[[Update]WOLF ARSENAL 2.1b (10/12/2016)

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Wolfbrf
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[[Update]WOLF ARSENAL 2.1b (10/12/2016)

Post by Wolfbrf »

ADDON FOR BRUTAL DOOM 20B, more than 50 NEW GUNS AND MONSTERS, BALANCED GAMEPLAY. SMORTH ANIMATIONS FOR GUNS(OVER 100 SPRITES OR FRAMES).

Image

Version2.1a
-improves over 7.62 class balance.
-adjust on some sprites(less file size, its alpha, more weapons need to be done)
-adjusts on some sprites position(stg44,uac carbine, m1014..)
-small fixes over some sprites(white pixels, bad position, duplicates..)
-removed some unused stuffs(old sprites)
-fixed the bug of friend plasma ball cause damage on player
-others small fixes(yes, its a small improved sprites version)
-more things need to be done, for this reason, its a alfa version.

Version2.1
-new altdeath for sawsword(chainsaw's alt fire): Zombiemans,shotgunguys,commandos,imps,pinks,cacodemon.
-new weapons: hk417,rpg7 and double barrel shotgun(the classic return).
-new monsters: LMG tank and Chainsawzombie.
-improves over monster/guns balance.
-new kick sprite for all weapons(no more cartoon like)
-new sprites for melle weapon(kicks)
-small fixes.

Get it here: http://www.moddb.com/mods/brutal-doom/a ... lf-arsenal

also, improved music pack(fit on most megawad and suit brutal wolf gameplay)
http://www.moddb.com/mods/brutal-doom/a ... music-pack
if you want to play on harder difficult, horror music packs(d64,playstation doom,creepy atmosphere, industrial rock, any dark ambience music..) suit very well the mod(slow and tactical gameplay)

ss:
http://www.moddb.com/members/wolfbr/images

SOME Images here:
Spoiler:
thanks all, have fun
Last edited by Wolfbrf on Sat Dec 10, 2016 7:34 pm, edited 6 times in total.
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Wolfbrf
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Re: [[Update]WOLF ARSENAL 20B, ever more guns and stuffs

Post by Wolfbrf »

new version, enjoy. a lot of improves.
yes, this mod is fun with brutal doom64 maps, or Knee Deep maps.
I tried to balance the mod to be good on any megawad, example: snipers work well on tnt, spread machines on plutonia.
The mod looks beautiful on maps with good architecture( like Ultimate Torment & Torture).
The game has distanced a lot from the classic brutal doom, the mod is no longer just an small addon.
Gideon020
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Re: [[Update]WOLF ARSENAL 20D, ever more guns and stuffs

Post by Gideon020 »

This looks interesting. Do I need Brutal Doom 20b or is this standalone?
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Wolfbrf
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Re: [[Update]WOLF ARSENAL 20D, ever more guns and stuffs

Post by Wolfbrf »

you just need brutaldoom20b, load this addon after brutal doom.
the read-me inside the zip can help you :)

example:
-brutaldoom20b
-brutalwolfasernal
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Crudux Cruo
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Re: [[Update]WOLF ARSENAL 20D, ever more guns and stuffs

Post by Crudux Cruo »

Some more honest sprite screens:

Image

Image

Image

I'm going to be brutally honest: the sprite rips are crappy looking; literally ripped and thrown in, with no editing. That is totally not artistic, nor clever, so i would totally recommend a overhaul for sprites. every one. if you want to use sprite rips, take a really high def screenshot, scale it down with smoothing, and smooth out or fill out the details. DON'T just dump some sprites in and expect it to work. they dont.

