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Brutal Doom Platinum, formerly known as Dox's Personalized Brutal Doom, is an ongoing fork of brutal doom designed for gzdoom, featuring many new details, tons of polish, and expanded mechanics
BD Platinum is designed for the newest version of gzdoom as of the latest update (5/22/2022)
Or Github! for in-development versions as well as releases!
Features include, but are not limited to:
-Revamped weapon animations
-Bloodstained boots and gloves
-Kicking any time, duke nukem style
-Detailed brightmaps for monsters and weapons alike
-Tons of creative weapon modes and altfires
-New enemy attacks
-Added visual variety in enemies and items
-Remade Demon Runes
-Returning features from early versions of brutal doom
-Extensive weapon developer support
-Sprinting
-MEATHOOK
-Secrets!!!
-Almost every feature of Brutal Doom v21, with as reduced jank as possible
v3.1 Changelog:
-Reworked Railgun. This bolt-action beast features explosive headshots and a new Hologram function!
-Reworked Motorcycle, Thanks to Lewisk3's vehicle code from HaloDoom! Other vehicles will be remade in future updates
-Haste now gives infinite ammo for everything but BFG slot weapons! It also removes many cooldowns from weapons that have them. Go nuts with your new semi auto ssg!
-Dual SUb Machineguns now fire twice as fast, absolutely shredding through any zombie that stands in your way
-Zombies have completely new voices, courtesy of LandyRS! Zombies will talk to themselves while idle, taunt you, and scream in agony as they die. They'll even react to infighting and player deaths!
-Headshots have been completely reworked to be less performance intensive and significantly more consistent. The railgun and the revolver now do explosive headshots as well!
-ADS has been completely reworked, completely unjankified! The ADS mode cvar now functions properly again
-Lost Souls no longer count towards kills
-Shotgun slugs no longer crash level starts
-Titlemaps no longer broken
-archviles are less likely to go out of bounds
-Archviles no longer randomly die
-Archviles no longer teleport on death
-Minigun turrets no longer spawn out of bounds
Previous Changelogs:
Spoiler:
v3.0:
-Added the Meathook! Special action 2 now deploys the Super Shotgun's Meathook, a grappling hook that pulls you into enemies. The meathook can very quickly be retracted or deployed, if you want to use the ssg's original altfire instead
-Grenades now have individual ammo pools. Grenade drops from zombies are also now much more consistent and frequent. Grenades no longer replace other ammo types
-A handful of features from nashgore, such as the extra gib sounds and crushed gibs, have been added
-Needler rounds have been improved graphically
-The Hyper-Realism difficulty has been reworked. Hyper-Realism now behaves identically to realism, but with full monster health and multiplayer monster spawns
-The Unmaker now has a special action 2: [REDACTED]. This sends you flying through the air in real 6 degrees of freedom, destroying anyone in your path until you either hit a wall or run out of souls.
-Decoration replacements can now fully be toggled off. No more dehacked incompatibility issues!
-The revolver has been added! This gun sometimes replaces the shotgun. It packs a punch, tearing through multiple monsters, but has significant dropoff. Altfire fans the hammer, and it can also be dual wielded.
-The Spider Mastermind can climb on the ceiling, just like her children! She's also been given a grenade attack. You can fire these grenades from the mastermind chaingun as well.
-The cyberdemon's vertical attack has been reworked to be 100% consistent! No more getting sniped from a stray rocket fired by a cyberdemon you killed hours ago
-The player's cyberdemon rocket launcher's vertical attack has been reworked completely- You no longer need to aim it, simply fire and it will act like an air strike for the next monster you see. If none are in sight, you can fire a bunch and they will all fall at once next time you see a demon.
-Plasma grenades from the grenade launcher now explode significantly faster
-The bfg has been given a special action- The grabber! For a few seconds at a time you can grab monsters or projectiles. Main fire shoots whatever you're holding out, while altfire places it down. Enemy projectiles get considerable damage buffs when grabbed, while grabbed monsters act as a meatshield and turn against their own kind.
-Destroying frozen monsters now has some more graphical effects
-Archvile teleport toggle has been added to the menu
-Archviles now deploy flame walls when attacking. These make them a significantly greater threat. You can either try destroying them, or running around them. Be careful, if the archvile is too close the flame wall will trap you in place!
