Brutal Strife - BETA 1

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ivan
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RE: Brutal Strife - BETA 1

#41

Post by Ivan » Sun Dec 30, 2012 6:26 pm

tl;dr

This thread is now about who's mod is better and who can code better. Please enjoy your stay!
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RE: Brutal Strife - BETA 1

#42

Post by Aqua Kitty » Sun Dec 30, 2012 11:43 pm

Zandronic pwns all then. :p

And back on the topic of Brutal Strife; I enjoyed Alpha 3. I like the new poison bolts (even though they defy logic and wreck the robots' shit in one hit), alt fires, and the new "ironsight" on the assault rifle. Gonna try Beta, looks very promising.
Last edited by Aqua Kitty on Sun Dec 30, 2012 11:47 pm, edited 1 time in total.
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RE: Brutal Strife - BETA 1

#43

Post by StrikerMan780 » Mon Dec 31, 2012 4:29 pm

Synert wrote:
StrikerMan780 wrote: Either way, interested to see how this turns out in the end. It's obvious some things still need to be worked on, but I'm certainly not going trash it, as I know it's still an alpha.
May as well still give him feedback, that's the point of constructive criticism
I will, I'm just going to wait until the creator gets done the obvious things he already knows about done and over with. I know from personal experience that it's annoying to have people repeat the same point over and over again. Ie. What needed to be said so far has been said, and with some things the maker already knew about and was working on.
Last edited by StrikerMan780 on Mon Dec 31, 2012 4:31 pm, edited 1 time in total.

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RE: Brutal Strife - BETA 1

#44

Post by Aqua Kitty » Tue Jan 01, 2013 2:46 am

I notice I had to noclip to fight the Programmer and his specter (in the Catacomb Temple), and I couldn't find degnin ore so I had to give degninore to progress past the mines.
Last edited by Aqua Kitty on Tue Jan 01, 2013 2:46 am, edited 1 time in total.
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<BlakJacket> Reisen: so basically you're Uwe Boll
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RE: Brutal Strife - BETA 1

#45

Post by DownOnTheUpside » Tue Jan 01, 2013 6:14 am

Synert wrote:
StrikerMan780 wrote: Wow, everyone's just a fucking ray of sunshine aren't they?
To be fair this does pretty much seem like a reskinned Brutal Doom for Strife made to capitalise on its popularity, plus it does have quite a few problems.
StrikerMan780 wrote: Either way, interested to see how this turns out in the end. It's obvious some things still need to be worked on, but I'm certainly not going trash it, as I know it's still an alpha.
May as well still give him feedback, that's the point of constructive criticism

DownOnTheUpside wrote: Hey listen, Don't listen to those assholes Sergeant.
These 'assholes' have been giving constructive criticism and pointing out actual problems, but hey if you want the mod to be horribly broken then fair enough
DownOnTheUpside wrote: Anything in the alpha stages isn't nearly what it will look like in the final product.
"It's alpha, that means you can't say anything bad about it!"
DownOnTheUpside wrote: And Ijon, STFU and go back to coding samsara. Sergeant has been coding way longer than you and if you have nothing good to say about his wads, I suggest saying nothing at all.
Everything he's saying is true, though. And what does coding experience have to do with anything? (fyi, he's been coding for longer than sarge and is better)
I never said such a rediculous thing such as "It's alpha, that means you can't say anything bad about it!" All that I do know is that it's one thing to criticize someone elses work and to point out the flaws for his/her improvement, but its another when you blatantly sound like a fucking douche bag on the internet and to scream "OMG CALL OF DUTY IN STRIFE!" when I see no relation to that shitty franchise and to this modification.

On the other hand, this community needs to stop being so god damn cut throat to one another. How about taking a step back in appreciation for someone elses work for once? I can understand why so many players just want to play single player to avoid this kind of shit this community spews on one another.