As for the actual gameplay qualities of the weapons themselves i would certainly tell you less is more. you're not the first one to shove 50 weapons in a mod before. i've been around for 8 years, and i've never seen a weaponmod with more than 20 or so weapons that was actually fun to play (except for ww-cash. why no ww-cash 2 weasel?). Anyway, i would consider eliminating redundant stuff. you don't, for example, need 3 machineguns that fire the same exact rate of fire, with almost the same damage. The biggest reason this mod doesn't work because its not really balanced to doom2 gameplay, or even brutal doom gameplay. i would take some of the more interesting ideas and go with those and make some real sprites and really balance them out, and cliff the rest.

The monsters are sort of interesting. i spawned on a huge map in freedom with this castle and summoned about 10 of each type. Some of them are pretty cool, and actually the changed behavior on a few, like the pain elemental spitting out fireballs, was a cool idea. Honestly, the monsters are more finished than the weapons, i'd love to see you release a monster pack for brutal doom without any weapons, because to the best of my knowledge there aren't any.

at 94 mb's id suggest staying away from this.

There are harsh words there, but the only reason i'm bothering is because it seems like you at least did alot of ripping work, compiling work, ect. So i wouldn't say you don't care, but i'd say you need some hard words to perhaps bring you to a more sober view of modding in general. this isn't really fun to play. i played it for maybe 20 minutes, idkfa, and called it after that. So, here is a brutally honest review, for better or for worse.
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Wolfbrf
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Re: [[Update]WOLF ARSENAL 20D, ever more guns and stuffs

Post by Wolfbrf »

Some more honest sprite screens:
The images do not have filters or edits, nor mods that improve the quality(like reshade or Ultimate DoomVisor HUD). its running on nvidia shield using dooomtouch as sourceport(mobile version of zdoom)
if you want to use sprite rips, take a really high def screenshot, scale it down with smoothing, and smooth out or fill out the details. DON'T just dump some sprites in and expect it to work. they dont.
sure, I agree. but, its a one man work(yes, i taked stuffs from games, other mods, bestiary 667), but doing it with 200 sprites(m2 .50 has 199) alone can take my all my life :P . also, im nob on adobe photoshop, i just know the basic.
also, the classic doom weapons sprites are similar are similar to mine(Ugly, but suit the style), i like this style.
In relation to most of the sprites actually made, they are colorful or cartoon; i like more the old looking(real guns hardcore/ww2, zionv07, project msx,Operation: Inhuman...)
and i've never seen a weaponmod with more than 20 or so weapons that was actually fun to play
real guns hardcore/ww2, Extreme Weapon Pack(joke wad), Aeons of Death, russian overkill... are few examples of good weapon mods, i agree, most mods with a huge ammount are unfair, but these are good examples, if you play only with "give all" cheat, yes, you get boring fast, but getting all stuffs on a slow way, you can get a lot of fun Getting new items and weapons.
need 3 machineguns that fire the same exact rate of fire, with almost the same damage. The biggest reason this mod doesn't work because its not really balanced to doom2 gameplay, or even brutal doom gameplay.
not all are the same, each MG has a proper alt fire, or or difference on firehate/recoil/spread... the equal guns i taked away(old sprites), but the players can still using them with cheats. like i said, The gameplay of my mod is very different from brutal doom, or classic doom2.
The monsters are sort of interesting.
thanks, At first, I made minor adjustments, then I ended up creating new monsters with new gameplay. I'm glad you liked, i want to still improving them, or dding new ones.
at 94 mb's id suggest staying away from this
the sprites comsume a lot of space, maybe its impossible do fix. not too huge for actual games, but still huge for a doom mod.
There are harsh words there[
I understand that you want to help.
i played it for maybe 20 minutes
if you get boring too fast, play on harder skill level, and do not use cheats, play fair. like Hideous Destructor, project msx or hard doom, this mod become fun only if you play fair, slow, calm on harder skill level.

give a nice try on doom64 maps, Knee Deep maps or Ultimate Torment & Torture, tnt is fun to, plutonia can be a pain(darksoul like), equinox if you want to be a sniper.
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Tapwave
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Re: [[Update]WOLF ARSENAL 20D, ever more guns and stuffs

Post by Tapwave »

