Brutal Doom V018

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

#241

Post by Camo Yoshi » Thu Nov 08, 2012 2:44 pm

pro_zealot wrote: 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?
You need to load the Skulltag Data files, search the forum for info about those.
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#242

Post by redrum5584 » Fri Nov 09, 2012 9:23 am

Really enjoying v17. Great work!

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RE: Brutal Doom V017 - Brutal Halloween Edition!

#243

Post by Famardy » Sat Nov 10, 2012 1:34 am

Hey Sarge, will you make an add on that uses Doom Guy's new voice from version 0.16?
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#244

Post by Southpark2010 » Sat Nov 10, 2012 7:31 am

Famardy wrote: Hey Sarge, will you make an add on that uses Doom Guy's new voice from version 0.16?
Don't you mean an add-on which replaces Doomguy's new voice with V0.15's voice? Or did you ask that because V0.16's voice is louder than V0.17's?
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President People
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#245

Post by President People » Sat Nov 10, 2012 8:33 am

Southpark2010 wrote:Or did you ask that because V0.16's voice is louder than V0.17's?
Some of the taunts are different as well, not just a lower volume. I like some of the old ones better, to be honest.
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#246

Post by BenClark » Sun Nov 11, 2012 12:56 am

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RE: Brutal Doom V017 - Brutal Halloween Edition!

#247

Post by Southpark2010 » Sun Nov 11, 2012 8:35 am

That may take a while. :biggrin:
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#248

Post by Coolster » Sun Nov 11, 2012 9:11 pm

http://img593.imageshack.us/img593/958/ ... 211062.png

http://img694.imageshack.us/img694/958/ ... 211062.png

I am playing recently the Plutonia Revisited with Brutal Doom and yet another types of bodies you can't really destroy (and i thought that is the point of the mod, to be brutal). Also as i mentioned before most of the Pink Demon bodies also seem to be indestructible ;p but that needs more checking. I will post if i find anything new.
Last edited by Coolster on Sun Nov 11, 2012 9:15 pm, edited 1 time in total.

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RE: Brutal Doom V017 - Brutal Halloween Edition!

#249

Post by Famardy » Tue Nov 13, 2012 11:15 pm

Southpark2010 wrote:
Famardy wrote: Hey Sarge, will you make an add on that uses Doom Guy's new voice from version 0.16?
Don't you mean an add-on which replaces Doomguy's new voice with V0.15's voice? Or did you ask that because V0.16's voice is louder than V0.17's?
Well what's the difference?
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#250

Post by Southpark2010 » Wed Nov 14, 2012 5:54 am

Famardy wrote:
Southpark2010 wrote:
Famardy wrote: Hey Sarge, will you make an add on that uses Doom Guy's new voice from version 0.16?
Don't you mean an add-on which replaces Doomguy's new voice with V0.15's voice? Or did you ask that because V0.16's voice is louder than V0.17's?
Well what's the difference?
V0.16/17 uses Doomguy's current voice. V0.15 (all the way from V0.12, I think) used a different voice (and a better voice, in my opinion), he didn't have any one-liners though and he wasn't extremely loud or extremely quiet. I don't understand why you need an "add on that uses Doom Guy's new voice from version 0.16", unless you preferred him to be loud.
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#251

Post by Famardy » Fri Nov 16, 2012 6:16 pm

Can somebody tell me how do I enable the brightmaps on Brutal Doom?
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#252

Post by DevilHunter » Fri Nov 16, 2012 8:46 pm

Famardy wrote: Can somebody tell me how do I enable the brightmaps on Brutal Doom?
Far as I know, there is none.. But I dunno. I could of sworn that Sgt Mike said there is an addon, but I could not find it :/ I did however, just ripped the brightmaps from v16, and loaded them up as a pwad. Its not really complete but its nice heh.

I take it the captive marines are unfixable? I just noticed that they do bug.. sometimes, other times, they don't bother to follow me, rather, they just run like chickens with there heads cut off heh

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RE: Brutal Doom V017 - Brutal Halloween Edition!

#253

Post by BenClark » Mon Nov 19, 2012 2:09 am

Will brutal doom lite ever be updated to be in conjunction with 0.17's brutal doom?

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RE: Brutal Doom V017 - Brutal Halloween Edition!

#254

Post by Dat Shambler » Mon Nov 19, 2012 5:56 pm

Hi. I'm having a problem with Brutal DooM V.17. The new HUD is missing. Please can you help. Thanks

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RE: Brutal Doom V017 - Brutal Halloween Edition!

