Brütal Doom v0.18

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Matt
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Re: Brutal Doom v0.9b

Post by Matt »

No baron on easy, but both cacos are always there.

Subsequent attempts tend to leave me with a few rockets left...
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Big C
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Re: Brutal Doom v0.9b

Post by Big C »

This mod makes certain maps very agonizing. Like Demonfear Map03.

THREE DOZEN SHOTGUNNERS and only one way through them.
plesi42
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Re: Brutal Doom v0.9b

Post by plesi42 »

Ok, I've found the source of my problem.
I was using the ZDoom Launch Pad, and I had checked an "Unlimited Pickup" option in the play options.
Looks like the super shotgun reloading checks for 0 < ammo < maxammo, so if you get past the ammo limit, it doesn't need to reload anymore, going full Machineshotgun of Death.
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Viscra Maelstrom
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Re: Brutal Doom v0.9b

Post by Viscra Maelstrom »

I wonder, do the Cacodemon and Mancubus fatalities show up in the latest version of GZDoom, but not the latest SVN version? I'm using the latter.

Also, zombies can kill themselves with their own tracers if they fire at you at a weird angle (can't remember exactly what angle, I think it was if you're either below the zombie or above it).

Revenants can kill themselves and cause infights with eachother if being shot by the dual-missle combo of theirs; Arachnotrons will infight too, if being hit by their railgun shots.

I'm not sure how this should be dealt with, but Cybers and Demolishers are EXTREMELY dangerous, to the point where they feel very OP and breaks the flow of the gameplay. Both enemies have attacks which can potentially kill you in just about any situation. Couple that with their extremely large amount of health, and the only way to properly deal with them in situations besides having lots of room to manuever, and you got some really nasty enemies that are no fun to fight at all because they have the firepower to brutalise you, and does so waaaay too often.
On the Demolisher, perhaps remove the BFG's tracer capability and only make it kill you with its radius and impact damage could be a decent nerf. As for the Cyber, perhaps make the grenades radius damage not so incredibly huge and lower the speed of its projectiles?

There seems to be some discolored pixels on the Imp's horn on the frame when it's lying down and you are preparing a fatality on him. The Lost Soul also has discolored pixels when you are holding on of them in your hand.

Why are the monsters walking away from you? I don't really picture Doom's beastiary as a clever, organised troop of Hell, so why they walk away from you when closing in to them feels just unneccesary. They are already pretty dangerous as they were before, this strafing around just feels so out of place.

That's it for now. Oh, in case I haven't said this before: this is one of the absolutely best gameplay mods for Doom ever.
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Ethril
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Re: Brutal Doom v0.9b

Post by Ethril »

Big C wrote:This mod makes certain maps very agonizing. Like Demonfear Map03.

THREE DOZEN SHOTGUNNERS and only one way through them.
Pfft, you think THAT'S bad? How about Map07's INSTADEATH HELL KNIGHT RUSH?

By the way, I've noticed that when I beat up a corpse while standing on top of it, the blood sprays damage me. This is especially noticeable with the chainsaw, which is lame because the chainsaw's the most fun way to mutilate corpses. :<
Anyway, is it intentional?
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SamVision
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Re: Brutal Doom v0.9b

Post by SamVision »

Why is it that the exploding corpse pieces damage you?
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TheDarkArchon
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Re: Brutal Doom v0.9b

Post by TheDarkArchon »

Doomhuntress wrote: Also, zombies can kill themselves with their own tracers if they fire at you at a weird angle (can't remember exactly what angle, I think it was if you're either below the zombie or above it).
I've glimpsed it a couple of times when above the target: What I think is happening is that the zombies are firing into their own head hitboxes.
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Xim
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Re: Brutal Doom v0.9b

Post by Xim »

Awesome mod. I love the fatalities with the berserk pack. However I got stuck in the wall once when I performed one on a Revenant, and because of that a Hell Knight almost killed me, but I got "unstuck" after a few seconds.

EDIT: Also, I got stuck in chasecam mode another time, it was right after getting two fatalities in a row. One demon, one revenant.
Last edited by Xim on Mon Apr 18, 2011 7:47 pm, edited 1 time in total.
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ChronoSeth
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Re: Brutal Doom v0.9b

Post by ChronoSeth »

TheDarkArchon wrote:
Doomhuntress wrote: Also, zombies can kill themselves with their own tracers if they fire at you at a weird angle (can't remember exactly what angle, I think it was if you're either below the zombie or above it).
I've glimpsed it a couple of times when above the target: What I think is happening is that the zombies are firing into their own head hitboxes.
Oddly enough, I wouldn't think of that as unrealistic or a "bad" thing. It's not like zombies are overly intelligent.
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TheDarkArchon
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Re: Brutal Doom v0.9b

Post by TheDarkArchon »

ChronoSeth wrote: Oddly enough, I wouldn't think of that as unrealistic or a "bad" thing. It's not like zombies are overly intelligent.
I find it amusing (hence why I didn't report it), but it's clearly a bug.
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Viscra Maelstrom
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Re: Brutal Doom v0.9b

Post by Viscra Maelstrom »

Xim wrote:Awesome mod. I love the fatalities with the berserk pack. However I got stuck in the wall once when I performed one on a Revenant, and because of that a Hell Knight almost killed me, but I got "unstuck" after a few seconds.

EDIT: Also, I got stuck in chasecam mode another time, it was right after getting two fatalities in a row. One demon, one revenant.
Hit the Revenant so he'll fall to the ground, that should get you unstuck. The Revenant's corpse apparently has enough mass to completely block you after performing a fatality.

How did you get stuck in the chasecam mode? Where you low on health and was bleeding? It seems that's it's more likely to break the camera when performing fatalities when low on health.
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Xim
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Re: Brutal Doom v0.9b

Post by Xim »

Doomhuntress wrote: How did you get stuck in the chasecam mode? Where you low on health and was bleeding? It seems that's it's more likely to break the camera when performing fatalities when low on health.
I think I was. I was in one of those low health and ammo situation so it was rather annoying to get stuck in chasecam mode after beating it in a fist fight.
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Viscra Maelstrom
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Re: Brutal Doom v0.9b

Post by Viscra Maelstrom »

I'd guess that the frames showing up when you're low on health interferes with the frames shown when performing fatalities. I agree that's very annoying. Right now only thing I can think of to avoid it now is to disable fatalities and just gib them normally.
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Xim
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Re: Brutal Doom v0.9b

Post by Xim »

Well, I was able to defeat said revenant. Manage to scavenge up some more shotgun ammo. But I'll keep that in mind if it happens again, thanks.
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Viscra Maelstrom
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Re: Brutal Doom v0.9b

Post by Viscra Maelstrom »

Glad to help.

Btw, I noticed that the Former Humans and Former Sergeants don't drop their respective weapons while performing a fatality on them.
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