Brutal_DeathMatch.wad (D2DM2 beta)

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Rcj8993
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Brutal_DeathMatch.wad (D2DM2 beta)

#1

Post by Rcj8993 » Fri Aug 01, 2014 3:50 am

D2DM1 Screenshots
D2DM2 Screenshots
Brutal Deathmatch is a Deathmatch level for Doom 2

1 Deathmatch level Dubbed "The Lair"

2-4 player DeathMatch

requirements
Doom2
BrutalDoom (OPTIONAL, no resources are required from brutal doom! IMHO, this makes the mod more appealing to me. but ive tested it with brutal doom and it doesn't give any unfair advantages.)
I might make more levels when I have the chance.
this doesn't really look too polished but ive spent the better half of the day making this DeathMatch map

Features a changeable level that will alter and mix up the deathmatch experience after the game has gone 5 minutes. Community Created song. Only one Powerup. No BFG or super shot gun. Brutal gibs and gore (thanks to brutal doom), and lava.
Tell me what you think,
Download - MEga - 2.8MB DeadLink

and Enjoy
Last edited by Rcj8993 on Fri Nov 15, 2019 6:17 pm, edited 2 times in total.
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RE: Brutal_DeathMatch.wad

#2

Post by AkumaKing » Fri Aug 01, 2014 4:54 pm

You should change it so that it doesn't require Brutal Doom if you want this to be popular. Many people here seem to be sick of that mod. It's not exactly a bad mod, but it got boring and overdone after a while.
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RE: Brutal_DeathMatch.wad

#3

Post by Ænima » Fri Aug 01, 2014 8:18 pm

Not to mention that deathmatch seemed like kind of an oversight in BD.

To be fair, it's hard to get a good DM server started and keep it going unless it's FNF. Still, making your mod equally compatible with DM as with coop is a good idea because usually if your mod works really well with DM then it will work decently with pretty much any PvP gamemode or modifier (and even better if you use gamemode-specific and team-specific blocks in your code). It's a little extra effort but in theory it gives your mod more shelf life. I feel like Voltlock did this really well when he made seperate PVP versions for RGA1 and UnrealGuns.
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Rcj8993
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RE: Brutal_DeathMatch.wad

#4

Post by Rcj8993 » Sat Aug 02, 2014 1:34 am

Actually you don't need it to run it, its just a suggestion really lol
cuz I hate the stock pistol and I like the idea of the iron sights.
I didn't use any resources from brutal doom anyway.
I just called it brutal deathmatch because I designed it in mind for brutal doom
none of the special weapons from brutal doom are placed in the map
Last edited by Rcj8993 on Sat Aug 02, 2014 1:36 am, edited 1 time in total.
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RE: Brutal_DeathMatch.wad

#5

Post by Manhs » Sat Aug 02, 2014 6:23 am

I like the idea of some "deathmatch" maps for BrutalDoom...where you could add the weapons of the ennemies (Mancubus and Revenant)....I could host it for some videogames convention party'....
It could be cool. (:

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RE: Brutal_DeathMatch.wad

#6

Post by Rcj8993 » Sun Aug 03, 2014 2:02 am

yeah,
but at this time I think im just going to consider making normal maps and testing them both with and without brutal doom to see if theres any unfairness in the maps

you could just take anyones maps and add in the brutal doom stuff for your own use if you wanted
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RE: Brutal_DeathMatch.wad

#7

Post by -Jes- » Sun Aug 03, 2014 3:08 am

Unfortunately BD takes a sledge hammer to the balance of Doom, so if the map is balanced towards either, the other will suffer.

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RE: Brutal_DeathMatch.wad

#8

Post by Rcj8993 » Sun Aug 03, 2014 3:11 am

really? cuz I feel that this map plays great on both brutal doom and vanilla doom
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RE: Brutal_DeathMatch.wad

#9

Post by Doomkid » Sun Aug 03, 2014 3:13 am

Hey, this is a pretty sweet arena-style map.

I would reccommend adding a little more to the outer ring of the map - Not in terms of layout, but just detail. I'm not one for going over the top, but perhaps a few windows looking out into a field of corpses on sticks (or other suitable imagery) would help to make your map feel more polished and part of a 'larger world' if that makes sense.