#255

Post by Camo Yoshi » Mon Nov 19, 2012 6:26 pm

Dat Shambler wrote: Hi. I'm having a problem with Brutal DooM V.17. The new HUD is missing. Please can you help. Thanks
Try pressing + or - to zoom in/out, if the zoom is all the way in, then you will not see the HUD.

Hope this helps!
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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!

#256

Post by Dat Shambler » Tue Nov 20, 2012 6:01 pm

I tried zooming in and out all the way and it does not work. Anymore suggestions?

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RE: Brutal Doom V017 - Brutal Halloween Edition!

#257

Post by Master Maniac » Sat Dec 01, 2012 1:13 am

Okay - a few things about Arsenal Mod. Just my two cents (which is probably worth exactly that).

The added weapon variety is fantastic, and grabbing different weapons on the fly is an excellent concept if paired with the category-based inventory you mentioned earlier. Otherwise the enormous selection could be clunky and overwhelming. Limiting players to one type of pistol, one shotgun, one rifle, etc. seems like a good move, maybe even necessary.

Have to say I love the added enemy variety. The fact that any of the common zombies can be found sporting powerful weapons makes encounters interesting.

About the weapons themselves:

Rifles:
- The AUG bullpup functions like the old Brutal Doom rifle, and the addition of a scope is actually very welcome. I don't know how you did it, but the scope just "feels" right in how it tilts with movement.

- The AK-47 brings accuracy and power together, and reminds me most of the latest Brutal Doom rifle. It looks and sounds awesome, and doesn't seem overpowered. Its design seems a little out of place in the futuristic setting, however.

- Finally, the carbine is a great rapid-fire rifle that serves as a nice middle-ground between the last two.

Overall, the rifles are excellent, all of them. I'd love to seem them in later versions. They look and feel completely different, and have vastly different tactical applications.

Shotguns:
- The Duke3d-style Brutal Shotgun isn't too bad in its current state. Seems to behave the same way as the v17 shotgun. And I guess its design fits better with the overall Doom theme better than the original did, given its old-fashioned design. So I'd say I like it.

- The coach gun, on the other hand, I don't like too much. It fires so rapidly that it seems over-powered compared to the normal Brutal Doom equivalent. I know it's in an alpha state, but the lack of reload sound effects takes away from the weapon's feel.

- The auto-shotgun? Don't even get me started. It's far too powerful. I utterly destroyed a cyberdemon in less than ten seconds with the thing. I know, it's *Brutal* Doom, but I have a feeling this weapon is just a bit too...brutal. With a drastically reduced fire rate, it could be a nice addition. As it is, however, it would make things far too easy.

Energy weapons:
- I have to spend a little bit more time with these, but the laser rifle is a real standout that I'd like to address. Like the auto-shotgun, it's extremely powerful to the extent of being a game-breaker. I DO like the idea of a laser rifle, though. Maybe it should use a unique type of ammo, which could be theoretically harder to come by than others. Maybe make the weapon fire in pulses like the Mechwarrior pulse laser? I don't know. As it is, it's a real death cannon. :-)

I feel like I know who's going to get the "best mod of 2012" award over at moddb...

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RE: Brutal Doom V017 - Brutal Halloween Edition!

#258

Post by President People » Sat Dec 01, 2012 1:35 am

For those who are confused by Master Maniac's above post, apparently Sarge released an alpha for the Brütal Arsenal, over at the ZDooM forums.

Gonna be checking this out, myself.
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***MARATHON SKINS PACK V1.0.7***

I have been Roland, Beowulf, Achilles, Gilgamesh.
I have been called a hundred names and will be called
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RE: Brutal Doom V017 - Brutal Halloween Edition!

#259

Post by doomwolf555 » Sat Dec 01, 2012 8:06 am


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RE: Brutal Doom V017 - Brutal Halloween Edition!

#260

Post by President People » Sat Dec 01, 2012 8:47 am

doomwolf555 wrote: http://www.youtube.com/watch?v=y4qZ_Wnr ... ature=plcp
new guns are so cool
What wad/song is that? I want both. :D
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***MARATHON SKINS PACK V1.0.7***

I have been Roland, Beowulf, Achilles, Gilgamesh.
I have been called a hundred names and will be called
a thousand more before the world goes dim and cold.

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