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RE: Brutal Strife - BETA 1

#46

Post by piratefinn » Wed Jan 02, 2013 11:31 am

People be hating O.O I'll give this mod a shot and see how it goes, though admittedly I've not played Vanilla Strife in yeeeeears. Far too long.
"This sorta situation gettin' kinda bad." "Kinda bad? This here's horrible we're gonna DIE!" "Yeah but I ain't worried." "How is you ain't worried?" "'Cus you can smack 'em all with yo dang-a-lang." "Oh snap, you're right." *whips out BFG*
I'm in game as CubedSoul.
Also we need a BFG similar to beta Doom, other words a Christmas gun.

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RE: Brutal Strife - BETA 1

#47

Post by MarkuzESP » Thu Jan 03, 2013 8:10 pm

I did not like the mod at all, just because it feels like it just can't fit in Strife the way it's designed. I can't tell much about the "things-that-may-be-wrong" as other forum users already done that with their criticisms.

Although, one suggestion, make the game-speed a little lower, Doom frenzy-ness was perfect for this to fit but Strife has less monsters and more corridors, moreover the monsters health itself is extremely low compared to Doom, in my opinion (mid or high-level monsters have like 200-400 HP while Doom easily has 400 HP monsters or more and the bosses are like wet paper as most levels of the Sigil just one-shot them), so it should be a in a bit slower pace.
Last edited by MarkuzESP on Thu Jan 03, 2013 8:10 pm, edited 1 time in total.
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RE: Brutal Strife - BETA 1

#48

Post by Livermore » Sun Jan 06, 2013 7:21 pm

:D You are my hero :D
Bug
Rebels attack you if you got a peasant

sorry for bad english
Last edited by Livermore on Sun Jan 06, 2013 8:02 pm, edited 1 time in total.

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RE: Brutal Strife - BETA 1

#49

Post by Livermore » Sun Jan 06, 2013 11:01 pm

add fatalities

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RE: Brutal Strife - BETA 1

#50

Post by Aqua Kitty » Sun Jan 20, 2013 8:35 am

Found this while playing. You can stand on the bolts.

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<BlakJacket> Reisen: so basically you're Uwe Boll
"The smart kids know there isn't really a line between fact and fantasy" -Ranger
Spoiler: Names I may go by ingame (Open)
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RE: Brutal Strife - BETA 1

#51

Post by Livermore » Sun Jan 20, 2013 11:25 pm

Aqua Kitty wrote: Found this while playing. You can stand on the bolts.

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read desc...

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RE: Brutal Strife - BETA 1

#52

Post by Agentbromsnor » Mon Jan 21, 2013 1:53 am

From what I could see in the video, I have to say that it seems very unnecessary. I think that Brutal Doom adds alot more to the already well known straightforward and violent gameplay, whereas Strife always struck me more as a story-based experience. So to me the gore and explosions feel a bit of out place.

I'll be happily proven wrong when it comes out of alpha though.

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RE: Brutal Strife - BETA 1

#53

Post by AlfaWolf(MCZ) » Tue Feb 19, 2013 11:21 am

Great work Sergeant_Mark_IV (as always) with STRIFE.

I found a bugs: When you are die holding a hostage, hostage will be infinitely apper with various death animation with dead player.
Weapon\Ammo\Stats do not show weapons.
The holded hostage hair ends is in green colour.

Do not listen to all Sarge, I think that the brutality very fits in STRIFE. STRIFE should be much more bloodier and brutal than DOOM!
Last edited by AlfaWolf(MCZ) on Sun Apr 07, 2013 5:08 pm, edited 1 time in total.
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RE: Brutal Strife - BETA 1

