Brütal Doom v0.18

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SigFloyd
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Re: Brütal Doom v0.15a Hotfix

Post by SigFloyd »

-Ghost- wrote:Sounds interesting, could you upload it? My only complaint with BD is that I don't like some of the sounds. I still miss having unique pickups for each item. :(
http://www.mediafire.com/?9ljb99fux5qz1cx
It's all ready to go. Quickest way to notice most of the changes is to just pick your favorite map, IDKFA, and go nuts. :D

If any of this gets into any official release some time in the future somehow, don't need to credit me or anything since I've made a jumbled mess of it anyway. All the new sounds are either heavily spliced and modified with already existing sounds within the mod or are public domain, like generic thunderclaps and such. I also do have a metric ton of generic weapon sounds I've accumulated over the years just for dicking around with. Maybe two or three of those are in there somewhere.

Edit: Forgot to mention this is for GZDoom, not Skulltag.
Last edited by SigFloyd on Fri Mar 09, 2012 9:59 pm, edited 4 times in total.
Zombieguy
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Re: Brütal Doom v0.15a Hotfix

Post by Zombieguy »

Marnetmar wrote:Just a suggestion, I think a touched up semi-automatic version of the default pistol (Isn't it based off a Beretta 92FS?) would be nice as a starting weapon, and you would later get the assault rifle from the former humans.
This would be very nice, I agree. But I think Sergeant already said no to this feature.
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Crudux Cruo
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Re: Brütal Doom v0.15a Hotfix

Post by Crudux Cruo »

Marnetmar wrote:Just a suggestion, I think a touched up semi-automatic version of the default pistol (Isn't it based off a Beretta 92FS?) would be nice as a starting weapon, and you would later get the assault rifle from the former humans.
I've said this myself before.

it'd be nice if there were a mini-mod that would:

-give starting pistol with accurate double tap, weak power (6 bullets to kill imp in body), 18 bullet mag, and any shots taken after the double tap will have horrendous recoil and accuracy. you'd have to fire it like the doom pistol to get accuracy out of it.

-make rifle full auto, increase firing speed, decrease power, increase muzzle climb, increase mag. in other words, it would be a hall sweeper, but would be difficult to control UNLESS you have it in aim mode, looking down the sights. it wouldn't be as potent as it is now, but it would be a little more versatile.

no promises, but i've really been wanting this in, so I MIGHT do it. if i do it, it would certainly be an "AS-IS" thing, i wouldn't spend a whole lotta time on it.

but as it stand, he said that he DID NOT want to put it in.
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Marnetmar
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Re: Brütal Doom v0.15a Hotfix

Post by Marnetmar »

Zombieguy wrote:
Marnetmar wrote:Just a suggestion, I think a touched up semi-automatic version of the default pistol (Isn't it based off a Beretta 92FS?) would be nice as a starting weapon, and you would later get the assault rifle from the former humans.
This would be very nice, I agree. But I think Sergeant already said no to this feature.
Seems kind of unfair for those who still like the classic pistol. Anyway, Brutaldoom has been endorsed by id software.
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Reisal
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Re: Brütal Doom v0.15a Hotfix

Post by Reisal »

Did you know Matt Hooper of Id Software is linking to BrutalDoom on his Twitter?

Edit: Ninja'd
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Hellstorm Archon
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Re: Brütal Doom v0.15a Hotfix

Post by Hellstorm Archon »

Wow, would you look at that. Perhaps id has not only recognized this masterful mod, but it seems like Doom 4's gameplay could be very well be based off of Brutal Doom. :)
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TheDarkArchon
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Re: Brütal Doom v0.15a Hotfix

Post by TheDarkArchon »

Hellstorm Archon wrote:Wow, would you look at that. Perhaps id has not only recognized this masterful mod, but it seems like Doom 4's gameplay could be very well be based off of Brutal Doom. :)
What part of your arse did you pull THAT conclusion from? It's just recognition, it doesn't mean it's going be the basis of the Doom 4 design doc.
baikenstein
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Re: Brütal Doom v0.15a Hotfix

Post by baikenstein »

Gday all,

First off, SGT_Mark_IV and all pers who have contributed to this mod, you have my utmost respects because I bloody love it!

My friend Siggy and I have been sound modding (mostly Siggy) for some time with various games and have a grand selection of different sounds and what we have done is implement sounds into brutal doom to make it sound more brutal,

However we had to do some script work when v0.14 was out to implement extra sounds and sync it with animations, Now that 0.15 is released we have to go back into the config and go through the same painstaking process of amending the scripts,

SO! what we thought we could do is upload the V0.14 version to SGT_Mark_IV (If he is interested) to permanently have these brutal sounds in the mod, I have made a video and uploaded it to youtube to demonstrate only SOME sounds we have changed (We have changed almost all sounds ingame),

http://www.youtube.com/watch?v=DStufZTI ... e=youtu.be

The download to our sound mod version is in the youtube link,

Babeski
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SigFloyd
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Re: Brütal Doom v0.15a Hotfix

Post by SigFloyd »

Those player grunts and yells are fucking awesome.
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Zero X. Diamond
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Re: Brütal Doom v0.15a Hotfix

Post by Zero X. Diamond »

The weapon sounds are mostly awesome, but the replacement monster sounds pretty much suck. The zombies sound like they're using those terrible public domain zombie sounds wildweasel was using as placeholders in Agent Hernandez. They lack distinctive character and as such there's really no punch. I mean, the shotgunner sounds like he's clearing his throat as his head is ripped off. What? I'm personally completely for leaving the enemy sounds as they are. If this gets too far away from Doom, it won't really be the same anymore.

On the subject of player sounds, the current ones are kind of lacking, particularly the low quality of the "FUCK YOURSELF" taunt. I liked the proposed idea earlier of throwing in some Doom comic lines in some sort of taunt system, and I just thought I'd throw my hat into the arena. My birthday's just recently passed and I've picked up a $150 studio microphone, and I'm more than happy to potentially throw down some new audio for the greater good of Brutal Doom.
Dan50
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Re: Brütal Doom v0.15a Hotfix

Post by Dan50 »

Love the minigun sound you got going there.
Zombieguy
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Re: Brütal Doom v0.15a Hotfix

Post by Zombieguy »

Hellstorm Archon wrote:but it seems like Doom 4's gameplay could be very well be based off of Brutal Doom. :)
What? What the heck makes you think that? I didn't see anything about Doom 4 on Matt Hooper's post.
But, it's cool that Brutal Doom is getting some popularity.
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-Ghost-
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Re: Brütal Doom v0.15a Hotfix

Post by -Ghost- »

Oh god, is that death sound Stu Pickles screaming? The gun sounds are great, but I agree that the strogg sounds don't really fit. I hope Mark uses the weapon ones though
baikenstein
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Re: Brütal Doom v0.15a Hotfix

Post by baikenstein »

Dont forget to download and try it so you can grasp all the other sounds we implemented,

Awesome feedback so far, cheers!

Babeski
DOOMGuy007
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Re: Brütal Doom v0.15a Hotfix

Post by DOOMGuy007 »

Yeah, I'd love to see the Pistol make a return as starting weapon. FYI! If you are going to make a Pistol for Brutal DOOM....

MAKE IT LEFT HANDED!

Also, can you guys make the Shotgun and Super Shotgun have Wooden Pumps like in original? Anyways, love the mod still... just a suggestion.
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