Brutal Strife - BETA 1

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Brutal Strife - BETA 1

#1

Post by Sergeant_Mark_IV » Tue Dec 25, 2012 7:04 pm

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Brutal Strife is a revamp of Strife's gameplay. It adds unique gibs for every enemy, particle effects, smoother weapons, weapons can use their alternative ammo with alt fire instead having to switch to a sister weapon, almost everything in the scenario is destructible (trees, bushes, tanks with experiments) and many other new things like a feature that allows you to take some characters as hostages, or use arrows to climb walls.

Download the first Beta here:
http://www.mediafire.com/?qpc0cog5508920p

Pics
[spoiler]Image
Destroy everything and spread the chaos among the Order's war machine.
Almost everything can be destroyed, and now, wooden barrels, pots, and bushes may drop ammo, health and gold.

Image
Lu-Lu-Lu-Lu-Ludicrous Gibs![/spoiler]
Last edited by Sergeant_Mark_IV on Sat Dec 29, 2012 8:26 pm, edited 1 time in total.

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RE: Brutal Strife - First Alpha

#2

Post by Springy » Tue Dec 25, 2012 7:22 pm

Heh, about time this was made I must say. looks good so far. Have you put any thought into creating brutal Heretic may I ask, or are you not going to make a brutal Heretic?
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RE: Brutal Strife - First Alpha

#3

Post by Ivan » Tue Dec 25, 2012 7:23 pm

Springy wrote: Heh, about time this was made I must say. looks good so far. Have you put any thought into creating brutal Heretic may I ask, or are you not going to make a brutal Heretic?
Don't you think we got enough brutalism now? He might just go work on something fresh already...
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RE: Brutal Strife - First Alpha

#4

Post by Springy » Tue Dec 25, 2012 7:29 pm

Ivan wrote:
Springy wrote: Heh, about time this was made I must say. looks good so far. Have you put any thought into creating brutal Heretic may I ask, or are you not going to make a brutal Heretic?
Don't you think we got enough brutalism now? He might just go work on something fresh already...
I suppose you have a good point about how tiresome it will become but he's brutalized most of the IWADs so was thinking might as well brutalize all of them instead of a select few then not bother about the rest, if that makes sense, or create a patch that can be used to essentially "brutalize" the contents of an IWAD.
[quote=Zero X Diamond ]Careful, you don't want to push that Pikachu dude to action. Who knows what unspeakable things lie in store for you? Maybe he'll... send you another nasty tweet![/quote]
[quote=Sonter_Man]Autism runs amok on zandaemon[/quote]

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RE: Brutal Strife - First Alpha

#5

Post by Sergeant_Mark_IV » Tue Dec 25, 2012 7:31 pm

What Ivan said.
I might give a try on Brutal Heretic in the far future, but for now I must finish Brutal Doom, HeXen and Strife I really want to go back to mapping and finish my ZDoom/Zandronum megawad.

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RE: Brutal Strife - First Alpha

#6

Post by Cruduxy » Tue Dec 25, 2012 7:31 pm

Agree heretic should be last because a lot of enemies don't have gore to start with.
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RE: Brutal Strife - First Alpha

#7

Post by SuperV1234 » Tue Dec 25, 2012 7:33 pm

I am very very happy about this release! Strife is one of my favorites. But, as the others said, focus on finishing Hexen, Strife and Doom before starting new projects. Your "brutal" wads completely overhaul these games, I can't even play the original versions anymore :D

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RE: Brutal Strife - First Alpha

#8

Post by Springy » Tue Dec 25, 2012 7:36 pm

It was only a question I didn't mean it as in are you making one right away or anything. As for going back into mapping that is really good I've enjoyed your maps so far.
[quote=Zero X Diamond ]Careful, you don't want to push that Pikachu dude to action. Who knows what unspeakable things lie in store for you? Maybe he'll... send you another nasty tweet![/quote]
[quote=Sonter_Man]Autism runs amok on zandaemon[/quote]

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RE: Brutal Strife - First Alpha

#9

Post by SuperV1234 » Tue Dec 25, 2012 8:09 pm

One question: is it possible to play online coop with Zandronum? Using the "cooperative" gamemode spawns the deathmatch weapons and dialogues/events do not work as expected :(

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RE: Brutal Strife - First Alpha

#10

Post by Sergeant_Mark_IV » Tue Dec 25, 2012 8:22 pm

I dont think Strife is fully supported for Zandronum Multiplayer.

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RE: Brutal Strife - First Alpha

#11

Post by Ænima » Tue Dec 25, 2012 8:33 pm

Sergeant_Mark_IV wrote: I dont think Strife is fully supported for Zandronum Multiplayer.
Correct. It's just downright broken in some places, pretty much.

Perhaps that is another thing this mod can "fix"?
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RE: Brutal Strife - First Alpha

#12

Post by SuperV1234 » Tue Dec 25, 2012 8:44 pm

Sad to hear. Would regular ZDoom work?

