Brütal Doom v0.18

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

Post by Minigunner »

It looks like the Caco is gonna poop out the player's digested upper half.
Zombieguy
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Zombieguy »

Sergeant_Mark_IV wrote:Nice shotgun and plasma gun sprites. I will use them on V15 for sure :D

I will check the sound pack now.

EDIT:
Video featuring some new stuff in V15
Freaking nice work Sergeant!
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CorSair
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by CorSair »

Blargh, too heavy for my GZDoom. Causing astronomically high fps drops, and fps drops = my extremely high death count. (But meh, problem on my end, so no more bitching of that.)


But I like this.
Bit ramped up difficulty, thus making none of the enemies are pushovers, weapon tweaks rocks, and the amount of gore, oh my god. :surprise:

Just for record, how many fatalities enemies have? I tried to beat the hell out of cybie, but there is no fatality for him. :cry: (v 0.14)
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insightguy
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by insightguy »

0.14 didin't have cybie fatalities
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Armaetus
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Armaetus »

Got a something for you to check Sgt, can you double check to see if a demon's bite attack causes commandos and hell knights bodies to disappear when they die from it, as I had a couple instances of it happening. Not sure if it happens with 0.14 by itself or because I'm using a PWAD to have Oblige place Doom2 stuff in Doom1.

I also like the frames of the crawling legless zombies :D

On the new sounds, I prefer the original Id item pickup noise as it's subtle but hearable, this one is a bit loudish and could get annoying picking up several items at once. The minigun sound sounds like it should replace the rifle, not the minigun as the current replacement is one sampled from an actual minigun firing and fits perfectly.

Also, door replacement noises should be optional.
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TheDarkArchon
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by TheDarkArchon »

It happens in stock 0.14 for chaingunners. MAP02 in Plutonia, past the rocket crushers, is good for trying it.
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Armaetus
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Armaetus »

Maybe all Doom2 monsters should be double checked just in case. In past releases I had it occur with mancubi and arachnotrons but I believe those may have been fixed.

I have an idea...demon maul attack death frames for the smaller monsters?
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Angelofthefallen
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Angelofthefallen »

^ That would make monster infighting a great sight for sure!
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Armaetus
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Armaetus »

Angelofthefallen wrote:^ That would make monster infighting a great sight for sure!
That and baron/knight/belphegor claw ripping into death frames too, considering how the baron deals with the player in the death sequence shows his raw strength.

Also, not a fan of D64 pain noise used..it feels different when seeing the status bar face.

0.15 test6 STILL has the mancubus and chaingunner vanishing when getting killed by a demon bite, quite possible the hell knight too.

Also, the grenade launcher's explosion radius is extremely high and should be toned down a small bit. All weapons that need reloading after shooting (SSG, GL) should NOT reload if it fires the last round in the player's inventory as it looks silly seeing the GL or SSG being reloaded when the player has no rockets or shells left.

If I did not mention this before already, the zombieman sometimes drops 2 rifles on his leg blown off/crawling death.
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-Ghost-
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by -Ghost- »

This is kind of a side thing, but how do you switch back to the default light amplification effect in Skulltag? I did it for GzDoom but can't remember where the option is. It doesn't look very good combined with Brutal Doom's blood effects.
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Big C
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Big C »

The torches in 0.14 seem to make unusual sounds. Pretty sure there's a glitch there.

Sounds more like a movement/friction sound than a fire sound.
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Hellstorm Archon
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Hellstorm Archon »

*cough*

Minigunner wrote:Re-revamped Mancubus alt-death:
Image
Be sure to give credit to Minigunner.
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Slax
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Slax »

Do speed up the curb stomp some, won't you? Kind of a bummer when it's that slow.
As for the deaths, why not keep both the old and the new? Nice variation.
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Armaetus
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Armaetus »

I'm up for keeping old and new deaths, tho I think we could use a bloodless/minimally bloody death for nonberserk punch and kick at least for the zombies, imp and demon since they're the easiest to dispatch with hand to hand.
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Re: Brütal Doom v0.14: A Brutal Christmas Gift!

Post by Zombieguy »

I agree.
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