[REL] Bratwurst RECOOKED - mod revival!

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.

Please read the full rules for more details.
User avatar
dljosef
Posts: 765
Joined: Fri Aug 12, 2005 2:59 pm
Location: Deep underground

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by dljosef »

Funy thing is, the Death Knight's a far tougher opponent NOT to take damage from than the cyberdemon. (Especially if you're masochistic enough to keep the enemies hitscan instead of tracers.) It makes me feel like I'm fighting the Nazis from WildWeasel's mod of the same name, albeit the enemies for the most part aren't nearly as bad. (Supermutants, IMO, are at least more bearable than the revenants.)
User avatar
HorrorMovieRei
Posts: 251
Joined: Fri May 24, 2013 5:08 pm
Preferred Pronouns: They/Them

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by HorrorMovieRei »

@dljosef Uber Mutants are indeed less annoying than the revenants, although I'm gonna add the option for homing projectiles aswell. If anything, just so he doesn't lose his function as the guy who forces you to keep moving.
moayyed
Posts: 4
Joined: Mon Jun 11, 2012 4:25 am

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by moayyed »

Who removed my post those scumbags are propagating nazism here!!!

i am fucking reporting this!!!
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by wildweasel »

moayyed wrote:Who removed my post those scumbags are propagating nazism here!!!

i am fucking reporting this!!!
Because it's ridiculous and you're another troll who hijacked an abandoned account. We're getting kinda tired of this.
User avatar
dljosef
Posts: 765
Joined: Fri Aug 12, 2005 2:59 pm
Location: Deep underground

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by dljosef »

And I found out another mistep. The SS Guard still retains the same sounds as the replaced SS trooper. I'm so sorry for not pointing that out sooner.
FaggoStorm
Posts: 180
Joined: Fri Mar 11, 2016 8:06 am

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by FaggoStorm »

wildweasel wrote:
moayyed wrote:Who removed my post those scumbags are propagating nazism here!!!

i am fucking reporting this!!!
Because it's ridiculous and you're another troll who hijacked an abandoned account. We're getting kinda tired of this.
It already happened with the DoomRL troll, now this?

Coincidence?... OR LUMMINATY?

NOW BACK TO THE MOD

I think the uber mutant is KINDA weak.

I mean... the mancubus replacements themselfs shoot alot more projectiles. I fell like the uber mutant should be a little bit buffed (or have projectiles that follow the player, but they should be less violent than the revenant's ones, since he shoots a ton of bullets in one go).
FaggoStorm
Posts: 180
Joined: Fri Mar 11, 2016 8:06 am

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by FaggoStorm »

When I put the "Infighting" option off, turn off the game and then turn it on again, the option is back to on.
User avatar
HannesH
Posts: 64
Joined: Thu Sep 03, 2015 10:05 am
Location: Germany(aka:Deutschland)

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by HannesH »

seriously Bratwurst
User avatar
EddieMann
Posts: 524
Joined: Sun May 18, 2014 7:25 pm
Location: Arizona

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by EddieMann »

Blin! It's not working!
Image
durbdoogle
Posts: 111
Joined: Wed Jul 22, 2015 10:40 pm

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by durbdoogle »

EddieMann wrote:Blin! It's not working!
Image
Works in GZDoom at least.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by wildweasel »

You probably will need a development build, especially if this is using the new Decorate extensions.
User avatar
HorrorMovieRei
Posts: 251
Joined: Fri May 24, 2013 5:08 pm
Preferred Pronouns: They/Them

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by HorrorMovieRei »

Indeed, it requires a newer build. Guess I should have clarified that, so I put a reminder in the OP about it.
User avatar
NeuralStunner
 
 
Posts: 12326
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by NeuralStunner »

This is the wurst project name I have ever seen. :v

I like the idea of a monster pack with customizable options. (Not sure if there's been anything like that before, aside from larger gameplay mods.) I think it'd be neat to see more enemies-only mods like this.

And the broken German is probably the best part of Wolf3D, I think. :D
User avatar
dljosef
Posts: 765
Joined: Fri Aug 12, 2005 2:59 pm
Location: Deep underground

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by dljosef »

@NeuralStunner - Personally, I did like some of the Wolf3D custom scenarios, such as Spear Resurrection and End of Destiny...but it's just me.

Anyways, would the Ubermutants' homing projectiles be like homing rockets? It'd be too absurd for them to shoot homing tracers.
Miguel371xd
Posts: 136
Joined: Mon Dec 28, 2015 7:04 pm

Re: [Rel] Bratwurst - Customizable nazis for Doom

Post by Miguel371xd »

:v

Return to “Gameplay Mods”