Wolfbrf wrote:
Some more honest sprite screens:
The images do not have filters or edits, nor mods that improve the quality(like reshade or Ultimate DoomVisor HUD). its running on nvidia shield using dooomtouch as sourceport(mobile version of zdoom)
So you're saying he's dishonest because he didn't modify his image or use any other mod than your mod? That's kind of a flimsy excuse.
Also he never mentioned running on a Shield or a mobile port. Where the hell did you get that from? I doubt your mod would run on DoomTouch due to how old its codebase is compared to zdoom's current main.

sure, I agree. but, its a one man work(yes, i taked stuffs from games, other mods, bestiary 667), but doing it with 200 sprites(m2 .50 has 199) alone can take my all my life :P . also, im nob on adobe photoshop, i just know the basic.
also, the classic doom weapons sprites are similar are similar to mine(Ugly, but suit the style), i like this style.
Ripping should always be made in the clearest lighting conditions, with the clearest background, and the highest settings minus bloom and depth of field. It's not difficult at all once you have these conditions. Perhaps you should be looking for quality instead of quantity. Remember the doom engine operates at 35 images per second, so having so many sprites means a lost of space used for something you could be doing much simpler. No gun in the original game has more than 15 animation frames.
real guns hardcore/ww2, Extreme Weapon Pack(joke wad), Aeons of Death, russian overkill... are few examples of good weapon mods, i agree, most mods with a huge ammount are unfair, but these are good examples, if you play only with "give all" cheat, yes, you get boring fast, but getting all stuffs on a slow way, you can get a lot of fun Getting new items and weapons.
I don't understand your reasoning here. RGH doesn't have that many guns (it's more in the ballpark of thirty or so), EWP has the same amount of guns than the original game + the gameboy and is a joke, like you said. Aeons was MADE to be a hodgepodge of a bunch of different games, but its visual style was very consistent for each game, and Cooke/DBT usually strive to get the best graphical resources they can get. Russian Overkill has very specialized weapons all around and almost no redundancy (to the point where several guns got axed for this very reason, sadly enough)
the sprites comsume a lot of space, maybe its impossible do fix.
That's absolutely untrue and I know from experience! Make sure your sprites are in PNG, and try comparing 8-bit and 32-bit filesizes. Paint.net is a very good tool for doing so. Make sure that you have the least empty space possible! If you have a "sprite" whose imagesize is much, MUCH larger than the actual image area, remove all of this useless space and you'll save a bunch of room.
Usually, the issue is with sound. Sounds have really fat filesizes, but they're easily compressed to OGG via Audacity.
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Wolfbrf
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Re: [[Update]WOLF ARSENAL 20D, ever more guns and stuffs

Post by Wolfbrf »

So you're saying he's dishonest because he didn't modify his image or use any other mod than your mod? That's kind of a flimsy excuse.
Also he never mentioned running on a Shield or a mobile port. Where the hell did you get that from? I doubt your mod would run on DoomTouch due to how old its codebase is compared to zdoom's current main.
No, i said it about my ss, Its running on shield using doomtouch, just the mod with a custom hud(you ca find the hud on mod database).. yes, this mod run on doomtouch, i made this mod to play on my device, sure, maybe these sprites can look ungly on large screen.

Image
Real guns has a toons of guns for each class(all from cod), the ww2 version has amost all weapons riped from cod2.

