Page 8 of 94
Re: <!> Grenades & melee attacking in Brutal & Vanilla Doom
Posted: Thu Dec 25, 2014 12:20 am
by Toberone
Small bug: Single-barrel reload of SSG still produces 2 spent shells.
Re: <!> BrutalDoomJay20 - melee combos ahoy
Posted: Wed Jan 21, 2015 8:34 pm
by johnny
Hey dudes. I'm still alive! Since mark is taking so long to get BDv20 out there I went ahead and updated BDJ to the v20 Jan 06 test version, which is basically complete anyways. There's more combos now too, and various bug fixes and sound changes. To whoever out there that still plays this, I hope you enjoy.
Re: <!> BrutalDoomJay20 - melee combos ahoy
Posted: Wed Jan 21, 2015 9:05 pm
by Carbine Dioxide
Can you direct me to the download of the V20 test release?
Re: <!> BrutalDoomJay20 - melee combos ahoy
Posted: Thu Jan 22, 2015 12:41 am
by johnny
Re: <!> BrutalDoomJay20 - melee combos ahoy
Posted: Thu Jan 22, 2015 12:24 pm
by Max Dickings
johnny wrote:Hey dudes. I'm still alive! Since mark is taking so long to get BDv20 out there I went ahead and updated BDJ to the v20 Jan 06 test version, which is basically complete anyways. There's more combos now too, and various bug fixes and sound changes. To whoever out there that still plays this, I hope you enjoy.
Hell yeah I still play this! This is fantastic to hear I was just wondering about a v20 version! Now if only the author of the Visor HUD would get back to me about a BDJ-compatible version
I have a quick critique though. I kind of don't like the new plasma rifle mechanics as-is. I don't have a problem with the firing slow-then-fast mechanic, I just don't like the overheat-suddenly one. My real quarrel is just there's no notification - sound or visual. Your only option is to time yourself while firing. This wouldn't be so jarring if I could switch to another weapon while it vented. I find myself using it only in dire straights. If you could release an original bd mag-fed add-on I'd appreciate it

Re: <!> BrutalDoomJay20 - melee combos ahoy
Posted: Thu Jan 22, 2015 5:38 pm
by johnny
Good deal, glad to hear it! While firing the plas, it should start beeping for every one of the last ~12 shots before it overheats. I just uploaded a new version which makes the beeps louder and longer and much more evident if you wanna get that. I could probably make a mag-fed patch for you though, I just have to hunt down the brown gloved version of the BD plasma rifle sprites. I'll put it up on dropbox when I update BDJ to v20 official, so within the next week or so.
Re: <!> BrutalDoomJay20 - melee combos ahoy
Posted: Thu Jan 22, 2015 5:39 pm
by Alteisen
I didn't know bruisers can throw barrels now. Scary.
Btw is there anyway you could release like an alternate sprite for both SG and SSG? I'm not very much liking their appearance, they look too cartoony, at least for me. If there's none then it's okay.
This BD add-on is my top 5 next to Quakers and SE.
Re: <!> BrutalDoomJay20 - melee combos ahoy
Posted: Thu Jan 22, 2015 6:04 pm
by eclipse
Re: <!> BrutalDoomJay20 - melee combos ahoy
Posted: Thu Jan 22, 2015 9:49 pm
by johnny
eclipse - Talk about service! Thank you good sir.
Alteisen - After staring at these same doom64 sprites for so long, yeah they're starting to get old. They don't have as much staying power as I originally thought. I'll probably make a vanilla patch.
Re: <!> BrutalDoomJay20 - melee combos ahoy
Posted: Fri Jan 23, 2015 5:28 pm
by Devianteist
I don't think a vanilla patch would fit well in with this. I suggest poking around for some new SG and SSG sprites altogether from the forums. There's much to be had 'round about.
Ninja Edit: Also, this version is pretty slick. I've heard quite a lot of bad things about BDv20 on ModDB, though. I'm glad that BDJ exists, because I find it far more superior to SGT-Mark's (not undermining the amount of time he's put into putting everything together, just seems to focus a lot more on the violence).
Re: <!> BrutalDoomJay20 - melee combos ahoy
Posted: Sat Jan 24, 2015 2:24 am
by user5124
This is really fantastic.

I don't have much to say I far prefer this to BD. I even tried the prerelease of brutal doom linked above and it felt like a big downgrade.
The gameplay mechanics changes, sound choice, sprites, voxel use, all fantastic. This, complex doom and doomrl/rpg/arsenal are now top choices!
Re: BrutalDoomJay20 - melee combos ahoy
Posted: Sat Jan 24, 2015 1:36 pm
by cem26
Re: BrutalDoomJay20 - melee combos ahoy
Posted: Sat Jan 24, 2015 2:43 pm
by Toberone
Oh god all that bloom jesus christ, it's even in the fonts.
I don't think you could make my eyes bleed harder if you tried.
Re: BrutalDoomJay20 - melee combos ahoy
Posted: Sat Jan 24, 2015 4:30 pm
by -Ghost-
So will you be making a randomizer for more monster types, like the zombies? The Imp one is pretty fun for the extra variety.
Re: BrutalDoomJay20 - melee combos ahoy
Posted: Sat Jan 24, 2015 5:54 pm
by user5124
-Ghost- wrote:So will you be making a randomizer for more monster types, like the zombies? The Imp one is pretty fun for the extra variety.
That would be amazing. He's got the gameplay down so perfectly that randomised monsters would be a fantastic way of making it deeper. Right now it's using damage levels to add difficulty, but maybe adjusting that for monster randomisation (ie: loads of random harder monsters ala complex doom) would be wonderful.
