/fire item with primary fire
- Drop the item via secondary fire or switching to another weapon
You only have those two choices and it will simplify everything. No messy inventory, randomization for the gameplay, and best of all: simple.
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Re: BDJ - well I'll be damned, it works with Zand
Depends how it's implemented. If it's an enemy drop, count me in. I'd LOVE to see the Artifact, Soulcube, Unmaker and maybe even the Cyberdemon's own rocket launcher.TheBarge wrote:The soulcube would be badass, like throwing a chainsaw almost (ive made one for the original doom Johnny if ya want it) however you need to kill 5 monsters to get all the "souls" to be able to throw it, and i think its a random BFG replacement of 15% i dont rememberMaybe the Artifact from Doom 3 could be implemented as a power up?
The Artifact would be a random drop you'd get from the Arch-vile, which gives most of his powers (reviving monsters, fucking up things in a really unfair way) and some of the ones included in Doom 3 ROE, like bullet time (a.k.a hell time), Quad Damage (all weapons deal killfuck damage) and semi-invincibility (you cannot be killed, but armor and health can still be diminished if you take damage). Or maybe combine all of them at once.
The Soulcube would be a random drop from the Spiderdemon Mastermind. Would remain the same as in Doom 3.
The Unmaker would be a random drop from the Pain Elemental. Would be a weapon fueled by the ame ammo as the Mancubus Cannon fuel. Basically, it's a mortar that fires hell ice and hell acid. The primary fire launches a ball of ice that freezes enemies, and after a period of time, the frozen enemy dies and explodes into a blue Lost Soul that fights for your side. You can pick up the blue Lost Soul by just punching it and use it to heal yourself or as an ice grenade. Secondary fire fires a type of acid bomb that transforms enemies into miniature versions of themselves. Occasionally, it transforms them into chicken, pigs, flying pigs, sheep, and explosive black sheep. No kidding. I think I've been playing too much Ratchet and Clank at this point.
Cybedemon's Rocket Launcher (a.k.a the Super Rocket Launcher) is already discussed upon in an earlier post I've made. Not a random drop, and instead, it's always dropped when a Cyberdemon dies.
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Re: BDJ - well I'll be damned, it works with Zand
Wait, doesn't Brutal Doom already have more or less of this? I remember being able to throw zombie heads after specific fatalities, and sometimes being able to grab them and using them as meat shield and even throwing their corpse as grenade. Sounds like a cool idea, to be honest. In fact, I think this should be applied to every fatality. Imagine, when you kill a Cacodemon, you can grab their eyeball and throw it at enemies (JUST LIKE IN SERIOUS SAM 3) or, if you get the fatality that you remove half of their head, you can use it as a frisbee. Imagine, a huge flying piece of meat flying all over the place in a circular fashion, until it hits a Hell Knight, who explodes in a violent mixture of blue and red gore all over the place.faslrn wrote:To simplify it even more, just move to the Serious Sam 3 gameplay idea surrounding this:gabrieloup wrote: The thing is, though, having gibs and arms picked up as literal ammo is pretty stupid and would only serve to fill the inventory the player already has, aside of complicating scripting for UDV. Instead, it should be something that you can only hold one at a time, like, pressing the action/open key and picking up a singular gib (like an arm) and using it in a variety of ways. While you have the arm, you can't switch to other weapons, so you can't keep the arm with you. Same for every other gib.
I don't think that making up gibs and arms would be TOOOOOOOO difficult individually, but seeing that there's so many different enemies in the game, you'd have to make a bunch of different arms, legs and such. Making zombie arms wouldn't be hard, since all you'd have to do is basically reskin the player's arm, but imps and other enemies is a totally different matter. I think it's better to wait to see if Mark_IV himself decides to implement the feature himself or not. V21 shouldn't take that long, though, it's probably going to come out around this year or the next one.
Finishing moves (fatalities) will yield one throwable body part (based on the animation that has played) and is given and switched automatically to the player. The following must then happen:
- Throw/fire item with primary fire
- Drop the item via secondary fire or switching to another weapon
You only have those two choices and it will simplify everything. No messy inventory, randomization for the gameplay, and best of all: simple.
Re: BDJ - well I'll be damned, it works with Zand
Lost Souls yes but this would be an extension as I wouldn't call meat shields part of this due to the fact that you are still using a primary weapon and the enemy is still alive.gabrieloup wrote:Wait, doesn't Brutal Doom already have more or less of this? I remember being able to throw zombie heads after specific fatalities, and sometimes being able to grab them and using them as meat shield and even throwing their corpse as grenade.faslrn wrote:To simplify it even more, just move to the Serious Sam 3 gameplay idea surrounding this:gabrieloup wrote: The thing is, though, having gibs and arms picked up as literal ammo is pretty stupid and would only serve to fill the inventory the player already has, aside of complicating scripting for UDV. Instead, it should be something that you can only hold one at a time, like, pressing the action/open key and picking up a singular gib (like an arm) and using it in a variety of ways. While you have the arm, you can't switch to other weapons, so you can't keep the arm with you. Same for every other gib.
