Burl Tumd (Last updated 8/11/13)

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twinkieman93
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Re: Burl Tumd: Updated! (2/12/13)

Post by twinkieman93 »

Triple S wrote: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).
Not to mention the name "Brave Blade" implies you'd have to have a lot of bravery or stupidity to use the thing. :P
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0bsidian
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Re: Burl Tumd: Updated! (2/12/13)

Post by 0bsidian »

I'll only download it if it has balloon Cacodemons.
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Triple S
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Re: Burl Tumd: Updated! (2/12/13)

Post by Triple S »

twinkieman93 wrote:
Triple S wrote: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).
Not to mention the name "Brave Blade" implies you'd have to have a lot of bravery or stupidity to use the thing. :P
Yeah, that was part of my reasoning but I decided to leave it out :P
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lizardcommando
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Re: Burl Tumd: Updated! (2/12/13)

Post by lizardcommando »

I love the new changes you made in the mod. What do you have planned next?
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Abba Zabba
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Re: Burl Tumd: Updated! (2/12/13)

Post by Abba Zabba »

Solid update. You balanced the shotgun guys quite well, and I love the Blood-style blood. A couple suggestions, though;

* Lower the RoF for the plain boomstick. As it currently stands It's high RoF and tight spread make it a tad OP, in my humble opinion; easily managing three Cacos from even short distances. Give the SSG a bit more of a chance this way, as two single-barreled OR double-barreled meatshots kill a revenant. Also, perhaps, lower the amount of shot per blast?

* Change the spectre's blood to black or spotty (like whichever way you have spectre's appearance set to). I did this with mine and a few other mods and it fits quite well.

Just opinions. Otherwise, perfect!
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Ethril
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Re: Burl Tumd: Updated! (2/9/13)

Post by Ethril »

Eric_ wrote:They both excel in different situations, though the vorpal blade is more powerful at 1 health than the sword is at 200 health, due to the risk involved running around with 1 health.
No it isn't. Brave Blade does 200 damage at 200 health, Vorpal Blade does 120 at <10 health. I checked.
I think the Brave is actually slightly faster than the Vorpal, too.
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Blox
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Re: Burl Tumd: Updated! (2/12/13)

Post by Blox »

The problem is just that those 200 health disappear so damn fast. :P
Oh, and I forgot to add the sounds I had for the new flying blood. (It made it have a bigger effect) Sorry guys. o_O
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Eric_
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Re: Burl Tumd: Updated! (2/12/13)

Post by Eric_ »

Lava Grunt wrote:* Lower the RoF for the plain boomstick. As it currently stands It's high RoF and tight spread make it a tad OP, in my humble opinion; easily managing three Cacos from even short distances.
I'll think about it.
Lava Grunt wrote:Give the SSG a bit more of a chance this way, as two single-barreled OR double-barreled meatshots kill a revenant. Also, perhaps, lower the amount of shot per blast?
As it stands now the SSG has exactly twice the damage of the shotgun. The shotgun fires an extra 5 shots at <192 units, whereas the SSG fires an extra 10 at <128. It should only take one point-blank SSG blast to kill a revenant, so that's odd.
Lava Grunt wrote:* Change the spectre's blood to black or spotty (like whichever way you have spectre's appearance set to). I did this with mine and a few other mods and it fits quite well.
I'm not so sure about this, but I'll give it some thought.
Ethril wrote:No it isn't. Brave Blade does 200 damage at 200 health, Vorpal Blade does 120 at <10 health. I checked.
Whoops, left a /2 where I shouldn't have. I'll have this fixed and I'll likely swap their functions for the next update, as others suggested.
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twinkieman93
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Re: Burl Tumd: Updated! (2/12/13)

Post by twinkieman93 »

I'd have to disagree with making the specter's blood shadowy like he is. The main reason being not asthetics, but gameplay related: The only way you can really know if you've hit the fucker is if you see his blood. If you already can't see him, and now you can't see his blood, that's pretty horrible. I've always treated fighting specters in situations where their camo makes them invisible like I treat playing Battleship. Make a guess as to where he's at, and once I've got a hit, keep firing at that location until it's dead. Remove the ability to see my hits and I at least am pretty much screwed should I get jumped in the dark by a bunch of specters. You know, the one time when specters are any more effective than their fully visible brethren.
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jpalomo
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Re: Burl Tumd: Updated! (2/12/13)

Post by jpalomo »

With Eric_'s permission, here is a little mod that replaces the Chaingun in Burl Tumd:
http://www.mediafire.com/?285t5w8dhmuldgt

This is meant to be loaded after Burl Tumd, and may require a recent svn of ZDoom to run. It can be made to run without Burl Tumd, but requires editing. Feel free to reuse the code anywhere you see fit without my permission.

This weapon functions similarly to the Minigun from TF2 (even has the sounds). Use altfire to spin up the weapon beforehand, and primary fire to shoot. While spinning, the player's speed is reduced.
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Ethril
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Re: Burl Tumd: Updated! (2/12/13)

Post by Ethril »

Blox wrote:The problem is just that those 200 health disappear so damn fast. :P
Not as fast as the less-than-10 health for the other sword. :V
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Abba Zabba
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Re: Burl Tumd: Updated! (2/12/13)

Post by Abba Zabba »

twinkieman93 wrote:I'd have to disagree with making the specter's blood shadowy like he is. The main reason being not asthetics, but gameplay related: The only way you can really know if you've hit the smeghead is if you see his blood. If you already can't see him, and now you can't see his blood, that's pretty horrible. I've always treated fighting specters in situations where their camo makes them invisible like I treat playing Battleship. Make a guess as to where he's at, and once I've got a hit, keep firing at that location until it's dead. Remove the ability to see my hits and I at least am pretty much screwed should I get jumped in the dark by a bunch of specters. You know, the one time when specters are any more effective than their fully visible brethren.
Well I've never used spotty, rather black. And it's quite visible. Red definitely pops attention to the human eye.
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leileilol
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Re: Burl Tumd: Updated! (2/12/13)

Post by leileilol »

You know what the gore effects remind me of?

Liero.

Also, as a side effect, Chex Quest is compatible with it :D
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Blox
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Re: Burl Tumd: Updated! (2/12/13)

Post by Blox »

The "gore" "effects"? Wouldn't really surprise me, since they're all based on the Blood actor, and don't use any other sprites. :p
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Abba Zabba
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Re: Burl Tumd: Updated! (2/12/13)

Post by Abba Zabba »

After killing many demns with gnus, I can easily place this mod on my top five. Nice job Eric.

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