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RE: Brutal Strife - First Alpha

#13

Post by Disguise » Tue Dec 25, 2012 10:24 pm

SuperV1234 wrote: Sad to hear. Would regular ZDoom work?
Obviously it would. Strife works offline, with both (G)ZDoom and/or Zandronum.
Image

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RE: Brutal Strife - First Alpha

#14

Post by Laggy Blazko » Wed Dec 26, 2012 12:50 am

Well, that made me go crazy in the town once I got the minimissile launcher. Nice job.

Oh, It would be cool if you could take prisoners and do things like "Drop your weapons or the governour dies!".

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RE: Brutal Strife - First Alpha

#15

Post by Dusk » Wed Dec 26, 2012 1:01 am

Since you like to cross-post your stuff, I'll cross-post my stuff.
Nightfall wrote:
  • out-of-place resources from Doom and Hexen (wtf is hexen music doing in strife??)
  • exactly the same gore and effects as in brutal doom, seen these already...
  • recolored doom 2 sky..
  • electric crossbow kills painfully in 1-2 hits, where's the skill involved?
  • what's with the flamer? would've expected it to be a hard-to-use close-range heavy hitter, not your typical hollywood flamer..
  • i could swear this mini-missile launcher is just a resprited brutal doom rocket launcher
  • no distinction between heavy and phosphorus grenade launchers... they also look like necrodome weapons with no editing involved
  • what's doom nukage and water doing in strife?
  • the new sounds sound nothing like strife, they stick out like a sore thumb
  • the list goes on and on.. and this was compiled in 3 minutes
I seriously fail to see what's so quality about this. I tried, honestly. And all I can make up is a rant.

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RE: Brutal Strife - First Alpha

#16

Post by Aqua Kitty » Wed Dec 26, 2012 1:45 am

Lol u shuld maek br00tal hal0 next.
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RE: Brutal Strife - First Alpha

#17

Post by Darsycho » Wed Dec 26, 2012 2:48 am

Dusk wrote: Since you like to cross-post your stuff, I'll cross-post my stuff.
As will I!
.
.
[spoiler]Image[/spoiler]
.
Seriously, I think the "brutal" theme only seemed good for doom, because doing it for hexen and strife just seems very forced in my opinion.
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RE: Brutal Strife - First Alpha

#18

Post by Ijon Tichy » Wed Dec 26, 2012 4:28 am

Spoiler: Ijon plays Brutal Strife! (Open)

Code: Select all

19:26 <+ijon> stupidass electric crossbow animations
19:27 <+ijon> what is with the stunning acolytes

19:27 <+ijon> bobbing animation is stupid and distracting
19:27 <+ijon> particle spam on the torches is ugly and stupid

19:28 <+ijon> why in hell's bells are the acolytes SMOKING UP when I hit them with the instant-win-button electric crossbow

19:29 <+ijon> explosions on the electric crossbow
19:29 <+ijon> brilliant
19:29 <+ijon> weak ones but still

19:29 <+ijon> oh, cool!
19:29 <+ijon> I still get the normal strife crossbows too!
19:30 <+ijon> strifecrossbow and strifecrossbow2
19:30 <+ijon> a+ conversationid usage
19:30 <+ijon> at least that means I can use poison bolts

19:31 <+ijon> doom water textures in strife
19:31 <+ijon> doom 2 SKY1 for the sky
19:31 <+ijon> shitty doom 2 nukage recolor for the sewage
19:32 <+ijon> shitty water flowing effect
19:33 <+ijon> replaced with even shittier water flowing effect

19:33 <+ijon> jump on acolyte's head, punchdagger him to death
19:33 <+ijon> no one cares
19:33 <+ijon> a+

19:36 <+ijon> also fucking god damn those torches are loud

19:37 <+ijon> hey look
19:37 <+ijon> the assault gun got CoD'd
19:37 <+ijon> what fun

19:38 <+ijon> ... the stalkers
19:38 <+ijon> use duke nukem 3D explosion sounds.
19:38 <+ijon> how the fuck does that fit ANYTHING.

19:40 <+ijon> YOU'RE NOT SUPPOSED TO KNOW HOW TO SNIPE WITH AN ASSAULT RIFLE AT THE START OF THE GAME
19:40 <+ijon> THAT IS AT THE END
19:41 <+ijon> FUCKING HELL SARGE
19:41 <+ijon> accuracy upgrades
19:41 <+ijon> they get your assult rifle almost pinpoint in the endgame
19:41 <+ijon> here
19:41 <+ijon> hold the damn fire button
19:41 <+ijon> accurate enough to shoot across all of the areas you're fighting in

19:44 <+ijon> combine sentinel wimpy-ass death (because they're wimpasses) with duke3D explosion
19:44 <+ijon> a+ sarge
19:48 <+ijon> who cares that the stalker is in no way big enough to support that
19:49 <+ijon> michael bay certainly didn't
19:49 <+ijon> why should sarge
19:44 <+ijon> they're still useless btw

19:47 <+ijon> accuracy upgrade
19:48 <+ijon> completely useless since sarge does nothing with them

19:49 <+ijon> swinging punchdagger out of boredom
19:49 <+ijon> suddenly I'm getting shot at
19:49 <+ijon> wtf guys

19:51 <+ijon> pushable barrels, because why not
19:51 <+ijon> apparently you kick them around given how far they go
19:51 <+ijon> but you can't push wooden barrels
19:52 <+ijon> you can push heavy-ass explosive barrels
19:52 <+ijon> but empty wooden ones?
19:52 <+ijon> HELL NO.

