Brütal Doom v0.18

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Dan50
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Re: Brütal Doom v0.15a Hotfix

Post by Dan50 »

Oh I thought they were ported to GzDoom. :P
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Armaetus
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Re: Brütal Doom v0.15a Hotfix

Post by Armaetus »

I can't believe how much more irritating the lost souls are now, and a bit more dangerous...this makes killing the pain elemental a top priority now. :)
Dan50
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Re: Brütal Doom v0.15a Hotfix

Post by Dan50 »

Mr. Chris wrote:I can't believe how much more irritating the lost souls are now, and a bit more dangerous...this makes killing the pain elemental a top priority now. :)
Nothing a trusty chainsaw can't handle hehe.
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BlueFireZ88
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Re: Brütal Doom v0.15a Hotfix

Post by BlueFireZ88 »

Dan50 wrote:Nothing a trusty chainsaw can't handle hehe.
Dude, that's a horrible idea. Trust me when I say, the second you kill a PE with a chainsaw, it' blows up, killing you in the process, even if your health and armor are maxed out at 200 each.
Dan50
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Re: Brütal Doom v0.15a Hotfix

Post by Dan50 »

BlueFireZ88 wrote:
Dan50 wrote:Nothing a trusty chainsaw can't handle hehe.
Dude, that's a horrible idea. Trust me when I say, the second you kill a PE with a chainsaw, it' blows up, killing you in the process, even if your health and armor are maxed out at 200 each.
XD I was talking about lost souls. :P I know pain elementals asplode.
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BlueFireZ88
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Re: Brütal Doom v0.15a Hotfix

Post by BlueFireZ88 »

Dan50 wrote:XD I was talking about lost souls. :P I know pain elementals asplode.
Good to know. Still the chainsaw theory might still prove difficult, while individually I would agree with you, if the little bastards come in a swarm your history (unless of course you kill them more practical weapons).
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DrDoctor
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Re: Brütal Doom v0.15a Hotfix

Post by DrDoctor »

*reposted from spriting carnival
theycallmerocketman.png
theycallmerocketman.png (11.84 KiB) Viewed 605 times
feel free to use/edit
Dan50
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Re: Brütal Doom v0.15a Hotfix

Post by Dan50 »

DrDoctor wrote:*reposted from spriting carnival
theycallmerocketman.png
feel free to use/edit

XD that RULES. Now we just need some dud rockets :P
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insightguy
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Re: Brütal Doom v0.15a Hotfix

Post by insightguy »

DrDoctor wrote:*reposted from spriting carnival
theycallmerocketman.png
feel free to use/edit
FXCK! That looks like it hurts *you don't say?*
now that's how to shoot an imp on point blank W/o hurting yourself.
Zombieguy
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Re: Brütal Doom v0.15a Hotfix

Post by Zombieguy »

There really needs to be a sick teaser for the official 1st version before it comes out.
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Slax
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Re: Brütal Doom v0.15a Hotfix

Post by Slax »

Weapon finishers, aww yeah!
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Armaetus
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Re: Brütal Doom v0.15a Hotfix

Post by Armaetus »

I would feel the rocket would have to be really sharp on one end for it to do that.
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Hellstorm Archon
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Re: Brütal Doom v0.15a Hotfix

Post by Hellstorm Archon »

Wow, that looks perfectly brütal. Now all we need are zombie sprites just like that. :D
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Re: Brütal Doom v0.15a Hotfix

Post by Zombieguy »

There's no way a freaking rocket would do that, unless... It was a dud.
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Cyanosis
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Re: Brütal Doom v0.15a Hotfix

Post by Cyanosis »

^ Is possible to happen, I've read a story of a soldier who was hit by an RPG and the explosive bit of the projectile didn't go off.

I'm using an older, modified version of Brutal Doom (version 11) and on the latest SVN and I can hear the torch buzzing problem whereas I didn't hear it before, so it must be the SVN. I'll try the newest Brutal Doom on 1.5.6 and see what happens.

EDIT: Torches sound fine on 1.5.6.

EDIT 2: Well I have got to commend you, this update has been an absolute massive improvement over what 12 was. Good job.

EDIT 3: Is it normal for the Revenant missile launcher to not injure you in close quarters? I was using the "give all" command if that helps.
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