Your Name: Lieutenant John Doom. Your Mission:

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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

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Toberone
Posts: 290
Joined: Sun May 12, 2013 10:58 pm

Re: <!> Grenades & melee attacking in Brutal & Vanilla Doom

Post by Toberone »

Small bug: Single-barrel reload of SSG still produces 2 spent shells.
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johnny
Posts: 204
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Location: pelagiad

Re: <!> BrutalDoomJay20 - melee combos ahoy

Post by johnny »

Hey dudes. I'm still alive! Since mark is taking so long to get BDv20 out there I went ahead and updated BDJ to the v20 Jan 06 test version, which is basically complete anyways. There's more combos now too, and various bug fixes and sound changes. To whoever out there that still plays this, I hope you enjoy.
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Carbine Dioxide
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Re: <!> BrutalDoomJay20 - melee combos ahoy

Post by Carbine Dioxide »

Can you direct me to the download of the V20 test release?
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johnny
Posts: 204
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Re: <!> BrutalDoomJay20 - melee combos ahoy

Post by johnny »

http://www.mediafire.com/download/w2r92 ... 6-2015.rar

He posts test versions on /vr/ from time to time.
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Max Dickings
Posts: 221
Joined: Thu Feb 28, 2013 12:27 am

Re: <!> BrutalDoomJay20 - melee combos ahoy

Post by Max Dickings »

johnny wrote:Hey dudes. I'm still alive! Since mark is taking so long to get BDv20 out there I went ahead and updated BDJ to the v20 Jan 06 test version, which is basically complete anyways. There's more combos now too, and various bug fixes and sound changes. To whoever out there that still plays this, I hope you enjoy.
Hell yeah I still play this! This is fantastic to hear I was just wondering about a v20 version! Now if only the author of the Visor HUD would get back to me about a BDJ-compatible version :(


I have a quick critique though. I kind of don't like the new plasma rifle mechanics as-is. I don't have a problem with the firing slow-then-fast mechanic, I just don't like the overheat-suddenly one. My real quarrel is just there's no notification - sound or visual. Your only option is to time yourself while firing. This wouldn't be so jarring if I could switch to another weapon while it vented. I find myself using it only in dire straights. If you could release an original bd mag-fed add-on I'd appreciate it :wub:
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johnny
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Re: <!> BrutalDoomJay20 - melee combos ahoy

Post by johnny »

Good deal, glad to hear it! While firing the plas, it should start beeping for every one of the last ~12 shots before it overheats. I just uploaded a new version which makes the beeps louder and longer and much more evident if you wanna get that. I could probably make a mag-fed patch for you though, I just have to hunt down the brown gloved version of the BD plasma rifle sprites. I'll put it up on dropbox when I update BDJ to v20 official, so within the next week or so.
Alteisen
Posts: 33
Joined: Tue Jan 13, 2015 9:22 am

Re: <!> BrutalDoomJay20 - melee combos ahoy

Post by Alteisen »

I didn't know bruisers can throw barrels now. Scary.

Btw is there anyway you could release like an alternate sprite for both SG and SSG? I'm not very much liking their appearance, they look too cartoony, at least for me. If there's none then it's okay. :)

This BD add-on is my top 5 next to Quakers and SE.
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eclipse
Posts: 92
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Re: <!> BrutalDoomJay20 - melee combos ahoy

Post by eclipse »

johnny wrote: the brown gloved version of the BD plasma rifle sprites
Spoiler:
by Uboa.
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johnny
Posts: 204
Joined: Wed Jun 02, 2010 5:09 am
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Re: <!> BrutalDoomJay20 - melee combos ahoy

Post by johnny »

eclipse - Talk about service! Thank you good sir.

Alteisen - After staring at these same doom64 sprites for so long, yeah they're starting to get old. They don't have as much staying power as I originally thought. I'll probably make a vanilla patch.
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Devianteist
Posts: 945
Joined: Wed Sep 24, 2014 4:07 pm
Location: Creating a SPACE HULK conversion!

Re: <!> BrutalDoomJay20 - melee combos ahoy

Post by Devianteist »

I don't think a vanilla patch would fit well in with this. I suggest poking around for some new SG and SSG sprites altogether from the forums. There's much to be had 'round about.

Ninja Edit: Also, this version is pretty slick. I've heard quite a lot of bad things about BDv20 on ModDB, though. I'm glad that BDJ exists, because I find it far more superior to SGT-Mark's (not undermining the amount of time he's put into putting everything together, just seems to focus a lot more on the violence).
user5124
Posts: 57
Joined: Sun May 25, 2014 6:32 am

Re: <!> BrutalDoomJay20 - melee combos ahoy

Post by user5124 »

This is really fantastic. :wub: I don't have much to say I far prefer this to BD. I even tried the prerelease of brutal doom linked above and it felt like a big downgrade.

The gameplay mechanics changes, sound choice, sprites, voxel use, all fantastic. This, complex doom and doomrl/rpg/arsenal are now top choices!
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cem26
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Re: BrutalDoomJay20 - melee combos ahoy

Post by cem26 »

Toberone
Posts: 290
Joined: Sun May 12, 2013 10:58 pm

Re: BrutalDoomJay20 - melee combos ahoy

Post by Toberone »

Oh god all that bloom jesus christ, it's even in the fonts.

I don't think you could make my eyes bleed harder if you tried.
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-Ghost-
Posts: 1777
Joined: Wed Sep 08, 2010 4:58 pm

Re: BrutalDoomJay20 - melee combos ahoy

Post by -Ghost- »

So will you be making a randomizer for more monster types, like the zombies? The Imp one is pretty fun for the extra variety.
user5124
Posts: 57
Joined: Sun May 25, 2014 6:32 am

Re: BrutalDoomJay20 - melee combos ahoy

Post by user5124 »

-Ghost- wrote:So will you be making a randomizer for more monster types, like the zombies? The Imp one is pretty fun for the extra variety.
That would be amazing. He's got the gameplay down so perfectly that randomised monsters would be a fantastic way of making it deeper. Right now it's using damage levels to add difficulty, but maybe adjusting that for monster randomisation (ie: loads of random harder monsters ala complex doom) would be wonderful. :mrgreen:

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