Brütal Doom v0.18

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iVoid
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Re: Brütal Doom v0.18

Post by iVoid »

Wow I LOVE THIS NEW FEATURE!! :D It reminds me of how the monsters die in quake 2! I applaud the feature but I gotta say I dislike how it was presented visually... Would be more impressive if they actually fell to the ground and tried to hit you while crawling. It's unnatural to see someone who just had his leg shot off sitting down(?).
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KingShinra
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Re: Brütal Doom v0.18

Post by KingShinra »

Sgt.Mark, I LOVE Brutal Doom. There's one thing that I, personally, would love to see in a new release, and I believe many
others would find to be a cool edition.

Ever play Metal Gear Solid 2?

Remember the High Frequency Blade that looked like a Katana?

Imagine an HF Blade that can slice limbs, necks, legs, and any form of biological substance into itty bitty pieces. I've used the chainsaw, and I love the sounds with it, and the gore afterwards, but (and this is probably me)...I always found the Chainsaw in doom, Brutal Doom or not Brutal Doom, a rather cumbersome weapon that didn't have much use.

An HF blade, however, would be uber cool, or a Chainsaw Sword, or an HF Chainsaw sword.

The HF can be powered by Cell energy, and can be a secret weapon like the Grenade Launcher, Rail Gun, BFG10K, or that MP40 thing, OR...it can replace the chainsaw.

That would be a cool addition, in my opinion.
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Captain J
 
 
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Re: Brütal Doom v0.18

Post by Captain J »

make a unused weapon? sgt said once again, there's no way to make a new weapon on this brutal doom, never again.
flamethrower requestment was on this thread, but rejected nicely, because there's already got a flammable weapon to easy to find; a mancubus' cannon!
and rapid melee weapon is exist...a chainsaw of course. we don't need twise of them.

maybe that's going to work if somebody add that weapon in the brutal arsenal.
and looking for chainsaw dagger? it's right here; http://fallout.wikia.com/wiki/Ripper_%28GRA%29

anyway, holy jesus in a pogo stick! i really wub that zombie's reactions. anyway that's would be a sudden moves, why don't you add a sight sound when they going to open fire? if you put this reactions for every human-ish weak demons but pinky, that would be lovely.
LuSan
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Re: Brütal Doom v0.18

Post by LuSan »

I can confirm that I can run brutal doom thanks to most recent zdoom version thanks everyone!
Urizen
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Re: Brütal Doom v0.18

Post by Urizen »

KingShinra wrote:Remember the High Frequency Blade that looked like a Katana?
Sgt. Mk IV has stated that Brutal Doom is effectively "feature complete" at this point, and there aren't going to be any more major additions to the mod.

Personally, I feel a bladed weapon like that is a little too elegant for Brutal Doom, but it does undeniably sound cool.
PaskaTykki
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Re: Brütal Doom v0.18

Post by PaskaTykki »

Nice feature, but seems Zombies missing rotating frames.
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drfrag
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Re: Brütal Doom v0.18

Post by drfrag »

Hey, the Daikatana is back!
No, thanks.
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Armaetus
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Re: Brütal Doom v0.18

Post by Armaetus »

drfrag wrote:Actually i had a similar idea, zombies could 'come back' after losing their weapons and try to bite you, this would be a powerful melee attack and they'd take quite a good amount of damage before going down.
Something i forgot, i'd also like some kind of heating up for the chaingun, to limit somewhow the amount of bullets you can shoot at a time since there are no clips for it. By the way good work so far.
I don't like any of those ideas, let's not monkeywrench more realism mechanics or actual return from the dead into the game.
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Scroaty79
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Re: Brütal Doom v0.18

Post by Scroaty79 »

First I would like to say "I am really looking forward to the official release of Brutal Domm 0.19". :D
I just recently (Yesterday kind of recently) grabbed the 0.19test file and man I am loving those small death features that were added on. I have been playing E1 of Ultimate Doom on the Brutal setting with it and so far so good, I have yet to encounter any serious issues. If I should encounter any while I am playing I will post them here right away.
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doomquake777
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Re: Brütal Doom v0.18

Post by doomquake777 »

Any reason that the Recoil was re-added to the primary fire of the chaingun? I liked it better when it was only present with the secondary fire.
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Sergeant_Mark_IV
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Re: Brütal Doom v0.18

Post by Sergeant_Mark_IV »

Chaingun primary only has "horizontal recoil".
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doomquake777
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Re: Brütal Doom v0.18

Post by doomquake777 »

Is it possible to reduce or remove the recoil when you have the Berserk/demon strength Item?
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southpark2010
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Re: Brütal Doom v0.18

Post by southpark2010 »

Two things (testfinal):

The ammo-counters don't seem to work.
Spoiler: Cacos seem to bleed red
Jinal
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Re: Brütal Doom v0.18

Post by Jinal »

Well Cacos (along with Barons/Hell Knights) are supposed to bleed red actually but they're guts are blue while the Hell Knights/Baron's guts are green.
Blazko
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Re: Brütal Doom v0.18

Post by Blazko »

Valherran wrote:
Sergeant_Mark_IV wrote:
SamVision wrote:I'm not sure about this. Reminds me of the real guns advance 2 or whatever and how annoying it was there.
In RGA2 almost every enemy could come back and they had to take many bullets to die. On BD19 it will only happen 30% of times when you get an amputation kill. Let's say that the chances of a zombie coming back is 1 out of 8 (if you are not killing them with Plasma/Rockets/Minigun). And yet, they have 50% less accuracy than a normal zombie and can die with one shoot in the head, or two rifle shoots in the chest.
Please do not add this, this will really piss people off on Black Metal...
If Black Metal is too hard for you, you are free to choose a lesser difficulty.
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