19:52 <+ijon> mini missile launcher
19:52 <+ijon> let's see how overpowered this is
19:53 <+ijon> ... it gibs acolytes.
19:53 <+ijon> THE MINI MISSILE LAUNCHER DOES NOT FUCKING GIB ACOLYTES IN ONE SHOT

19:53 <+ijon> deadly accurate
19:53 <+ijon> because you know
19:54 <+ijon> that's how the mini missile launcher was
19:54 <+ijon> totally wasn't less accurate than most video game shotguns

19:54 <+ijon> yes, mini missiles
19:54 <+ijon> tiny explosion in strife
19:54 <+ijon> let's have a duke3d explosions sound with an attenuation of 0
19:54 <+ijon> so you can hear it from MILES AWAY
and then I stopped playing

so let's see - the "improved stealth" allows me to kill an acolyte, have him very obviously die, and not have anyone give a shit
meanwhile I swing my dagger out of boredom and suddenly I'm getting attacked by my own team mates, because that is totally a justified and expected response to me being harmlessly stupid

the added sounds and graphics do not fit strife in the slightest, and take away from the game - the fluid and sky replacements were completely unnecessary, for one, and the duke3D explosions sounds you can hear from miles away are just plain stupid

the electric crossbow easily gets you to the programmer alone, because it stunlocks fucking everything - it's the equivalent of the pistol, not a weapon you're meant to use for everything forever!
also the electricity effects are comical and ugly at best

you're inconsistent with your added rules - why can a heavy explosive barrel be pushed around while an empty wooden one is apparently rooted to the ground so deeply that your most valiant efforts prove fruitless?

accuracy upgrades are useless, because everything is extremely accurate from the beginning

the mini missile launcher can take out a turret, with 125 health, in one shot - something the actual mini missile launcher could never do with a maximum damage of 104
also the same old tired gib effects which are quickly becoming the new nashgore for the acolytes

the grenade launchers are just plain silly now, clashing with strife's art style pretty well and making absolutely no sense - spherical grenades, shell casings. I what.
also last I checked fire doesn't push you, and the range the fire can hurt you at is just plain silly - if real life had similar-acting fires, everyone at a campfire would burst into flames within seconds

flamethrower is now just a bland, generic +RIPPER spamfest with the least effort put into "improving" what was a good fire death I've ever seen - hey guys let's have the acolytes spew "flames" that hardly even move up from their chest until they fall over and die!

do the torches really need to emit sound? it doesn't add anything to gameplay, and it's just annoying

I still got the normal crossbows from rowan - you DO use ConversationID, right?
funnily enough that's the only way for me to use poison bolts because the "brutal" crossbow can't do that anymore!


tl;dr: just stick to normal strife, because while its codebase is absolutely terrible and rogue should've been ashamed for it, it was still a good game
this... yeah, this isn't.

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RE: Brutal Strife - First Alpha

#19

Post by Sergeant_Mark_IV » Wed Dec 26, 2012 8:02 pm

Dusk wrote: Since you like to cross-post your stuff, I'll cross-post my stuff.
Nightfall wrote:
  • out-of-place resources from Doom and Hexen (wtf is hexen music doing in strife??)
  • exactly the same gore and effects as in brutal doom, seen these already...
  • recolored doom 2 sky..
  • electric crossbow kills painfully in 1-2 hits, where's the skill involved?
  • what's with the flamer? would've expected it to be a hard-to-use close-range heavy hitter, not your typical hollywood flamer..
  • i could swear this mini-missile launcher is just a resprited brutal doom rocket launcher
  • no distinction between heavy and phosphorus grenade launchers... they also look like necrodome weapons with no editing involved
  • what's doom nukage and water doing in strife?
  • the new sounds sound nothing like strife, they stick out like a sore thumb
  • the list goes on and on.. and this was compiled in 3 minutes
I seriously fail to see what's so quality about this. I tried, honestly. And all I can make up is a rant.
As I said everything is on ALPHA version, which means that not everything is expected to work how intended, and many stuff (including the gibs) are just placeholders until I get done with the real stuff.

Thanks for everyone that took it's time to test it and report bugs and unbalances. The Alpha 2 is already on the works



Ijon Tichy wrote:

Code: Select all

19:37 <+ijon> hey look
19:37 <+ijon> the assault gun got CoD'd
19:37 <+ijon> what fun
And I stopped reading your review.

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RE: Brutal Strife - First Alpha

#20

Post by Marcaek » Wed Dec 26, 2012 8:29 pm

And I stopped reading your review.
That's really too bad, because everything he said is true.
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