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A file that's only Brutal DOOM's Map Enhancements system.

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BDV21EnhancementsOnly
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gianfrancocortina
gianfrancocortina - - 9 comments

Cool!

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eviltechno
eviltechno - - 502 comments

thanks

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Guest
Guest - - 691,106 comments

My English is not very good. I want to make sure I understand it: By "Map Enhancements" it means the scenery additions exclusive from Brutal Doom, right? Like all those additions in Downtown (DOOM II) that make the level looking like an ACTUAL town.

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AnimalCrossingSucks Author
AnimalCrossingSucks - - 46 comments

Yes, but i still don't have the props in it, but it has all the effects and textures in it, which allows to make almost every mod compatible with Extermination Day.

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CygnocalCorg
CygnocalCorg - - 47 comments

I'm getting script errors when something touches liquid.

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AnimalCrossingSucks Author
AnimalCrossingSucks - - 46 comments

I know, it's a unstable build, i'll have to learn a little more about scripting if i wanna fix that.

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CygnocalCorg
CygnocalCorg - - 47 comments

It's cool, take your time.

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CygnocalCorg
CygnocalCorg - - 47 comments

I figured it out. Load the enhancement mod first above any mod

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AnimalCrossingSucks Author
AnimalCrossingSucks - - 46 comments

Alright.

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Guest
Guest - - 691,106 comments

Chainsaw in map01 of Doom 2 (entryway) disappeared......

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AnimalCrossingSucks Author
AnimalCrossingSucks - - 46 comments

Weird. Did you modify any files

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Guest
Guest - - 691,106 comments

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minigunner_ali
minigunner_ali - - 77 comments

Is this compatible with project brutality 3.0? To be specific, the builds which do not have the map enhancement system anymore?

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AnimalCrossingSucks Author
AnimalCrossingSucks - - 46 comments

Sorry for the late reply. Works with latest version of 3.0

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Valken
Valken - - 194 comments

Is compatible with Project Brutality? It seems both mods have different map enhancement systems that is different and conflicts.

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AnimalCrossingSucks Author
AnimalCrossingSucks - - 46 comments

Works with latest version of 3.0

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minigunner_ali
minigunner_ali - - 77 comments

How r u getting it to work? I tried it with the latest version of project brutality 3.0 github build and if I place the mod before pb3.0 it doesn't work while placing it after gives me script errors!
I am playing on delta touch by the way.

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AnimalCrossingSucks Author
AnimalCrossingSucks - - 46 comments

Hm. Project Brutality, by example, only works on the latest version of gzdoom, around 4.4.0+ to 4.5.0
Maybe try putting it after pb3.0

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minigunner_ali
minigunner_ali - - 77 comments

Nope still didn't work. Using the latest gzdoom dev build 4.5, the latest github build of project brutality 3.0 and placing your mod before or after project brutality 3.0 still gives me script errors.
As mentioned before I am playing on delta touch.

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AnimalCrossingSucks Author
AnimalCrossingSucks - - 46 comments

Very weird. I never had the audacity to test it myself on Delta Touch since i do not own it.

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markproveau
markproveau - - 8 comments

Ok so I gave this a shot. I can't get it to play well with Project Brutality. If I load it before PB then PB overwrites a bunch of the texture replacement and skyboxes, chopper does not appear in the first level of Doom 1, etc. If I load it after Project Brutality that stuff all works, BUT no enemies appear in any of the levels.

I am using PB 3.0 and the newest version of this mod

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minigunner_ali
minigunner_ali - - 77 comments

Well it seems that I am not the only one having the same problem.

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AnimalCrossingSucks Author
AnimalCrossingSucks - - 46 comments

Real weird. I will try it myself with the load order of:
Enhancements mod
3.0 github build

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AnimalCrossingSucks Author
AnimalCrossingSucks - - 46 comments

Maybe you should let PB overwrite the textures, i'll look further into this common problem.

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Guest
Guest - - 691,106 comments

It is technically playable for me if I load project brutality after the map enhancements but the issue is that project brutality nullifies 80 to 90% of the changes so there's hardly any reason to use the map enhancements at that point

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AnimalCrossingSucks Author
AnimalCrossingSucks - - 46 comments

The point was to make it kinda compatible with wads like eday.

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minigunner_ali
minigunner_ali - - 77 comments

To that regard, please make this zandronum compatible too.

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AnimalCrossingSucks Author
AnimalCrossingSucks - - 46 comments

That's would be a weird option since PB isn't zandro compatible.