Also, thanks for the tips.

off: about next version, im doing to improve friends marines, example: add reload and fix the ammogive(on brutal doom20b all marines give only rifle clip, now shotgun marine give shotgun sheels to you, same for plasma and rockets), i want to improve theses guys, "maybe" add grenades like project msx/real guns ww2.
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Crudux Cruo
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Re: [[Update]WOLF ARSENAL 20D, ever more guns and stuffs

Post by Crudux Cruo »

so the difference between your mod and the following you mentioned, (none of which im crazy about)

real guns hardcore/(R)w2 - the sprites are about on par with your mod, the gameplay is more developed and balanced, and you swap out the weapons. still more than needed, but fun. i actually played a fair amount of this, pretty fun, but the graphics are meh. Operation inhuman is a continuation that has better rips and bugfixes, and its a good mod. if you ended up doing something like that i'd probably have much better things to say.
Extreme Weapon Pack(joke wad), - not really relevant to your case. to me it was an amusing oddity, i played it for maybe 5 minutes.
Aeons of Death, - has been lambasted as the largest amalgamation of random stuff on the zdoom forums. totally not a realism mod either. i hate it. too much going on.
russian overkill - way way less weapons than yours, and all of them are designed to be over the top. also hate it.

So i could understand if this was a jokewad or a random weapon pack with goofy monsters or something, but this is more geared to realism. at least thats what i can see.
so on a 1900x1200 display, the sprites are wreched looking. i also have hq2x on, to thats even worse that they still look grainy.

finally, the bar and the stg are literally identical. the browning hmg .50 cal is im guessing a slightly beefier version of the same weapon. its TOO SIMILAR. you dont need 3. LESS IS MORE.
So it is what it is, take it or leave it. If you want this to be a phone mod, then fine, just know it looks terrible on PC. still doesn't change the totally gross imbalances and rediculous amount of weapons.
Gideon020
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Re: [[Update]WOLF ARSENAL 20D, ever more guns and stuffs

Post by Gideon020 »

Just tested this mod. You have too many guns, and the Half-Life guns are garbage. Cut down on the number of guns and in fact I can give you a good list of what to do:

1: Crossbow, Chainsaw and Fists are fine.
2: Pistol is fine, but bring down the SMG's to half.
3: Cut down the number of shotguns to at least 3 or 4; the silenced one, an automatic one, the double-barrel and maybe another pump action.
4: You have way too many assault rifles. You don't need a BAR and a StG-44, so choose one of them to keep. Cut down the assault rifles to, that's right, half.
5: Minigun, Flak Cannon, M2 Browning, and two more of your choice.
6: Seriously, do I need to repeat myself? Cut down on the number of launchers. Keep the Scoped Desert Eagle tho.
7: Too many energy blaster, remove at least half, though the Ion Cannon designator was neat.
8: Can you guess what I'm going to say? Yes, that's right, cut the weapons down by about half. LMG with Rocket launcher was neat though...
9: Half Life guns? Really? Get rid of the entire fucking lot. And you already have a scoped desert eagle, so that's already cooler than a magnum.

Enemies were fine, about the same as every other enemy mod so no real complaints.

But seriously, by reducing on the number of weapons, you'll still have more weapons than Brutal Doom. In fact, don't look at those mods you listed as your inspiration, you should have been looking at Project Brutality as an example of this mod done right.

As it stands, your mod suffers from arsenal bloating and that is causing it to suffer in quality.
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Wolfbrf
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Re: [[Update]WOLF ARSENAL 20e, small improves

Post by Wolfbrf »

so on a 1900x1200 display, the sprites are wreched looking. i also have hq2x on, to thats even worse that they still look grainy.
the sprites use the same size of default doom/doom2 sprites, also, try to keep the semi realistic retro style, like rise of triad, dark forces, medal of honor(ps1), ecks vs sever(gba) or ever a classic doom. maybe on software mode the sprites dont work well, but aroud the forum you can see pixel arts sprites/wads or simple guns sprites using doom style. killer instinct or doom64 make use of 3d model to make2d sprites. It is a matter of preference.
finally, the bar and the stg are literally identical. the browning hmg .50 cal is im guessing a slightly beefier version of the same weapon. its TOO SIMILAR. you dont need 3. LESS IS MORE.
stg44 is a "secret" weapon, only nazis drop it(2 nazis map on doom2 or the one on starter pack), i want to talk more about all guns later.
Just tested this mod. You have too many guns, and the Half-Life guns are garbage. Cut down on the number of guns and in fact I can give you a good list of what to do:
all weapons has a specific use

