Brutal Doom V018

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Locked
Sergeant_Mark_IV
 
Posts: 82
Joined: Tue Jun 05, 2012 4:17 am
Location: Brazil

RE: Brutal Doom V016b - Now with Cruelty Achievements

#201

Post by Sergeant_Mark_IV » Mon Oct 29, 2012 3:09 am


Camo Yoshi
Forum Regular
Posts: 129
Joined: Wed Jun 13, 2012 7:08 pm
Location: Bainbridge Island, WA
Contact:

RE: Brutal Doom V016b - Now with Cruelty Achievements

#202

Post by Camo Yoshi » Mon Oct 29, 2012 3:44 am

50+GB of WADs and counting: http://camoy.sdf.org/wads/

Ask your doctor if Zandrama is right for you. Side effects include butthurt, loss of sleep, loss of ego, embarrassment, and social withdrawal.

User avatar
Valherran
Forum Regular
Posts: 171
Joined: Wed Jun 06, 2012 4:49 pm
Location: Korea (Stationed)

RE: Brutal Doom V016b - Now with Cruelty Achievements

#203

Post by Valherran » Mon Oct 29, 2012 12:00 pm

Test 12 Report (forwarded to ZDoom):

1. Chaingun Zombie splatter animation is bugged. It will do a half animation of the original splatter effects when you hit them point blank with the SSG.

2. Bullet/pellet impacts on walls will damage anything on the opposite side of them or damage through wall corners.

3. Rescued Marines are still bugged.

4. Caco Demon seek range for biting is a tad bit too high, and reason being is because they bite you through thin walls.

5. Nazis are still buggy.

The Demon Strength Rune was pretty humerous, although I have an idea for it. When you pick it up, it could change your right hook into a lunging punch? That would be very effective, and maybe it could also do the same for your jump kick? Giving it a little more momentum would be awesome. Any chance you considered my alternative on the rolling functions posted a few pages back?
Last edited by Valherran on Mon Oct 29, 2012 12:04 pm, edited 1 time in total.

Antagonist
New User
Posts: 4
Joined: Sun Oct 14, 2012 3:24 pm

RE: Brutal Doom V016b - Now with Cruelty Achievements

#204

Post by Antagonist » Mon Oct 29, 2012 2:52 pm

Some honest crits and bugreports:

Opinion: The berserker pack replacement is okay but I don't see what makes it cooler than the original powerup. I always liked the idea of space age steroids. It sort of fit the Brutal style. Edit: I now see that the demon strength power up is a seperate thing all together. I kind of think it could be a glowing, still beating heart or something. Just a rune looks kind of out of style with the rest of the items imo.

Balance: It seems to me that the SSG is a bit too overpowered in this version. Playing the brutalized map pack on BRUTAL mode, entire hallways can be cleared with two double barrel blasts without even lining the enemies up. I one-shotted a Baron of Hell with a headshot up close just now. I didn't mind it because it felt awesome, but I'm thinking it might be a balance issue.

Bug: When the SSG runs completely out of ammo, the reload animation will still sometimes play before putting it away.

Bug: Hellknight fatalities don't play. Instead the knight just disappears.

Opinion: Is it by design that it's not possible to interrupt the SSG reload by kicking? In some instances, it would have been a lifesaver to be able to kick a pinky away to buy some more time to reload. :3
Last edited by Antagonist on Mon Oct 29, 2012 3:41 pm, edited 1 time in total.

Submerge
 
Posts: 50
Joined: Sun Oct 07, 2012 9:02 pm

RE: Brutal Doom V016b - Now with Cruelty Achievements

#205

Post by Submerge » Mon Oct 29, 2012 5:58 pm

Annoyance: When my minigun runs out of ammo I swap back to the assault rifle. Please fix this, as I would prefer to change back to the shotgun.
Image

doomwolf555
Forum Regular
Posts: 108
Joined: Sat Oct 20, 2012 5:16 pm

RE: Brutal Doom V016b - Now with Cruelty Achievements

#206

Post by doomwolf555 » Tue Oct 30, 2012 9:42 am


Southpark2010
 
Posts: 84
Joined: Wed Jun 06, 2012 6:28 pm
Location: Hell

RE: Brutal Doom V016b - Now with Cruelty Achievements

#207

Post by Southpark2010 » Tue Oct 30, 2012 12:43 pm

Yeah, there should be more interesting fire deaths.
Last edited by Southpark2010 on Tue Oct 30, 2012 12:49 pm, edited 1 time in total.
Current Projects:
HELL Vs Marines - Thread

Submerge
 
Posts: 50
Joined: Sun Oct 07, 2012 9:02 pm

RE: Brutal Doom V016b - Now with Cruelty Achievements

#208

Post by Submerge » Wed Oct 31, 2012 1:34 pm

Southpark2010 wrote: Yeah, there should be more interesting fire deaths.
I would like to see an overkill that just blasts an enemy into ashes. Not even leaving chunks behind. Just a black smear on the ground. Maybe the BFG could do it.
Image

Camo Yoshi
Forum Regular
Posts: 129
Joined: Wed Jun 13, 2012 7:08 pm
Location: Bainbridge Island, WA
Contact:

RE: Brutal Doom V016b - Now with Cruelty Achievements

#209

Post by Camo Yoshi » Wed Oct 31, 2012 5:22 pm

Submerge wrote:
Southpark2010 wrote: Yeah, there should be more interesting fire deaths.
I would like to see an overkill that just blasts an enemy into ashes. Not even leaving chunks behind. Just a black smear on the ground. Maybe the BFG could do it.
The BFG could have a alt-fire for that... hmmmm... :3
50+GB of WADs and counting: http://camoy.sdf.org/wads/