On the east and west sides of the map, those Y shaped brown rock rooms might benefit from heaving a teleporter to move between the two, making for some fun and strategic frags. As they are, the dead end could result in some frustrating deaths, even though they're fairly small alcoves.

Oh, and that music kicks ass. Good stuff!
Last edited by Doomkid on Sun Aug 03, 2014 3:32 am, edited 1 time in total.
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RE: Brutal_DeathMatch.wad

#10

Post by Rcj8993 » Sun Aug 03, 2014 8:12 pm

doom_kid92 wrote: Hey, this is a pretty sweet arena-style map.

I would reccommend adding a little more to the outer ring of the map - Not in terms of layout, but just detail. I'm not one for going over the top, but perhaps a few windows looking out into a field of corpses on sticks (or other suitable imagery) would help to make your map feel more polished and part of a 'larger world' if that makes sense.

On the east and west sides of the map, those Y shaped brown rock rooms might benefit from heaving a teleporter to move between the two, making for some fun and strategic frags. As they are, the dead end could result in some frustrating deaths, even though they're fairly small alcoves.

Oh, and that music kicks ass. Good stuff!
thanks. If I can learn how to use cameras/portals iccould just make an area and just have a window on each side displaying the parts of that outside area. I just gotta look into it.
Because of the size of the map id not pt teleporters, things would get too crazy especially since thats right next to a spawn area. Also its not a dead end, play the map for five minutes and see what happens to that area ;)
I might work on this more tonight and or make a second map either tonight or tomorrow
Last edited by Rcj8993 on Sun Aug 03, 2014 8:13 pm, edited 1 time in total.
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RE: Brutal_DeathMatch.wad

#11

Post by Rcj8993 » Tue Aug 05, 2014 8:41 pm

updated it,
fixed some issues that were on the level (Textures)

added a skybox,

added more changing to go on throughout the level as you play (this one is at the 2:30 minute mark)

enjoy
http://www.mediafire.com/download/3lalj ... atchV2.zip

Fixed the issues
added screenshots
Last edited by Rcj8993 on Tue Aug 05, 2014 9:37 pm, edited 1 time in total.
Capstone.Wad

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RE: Brutal_DeathMatch.wad

#12

Post by Rcj8993 » Tue Aug 05, 2014 9:48 pm

all issues fixed, level 1 is 100% done, added waggle effects for blood lake and for lava
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RE: Brutal_DeathMatch.wad

#13

Post by Rcj8993 » Wed Oct 08, 2014 4:24 am

continued working on this wad
level 2 is in late mid beta
http://imgur.com/a/lyJLk
Last edited by Rcj8993 on Sat Oct 11, 2014 4:07 am, edited 1 time in total.
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RE: Brutal_DeathMatch.wad

#14

Post by Doomkid » Tue Oct 21, 2014 3:31 pm

Looks simple but fun. Keep it up.
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RE: Brutal_DeathMatch.wad

#15

Post by Rcj8993 » Wed Oct 29, 2014 4:55 am

doom_kid92 wrote: Looks simple but fun. Keep it up.
thanks, ill try to have level 2 done sometime.
im thinking of how to spice it up and spread the heavier weapons (rocket, plasma rifle)
and how to go about coding it this time around.
Capstone.Wad

My Computer Specs:
[spoiler]Intel i7 3770 3.4 Ghz processor,
16Gb (4 x 4gb) 1600 DDR3 ram,
Inno3d GTX980 ULTRA,
Samsung 840 Evo 128gb SSD,
Seagate Barracuda 1tb and 3 tb HDD's
Asus P8Z77-V LK Motherboard.
Corsair 750 watt PSU (Modular)[/spoiler]

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RE: Brutal_DeathMatch.wad (D2DM2 beta)

#16

Post by Rcj8993 » Thu Oct 30, 2014 10:44 pm

added a nearly finished beta for D2DM2
just needs some scripting and whatnot
Capstone.Wad

My Computer Specs:
[spoiler]Intel i7 3770 3.4 Ghz processor,
16Gb (4 x 4gb) 1600 DDR3 ram,
Inno3d GTX980 ULTRA,
Samsung 840 Evo 128gb SSD,
Seagate Barracuda 1tb and 3 tb HDD's
Asus P8Z77-V LK Motherboard.
Corsair 750 watt PSU (Modular)[/spoiler]

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