Brendy's Doom Ultimate Mod 1.2

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Linz
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Re: Brendy's Doom Ultimate Mod 1.1

Post by Linz »

Oh and btw, when they said to provide screenshots, they meant put it in your first post of the thread


And provide more than one please thanks
TaporGaming
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Re: Brendy's Doom Ultimate Mod 1.1

Post by TaporGaming »

Alright, I've been around and saw this mod on the other side but I've never played and tested this mod.

This mod is seemingly similar to my old mod, but that's just in this case. You feel did the same way as me I was before. I'm pretty upset about this when I saw for the first time. The assets of this mod just straight up pretty stolen and given without any permission to ask. Also the weapons and monsters are pretty damn unbalanced

It really does sucks when I saw that. Things about getting worse for this
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Linz
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Re: Brendy's Doom Ultimate Mod 1.1

Post by Linz »

Yeah that's the real sussy thing like

They said they got permission and yet failed to provide any credits at all other than "it's a realm 667" mod which is very informative and helpful :)
Exibius
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Re: Brendy's Doom Ultimate Mod 1.1

Post by Exibius »

Well, after spending a half an hour downloading this 391 MB behemoth (sticks internet, the high-speed internet availability sucks here) the first and foremost thing I did was open Slade and check if there was a credits.txt in the pk3. I mean some stuff appears to be credited here, only sprinklings here and there. Of course, there's so much stuff in there I got lost and overwhelmed so I have no idea if there even is one. But there are, in fact, some credits in some of the wad files. Also, I will appreciate the fact that you actually showed some care that you managed to sort all of this, at least, somewhat. The fact it even started is impressive already, I thought GZDoom was going to explode. There's so much here. Upon loading the game up, there is in fact a CREDIT screen that somewhat credits a general chunk of the mods and people involved. Whatever. Let's get into the gameplay.

Aeons of Death.

Nothing more to say. There's no rhyme or reason. No consistency. I mean, I love the fact there's so much variety here, but it doesn't work, here. At least, until you do some serious cleaning up and changing the consistency of things. Like others have said, the doom-style weapon system has got to go. Can't be pressing 2 15 times to get to one of the guns you want. There's got to be some sort of system in play, here. The monsters could all be used here, with proper credit, and with a streamlined balance system where they and the mod would go together hand-in-hand, and not be either extremely easy or extremely difficult, since I'm a sucker for absolute nonsensical chaos, but there's got to be some sort of middle-line drawn.

As someone else said, VDP Monster Randomizer is a good example of how to make this work well.
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openroadracer
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Re: Brendy's Doom Ultimate Mod 1.1

Post by openroadracer »

Exibius wrote: Fri Sep 02, 2022 5:02 pm*FEEDBACK SNIPPED*
Worst part is, I think the rest of us ran OP off already.
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Pega6us
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Re: Brendy's Doom Ultimate Mod 1.1

Post by Pega6us »

The mod size is 350 mb because is full of tons of sounds & sprites duplicates!!!
Steph23Mars
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Re: Brendy's Doom Ultimate Mod 1.2

Post by Steph23Mars »

1.2 is here
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Linz
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Re: Brendy's Doom Ultimate Mod 1.2

Post by Linz »

Please stop adding new weapons, have you even been listening to anything everyone here has been telling you
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Re: Brendy's Doom Ultimate Mod 1.2

Post by Ltmajordude »

Linz wrote: Sun Sep 04, 2022 10:39 am Please stop adding new weapons, have you even been listening to anything everyone here has been telling you
If he was listening, then I dunno how he would attempt to fix all this to begin with.

I wonder what he actually updated.
1.2
Added New Stuff
Golden BFG
Golden BFG10K
Infected Fiend
Infected Soul
Empowered Necromancer
I really hope none of those gold BFG look like some Breaking Bad producer applied Mexican orange to it and then move on...
Steph23Mars
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Re: Brendy's Doom Ultimate Mod 1.2

Post by Steph23Mars »

I'll continued to add new weapons and you cannot stop me
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Re: Brendy's Doom Ultimate Mod 1.2

Post by Exibius »

Ltmajordude wrote: Sun Sep 04, 2022 6:47 pmI really hope none of those gold BFG look like some Breaking Bad producer applied Mexican orange to it and then move on...
What if I told you that it was a copy of the exact same gun that's already in the mod, but this time, colored yellow?
Spoiler:
Only difference between the guns is the "golden" one shoots a projectile with a little bit more eye candy. And the ammo counter is different, because it uses "goldendemontechammo" instead of the regular "demontechammo".
Steph23Mars wrote: Sun Sep 04, 2022 10:22 pmI'll continued to add new weapons and you cannot stop me
If a majority of the people give you constructive feedback and tell you not to, and you do it anyways, it generally makes you look like you don't care. Hey, just like I don't anymore, either! Back to LegenDoom, I go!
TaporGaming
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Re: Brendy's Doom Ultimate Mod 1.2

Post by TaporGaming »

Steph23Mars wrote: Sun Sep 04, 2022 10:22 pm I'll continued to add new weapons and you cannot stop me
Dang, This guy is serious and he continually updating it by just new monsters and weapons but not the fixes. He is not listening
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Linz
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Re: Brendy's Doom Ultimate Mod 1.2

Post by Linz »

Steph23Mars wrote: Sun Sep 04, 2022 10:22 pm I'll continued to add new weapons and you cannot stop me
Good to know constructive criticism is utterly wasted on you then
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Re: Brendy's Doom Ultimate Mod 1.2

Post by Hellser »

Off to the Hall of Unpleasantness. Steph23Mars, as much as I personally don't have an issue with an Aeons of Death-like mod - it would be best if you try to take other people's opinions and suggestions into account. Especially if you're going to share a mod like this online.

I'm also disappointed in the actions of others here on this thread.

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