Ask your doctor if Zandrama is right for you. Side effects include butthurt, loss of sleep, loss of ego, embarrassment, and social withdrawal.

sababa007
Registered just to make one post
Posts: 1
Joined: Wed Oct 31, 2012 7:37 pm

RE: Brutal Doom V016b - Now with Cruelty Achievements

#210

Post by sababa007 » Wed Oct 31, 2012 7:42 pm

I realy enjoyed v17test12! There are 2 thing which I think can make an improvement:
- When you land a heavy punch there should be slightly less blur on its way back
- BFG10000 idle position has no electricity sound which seems a bit odd
Needless to say this is one of the best mods out there! keep up the good work!!!

BenClark
New User
Posts: 11
Joined: Thu Oct 25, 2012 8:53 pm

RE: Brutal Doom V016b - Now with Cruelty Achievements

#211

Post by BenClark » Wed Oct 31, 2012 9:47 pm

So when is the new update coming out? Wasn't it supposed to be out today?

Sergeant_Mark_IV
 
Posts: 82
Joined: Tue Jun 05, 2012 4:17 am
Location: Brazil

RE: Brutal Doom V017 - Brutal Halloween Edition!

#212

Post by Sergeant_Mark_IV » Thu Nov 01, 2012 12:17 am

After what happened to 0.16, I decided to change the place to upload the files to Moddb.

What happened with 0.16 is (or I think it is, judging by the content that Mediafire sent to me): somebody posted the link in a very... weird (to say the least) thread in 4chan. This thread contained links to many stuff in Mediafire, and one of these links was to a zip with premium porn movies of an important French porn movie studio. And looks like the owner of that porn studio requested to everything in that thread to be deleted. Yeah, it's weird and awkward, isn't it?


Well, anyway, I already uploaded the files, and I am just waiting for Moddb's admins approval. This will only take some few minutes...

BenClark
New User
Posts: 11
Joined: Thu Oct 25, 2012 8:53 pm

RE: Brutal Doom V017 - Brutal Halloween Edition!

#213

Post by BenClark » Thu Nov 01, 2012 12:20 am

Awesome work man, thanks for releasing on time and everything, I am excited to play this with my friends.

Antagonist
New User
Posts: 4
Joined: Sun Oct 14, 2012 3:24 pm

RE: Brutal Doom V017 - Brutal Halloween Edition!

#214

Post by Antagonist » Thu Nov 01, 2012 12:21 am

Holy shit. Best halloween ever.

Hellish
 
Posts: 43
Joined: Fri Jun 08, 2012 8:40 pm
Location: My GF house.

RE: Brutal Doom V017 - Brutal Halloween Edition!

#215

Post by Hellish » Thu Nov 01, 2012 12:24 am

WHOOOOOHOOO! Nice work sarge, this is why we all love ya!
WAT THE FOCK :v: ??!!11?1?1eLEven *Dubstep dramatization*
My secret to be badass:
Spoiler: Click here! (Open)
Thanks for the click. You now are officialy trolled by IGOR!
Image

Sergeant_Mark_IV
 
Posts: 82
Joined: Tue Jun 05, 2012 4:17 am
Location: Brazil

RE: Brutal Doom V017 - Brutal Halloween Edition!

#216

Post by Sergeant_Mark_IV » Thu Nov 01, 2012 12:53 am

Moddb admins must be asleep. Fuck this.
Download the Zandronum version here
http://www.mediafire.com/?gbx7m94i77a2xj0

Go into the moddb page later to download the mutators and other stuff.

Master Maniac
New User
Posts: 2
Joined: Thu Nov 01, 2012 1:07 am

RE: Brutal Doom V017 - Brutal Halloween Edition!

#217

Post by Master Maniac » Thu Nov 01, 2012 1:10 am

Awesome, Sarge. You're a champ.

Seriously, what a way for moddb to treat Brutal Doom. I mean, you're ranked in the top ten! They HAD to know you planned to release today.

Thanks, man. Can't wait to give this version a go.

User avatar
Valherran
Forum Regular
Posts: 171
Joined: Wed Jun 06, 2012 4:49 pm
Location: Korea (Stationed)

RE: Brutal Doom V017 - Brutal Halloween Edition!

#218

Post by Valherran » Thu Nov 01, 2012 3:39 am

0.17 Report (without mutators):

1. Charred Mancubus Corpse is still a solid object.

2. Charred Arachnotrons lost their death animation, they just turn into straight up dead bodies.

3. Stealth kills do not count for total monsters killed, making 100% completion of a level impossible.

4. Nazis are still buggy.

Famardy
 
Posts: 35
Joined: Fri Sep 07, 2012 2:55 am
Location: Little Rock
Contact:

RE: Brutal Doom V017 - Brutal Halloween Edition!

#219

Post by Famardy » Thu Nov 01, 2012 4:10 am

Is there a way I can implement the Zombieman's voice from version 0.16 on to 0.17?
Image
Image

User avatar
Valherran
Forum Regular
Posts: 171
Joined: Wed Jun 06, 2012 4:49 pm
Location: Korea (Stationed)

RE: Brutal Doom V017 - Brutal Halloween Edition!

#220

Post by Valherran » Thu Nov 01, 2012 6:26 am

It's in the mutators man, DL it from MODDB.com

Locked