[WIP/Release] Brutal Doom SE

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Slax
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Re: [WIP/Release] Brutal Doom SE

Post by Slax »

I saw what you did there.
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

I got an idea. When you get a Berserk pack, your saw swings can rip through enemies (kind of like that Cleave ability from Dungeons & Dragons), increasing your melee crowd control ability. The problem with that though, is that the damaging projectiles you make when you swing won't make an impact sound when hitting monsters. Also, you shouldn't be able to cleave through bosses and the like since that would be way OP.
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Mike12
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Re: [WIP/Release] Brutal Doom SE

Post by Mike12 »

Alright, here we go.

Image
Credits:
/vr/ anon - for the original sprite
Blox - one of the hands
Mike12 - arm/hand edits, blood, polishing/detail editing and perspective correction

Edit: Also, I should add that one of the reasons I'd prefer it in the main file is because it'd be easier to make custom deaths and such for it that way (i think)
Last edited by Mike12 on Sun Dec 22, 2013 6:54 pm, edited 1 time in total.
m4lmaster
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Re: [WIP/Release] Brutal Doom SE

Post by m4lmaster »

Mike12 wrote:Alright, here we go.

Image
Credits:
/vr/ anon - for the original sprite
Blox - one of the hands
Mike12 - arm/hand edits, blood, polishing/detail editing and perspective correction
this reminds me...isnt there supposto be diffrent blood on the chainsaw depending on what you kill? (without this mutator)
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

m4lmaster wrote: this reminds me...isnt there supposto be diffrent blood on the chainsaw depending on what you kill? (without this mutator)
The latest versions of BD got rid of the green blood. It's currently limited to red and blue.

Mike12, great work! I'm digging into it right now, resizing dimensions and updating offsets and whatnot. It's going to be a bit larger than what I hoped for file size-wise, since there's going to be three different sets of sprites. I certainly wish there was a quicker way to copy the offset coordinates from one thing to the other in Slade.
Last edited by SigFloyd on Sun Dec 22, 2013 7:27 pm, edited 1 time in total.
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Cryomundus
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Re: [WIP/Release] Brutal Doom SE

Post by Cryomundus »

SigFloyd wrote:
m4lmaster wrote: this reminds me...isnt there supposto be diffrent blood on the chainsaw depending on what you kill? (without this mutator)
The latest versions of BD got rid of the green blood. It's currently limited to red and blue.

Mike12, great work! I'm digging into it right now, resizing dimensions and updating offsets and whatnot.
Yeah, green is tied to the player, so if the player changes their color, it'll effect every other sprite sharing the palette. (pretty sure thats how it works, if not, WOOPS)

Also, I vote for adding it to the main file. Once you got either Berserk or the minigun, there was never any reason to use the chainsaw ever again. Heck, a jump kick with Berskerk is about as powerful as a SSG blast. Also, screw realism, Brutal Doom has never had any of that. Heck, if you thought BD was realistic, I'd say that you might want to take a good long look at yourself, cuz there is no way the stuff in BD is real.

Seriously people wanting to add more realism to video games has always irritated me, we've got enough of that annoying crap in real life, why add more to it to something like a video game.
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Lance
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Re: [WIP/Release] Brutal Doom SE

Post by Lance »

I was thinking how about making the alt chainsaw attack act like the one from Resident Evil 4? When the ganados chop Leon's head off with that horizontal slash.
Resident Evil 4 had the coolest chainsaw kills imo.
doom_joe
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Re: [WIP/Release] Brutal Doom SE

Post by doom_joe »

i found a really annoying bug when using the Shootable Corpses addon with vanilla brutal doom v19. normally all the enemies drop some ammo after they get killed but when using the addon none or rarely ammo gets dropped, making the original game or other wads unplayable.
i noticed it when i was constantly running out of ammo...

please fix this issue for vanilla brutal doom v19 :(
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Mike12
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Re: [WIP/Release] Brutal Doom SE

Post by Mike12 »

Got confirmation on who did the original chainsaw-swing sprite - it was Revae.
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

It's done and uploaded, both for GZDoom and Zand.
Mike12 wrote:Got confirmation on who did the original chainsaw-swing sprite - it was Revae.
Cool. I'll update the credits when I get the chance.
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armyman12345
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Re: [WIP/Release] Brutal Doom SE

Post by armyman12345 »

Could you make an addon which combines no recoil and alternate weapon sprites? It seems to cause problems.
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

armyman12345 wrote:Could you make an addon which combines no recoil and alternate weapon sprites? It seems to cause problems.
Could you elaborate? Both of those addons shouldn't conflict since there's nothing in them that would overwrite each other. Or did you mean Alternate Weapon Sounds? That one modifies the Minigun to play its firing sound correctly.
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armyman12345
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Re: [WIP/Release] Brutal Doom SE

Post by armyman12345 »

Oops. I meant alternate weapon sounds.
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southpark2010
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Re: [WIP/Release] Brutal Doom SE

Post by southpark2010 »

Are you thinking about extending bullet count to 400/800? Because most people voted 'yes' on the poll, so I'm wondering what you currently think about this feature.
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

I consider 24% a significant number who are against it, but I might change my mind. Carrying that much bullet ammo probably won't unbalance the game much more, and with the way it currently is, I find the fun runs out a little quicker than I'd like.
Naitguolf wrote:Its included the "Katana Chainsaw" on the latests release?. Alternate fire seems not to work. Also, congrats, looks very fun!!! :)
If you aren't loading any mutators that give a more classic chainsaw, it ought to work just fine.
Last edited by SigFloyd on Mon Dec 23, 2013 5:20 pm, edited 3 times in total.
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