-----------------------
Some are complaining about the amount of weapons, but I do not add weapons randomly.Each weapon was made for a specific situation, and works differently.

for more detail:
Spoiler:
---------
all weapons suit a specific gameplay:rambo, tactical, stealth... I do not want to remove something because it does not please a style of play. i want on future add more balanced guns, or improve the old ones with better sprites.No weapon is the same: firehate, accuracy,damage, bullet speed, alt fire, ammo per clip..... special ability(invisibility,toch,thermal,scopes...)

---
new version, small fixes.
Gideon020
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Re: [[Update]WOLF ARSENAL 20e, small improves

Post by Gideon020 »

If this mod has a class based system where those weapons were organized into separate arsenals, I'd agree with you. But they aren't, and as long as that isn't in effect you have a bloated arsenal of guns that perform way to similarly to each other, and are plain buggy. The starting rifle's Thermal Vision is practically unusable because it turns everything white, and the Wolf LMG, while a neat gun, blinks into another assault rifle skin when firing and even then instead of the 100 rounds of glory I expect from an LMG, it only fires 30 rounds and then has to reload.

That says nothing for how goddamn *grainy* everything looks. You have a decent foundation, granted, it's just that you didn't reinforce it enough
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Wolfbrf
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Re: [[Update]WOLF ARSENAL 20e, small improves

Post by Wolfbrf »

Gideon020 wrote:If this mod has a class based system where those weapons were organized into separate arsenals, I'd agree with you. But they aren't, and as long as that isn't in effect you have a bloated arsenal of guns that perform way to similarly to each other, and are plain buggy.
class system is a good idea, maybe i can add it on future mods, Brutal arsenal is simple, kill, get a new weapon, kill again, but with tactic(half life like). about the bugs, i fixed a lot of them on the new version, yes, later i can fix more.
The starting rifle's Thermal Vision is practically unusable because it turns everything white, and the Wolf LMG, while a neat gun, blinks into another assault rifle skin when firing and even then instead of the 100 rounds of glory I expect from an LMG, it only fires 30 rounds and then has to reload.
thermal are made for "dark areas", the light can disrrupt you vision, test it on shadowns, yes, you can see things better, also it allow you to see invisible enemies. the wolf mg has 50 rounds per clip, but it also can fire 5 rockets before reload, increase the ammo can overpowerd this gun.
That says nothing for how goddamn *grainy* everything looks. You have a decent foundation, granted, it's just that you didn't reinforce it enough
the sprites can look much better if you reduce the brightness, also the skins work well on dark maps, or if use it with shadowns; some wads make doom more darker(EShade,Ultimate DoomVisor HUD ,dark doom).

-----------
also test the new version guys/girls. thanks
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skyrish10
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Re: [[Update]WOLF ARSENAL 20D, ever more guns and stuffs

Post by skyrish10 »

Wolfbrf wrote: real guns hardcore/ww2, Extreme Weapon Pack(joke wad), Aeons of Death, russian overkill... are few examples of good weapon mods, i agree, most mods with a huge ammount are unfair, but these are good examples, if you play only with "give all" cheat, yes, you get boring fast, but getting all stuffs on a slow way, you can get a lot of fun Getting new items and weapons.
There's also DoomRLA, which has a lot of guns, though you can carry 6 weapons however.
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Wolfbrf
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Re: [[Update]WOLF ARSENAL 2.1 (05/12/2016)

Post by Wolfbrf »

yes, DoomRLA is cool, its like a doom version of brotherlands(rpg+fps). shotgun frenzy brigh me good memories on skulltag : )
-----
about my mod: new version guys/girls, the more are more fair and stable, i removed most bugs on weapons(select, drop, noammo,ammo use..), sure, new guns and sprites. the kick sprites are simple but cool(riot shield and mac11 use others sprites for kick).

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