Brutal Doom V018

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Raptomex
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#221

Post by Raptomex » Thu Nov 01, 2012 7:13 am

Excellent. Loving 0.17 so far. Great work.

doomwolf555
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#222

Post by doomwolf555 » Thu Nov 01, 2012 7:18 am


Boko
 
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#223

Post by Boko » Thu Nov 01, 2012 3:46 pm

Sergeant_Mark_IV wrote: 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...
Approved on wadhost to.

http://wadhost.fathax.com/download.php?view.149

Exo
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#224

Post by Exo » Thu Nov 01, 2012 3:48 pm

Very nice work on v017.
I found a bug with the no-reloads mutator though.
When I try to switch to the rocket launcher after obtaining it in a normal playthrough it disappears and i cant shoot or change my weapon.
Without the no-reloads mutator it works fine.
I hope you will be able to fix that bug.
Keep up the great work! :)

Boko
 
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#225

Post by Boko » Thu Nov 01, 2012 3:51 pm

Thats been fixed in v2 of bdmutator, exo.

check it out. -> http://wadhost.fathax.com/download.php?view.151

Exo
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#226

Post by Exo » Thu Nov 01, 2012 4:23 pm

Oh perfect! I only checked on moddb :c
Thanks for letting me know!

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RE: Brutal Doom V017 - Brutal Halloween Edition!

#227

Post by Camo Yoshi » Thu Nov 01, 2012 4:43 pm

If anyone is interested this weekend I'll host a coop of this and Ultimate doom. :)
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.

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RE: Brutal Doom V017 - Brutal Halloween Edition!

#228

Post by Famardy » Thu Nov 01, 2012 7:45 pm

Is there a way to make the monster's eyes glow in the dark with Brightmaps?
Image
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-Jes-
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#229

Post by -Jes- » Fri Nov 02, 2012 6:27 am


Sergeant_Mark_IV
 
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#230

Post by Sergeant_Mark_IV » Fri Nov 02, 2012 3:16 pm

I have uploaded a new package of mutators. Check Moddb's download section.

Version 2 includes:

BDMutator_DannyGloverOriginalFuckYourself: Replaces the taunt sound with the original one used on early versions.

BDMutator_v16zombiesounds: Restores the advanced zombie sounds from v0.16

BDMutator_noscreeneffects: This mutator is made for people that complains about the blood and cracks on screen. This mutator removes all kind of effects that can spawn in the player's hud (Blood splashes, bullet holes, scratches, damage bloody screen etc.)

BDMutator_noreloadsV2: This mutator is made for people that says the reloading in Brutal Doom slows down the pace of the game. With this mutator, the weapons will no longer need to reload.
V2 fixes a bug in V1 of rocket launcher not working properly. Dont use the older version.

BDMutator_RestoreInvisibilityPowerup.pk3 restores the Invisibility Spheres of the original game, that were replaced by Rescuable Marines in Brutal Doom

BDMutator_PistolForBrutalDoomV2.pk3 was made by popular request. It replaces the starting Assault Rifle by a Pistol. The pistol can't aim down the sights, and needs to reload every 15 shoots, but it can fire as much fast as the player can press the trigger, and has a great accuracy.

BDMutator_SimpleWeapons.pk3 will make a more vanila-ish weapon settings. It removes alt attacks from all weapons (iron sights, minigun spin, plasma shotgun, etc.), it removes the MP40 dropped from Nazis, and weapons will not need to reload anymore. The Player will also move faster.

BDMutator_EasyMonsters.pk3 will stop monsters from using their new attacks (Baron of Hell's triple ball attack, Imp's pounce attack, Zombieman's continuous fire, etc.)

BDMutator_Noflares.pk3 will remove all flares and glow effects. I personally enjoy them and I think they make many effects look nice, but if you don't like them, or your GPU has problems to render them, use this.
Last edited by Sergeant_Mark_IV on Fri Nov 02, 2012 3:16 pm, edited 1 time in total.

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Valherran
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#231

Post by Valherran » Fri Nov 02, 2012 3:30 pm

Cool, still twiddling my thumbs till the new weapons come out though. -.-

Exo
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#232

Post by Exo » Fri Nov 02, 2012 4:26 pm

Invisibility and simple weapons? I love you! :D

Coolster
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#233

Post by Coolster » Fri Nov 02, 2012 6:36 pm

http://www.youtube.com/watch?v=TKLnO4ECFh0

I've mentioned this bug in one of the test releases but it didn't got fixed because i didn't really knew how it happened, now i know, whenever you shoot the right arm of an imp and then kick it's dead body, it duplicates the previous sprite and makes it indestructible.

Also yeah thanks for the invisibility power-up back cause i found the rescuable marines to only annoy me.

Edit: Sighh i think i am some bug magnet, you can't (or at least i can't) destroy most of Pink Demon corpses no matter how hard i try (those one are not duplicated like the imp ones though).
Last edited by Coolster on Fri Nov 02, 2012 7:56 pm, edited 1 time in total.

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RE: Brutal Doom V017 - Brutal Halloween Edition!

#234

Post by PaskaTykki » Fri Nov 02, 2012 10:29 pm

Coolster wrote: http://www.youtube.com/watch?v=TKLnO4ECFh0

I've mentioned this bug in one of the test releases but it didn't got fixed because i didn't really knew how it happened, now i know, whenever you shoot the right arm of an imp and then kick it's dead body, it duplicates the previous sprite and makes it indestructible.

Also yeah thanks for the invisibility power-up back cause i found the rescuable marines to only annoy me.

Edit: Sighh i think i am some bug magnet, you can't (or at least i can't) destroy most of Pink Demon corpses no matter how hard i try (those one are not duplicated like the imp ones though).
Your youtube link is private. Cant check your video. Make it hidden and we can look it.