I don't think that making up gibs and arms would be TOOOOOOOO difficult individually, but seeing that there's so many different enemies in the game, you'd have to make a bunch of different arms, legs and such. Making zombie arms wouldn't be hard, since all you'd have to do is basically reskin the player's arm, but imps and other enemies is a totally different matter. I think it's better to wait to see if Mark_IV himself decides to implement the feature himself or not. V21 shouldn't take that long, though, it's probably going to come out around this year or the next one.
Finishing moves (fatalities) will yield one throwable body part (based on the animation that has played) and is given and switched automatically to the player. The following must then happen:
- Throw/fire item with primary fire
- Drop the item via secondary fire or switching to another weapon
You only have those two choices and it will simplify everything. No messy inventory, randomization for the gameplay, and best of all: simple.
You would essentially get items like the leg of an imp for throwing after hulk smashing him around, perhaps the intestines of a hell knight or baron to use for strangling?
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Re: BDJ - well I'll be damned, it works with Zand
Ha, ha. Or maybe you can shove the intestines up some poor imp's ass, or feed a demon with it (so that he actually likes Baron intestines better than human intestines, so they start attacking other enemies), or better yet, shoving it at a Cyberdemon's face, so he would be blinded and start shooting all over the place.faslrn wrote: Lost Souls yes but this would be an extension as I wouldn't call meat shields part of this due to the fact that you are still using a primary weapon and the enemy is still alive.
You would essentially get items like the leg of an imp for throwing after hulk smashing him around, perhaps the intestines of a hell knight or baron to use for strangling?
Re: BDJ - well I'll be damned, it works with Zand
Use it as a whip. CRACK CRACKgabrieloup wrote:Ha, ha. Or maybe you can shove the intestines up some poor imp's ass, or feed a demon with it (so that he actually likes Baron intestines better than human intestines, so they start attacking other enemies), or better yet, shoving it at a Cyberdemon's face, so he would be blinded and start shooting all over the place.faslrn wrote: Lost Souls yes but this would be an extension as I wouldn't call meat shields part of this due to the fact that you are still using a primary weapon and the enemy is still alive.
You would essentially get items like the leg of an imp for throwing after hulk smashing him around, perhaps the intestines of a hell knight or baron to use for strangling?
Re: BDJ - well I'll be damned, it works with Zand
This "body part throwing" thing is gonna be a major pain in the ass, and will potentially break the flow of the game. If you pull off a fatality while other monsters have line of sight to you, you are really vulnerable when the animation ends. If you have to get rid of an arm (which I can't imagine would do a lot of damage) there will no doubt be 1-2 seconds where you are completely defenseless. On Overwhelming Brutality that's A LOT.
At any rate, if this is implemented, i hope it can be turned off with a cvar or whatever...
At any rate, if this is implemented, i hope it can be turned off with a cvar or whatever...
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Re: BDJ - well I'll be damned, it works with Zand
Jesus, you didn't get shit what I was trying to say. What an ironic and complex person you are. How about making your own mods and coding yourself, instead of trying so desperately to advertise yourself, and force your thoughts over everyone's throat? Again, ask the Project Brutality page or the Insanity's Brutality page for your weapons, or start coding yourself. This is NOT a slaughtermod and this is certainly NOT Russian Overkill. If you want extremely overpowered weapons with really boring fetishes and such, there's other mods. You're basically asking for a hamburger without bread, because bread isn't cool or fetish enough. Again, you didn't get the main focus of this mod, which is melee combat and simplistic, balanced, vanilla Doom esque gameplay with modern twists. Aside of your ideas not being concrete enough, you accuse me of not understanding your fucking ideas. Seriously, that's like trying to tell someone to make a working yacht with three clips of paper, and SERIOUSLY get mad over the fact that it can't be done. Besides, johnny already made it clear that this mod is NOT going to be a mod that's even remotely similar to the feeling of Project Brutality and Russian Overkill or anything close to these two.Kagur wrote:@Gabrieloup: Don't assume like that please; it makes an ass out of you and me. I will explain why:
I was never referring to the gun aesthetics at all. For all I care, you could have three revenant launchers installed on the player's body (two on the shoulders and one sticking out above the nape and pointing downwards). It was the three lightning beams fired in a wide apart triangle pattern, that I was referring to. Its never been made before, and as far as I can see, can only be done via vectors or arrays in ACS (I have attempted making this, but didn't get too far from a base design because of my inexperience with ACS).All of these weapons would need to be either random spawns or secondary fire modes for existing weapons. Most of the ideas are pretty cliché and straight out of Guncaster and Project Brutality. Unless seen in action, I don't think it's really "kewl". Aesthetics of a weapon doesn't make a weapon "revolutionary", it's what it does that makes it stand out.