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minigunner_ali
minigunner_ali - - 77 comments

I know about that. I actually meant for it to be compatible with mods based of zandronum.

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Hereticnic
Hereticnic - - 229 comments

I just released modified versions of Brutal Doom v20B and V21 myself and I learned this: gzdoom behaves differently depending on the order you load the mods in the command line (I have no idea how it behaves with mouse drag-and-drop, I'm using Linux these days...)
In order for my modified versions to work, they have to be loaded FIRST, and the Maps have to be loaded LAST.
Now, in this specific case you mention here, you could try loading the Map Enhancements LAST, this way I think you would ensure that its changes are kept there. Two conflicting sprites or textures might cause problems, I have no idea how gzdoom deals with that internally. gzdoom devs lazy as usual.

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minigunner_ali
minigunner_ali - - 77 comments

Well I had already tried your way {pb3.0 first then this mod last} and even though it worked the enemies all went missing and a ton of script errors started to appear. Like u I don't know how gzdoom works but hopefully a solution for this issue will be found soon.

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Hereticnic
Hereticnic - - 229 comments

All of this NONSENSE is gzdoom's fault... They could EASILY implement a function in the source code that "prioritizes changes made by the first loaded mod, and all following mods would be renamed". They already have a function that does this same exact purpose for Actor names, why can't they have for sprites too?
This is what they can do with their "20 years experience in C++ programming", the excellent "coders" LOL

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minigunner_ali
minigunner_ali - - 77 comments

Ever since gzdoom 4.4.2 things not only are going downhill but a lot problems are occurring that shouldn't be. From my experience gzdoom 4.3.3 was probably the best iteration of gzdoom there was. As a delta touch user I have been requesting the apps ownwr/author to bring it back as legacy sourceport but to no avail.... Yet!

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Hereticnic
Hereticnic - - 229 comments

The version of gzdoom that I recommend to always try first is gzdoom 2.4.0
Not only it looks the best but also it's compatible with most mods released out there.
After a lot of disappointment with newer versions of gzdoom, I found that the latest one (4.5.0 - october 2020) has reverted back to how the game looked back in 2.4.0, the graphics are bright, colorful and vivid once again. But there's one trick: you have to go into Display Options and use SOFTWARE Light Mode.
Another problem that's happening is that some stupid mod creators are using super-complicated and unnecessarily complex scripts for their mods, using new features that break compatibility with older versions. These new features of gzdoom don't really add any features that didn't exist since 2012 or some crap, they only serve to break compatibility. One example of this is the use of Nested Scripts. They don't bring anything that couldn't be done before, it only breaks compatibility. There were also a few functions that changed name (without the need for it at all) for example the well-known function A_CustomMissile is now called A_SpawnMissile or something like that. It is used in the Hocus Pocus Doom mod (that one is a perfect example of unnecessary new features being used without necessity and the mod could have been done in a much simpler way, requiring much less work to the mod creator)
So not only wrong things have been encouraged by the gzdoom team itself, also the mod creators have been doing wrong things. And we have to stop this tendency now before there's no change back. Alienating people is never cool. And requiring to have multiple versions of gzdoom in your disk is a lot of hassle, unnecessary hassle. gzdoom from 2017 (version 2.4.0) already has a tons of features that nobody ever uses, these updates and newer versions should be avoided when creating mods.
If you want to future-proof your mod for the future, and create less work for yourself, make it compatible with Zandronum 3.0. It is based in gzdoom version 1.9.1 (2016) and it has nearly all features one will ever need.
Have in mind that the game-changer mind-blowing mod Winter's Fury was released in 2006, long long before all of these newer stupid versions of gzdoom existed. All the functionality is there in the old versions, it's just fact. Pirate Doom too, it was released in 2013. After that period of time, gzdoom started to go downhill and the devs just becoming more and more insane.

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minigunner_ali
minigunner_ali - - 77 comments

AnimalCrossingSucks u out there man? Any update for this mod would be greatly appreciated.

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Guest
Guest - - 691,106 comments

An update for this mod would be amazing, really. The enhancements of Brutal Doom fit incredibly with Project Brutality 3.0, and this addon is the only way of having that back.

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Quiver333
Quiver333 - - 67 comments

Considering that this system is gone from Project Brutality for a while now, this is sweet

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AnimalCrossingSucks Author
AnimalCrossingSucks - - 46 comments

Back from my slumber!

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Guest
Guest - - 691,106 comments

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