Funky Gnoll wrote:does this mean you can trick them into jumping off of things, and if so will they suffer falling damage?
Hmm... nevermind, this could lead to some hilarious antics. Carry on, Mark.
Re: Brütal Doom v0.17: Brutal Halloween Edition
Posted: Mon Dec 24, 2012 11:55 am
by USSRBear
I think the dodging enemies maybe interesting for weapons like the RL and BFG but for hitscans, no, that'd be inexplicably frustrating when enemies can react faster to instantaneous bullets. It is cool, though.
Re: Brütal Doom v0.17: Brutal Halloween Edition
Posted: Mon Dec 24, 2012 12:52 pm
by twinkieman93
USSRBear wrote:I think the dodging enemies maybe interesting for weapons like the RL and BFG but for hitscans, no, that'd be inexplicably frustrating when enemies can react faster to instantaneous bullets. It is cool, though.
They're reacting to you getting ready to fire, much like how you probably duck back around a corner when you see a shotgun guy starting to point their chosen implement of face fucking at your, well, face.
To celebrate the holidays, and the MOTY Editors Choice Award that Brutal Doom received at Moddb (yeah, I am amused to see how this mod can still win prizes even after 2 years), I am releasing a new test version of Brutal Doom (this test version only works in Zandronum). fell free to report bugs.
Spoiler:
- Now you can kick crawling zombies in the face. You get cruelty bonuses for every kick.
- The only way to curbstomp a crawling zombie now is to kick them with berserk pack.
- Greatly improved enemy AI. Now many enemies can try to evade some of the players attacks.
- New and improved blood decals.
- Lost Soul AI completely remade.
- Fixed bodies floating in the air when killed over a water surface.
- Greatly improved the Assault Rifle sprites, and now the ADS mode can use autofire if the fire button is pressed, or can fired faster it the player press the fire button as fast as he can.
- Barons and Hell Knights can be kicked in the nuts.
- Edited a line in the Railgun's code which I suspect that was causing the bug of unable to cycle weapons when it gets out of ammo.
- Mancubus Cannon's fireballs will light the area on fire, damaging any nearby targets over some time.
- Reverted the Nazis's AI back to v016 until I manage to fix it's bugs.
- Removed bullet splash damage.
Best Christmas present ever. Right away download it. Kinda feel sad, you removed bullet splash damage, but change is small anyway.
Re: Brütal Doom v0.17: Brutal Halloween Edition
Posted: Mon Dec 24, 2012 1:43 pm
by Captain J
wonderfulness wonderful bloody BRILLIANT!
i know you can made it! conglats!
Re: Brütal Doom v0.17: Brutal Halloween Edition
Posted: Mon Dec 24, 2012 1:47 pm
by -Ghost-
Congrats on the award! Nice to see a part of the Doom community get so much recognition.
Re: Brütal Doom v0.17: Brutal Halloween Edition
Posted: Mon Dec 24, 2012 1:49 pm
by twinkieman93
Aw, it doesn't look like I can kick barons in the nuts if they're already attacking. :/ Was hoping it'd make it far easier to get 'em with a fatality, now.
Also, it feels good to dole out retribution with the revenant rocket launchers, now. They, too, try in vain to dodge the incoming face rape, but to no avail. >:D
Re: Brütal Doom v0.17: Brutal Halloween Edition
Posted: Mon Dec 24, 2012 1:51 pm
by Sergeant_Mark_IV
Barons have harder testicles and its very risky to try to kick them. It should only be used as last resource, like if a Baron is coming at you to perform a fatality on you, you are too close to use the rocket launcher, you try the ssg but fail at hitting his head, so your last resort is to try to kick him in the balls.
To celebrate the holidays, and the MOTY Editors Choice Award that Brutal Doom received at Moddb (yeah, I am amused to see how this mod can still win prizes even after 2 years), I am releasing a new test version of Brutal Doom (this test version only works in Zandronum). fell free to report bugs.
Spoiler:
- Now you can kick crawling zombies in the face. You get cruelty bonuses for every kick.
- The only way to curbstomp a crawling zombie now is to kick them with berserk pack.
- Greatly improved enemy AI. Now many enemies can try to evade some of the players attacks.
- New and improved blood decals.
- Lost Soul AI completely remade.
- Fixed bodies floating in the air when killed over a water surface.
- Greatly improved the Assault Rifle sprites, and now the ADS mode can use autofire if the fire button is pressed, or can fired faster it the player press the fire button as fast as he can.
- Barons and Hell Knights can be kicked in the nuts.
