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Re: Burl Tumd: Updated! (2/12/13)

Posted: Wed Feb 20, 2013 2:53 pm
by President People
What happened to the download link? I'd really like to try this. (Hoping it works in Zandronum)

Re: Burl Tumd: Updated! (2/12/13)

Posted: Wed Feb 20, 2013 2:57 pm
by Ed the Bat
President People wrote:What happened to the download link? I'd really like to try this. (Hoping it works in Zandronum)
Link works fine for me. Click the picture.

Re: Burl Tumd: Updated! (2/12/13)

Posted: Wed Feb 20, 2013 3:31 pm
by Blox
I have plans to port it to Zandronum, but at the moment I'm not sure how finished this is.

Re: Burl Tumd: Updated! (2/12/13)

Posted: Wed Feb 20, 2013 7:43 pm
by President People
Ed the Bat wrote:Link works fine for me. Click the picture.
Oh, thanks. Can't say I expected to find the link hidden in the logo.

Re: Burl Tumd: Updated! (2/12/13)

Posted: Thu Feb 21, 2013 1:46 pm
by niculinux
good mod, for me 8/10 rating!

But I would take out chaingun, it's too overpowered..70%-80% of mods on this forum and on doomworld are quite often are very overpowered, but it's my 2 cents.

Re: Burl Tumd: Updated! (2/12/13)

Posted: Thu Feb 21, 2013 1:55 pm
by Blox
It's awesome, but you run out of gas in no time if you use it properly. Which is kind of the purpose of it.

Re: Burl Tumd: Now supports Zandronum!

Posted: Sun Feb 24, 2013 4:04 pm
by Eric_
Spoiler: huge screenshot
Thanks to Blox, Burl Tumd now has a functional Zandronum version! You can download it in the OP right under the title image.

Re: Burl Tumd: Now supports Zandronum! Also updated (2/24/13

Posted: Fri Mar 08, 2013 6:22 pm
by Eric_
Double posting because updates:
  • pistol now becomes less accurate the faster you fire, enabling 100%-accurate tapfiring
  • pinky demons have to get a little bit closer to rip your face off now
  • the more intensive blood effects have a reduced chance of spawning
  • mancubi have a variety of random patterns they'll pick from each time they shoot. their projectiles also deal a more consistent 20-45 damage instead of 8-80.
  • revenant missiles can be shot down
Download from the picture in the OP as always.

Re: Burl Tumd: Updated again (3/8/13)

Posted: Fri Mar 08, 2013 8:10 pm
by Abba Zabba
Update sounds pretty cool. Random Mancubi fireballs was a pretty good idea, just from the sound of bit. A degree of unpredictability is always welcomed in challenge.

Re: Burl Tumd: Updated again (3/8/13)

Posted: Sat Mar 09, 2013 2:23 pm
by HeXaGoN
You should really get around to changing the BFG9000.

Re: Burl Tumd: Now supports Zandronum! Also updated (2/24/13

Posted: Sat Mar 09, 2013 7:25 pm
by Death Egg
Eric_ wrote:
  • revenant missiles can be shot down
This is probably one of the greatest gameplay changes any Doom gameplay mod has ever done.

Re: Burl Tumd: Updated again (3/8/13)

Posted: Sun Mar 10, 2013 8:31 pm
by PFL
Yes, very good

Re: Burl Tumd: Updated again (3/8/13)

Posted: Fri Mar 15, 2013 5:21 pm
by HalNeinK
The Spidermind replacement is completely invisible in Coop Multiplayer on Zandronum, lead to a lot of confused people getting killed by absolutely nothing.
Is this intentional?

Re: Burl Tumd: Updated again (3/8/13)

Posted: Sat Mar 16, 2013 2:39 pm
by Eric_
No. I have no clue why it's invisible or why it's even showing up at all...

...except that I forgot to remove it from the latest Zandronum version. Fixed.

Re: Burl Tumd: Updated again (3/8/13)

Posted: Wed Mar 27, 2013 9:33 am
by Eric_
Another double post, another update:
  • Revenants are buffed up: They now fire two missiles, each one flying at 15 map units per tic and dealing 25 explosive damage on impact. Missiles can still be shot down, but can also be lured into killing the revenant that shot them.
  • Hell knights and barons are buffed. Hell knights throw three 20-damage fireballs in a line, barons toss a spread pattern.
  • scrapped the Spider Mastermind replacement as well as the boss map altogether because I couldn't get it to work the way I wanted it to and it was pretty lame anyway
  • probably some other change that I didn't remember
Download from the pic in OP as always.