#55

Post by AlfaWolf(MCZ) » Tue Mar 26, 2013 3:52 am

Here is my ideas for Brutal STRIFE:
-Templar under heavy fire by mauler will try to crawl away (like zombie in Brutal Doom) from damaged (compacted glass in visor) and toasted armor, naked!
-revolutionist from Front got another gun then acolytes assault gun, a submachine gun, it can be get from death Rebel.
Mayby this submachine gun (very fit to Front rebellion forces):
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-torches from wall can be used as light incendiary thrown weapon
-climbing on bolts in wall gives possibility to go above and jump down on acolyte, that makes fatality = knocking him to the ground and stab to death with punch dagger
-punch dagger is excelent weapon for silence attacks (with crossbow): sudden attack from behind ends with fatality on enemy (slit throat on acolyte and peasants) continuous stabbing on templar' s head hidden behind glass visier ends with puncture glass, head and easy defeat templar
-acolytes shield can be get from exploded acolyte and used as light cover and pushing weapon
-when player gets killed by enemy with close attack it ends with heavy damage and fatality on player (Stalker fall down player and hull head, Reaver drive blade into player s body, holy Templar cut on halfs with arm mounted incisors, inquisitor crush in his grasp, tramples and throw you to long distance)
-mayby acolyes will have close combat attack (shield push or sword?)
-Strifeguy can pretend to be death
-flamethrower alt attack, shooting fire balls cause a a area damage but costs more ammo
-held hostage can be taked to the this place occurring in the hospitals with bloody bed and hanging device over this bed. Put there hostage and activate the device. Hostage will not survive.
............................\/there is this place

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-when our Strifeguy is close to the death on the screen frame is bloody veins and be sound accelerated heartbeat
-it will be cool to able buy a alcohol in the tavern on the beginning of the game and Order's commons locations. After drinking screen would be blurry for a moment
-when you use the environmental suit, it can be seen that you wear it, something like gas mask in ROTT:
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-when you will want to exit the game.On the exit screen will appear slowly blood drops (exit screen when you choose Y or N)
-You can pick up lying enemy heads and throw them
-mayby some new brutal weapons (fitted to medieval - sci-fi style) which could be a buy, get or found in a secret place at any point in the game - for example: powerful howitzer to destroy heavy inqusitors, spear powered by energy to strong close combat, old automatic shotgun looks like this:
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-explosion of a grenade launcher breaks on the pieces but mini missile strike not the whole of enemy's body (smaller and weaker explosion of mini missiles)
-skip or pass through the glass causes breakage of the glass and loss of health
-sentinel's rays melt humans like plasma gun in Fallout (this weapon of the end of this video: http://www.youtube.com/watch?v=PjbaWD-Aj6Y )
-to makes Brutal STRIFE more brutal it would be better when Reaver, Templar, Crusader, inquisitor, will have blood and gibs when explode at last Reaver and Templar is humans in armors probably most cyborgized, Crusader is a robot-armor controlled by human and gigant inquistor in very heavy armor, Stalker and Sentinel is self-controlled. This change improve Strife and give more bloody ways
Last edited by AlfaWolf(MCZ) on Wed Apr 17, 2013 7:13 am, edited 1 time in total.
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RE: Brutal Strife - BETA 1

#56

Post by Livermore » Wed Apr 10, 2013 6:38 pm

please continue with this mod

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RE: Brutal Strife - BETA 1

#57

Post by AlfaWolf(MCZ) » Thu Apr 18, 2013 1:20 pm

Brütal Strife über alles!
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Last edited by AlfaWolf(MCZ) on Fri Apr 19, 2013 1:16 pm, edited 1 time in total.
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RE: Brutal Strife - BETA 1

#58

Post by AlfaWolf(MCZ) » Fri Apr 26, 2013 6:27 pm

I finished Strife with this Brutal Strife mod beta 1 twice.(worst and medium endings)
How much your mod improved this game!
Never playing Strife was so great as with your Brutal Mod!
Sarge, do not hold back with brutality in this Mod!
Last edited by AlfaWolf(MCZ) on Sat Apr 27, 2013 6:21 am, edited 1 time in total.
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RE: Brutal Strife - BETA 1

#59

Post by Livermore » Sun Jun 16, 2013 2:26 pm

Will you continue this mod?
Last edited by Livermore on Sun Jun 16, 2013 2:28 pm, edited 1 time in total.
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RE: Brutal Strife - BETA 1

#60

Post by President People » Sun Jun 16, 2013 9:54 pm

Livermore wrote: Will you continue this mod?
Sarge's reply to a similar question in the ZDoom thread.
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