It’s time for action! The original first-person beat-em-up is back and punching above its weight. Urban Brawl has been remastered for 2021; the same great mod you remember now features a host of quality-of-life updates, bug-fixes and graphical enhancements. Urban Brawl: Reloaded is available now, but first, what’s new in this rerelease?
Features
Time to up the ante – Urban Brawl now features a robust set of fighting mechanics which were not possible with ZDoom in 2008. Unleash a devastating new uppercut on your enemies, slam the ground to give yourself some breathing room, or grab your foes and toss them into one another.
It ain’t easy being GZ – Urban Brawl has been completely overhauled to take advantage of modern hardware acceleration. Originally released for ZDoom, Urban Brawl: Reloaded runs properly in Vulkan and OpenGL—no more software hacks!
Don’t have time to play with myself – Fire up GZDoom or Zandronum and play competitively or cooperatively. Urban Brawl is multiplayer compatible. While GZDoom is the preferred port, Zandronum is available for those looking for an online experience with client-server capabilities. Join three other friends and punch, kick, and bash your way through the Urban Brawl co-op campaign or merceless bludgeon them in deathmatch in one of these Zandronum servers: [TSPG] Action Doom 2: Urban Brawl co-op Hard : [TSPG] Action Doom 2: Urban Brawl Survival Hard : [TSPG] Action Doom 2: Urban Brawl Deathmatch
Back on track – Brawl-out to new music by the original composer, Ralphis.
So two thousand and late – In addition to new mechanics, you’ll also enjoy ultra-widescreen compatible cutscenes, visually retouched maps, and a brand new boss encounter replacing the often maligned topical humor from the mid 2000s!
An inside snow-job – Dead of Winter has also been updated to work properly and is now included with the base game.
Download
Urban Brawl: Reloaded is a stand-alone iwad for GZDoom. Unpack the zip file into your GZDoom directory and simply select ‘Action Doom 2: Urban Brawl’ from the launcher menu.
The original commercial bonus material has also been repaired and is available as well. While not a part of the main game, this material can be loaded separately by dragging the file onto the GZDoom exe and running ‘Action Doom 2: Urban Brawl.’
Sluggard: Coding & support for the 1.2 release. Wrote the new weapon, enemy, and combat code. Cleaned up countless errors in the wad from the conversion to GZDoom and added multiplayer support. Isle: Original programming support - Responsible for the 1.0 and 1.1 releases Cyb: Early programming and decorate support Manc: Voice acting and web hosting Ralphis: Original music for 1.0 release + additional rerelease tracks Darknation: Writing
Screenshots
Spoiler:
Re: Action Doom 2: Urban Brawl Reloaded
Posted: Tue Aug 10, 2021 6:32 pm
by Scuba Steve
Stop breaking my shit so I don't have to do this every 6 years
Re: Action Doom 2: Urban Brawl Reloaded
Posted: Tue Aug 10, 2021 11:14 pm
by Deybar_TECH
Hmm ... here is the famous
Action Doom 2: Urban Brawl
I can't wait to try it.
Re: Action Doom 2: Urban Brawl Reloaded
Posted: Tue Aug 10, 2021 11:47 pm
by Kinsie
Congrats on the re-release!
Scuba Steve wrote:Stop breaking my shit so I don't have to do this every 6 years
Re: Action Doom 2: Urban Brawl Reloaded
Posted: Wed Aug 11, 2021 7:38 am
by Cardboard Marty
Really happy to see this released, loved the improvements during my brief playtest a couple weeks back. Congratulations, can't wait to go through it again!
Resolved self-referencing texture by picking an older entry for BARK25
Resolved self-referencing texture by picking an older entry for BARK24
Resolved self-referencing texture by picking an older entry for TUBEP0
Resolved self-referencing texture by picking an older entry for CLOUDS4
Resolved self-referencing texture by picking an older entry for F_ACES
and once the game actually starts, there is a message getting spammed to the screen (and console):
MAP01 - Streets of Rage: It's time for Action
ACS: 'INTRO6': Unknown actor class.
ACS: 'INTRO6': Unknown actor class.
ACS: 'INTRO6': Unknown actor class.
ACS: 'INTRO6': Unknown actor class.
ACS: 'INTRO6': Unknown actor class.
ACS: 'INTRO6': Unknown actor class.
ACS: 'INTRO6': Unknown actor class.
ACS: 'INTRO6': Unknown actor class.
ACS: 'INTRO6': Unknown actor class.
and it just keeps spamming.
This was with GZDoom 4.6.1
Re: Action Doom 2: Urban Brawl Reloaded
Posted: Wed Aug 11, 2021 8:09 am
by Nash
To add to Enjay's posts: those are warnings that are only revealed when 'developer 2' is turned on.
Re: Action Doom 2: Urban Brawl Reloaded
Posted: Wed Aug 11, 2021 8:21 am
by Amuscaria
Oh nice. Will try this over the weekend.
Re: Action Doom 2: Urban Brawl Reloaded
Posted: Wed Aug 11, 2021 9:29 am
by Scuba Steve
Nash wrote:To add to Enjay's posts: those are warnings that are only revealed when 'developer 2' is turned on.