DBoy
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#235

Post by DBoy » Sat Nov 03, 2012 3:03 pm

I love this mod, only planned to test it for a few levels but ended up playing the entire doom2 and TNT: Evilution with it. Just a few suggestions and feedback about the new v0.17:

- The torches don't make ambient sounds anymore in v0.17. Were they removed intentionally? I really liked them, they added alot to the atmosphere and made the world feel more alive. I used to play the v.016b on Skulltag so don't know if this is related to moving to Zandronum.

- I think the rifle was more balanced with a clip size of 20. It's already quite a powerful weapon, the smaller clip size felt like an appropriate downside for it. The new clip size also makes the MP40 (or whatever you get from the Nazis) feel bit useless. I feel it should also deal just slightly less damage per shot, it's bit too powerful on large outdoor maps, even against the bigger monsters.

- I liked the punching animations and speed in v.016b more. They felt more... brutal and manly. In v.017 they are more ninja style super fast attacks, which I don't think suit the doomguy. Slower but more powerful hits have more feel to them than the quick jabs.

- Dead monster corpses seem to block teleports for other monsters. Noticed this in maps where alot of monsters teleport to the same area (Doom2 Suburbs, TNT17 Processing Area, TNT19 Shipping/Respawning). When you blow up the corpses, the other monsters can teleport in again. This issue can make the maps alot easier.

- You can kinda cheat with the captive marines. Save the game right before rescuing them, and if they have a weapon you don't like, just keep reloading until they get a good weapon. To prevent this, could the weapon randomization be done when the map is first loaded, and then saved into the save file?

- Speaking of the captive marines, it would be very helpful if there was a simple command to make them stop / start moving again. This would make it much easier to guide them through lifts and other hard to navigate areas, and you could place them to guard certain areas. Would also keep them from running infront of you when you're shooting someone. Aside from that, I really like the fellow marines, they can be very useful and powerful, especially with a good weapon (rocket launcher, plasma, minigun).

- The new barrel glow effect seems to hover above the barrel. It should be somewhat lower.
Last edited by DBoy on Sat Nov 03, 2012 3:17 pm, edited 1 time in total.

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Valherran
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#236

Post by Valherran » Sat Nov 03, 2012 4:38 pm

DBoy wrote: I love this mod, only planned to test it for a few levels but ended up playing the entire doom2 and TNT: Evilution with it. Just a few suggestions and feedback about the new v0.17:

- The torches don't make ambient sounds anymore in v0.17. Were they removed intentionally? I really liked them, they added alot to the atmosphere and made the world feel more alive. I used to play the v.016b on Skulltag so don't know if this is related to moving to Zandronum.

- I think the rifle was more balanced with a clip size of 20. It's already quite a powerful weapon, the smaller clip size felt like an appropriate downside for it. The new clip size also makes the MP40 (or whatever you get from the Nazis) feel bit useless. I feel it should also deal just slightly less damage per shot, it's bit too powerful on large outdoor maps, even against the bigger monsters.

- I liked the punching animations and speed in v.016b more. They felt more... brutal and manly. In v.017 they are more ninja style super fast attacks, which I don't think suit the doomguy. Slower but more powerful hits have more feel to them than the quick jabs.

- Dead monster corpses seem to block teleports for other monsters. Noticed this in maps where alot of monsters teleport to the same area (Doom2 Suburbs, TNT17 Processing Area, TNT19 Shipping/Respawning). When you blow up the corpses, the other monsters can teleport in again. This issue can make the maps alot easier.

- You can kinda cheat with the captive marines. Save the game right before rescuing them, and if they have a weapon you don't like, just keep reloading until they get a good weapon. To prevent this, could the weapon randomization be done when the map is first loaded, and then saved into the save file?

- Speaking of the captive marines, it would be very helpful if there was a simple command to make them stop / start moving again. This would make it much easier to guide them through lifts and other hard to navigate areas, and you could place them to guard certain areas. Would also keep them from running infront of you when you're shooting someone. Aside from that, I really like the fellow marines, they can be very useful and powerful, especially with a good weapon (rocket launcher, plasma, minigun).

- The new barrel glow effect seems to hover above the barrel. It should be somewhat lower.
Those torch sounds drove me nuts... Although if people wanted those back in, either turn it's volume down very low, or throw it in as a mutator.

I'm still on the fence about that AR, although the MP40 is now pretty much useless, it needs an actual alt fire. -.-

The punching animations were pitiful back then. And he has this fast attack animation now because he is always hyped up on space roids, so it makes more sense. Plus, he is meddling with demon strength runes, makes even more sense.

Corpses blocking teleporters has been known for a verrrry long time now.

"Cheating" with captive marines is pointless, if you wanted the gun so bad, you can just give it to yourself instead of reloading the game over and over.

That would probably take alot of work.

Coolster
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#237

Post by Coolster » Sat Nov 03, 2012 8:23 pm

okay i fixed the link in my post, for those who don't want to scroll up here it is

http://www.youtube.com/watch?v=TKLnO4ECFh0

doomwolf555
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#238

Post by doomwolf555 » Sat Nov 03, 2012 9:22 pm

will be 3D objects in Brutal Doom in next versions?

pro_zealot
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#239

Post by pro_zealot » Thu Nov 08, 2012 9:33 am

Hello i have one problem.
In skulltag i have available the invasion maps and i was able to play with BD but with zandronum 1.0 i can't find invasion mode in maps only 32 maps from doom 2. How to fix this?

Coolster
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#240

Post by Coolster » Thu Nov 08, 2012 10:39 am

there is no invasion in zandronum ;p as far as i know people are working for an addon for it

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