[WIP/Release] Brutal Doom SE

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TheMightyHeracross
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Re: [WIP/Release] Brutal Doom SE

Post by TheMightyHeracross »

Immortal Destroyer wrote: I mean the comments like (Please,add,idea,new,better,stupid) generally all this words in Comments. For example;
It looks stupid, i have idea! Jetpack better! Add it! If you don't put it i will never play it! The previous time i watch this thread was FULL of those comments. Take a look around, in Brutal Doom. Brutal Doom is full of fans and everybody start to post their opinions and at the end they start to send annoying things like; If you don't put this i will never play it! Oh, it's now shit! I mean all those.
I have not seen any of those comments in this thread, can you quote one for an example? I honestly have not seen anyone say any such thing.
Immortal Destroyer
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Re: [WIP/Release] Brutal Doom SE

Post by Immortal Destroyer »

TheMightyHeracross wrote:
Immortal Destroyer wrote: I mean the comments like (Please,add,idea,new,better,stupid) generally all this words in Comments. For example;
It looks stupid, i have idea! Jetpack better! Add it! If you don't put it i will never play it! The previous time i watch this thread was FULL of those comments. Take a look around, in Brutal Doom. Brutal Doom is full of fans and everybody start to post their opinions and at the end they start to send annoying things like; If you don't put this i will never play it! Oh, it's now shit! I mean all those.
I have not seen any of those comments in this thread, can you quote one for an example? I honestly have not seen anyone say any such thing.
I can't post them, sorry, i don't want to sound like an idiot who care too much for other people. If you really want to see them, go to the older pages.
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southpark2010
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Re: [WIP/Release] Brutal Doom SE

Post by southpark2010 »

No. You make a claim, you post the evidence. Neither have I seen any of those types of comments here.
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Bitterman
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Re: [WIP/Release] Brutal Doom SE

Post by Bitterman »

southpark2010 wrote:No. You make a claim, you post the evidence. Neither have I seen any of those types of comments here.
Or, we could just stop all of the drama, and stop ruining SigFloyd's thread.
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Big C
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Re: [WIP/Release] Brutal Doom SE

Post by Big C »

Humbly requesting that everyone involved take it to PMs or use the report function if they feel so strongly about it.
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-Ghost-
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Re: [WIP/Release] Brutal Doom SE

Post by -Ghost- »

Agreed.

Did you buff the chainsaw at some point (not counting the side swipes and stuff) or was it always that strong in BD? It feels pretty satisfying to use even without the added animations; it's nice that it's on par with berserk now and gives a little bit of HP back too per kill.
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southpark2010
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Re: [WIP/Release] Brutal Doom SE

Post by southpark2010 »

Bitterman wrote:
southpark2010 wrote:No. You make a claim, you post the evidence. Neither have I seen any of those types of comments here.
Or, we could just stop all of the drama, and stop ruining SigFloyd's thread.
Yeah, alright. Might as well stop it here.

Anyway, I finally managed to try the new Chainsaw, and in my opinion, it seems a bit unbalanced. It doesn't have the lunge, has good range, good damage towards light enemies, etc. I think it basically replaced the Primary fire.
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

I'm still up in the air about how it should be balanced. If it's too low, it's not satisfying enough to use. If it's too high, it outright replaces things. The main advantage of the primary is that has a high rate of fire, giving you a better chance of stunlocking things as well as a higher overall DPS compared to the secondary. The advantage of the secondary is that it's an arguably more stylish alternative to the Zerk Fists, and it allows hit and run tactics, and when powered up, an alternative Zerk jump kicking. Before, the only use the chainsaw really had was cutting corpses. I felt I had to do something with it, and the Rage Saw idea ended up way too gllitchy and roundabout to my liking.
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southpark2010
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Re: [WIP/Release] Brutal Doom SE

Post by southpark2010 »

I guess you could add a small delay after each swipe so the rate of the primary fire will still be useful.
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the Chuckwagon
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Re: [WIP/Release] Brutal Doom SE

Post by the Chuckwagon »

Here's another brightmap pack, containing most of the remaining fatality animations.

http://www.mediafire.com/download/1nyw5 ... tality.rar

On the subject of the chainsaw;
Overall that thing is loads of fun, but the damage on that final thrust is bonkers.
I killed a Baron of Hell with the last two hits in that combo, which is to say I kicked him in the nuts and then pretty much instantly chopped him in half. :shock:
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SigFloyd
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Re: [WIP/Release] Brutal Doom SE

Post by SigFloyd »

Yeah, I ought to nerf that thrust. The standard sawing already did plenty of damage, but I figured that last pose needing something special. It can actually make short work of a Cyberdemon if you can withstand his stomps.
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Sinael
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Re: [WIP/Release] Brutal Doom SE

Post by Sinael »

Could you do anything to reduce the blood output when player uses the saw? Since the blood is generated on every hit, and saw hits very fast the screen gets completely obstructed by blood, which I find greately dissatisfactory, as it renders actual death-process of a monster completely obstructed. In vanilla doom, seeing the monsters flinch and struggle under the chainsaw was one of the most fun parts about it. If toning down the blood while weilding certain weapon is impossible, I would greately enjoy the mod that tones down ammounts of blood in general - both in its size (like smaller decals does) and in volume.
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southpark2010
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Re: [WIP/Release] Brutal Doom SE

Post by southpark2010 »

Reducing the blood caused by the Chainsaw may also help the performance for some people as well, but I think the blood in itself is fine, though.
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Cryomundus
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Re: [WIP/Release] Brutal Doom SE

Post by Cryomundus »

Ya know what'd be neat? If killing things while berzeked with the chainsaw alt attacks granted a small armor bonus, though I'm not entirely sure you'd be able to cap it at 200. It'd make for a neat dynamic, fatalities for health, chainsaw-fu for armor, which do you want more?
m4lmaster
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Re: [WIP/Release] Brutal Doom SE

Post by m4lmaster »

hey Sig, when can we expect blood splatter on the screen back in? it would go well with the facemask HUD i use
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