Is this something that casual developers should be worried about? If it's hidden behind a unique mode, it seems to imply it's not a big problem?
Re: Action Doom 2: Urban Brawl Reloaded
Posted: Wed Aug 11, 2021 12:08 pm
by Enjay
I forget what the exact differences between the developer modes are, but
developer 0 shows none of these messages
developer 1 shows the ACS warning
developer 2 shows the startup and the ACS warning.
Certainly a few people around here run with the developer modes on (I always run with developer mode 2).
The startup messages usually mean that you have a patches that have the same name as the texture that they are in and that the patch is not in the patch namespace. However, in this case I looked at BARK25 and can't see any obvious difference between it and several other textures that are also made up of patches of the same name as their texture but which do not cause warning message. To be fair, I didn't look that deeply. Perhaps they are referenced elsewhere as well?
However, I don't think those startup messages are too problematic (mostly looking a bit untidy to people who run with dev mode 2), especially if the textures concerned look OK in game.
However, the constant spamming of the ACS message strikes me as it could potentially be an issue because it seems to indicate a script that is running repeatedly and not finding what it is meant to be looking for.
Re: Action Doom 2: Urban Brawl Reloaded
Posted: Wed Aug 11, 2021 1:22 pm
by Scuba Steve
This seems like a failure of GZDoom... if something is going to lead to problems... it shouldn't be hidden behind a developer mode.
Re: Action Doom 2: Urban Brawl Reloaded
Posted: Wed Aug 11, 2021 1:27 pm
by undeadmonk354
So... this new Reloaded version of Action Doom 2 has new sounds, replacing the YMCA bosses with the DJ Boss and renaming the Purple Prizm to the Purple Polygon.
Changing it to a gay bar into a local bar.
Re: Action Doom 2: Urban Brawl Reloaded
Posted: Wed Aug 11, 2021 1:46 pm
by Scuba Steve
Among the more important changes which includes different combat mechanics allowing you to throw enemies, uppercut them into each other, kick people down while holding melee weapons, and doing a desperation ground pound to hurt everyone around you.
Also, MAP02 received a significant visual overhaul... it was one of the first maps I made for the project and felt really dated.
Re: Action Doom 2: Urban Brawl Reloaded
Posted: Thu Aug 12, 2021 8:31 am
by Captain J
Some Goon from deep in the backstreets might ask me: "Are you a bad enough dude to sweep through everybody trying to stop you and rescue your daughter?" And then my answer would be: "What, in Action Doom 2? Yeah, i always have."
It's been so long since i started to wait this to come out with significant improvement. I loved this TC so much but at the same time felt awkward because it was outdated and always required either ZDoom or older launcher to play with. Such manual chores are gone now thanks to you! The hardest difficulty was actually challenging and i liked it. The Shirtless Mooks and Kickboxers are much more deadly and i was like daaaaaamn
Spoiler: My thoughts on something else
I see that you edited some concerning subjects such as Jerry now being an average mobster. I thought the character Jerry is actually giving me the aware that Criminals come in different shape or form, it being done realistically but awkwardly because i saw the homophobic remarks like constant usage of F words and having Village People bosses. It rather made me concerned and worried if it would hurt the community, until now. Jerry's message is now gone but don't get me wrong, not every community is awful as him and always must be equal and supportive to each other with respect. Really sorry for bringing the political stuff and i seek no controversies and no judgements. It's just the remarks in game got me and really wondered about this for few years now.
But for real, i honestly appreciate the positive, respectful changes!
Spoiler: And here are some feedback during the gameplay, both original and DLC
- Nice job with adding some awesome stuff like Ground pound and grab 'n throw. But about Ground pound one, it generates Vanilla Doom explosion and it would block my screen. What's wrong?
- The Subtitle being delayed during the Cutscene still exists. And other instances like VS. Peter Crisp and DLC's 2nd map display no Subtitle at all.
- Saw two problems at once in this screenshot. Blunderbuss never removes the magazine icon and the final stat never shows the secret commends despite reaching 2000000 score. Pretty sure it happened in previous version.
- Let's talk about flying, stunned enemies. in 1st DLC map some mook got stuck in the wall of the building after being thrown and i honestly think they get up way quickly and still gives me no time to think about the next action.
- The Drug Room's door can be easily stuck.
- So yeah, the hardest difficulty increasing damage output is there. But is it me or Shirtless Mooks and other enemies attack way faster while going to the pain state? Not complaining because I AM playing the hardest difficulty, the way Action Doom 2 intended but i found it like overkill because it's a nightmare to go through especially in subway and bus sections.
- I'm hearing some sound effects i suggested back in 2016. Thanks a lot!!(still remembering when i made that Pipe Wrench sound effect) But certain sound effects are rather quiet to hear like item and weapon pickup sound. Rednecks play their body thud sound effect as well, but not the orange hatted ones.
Overall, this TC never gets old. I still love it even to this day and deserves more attention.
Re: Action Doom 2: Urban Brawl Reloaded
Posted: Thu Aug 12, 2021 9:28 am
by JohnnyTheWolf
Too bad, "Final Doom" was already taken!
Then again, "Streets of Doom" could have also worked.