Page 100 of 452

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Posted: Thu Jan 19, 2012 6:10 pm
by doomquake777
Devastator wrote:
ChronoSeth wrote: Where is the logic behind this, though? The cacodemon "belches" lightning, it doesn't shoot it out of its eye.
The thing's practically an Oculothorax, I mean how does something that breathes & bleed belch lightning anyway? :?
doomquake777 wrote:I agree Sergeant did an amazing job with this mod. But since this is a skulltag mod why aren't the Skulltag Monsters being used? especially since the skulltag weapons are being used. I noticed that the BFG10K is present in the Skulltag version and there is talk of the Grenade launcher being brought in, so it isn't because of the fact that this mod runs on GZDoom as well. If the Skulltag monster's aren't brought into Skulltag Brutal Doom then that will mean anyone that makes maps Specifically for Skulltag won't be able to utilize those extra monsters. Since the Mancubi's cannon is already a weapon I can easily see Hectebus's cannon being a weapon as well so why not include the Skulltag monsters at least?
If you've been following the ST thread about BD, you'd know Sarge is going to make it more ST compatible. If you you want more monsters, play BD with Neodoom, using Sarge's NeoDoom patch.

I've pondered the thought of a Hectebus Plasma Cannon myself :mrgreen:
I tried playing Neodoom with the patch, I load it in the order I am supposed to and I get this error: Script error, "brutaldoom_neodoompatchv3.wad:INVENT00" line 2:
Replaced type 'HelperMarine' not found in TeleportBeacon
Not sure how to fix this, but thanks for the suggestion. I hope Sarge puts the Skulltag monsters into Brutal Doom that would still be great

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Posted: Fri Jan 20, 2012 5:10 pm
by Zombieguy
The new SSG is awesome (besides the reloading frames without the vent holes).

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Posted: Fri Jan 20, 2012 5:18 pm
by Dan50
Does the new version have a different sound for the SSG or is it the same with a new skin/reload?

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Posted: Fri Jan 20, 2012 6:29 pm
by Zombieguy
Dan50 wrote:Does the new version have a different sound for the SSG or is it the same with a new skin/reload?
It's the same sound with a new skin. The reloading frames are the same though.

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Posted: Fri Jan 20, 2012 7:04 pm
by SamVision
I think its a bit faster.

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Posted: Fri Jan 20, 2012 10:18 pm
by Devastator
Does the Commando have a chainsaw/minigun death? The chaingunner's original death animation could easily fill this role.

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Posted: Sat Jan 21, 2012 2:31 am
by doomquake777
I prefer the original Chaingunner's death animation over the new ones. He dies in slow motion and his weapon just magically appears at his side. And if he is burned to death then he doesn't drop anything.

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Posted: Sat Jan 21, 2012 6:01 am
by Zombieguy
I think the Commando needs more death animations.

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Posted: Sat Jan 21, 2012 10:55 am
by Devastator
The new Commando deaths aren't bad, I like them. They are slow but it hasn't considerably bothered me. I do agree he does need more death animations. He is a lower tier enemy, so half of the time I kill him with the minigun I expect him to get progressively ripped apart like the other zombies & imps. His original death would be a good chainsaw death, & he could use an SSG/Berserk smash death. It'd be cool to be able to blow his arms or legs off as well. When I get back to my home computer I'll try to come up with some more death animations for him.

EDIT: His original gib death would work well for SSG deaths & Smash deaths, could be how it already is though.

Anybody else feel like higher tier enemies should have minor head shot deaths, arm/leg dismemberment, & wound states?
Putting enemies out of their misery while they're wounded is always rewarding, I'd love to be able to do the same to higher level demons.

An idea, the chainsaw or minigun cuts an archvile in half at the waist. In a similar manner to wounded zombiemen, the archvile's upper half is still alive, crawling around on the ground with guts & blood falling out behind him before he eventually dies.

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Posted: Sat Jan 21, 2012 3:17 pm
by Zombieguy
Devastator wrote:Anybody else feel like higher tier enemies should have minor head shot deaths, arm/leg dismemberment, & wound states?
Yes please. =P

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Posted: Sat Jan 21, 2012 4:09 pm
by Mike12
Speaking of chainsaws, I thought it would be pretty cool if you were chainsaw a Hell-knight/Baron, and it would go onto it's knees in a wound state with it's guts hanging out. Then you could kick it and it would sever the upper half of the torso from the lower half as the guts spill all the way out.

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Posted: Sat Jan 21, 2012 4:24 pm
by Zombieguy
Ohhh yes.... That would be nice... And, speaking of guts, we need more organs and guts for the baron/hell knight gibs too.

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Posted: Sat Jan 21, 2012 4:31 pm
by Devastator
Mike12 wrote:Speaking of chainsaws, I thought it would be pretty cool if you were chainsaw a Hell-knight/Baron, and it would go onto it's knees in a wound state with it's guts hanging out. Then you could kick it and it would sever the upper half of the torso from the lower half as the guts spill all the way out.
I like this idea. The idea of certain enemies having weapon exclusive wound states would be very satisfying. Especially considering the rare chances of a higher tier enemy going into one, it'd be all the more rewarding.

I'd like to be able to kick around & abuse the legless crawling zombieman while we're at it. He could use a few pain frames.

Being able to rip & tear wounded enemies could result in some torturous scenarios too. (excluding the meat shield enemies & the already arm less commando)

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Posted: Sat Jan 21, 2012 5:46 pm
by taufan99
Devastator wrote:Some ideas I had for a grenade redesign
Grenade Redesign.PNG
Looks like Arkanoid's Vaus ship. :P Well, did you know a paddle that you control on the game itself? Yeah. It's Vaus itself.

Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Posted: Sat Jan 21, 2012 9:52 pm
by Zombieguy
I have an idea, too. Maybe blood decals could spawn on the wall when the player is close enough, while of course in his "bleeding" sate (when low on health). And maybe the blood decals could drip down the wall (as it would be sort of strange for "blood-splat" decals to spawn instead of the blood smudging, and slowly running down the wall).