Doomer - by all means. I have some solid level of knowledge related to classic firearms and military technology (20th century), medium skills in moding of ZDoom (coding, ACS and editing/creating sprites) and entry-level skills in 3D modeling (Blender). You may feel free to use any of my assets on the site as long as you credit me and it doesn't have anything to do with furries. Unfortunately I have far less free time (and creative energies) for moding than desired, but I am always open to neat ideas or requests for minor shared projects as long as I like the core concept and I have the necessary skills to contribute. Please do not ask for porting my Brutal Doom guns to Project Brutality - I'm not interested!

Report RSS Brutal Doom - WW2 pack - BD V22 Beta is out!

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Today SgtMarkIV has released the latest (semi-open) beta build of Brutal Doom. On the first sight I don't see too much trouble to port the WW2 pack - and my other stuff - to this new version.

Mark has scheduled the gold version to be released in January therefore I also try to aim for his release (+2 weeks at most).

Currently I'm working on some new Arisaka sprites, but the DP28 has been also remade. Also thinking about some more tactical and realistic reloading mechanism for magazine fed rifles to be able to cancel the reloading.

Stay tuned!

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Guest
Guest - - 692,138 comments

Yes he released V22 Beta 2 recently, nice find!

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Thorir Author
Thorir - - 571 comments

Not a hard find, his Discord server is really active on this matter.

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Genbaku
Genbaku - - 7 comments

Love this mod (once I stopped trying to load it with a billion conflicting mods lol)Plus I recently isolated the guns for use in 'vanilla' BD, and to my delight most still work great in BDv22, barring the mag+1 function on some guns and the double charging (which I get a kick out of, kind of like the century old ww2 era gun you found on mars on a random demon has a sticky charging handle lol) I also really love the Garand following the old "can't reload til empty" myth, please don't ever fix that!
One thing I'm curious about though is the function of the hammer draw on revolver's alt-fire, maybe I'm dumb, but I can't seem to figure out it's purpose? In any case fantastic work on the mod, and the weapons!
PS: Sorry for my earlier comment, I am an idiot.

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Thorir Author
Thorir - - 571 comments

Yeah, so I still need to adapt the next build to v22, but until we don't have a "gold" release, I really cannot make any progress. But I am happy that judging by the RCs/betas, so for nothing is absolutely wasted or made disfunctional.

The Garand reload thingy is here to stay, I ain't gonna change it! It is a homage to the great WW2 FPS classics. :D

The revolver hammer thing is mostly cosmetic, but if you're firing it with double-action, it has a slight delay and barrel elevation compaired to sigle-action style. The reason is that you have to pull the trigger harder (in real life) to raise the hammer.

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Genbaku
Genbaku - - 7 comments

Ahh, thanks for the explanation, I definitely dig it, even if the gameplay difference is negligible (as it would be in reality). I'm definitely the type to **** the hammer for cool points lol. Makes sense you wouldn't notice much of a difference in kick, I imagine doomguy has fantastic muzzle control lol

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