Burl Tumd (Last updated 8/11/13)

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Eric_
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Re: Burl Tumd: Updated! (2/9/13)

Post by Eric_ »

I kind of like the idea of ramping up the power of the lower tier monsters.
I intend to buff up the rest of the monsters, I just started on the weaker guys. Shotgunners have been nerfed somewhat for the next version, so that issue should be fixed.
It seemed like the players speed was ramped up a little bit, perhaps give some of the enemies like the imp, cacodemon, lostsoul and perhaps even the hell nobles a speedboost to compensate for it and the boosted weapon damages?
Again, I just haven't gotten around to buffing up those monsters yet.
You should fix it so that it autoswitches to the previous slot, I think you can fix this with weapon.selectionorder or something, give the sword +wimpyweapon and stuff like that.
Heh, I never ran out of ammo when playtesting so I never encountered this. That'll be fixed.
Something else to point out is the kickback the weapons do on the enemies, I don't see it as such an important feature, and it can be gamebreaking in some cases, I shot down some monsters from places to areas they shouldn't fall down to, and shooting some of the bigger monsters can easily get them stuck on small floor dents.
I'll consider reducing it a bit.
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esselfortium
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Re: Burl Tumd: Updated! (2/9/13)

Post by esselfortium »

Can dead cacodemons deflate like balloons, and zip randomly through the map as air loudly and comically squeaks out of them? Thanks in advance.
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SyntherAugustus
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Re: Burl Tumd: Updated! (2/9/13)

Post by SyntherAugustus »

esselfortium wrote:Can dead cacodemons deflate like balloons, and zip randomly through the map as air loudly and comically squeaks out of them? Thanks in advance.
I love this idea for some reason.
Gez
 
 
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Re: Burl Tumd: Updated! (2/9/13)

Post by Gez »

With bounce flags and [wiki]A_SetScale[/wiki], it'd certainly be possible!
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Tapwave
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Re: Burl Tumd: Updated! (2/9/13)

Post by Tapwave »

esselfortium wrote:Can dead cacodemons deflate like balloons, and zip randomly through the map as air loudly and comically squeaks out of them? Thanks in advance.
Brb, DECORATE'ing this ASAP.
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Matt
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Re: Burl Tumd: Updated! (2/9/13)

Post by Matt »

leileilol wrote:I'd like to see the gore scripted out of the same 3 blood splat sprites in so many various ways.
This.
Eric_ wrote:while I could come up with another name for the latter, I don't think I want to. "Are you sure you want to cake YOURSELF?" is just too great an opportunity to pass up.
Also this.
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CuppaBro
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Re: Burl Tumd: Updated! (2/9/13)

Post by CuppaBro »

I'll be blunt, this is actually a really damn good weapons mod. I think this could be marketed by its own merits instead of shoving in your face that it's supposed to be a gigantic pisstake on Brutal Doom...though to be fair, it's better than taking itself too seriously like the other mod in question.
I like Brutal Doom, and at the same time think Sgt. Mark IV could stand to take a chill pill, but this mod is great just the same. The blood splatters sorta rub me the wrong way, but the weapons have the right amount of kick and the gameplay is very smooth and efficient. If anything, this seems like a good polar opposite to Hideous Destructor, not meaning for that to be a jab at the guy who posted immediately before me.
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Abba Zabba
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Re: Burl Tumd: Updated! (2/9/13)

Post by Abba Zabba »

.+:icytux:+. wrote:The shotgunguy... I was more afraid of this monster than any other monster in the game
Oh man yes, I've come to fear sergeants in Burl Tumd more than the ones in HD. I mean, at least in HD, every other monster is also quite efficient in killing you dead, but when he's the sole one in the group you come to develop a fear D:

Had a few runs end right next to the exit with a shotgun blast (not even the whole thing) nipping me from around the corner. They've become my priority #1.
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Ænima
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Re: Burl Tumd: Updated! (2/9/13)

Post by Ænima »

I like it!


+ Hacking hellknights to pieces with the vorp blade is quite fun.
+ The shotgun firing sound is perfect, a nice realistic crack (although maybe just 1dB too quiet?)
+ Love the semi-auto pistol.

- The SSG still needs a good replacement firing sound
- The SSG reload sounds sound like they're either a low bitrate or just really muffled
- Perhaps make it so that the pistol's altfire puts the silencer on or takes it off? Like I did with the PPK in the old versions of Mercenaries. That way the pistol won't have to take up 2 slots.


Also, the story of this mod's inception is hilarious and I applaud you for doing what you did, Eric. Anyone who thinks was done "in direct opposition to BD" is simply stupid. Don't you guys know how advertising works? It's about grabbing the people that your competitors drive away. "Don't like Pepsi? Try Coke!"

Besides, it's not like Burl Tumd is going to detract from the fanatical attention that Brutal Doom has already gotten, anyways ...
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Hellser
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Re: Burl Tumd: Updated! (2/9/13)

Post by Hellser »

After doing a little run through once more:
I noticed that the Super Shotgun is almost fully replaced by the Shotgun. Not that I don't mind, considering I prefer the SG over the SSG. I also love the fact that whatever monster you blast away with the shotgun is well; that. Blasted away.

Also, you seem to be very generous with the ammunition. I sort of like that, makes non-stop firing fun. And as mentioned by other people, that SG sound is amazing, and the SSG does need new sounds, sadly. But that's your choice. I don't care either way.

I also must compliment the new SG and SSG sprites. They look nice and feel nice. Maybe the other guns should get the same treatment?
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Blox
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Re: Burl Tumd: Updated! (2/9/13)

Post by Blox »

Hellser wrote:I also must compliment the new SG and SSG sprites. They look nice and feel nice. Maybe the other guns should get the same treatment?
I could try, though there's not much to do on the rocketlauncher/plasmarifle, because those are already really cool.
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.+:icytux:+.
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Re: Burl Tumd: Updated! (2/9/13)

Post by .+:icytux:+. »

Somehow it feels like this chaingun:
Spoiler:
http://paul.drdteam.org/news.php?page=games

Would fit in with the reworked shotguns. It's made by Paul for his Stomper project that he canceled and released unfinished. It doesn't say wether he's okay with the resources being used elsewhere so asking him in that case would probably be best.
Speaking of the chaingun, it could use a new sound too.
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zrrion the insect
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Re: Burl Tumd: Updated! (2/9/13)

Post by zrrion the insect »

Actually, Paul does allow use of the stuff in Stomper.
StomperUnfinished.txt wrote:== Disclaimer: ==
Do whatever you wish to do with this (take stuff from it, modify it, release it elsewhere), provided all of your actions are free of charge, yours or anyone elses. This is freeware hobby stuff, so it is meant to be like that (Underground, dude...).
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Eric_
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Re: Burl Tumd: Updated! (2/12/13)

Post by Eric_ »

Updated again. Download from the usual place.
  • pistol silencer is an altfire toggle instead of a separate weapon
  • Shotgunners nerfed
  • pinky attack range increased
  • new gore effects
  • new chaingun sprites
  • chaingun behavior modified
  • Spider Mastermind replacement mobility reduced
  • vorpal blade's swing rate reduced
  • plasma rifle altfire ammo usage doubled
  • various altdeaths and xdeaths added
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Triple S
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Re: Burl Tumd: Updated! (2/12/13)

Post by Triple S »

Great mod. Personally, I'd make the Brave Blade the "low health = more damage" weapon, so that you always have something to fall back on if you run out of ammo and things are rough in terms of health (this happens somewhat often with Burl Tumd, depending on the map).

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