-Grabbing lost souls and barrels with the kick is now more consistent and has better range
-Blurspheres are much rarer
-Unmaker takes less ammo overall
-Freezebots are now immune to freeze damage
-The rifle bash can now perform fatalities, and knocks monsters back like the uppercut
-Rolling has been reworked to only require one button! HOld the direction you want to roll in, or don't press anything and you'll roll forward
-Tilt++ has been integrated
v2.0:
-Port of the base weapon to zscript
-Sprinting animations
-Disabled MP40 as a regular spawn
-New firing sprites for the minigun turret
-Removed first person executions
-Frozen corpses no longer melt into nothing
-BFG10k has a new altfire
-Demonic teleporter for Unmaker special action
-Blood splatters have been moved to weapon layers so they're affected by light level
-Assault Shotgun plasma shells are no longer affected by gravity and have less vertical spread
-Fatalities can now be performed by all fist and kick attacks
-All weapons can now perform fatalities
-Added dedicated fatality toggle
-Berserk mode is shown in hud
-Performing a fatality on a barrel or a lost soul now picks them up
-Pistol silencer no longer hangs on screen if pistol is dropped
-Jetpack no longer bugs out after a revenant morph
-Manual slug pump now works for slugs
-Sprinting now works on controllers
-Special action 2 on freezethrower now deploys a FreezeBot
-Flamethrower fire lasts longer
-Reworked ADS to squash related bugs
v1.2:
-Players are now faster accross all classes
-Sigils and boss weapons have been added, using zdoom's inventory system
-Energy ASG is more effective
-Slide kick is buffed
-Swapping grenades now displays on screen
-Glass slugs now fire faster than buckshot, perfect for sniping
-Minigun turrets
-Footsteps shouldn't alert monsters
-Added Freezethrower
-Added Trip mines to rocket launcher
-Archviles can now teleport
v1.1:
-Fixed sprinting bugginess
-Added demon mugshots by Craneo
-Added Sprinting movement bob toggle
-Baron charge nerfed
-Fixed fuckyyouflash for plasma rifle
-Swapped a_cleartracer out because I got a lot of messages from 4.6.0 users
-Cleaned up brightmaps
Weapon Tutorials:
Spoiler:
Decorative effects are not listed
Self explanatory keys are listed but not elaborated
---Fists---
-Primary: Left Punch
-Secondary: Right Punch
-Reload: Switch berserk modes
-Dual Wield: Grab (berserked)
Fist attacks can be comboed or held for different results
Thank you for all of your support, it's an honour to continue Dox's Personalized Brutal Doom as he moves on to bigger and better things, and I believe I can live up to your expectations! ~EmeraldCoasttt
Last edited by EmeraldCoasttt on Mon Oct 31, 2022 10:02 pm, edited 10 times in total.
Zscript Brutal Doom, eh? That's an interesting one. I also kinda felt like Vanilla BD did a bit too much jank in it like it was trying to be Project Brutality, props where it's due to Sgt. Mk IV though for announcing he's gonna address that for its final version, so I'm looking forward to see how it's all been handled in this fork once I find time to look into it. I'm already in love with all the new weapon sprites, animations, and new stuff like glass slugs (something I've never heard of before). Oh, and as for that flying Mancubus? Fan-fucking-tastic. All you need to do is put it to the Jetpack Joyride soundtrack and you're all set. Hope this project goes well and good luck, man!
Its kind of a laggy thing on my PC, whereas BD21 runs very smooth. I have no idea why there is the lag that there is as there doesn't seem to be much difference in the effects and stuff. The other thing is the move speed of the non-tactical classes. You're basically walking when you run and there is no sprint key to toggle anywhere in the controls options.
Other than the neat upgraded enemies, its performing subpar on everything else basically in comparison to BD21 for the graphics and Player controls.
R A D
Overall, a real solid version of Brutal Doom, reminded me of when I first got into doom modding.
However as previously stated, the default movement speed of the non-tactical classes is a lil' head scratching. That, and imo the pump shotgun's reload speed feels slower than vanilla BDv21 and could maybe be sped up a bit.
Besides those two small gripes, this is pretty enjoyable, and feels very polished!
This is absolutely awesome in every way. I really hate how cluttered and unoptimized project brutality is, and the lack of polish with brutal doom with buggyness and such, but this is a rebirth of epic proportions. Thank you sooooo much!
enjoying it so far, took me a moment to find the always bob option lmao
i think my only gripe so far is the new pistol mags. the new ones kinda blend in and dont really match the SMG or Pistol, which im assuming is why the rifle ammo mags got changed, to better match the new rifle sprites.
personally, i think i woulda kept the slightly slanted ones, since they more so match Beretta magazines, but tweaked its coloring and shading a bit. probably would be nice to have variants for the SMG mags too, which i mean, the BD SMG mags just look weird in general tbh
It good to see Brutal Doom getting tidied up and ported to a modern codebase. It really needs it. I was surprised to see so much ACS still in the PK3 though. Is that something that needs to be there or will it be getting re-done in ZScript too?
Personally, I'm not much of a fan of BD and I only ever play it vary rarely* but this does seem to be very well done. I'll definitely be interested to see where you go with it next.
*I just find it too "noisy" - visually, gameplay-wise and literally - to the point that, for me, it just feels cluttered and thereby loses the simplicity of Doom's gameplay. I guess I must be a "less is more" kind of person as far as "straight" Doom gameplay mods are concerned.
Enjay wrote:It good to see Brutal Doom getting tidied up and ported to a modern codebase. It really needs it. I was surprised to see so much ACS still in the PK3 though. Is that something that needs to be there or will it be getting re-done in ZScript too?
Personally, I'm not much of a fan of BD and I only ever play it vary rarely* but this does seem to be very well done. I'll definitely be interested to see where you go with it next.
*I just find it too "noisy" - visually, gameplay-wise and literally - to the point that, for me, it just feels cluttered and thereby loses the simplicity of Doom's gameplay. I guess I must be a "less is more" kind of person as far as "straight" Doom gameplay mods are concerned.
Brutal doom is a big and messy mod- So while I do port decorate and acs to zscript when needed (The base weapon class will be zscript soon!) I tend to leave things as-is if they aren't actively broken
I tend to use a hybrid system, making new base classes in zscript that the existing decorate actors can inherit from so I can get the features of zscript without the tons of work it'd take to port any individual file- that's how the base weapon class is handled as well
But for weapons in particular that isn't sustainable, so I need to consolidate the base weapon class and its' zscript base into one actor
If it was my choice that would have been done a long time ago, but I wanted to respect the former leader's lack of zscript confidence
That'll most likely come in 1.2- just working on fixing bugs and some minor additions for 1.1
I want to make sure that even as the base weapon class is ported to zscript and cleaned up, weapons can still be built in decorate- this is community driven after all, and I want to support modders that haven't made the jump to zscript yet