Brutal Quake

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RUNSABER
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Re: Brutal Quake

Post by RUNSABER »

Weasel, I would like to see your ketchup bottle return. It coupled with your posts really brings the altitude of moderation to new heights. I think this mod (Or just Quake 1 Stuff alone) could do very well with UTNT or Project Slipgate with a bit of gore cleanups here or there. Quake styled tilting would require ancient GZ users like myself to upgrade to the latest SVN. With the quality drop on my performance using that version, it's not worth it. I'd much rather play Darkplaces than ruin compatibility for a fun Graf Zahl Doom experience. I think it's hilarious how I sleep for most of the day to come back to a 44 (now 44+) posted topic on a project that's not complete! Where is this kind of support for non-brutalized projects? :lol:
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wildweasel
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Re: Brutal Quake

Post by wildweasel »

RUNSABER wrote:I think it's hilarious how I sleep for most of the day to come back to a 44 (now 44+) posted topic on a project that's not complete! Where is this kind of support for non-brutalized projects? :lol:
I'll give you a hint: it's not support. It's controversy. You want this kind of response, you basically have to be a dipshit.
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Big C
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Re: Brutal Quake

Post by Big C »

wildweasel wrote:
RUNSABER wrote:I think it's hilarious how I sleep for most of the day to come back to a 44 (now 44+) posted topic on a project that's not complete! Where is this kind of support for non-brutalized projects? :lol:
I'll give you a hint: it's not support. It's controversy. You want this kind of response, you basically have to be a dipshit.
Seriously. Why can't more Brutal modders follow SidDoyle's example with his Sperglord Edition remix? He's so relaxed about it he didn't even put his name in the credits for any part of it.
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Silentdarkness12
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Re: Brutal Quake

Post by Silentdarkness12 »

Revilution wrote:
Silentdarkness12 wrote:dabidoom is just slapping up a thread to advertise his moddb Doom mod.
He did, if you look his profile, his unique post is this topic.
I used my clairovoyant powers to reach that conclusion. Seeing as how he made zero attempts to respond to anything here.
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xenoxols
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Re: Brutal Quake

Post by xenoxols »

Maybe he doesn't want to participate in this argument. Also there hasn't been an update so why should he have to post?
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HorrorMovieRei
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Re: Brutal Quake

Post by HorrorMovieRei »

I don't know what's going on here. I don't really care about either side of the Brutal Doom debate, I just hope a little credit for the Quake stuff is given to me and the people who helped me.
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Silentdarkness12
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Re: Brutal Quake

Post by Silentdarkness12 »

xenoxols wrote:Maybe he doesn't want to participate in this argument. Also there hasn't been an update so why should he have to post?
When the moderator comes on and notes that you haven't listed credits for anything, that usually requires an author worth their salt to explain themselves. An apology at the very least. At least, that's how I figured it.
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wildweasel
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Re: Brutal Quake

Post by wildweasel »

Yeah, I've noticed that OP hasn't even signed on to the forums since Tuesday...wonder if we scared him off.

I will say, however, that if this mod releases with no credits, I plan to close the thread and nuke the links until such time as the author comes up with some. While the mod itself hasn't been posted, and videos don't necessarily need exhaustive lists of credits, a little acknowledgement of the people whose work is on display is always a good thing. Permission is better, but acknowledgement is also good.
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-Ghost-
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Re: Brutal Quake

Post by -Ghost- »

Hopefully he wasn't scared off; at least he was trying to make the mod himself instead of begging another modder to do it. Seems like a cool idea, hopefully the OP keeps working on it.
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Armaetus
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Re: Brutal Quake

Post by Armaetus »

He's been occasionally posting on his ModDB mod page (Last post: 20 hours as of this post) but not here? I don't understand why he hasn't replied, does he just expect a red carpet and praise without people picking apart or pointing flaws on him showcasing a mod with zero credits listed?

If you're gonna post a mod, post it properly.

And how the hell is this mod ranked 560 of 23,789 already?
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Kontra Kommando
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Re: Brutal Quake

Post by Kontra Kommando »

Glaice wrote:He's been occasionally posting on his ModDB mod page (Last post: 20 hours as of this post) but not here? I don't understand why he hasn't replied, does he just expect a red carpet and praise without people picking apart or pointing flaws on him showcasing a mod with zero credits listed?

If you're gonna post a mod, post it properly.

And how the hell is this mod ranked 560 of 23,789 already?
I believe it may be the number of site visits relative to the length of time it his been up. Educated guess.

2,240+ views in only 3 days; he's averaging close to 750 views a day.
wildweasel wrote: I will say, however, that if this mod releases with no credits, I plan to close the thread and nuke the links until such time as the author comes up with some.
Sort of reminds me of this. :lol:

https://www.youtube.com/watch?v=aCbfMkh940Q
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dabidoom
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Re: Brutal Quake

Post by dabidoom »

Brutal Quake v1.5.666 By: DaBiDooM
Chapter One: Quad Damage Effects Fx, Explosions, Particles...
New hi res weapons textures...
New OpenGL graphics acelerate engine

https://www.youtube.com/watch?v=MOnCnm4 ... e=youtu.be

Brutal Quake
Project Coming Soon.
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Jeimuzu73
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Re: Brutal Quake

Post by Jeimuzu73 »

Well, sorry for cluttering your first four pages, but I just watched your video and made some notes:
  • Why does the SSG only consume one shell and even sound and behave like the starting shotgun? Shouldn't it be consuming two and behaving like an actual SSG?
  • The Nailgun consumes two nails per shot like the super nailgun and fires a bit too fast . Halve the ammo consumption and slow the fire rate down a notch.
  • Tone the bloom down a bit- it's unnaturally bright in contrast to the usual dark scenery of Doom and the original Quake it's based on.
  • I'd advise you to write a list of credits ASAP because these guys are sticklers on credits and will chew you for not doing so.
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Zanieon
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Re: Brutal Quake

Post by Zanieon »

Judging by his second post, looks like he ignored all the fucking 4 pages of discussion between us and dont gave a shit to anything, this makes me starting to think he is close minded about opinions or have any other thing behind.

However this new video almost give me epilepsy, too much unecessary bloom (assuming he stopped around the 1.8 versions of GZDoom just for that shit), and too much awfull gameplay.
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Re: Brutal Quake

Post by Hellser »

Revilution wrote:However this new video almost give me epilepsy, too much unecessary bloom (assuming he stopped around the 1.8 versions of GZDoom just for that shit), and too much awfull gameplay.
Generally why I dislike the "Bloom shader mods" for GZDoom. It looks artifical and generally bad. Brown becomes an amber-hued color and blood red becomes a spectacular light show. Each their own, though.
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