- Edited a line in the Railgun's code which I suspect that was causing the bug of unable to cycle weapons when it gets out of ammo.
- Mancubus Cannon's fireballs will light the area on fire, damaging any nearby targets over some time.
- Reverted the Nazis's AI back to v016 until I manage to fix it's bugs.
- Removed bullet splash damage.
The assault rifle seems to have been massively beefed up with the automatic fire and coupled with enemies trying to dodge the minigun it makes the rifle about the most versatile and useful weapon in the game.
Re: Brütal Doom v0.17: Brutal Halloween Edition
Posted: Mon Dec 24, 2012 3:32 pm
by PaskaTykki
Little damage nerf to Rifle will balanced. I like Rifle fire rate. Now it feel Rifle.
Mancubus flames light place is nice. But those flames dont last very long. Maybe add more time those flames.
Body flail dont happen very often. Increase body flail change.
Bugs:
- Corpse and limbs block monster teleporting. (Is this bug impossiple fix?)
- You can cheat with Plasma Rifle alt fire.
- Hell Knight and Baron of Hell body parts destroyed very easily from explosion.
- Silent kill leave Shotgun Zombie 2 shotgun. Chaingun Zombie dont leave weapon.
- Baron of Hell bugged with fast monster on. Try brutal kill Shotgun Zombie, but freeze. video: http://www.youtube.com/watch?v=lzu7fipG ... e=youtu.be
- Pinky dont hit when crouch.
- Revenant non-guided missile doesn't knockback Imp, Rifle Zombie and Shotgun Zombie.
- Rifle Zombie doesn't burn from Imp fireball, like Shotgun Zombie and Chaingun Zombie.
- Mancubus doesn't turn when Mancubus is shooting.
- Pump Shotgun have iron sight problem. This happen when you have 0 pocket ammo and you reload Pump Shotgun, then you pickup shotgun ammo, it start immediality reload. Seems like it try reload but cant because you dont have ammo and thats why iron sight doens't work.
- When you have Lost Soul in hand. Kick doesn't work very well.
- Lost Soul free Marine.
- When Mancubus kill Arachnotron. Arachnotron corpse vanish.
Re: Brütal Doom v0.17: Brutal Halloween Edition
Posted: Mon Dec 24, 2012 10:58 pm
by Quadruplesword
To anybody who is afraid that enemies dodging projectiles will break the game, I played around with the test release of v18 and I can report that it does not make the game that much harder. Zombies will only dodge rockets if you fire directly at them; fire a rocket at their feet and they'll still get blown into bloody chunks. They will roll out of the way if you spool up your minigun while aiming at them, but all you have to do to counter that is adjust your aim to the left or right and just fire away as they're getting up. Lastly, enemies of any kind won't make an attempt to dodge plasma shots, so no worries there. I did find it a little frustrating that rockets are now basically useless against cacodemons and pain elementals, but then again I always found other weapons to be more effective against them than rockets anyway. This was from playing the first 8 levels or so of Doom 2 on ultra-violence, though, so I don't know if the smarter AI would have a more pronounced effect in a more difficult wad like Plutonia.
Also, I am loving the new rifle sprites, especially the iron sights . My only complaint is that the rifle seems a little too powerful now. I think it would be perfect if you toned down the rifle's damage by just a little bit.
Re: Brütal Doom v0.17: Brutal Halloween Edition
Posted: Mon Dec 24, 2012 11:38 pm
by Woolie Wool
Considering that the minigun is nerfed in situations with only a few targets, the assault rifle I think needs to be as powerful as it is, as a general-purpose bullet weapon for dealing with smaller enemies.
Re: Brütal Doom v0.17: Brutal Halloween Edition
Posted: Tue Dec 25, 2012 3:19 am
by Valherran
PaskaTykki pretty much found the same bugs I did, except for the alt fire on the Plasma Rifle, that was normal to me. Some things I would like to address:
1. The dodge capability of lesser enemies etc, I feel should be put on Brutal mode only. It doesn't really add difficulty, but rather annoyance in my view. So instead of having to make a mutator for others who also don't want it in the other difficulties, I would just keep it in Brutal mode.
2. The Assault Rifle is still a little OP. Also, the new zoom function feels that there are sprites missing in the animation, cus it's rather sudden like when you do it.
3. The new crawl animation for Rifle Zombies and Hell Nobles renders them to take 0 damage when being kicked.
Other than that this version is pretty good. However I am itching to try the new patches/releases of the Brutal Arsenal cus I like lots of guns.