Its complex, but it'll be truly something new.
Once again, I see assuming.First idea is basically the BFG10k in Project Brutality, if it had three barrels. Boring.![]()
Apparently, a lightning beam is the same as a plasma bolt.
If I wanted to play half life 2, why would I be commenting here?Second idea is basically a weapon from Guncaster, as pointed out by another user here. Boring and you can do the same thing in Half-Life 2.
And no, such a weapon does not exist in Guncaster. Having a projectile that lift enemies temporarily is not what I would call a proper gravity gun beam. I'm talking literally a beam that carries the enemy and allows you to slam them around.
Would you stop doing this? Do you see a project brutality thread here, that has the author accepting ideas?Third idea seems nice and innovative, but it would be too hard to script and it's better off in Project Brutality, so ask there for such a weapon.
No you don't.
I'm not up to date with Project brutality's latest 2016 version because I only see the Jan 2015 version available in Moddb. If such a weapon exists, show me a video (be sure to address the liquid mechanism I'm referring to because I doubt you know what you are talking about)Fourth idea is basically the Grenade Launcher in Project Brutality. Not boring, but already used up.
Besides, I bet you're new into BDJ. As you can see, the focus of it is the melee gameplay, not weapon gimmicks. You can go here and ask for the makers of Project Brutality to add your ideas. They seem interesting, but you should take a second thought before saying "LOL JOHNNY! SO COOL YOU'RE BACK ROFL, BUT IF I WERE YOU, INSTEAD OF UPDATING THE MOD, I WOULD LOVE TO ADD SOME MORE WEAPON GIMMICKS BEFORE ANYTHING ELSE INCLUDING FIXING BUGS. HERE'S MY 4 WEAPONS I WOULD LOVE TO ADD IN BDJ!"
Your post comes off sounding quite pretentious and arrogant to be a mere opinion honestly. I suggest you my read my post properly in context to the last couple of posts submitted here by other users and Johnny and re-evaluate your statements.
I already know about that. Hows about posting the link to his a recent 2016 build? Something this month?Here's the link to Project Brutality (if you didn't know) : http://www.moddb.com/mods/brutal-doom/a ... -brutality
The author of Project Brutality is very private and doesn't release public builds to people in facebook or anywhere else. His bug testing group is hidden unlike Sargeant Mark's, which was temporarily open until just a few months ago.Sorry, but you should actually evaluate and contrast your ideas with Doom mods that already exist before calling them "revolutionary" ideas. Besides, they're not "revolutionary" but just "different". Maybe having an extra twist and some interesting flavor to the ideas would make them better. Still, it's not a good idea at all to ask for EXTREME WEAPON PACKS to a mod that focuses on simplistic gameplay. Ask your ideas in Project Brutality instead.
And yes, I re-iterate that my ideas are revolutionary, because not a single mod exists in this community that has showcased such mechanisms. Its all just fancy bullets and explosives. At most, I see some good lasers but that's about it.
How about YOU read previous posts before acting like a complete asshole? It's not like anyone's ideas here (including my own) will be implemented in the next BDJ version. Stop being so hopeful and so frustrated that your desires of your majesty aren't fulfilled at will. Get a fucking life you foolish dumbass.
Spoiler:Again :
ASK, SOMEWHERE, ELSE!
Blocked.
Last edited by gabrieloup on Thu Feb 18, 2016 11:14 am, edited 1 time in total.
Re: BDJ - well I'll be damned, it works with Zand
Actually, gabrieloup, YOU are acting like an asshole, not Kagur.
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Re: BDJ - well I'll be damned, it works with Zand
So, giving a suggestion on top of a request (which isn't the same as giving someone an idea), having a dumb retort and responding accordingly to it is being an asshole? Oh boy, the ZDoom community is full of tricks. What's next, I wonder.zeero wrote:Actually, gabrieloup, YOU are acting like an asshole, not Kagur.
Re: BDJ - well I'll be damned, it works with Zand
Dude, chill out. He actually just gave his 2 cents, and you basically shot him down. "This is boring, that is boring!" What kind of an attitude is that?gabrieloup wrote:So, giving a suggestion on top of a request (which isn't the same as giving someone an idea), having a dumb retort and responding accordingly to it is being an asshole? Oh boy, the ZDoom community is full of tricks. What's next, I wonder.zeero wrote:Actually, gabrieloup, YOU are acting like an asshole, not Kagur.
Also, you haven't even been in these forums for a year, and you're acting like you own the place. Using capital letters, telling him to get a life. Have some respect.
