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Why use Alt Attack and not Reload for switching? Alt melee attack is used extensively in Brutal Doom, both solo and in combos with primary attacks and kicks.
That alt attack may be a strong two-handed stab with crowbar tail from over head, for instance.
With shorter range but tearing down anything human-size in one hit. This could be useful for stealth executions, in situations when Gordon can approach the enemy close enough from the back.
I liked the old one better, with the tired soldier that illustrates the title: this war is fought not by heroes but by those who kill to survive.
>they got pulverized to pulp juice
in fact, BFG heat can pulverize'em to smoke and ashes)
gibs can be the same as Hell Barons/Knights reduce their enemies to. Does anyone like this idea?
Had another idea: maybe BFG green fire blast should carbonize the gibs, as well as Hell Nobles' green fireballs do?
Also, the blood from such a hot blast is likely to turn into smoke immediately.
Updated the bug list from the ModDB wall
Sarge, could you post the log of changes/fixes done and planned on Facebook?
Looks awesome! I'd just suggest an option to power off lights on the boat when sailing in daylight)
One more really weird thing in BD is that the zombies armed with the same weapons don't infight. In classic Doom all kinds of zombies could be engaged in infighting.
I generalized my and other people's bug reports and suggestions from ModDB in a txt file
Hi James,I occasionally drop in at your page. The current release certainly has many features to be pleased with, but if you ever get to it, what is really needed is balancing of the weapons (both in hands of players and enemies). The only weapon setup that currently makes sense is Crossbow+Magnum, others are much weaker. Plus, headshots are not encouraged enough. Long ago I made up a table of weapon damage values needed for balance: Mediafire.com It's based on enemies' health amount, the headshot damage multiplier being 4. Some enemy health values are to be rebalanced, they're considered in the file.
Anyone who picks up development (as the project is open-source), please consider this)
Which one? The one caused by spawning on tutorial levels?
Mark, please include this one in your to-fix list.
When the player is 'mowed down by a zombie commando' in half, the player's torso wears a green uniform, even if the color is set different.
First release mid-2001 and still developing? Man, you're kinda extremely dedicated modder!
Maybe you have the shareware version IWAD (doom.wad)
I just realized that in v19 release the right punch hits on releasing the key, and holding down mouse button 'primes' the right fist and draws the left fist forward. Hey brutal doomguys, do you like or dislike this new feature?
That's why left fist flickers forward without a blow in case of right punch.
P.S. Unlike classic Zandronum, in Brutal Doom death messages different enemy attacks aren't distinguished, so the player gets 'burned' by an imp even if the imp slashes him. Pls fix this, Sarge ;)
Looking forward to new plasmagun world sprite as well!
Are you playing a map with marines? Some of them are with rocket launchers and they can accidentally hit you.
Ahaha! Brilliant idea, dude. But why cannot I hear that boom ? Mach's cone from the supersonic fist movement should reach my ears then ;)
P.P.S. The left hook becomes 3-meter-ranged (that I reported earlier) after getting a berserk pack or demon strength rune.
Also noticed that 3-punch combos becoming hard to achieve might be caused by trying combos with kicks. My mouse is quite new and ok)
Update: looks like even on 16:9 screens the longer barrel won't get out of the screen while reloading!
P.S. A long-persisting bug: on health below 30 the view is dripped with blood only if the player has the assault rifle out and it's not zoomed. When zooming or switching to any other weapon, the blood disappears from the visor.
No way. You need GZDoom or Zandronum) I prefer the latter.
If you want an answer from Sarge, read the FAQ)
I´d like to suggest one more tweak that I´ve been missing even in classic Doom.
During the shotgun reload animation it appears to have a barrel of the same length as the underbarrel tube clip. On the contrary, shotguns on the ground have the barrel longer than the clip, the long barrel justifies good accuracy. Sarge, please make the barrel of shotgun´s view/reload sprites longer. No problem if it even goes out of the screen for widescreen resolutions.
This will probably look right in game, I just may have the wrong impression because it's a static screen.
What are these reflections to the right of the shotgun and to the left of the barrel? Reflections caused by the marine´s helmet glass?
Mark said there will be a mutator that will make everything last forever.
3) (sorry, the missiles do leave burn decals on floors and ceilings, just not on walls)
BRUTAL NEW YEAR EVERYONE!!! \m/
Brutal New Year, Mark)
I noticed some severe functional and visual bugs with revenant missile launchers. Hope you will fix such a fun weapon (it's especially fun at Neighborhood From Hell on harder difficulties against fast strafing cacodemons that can fly across half a map, chased by missiles ;)
1) In BD19 Oct 31 release, revenant missile launchers have separate ammo counters for left and right launcher. The counters have a bug: when you fire one missile, both counters go down. I was so glad to see 4-4 in the HUD after picking up a revenant weapon (least 8 is OK, this weapon being rare and not very powerful, 4 like in test version 8748 is too few), and then it was so disappointing to find out that in fact I had twice less ammo.
2) In unguided mode (secondary fire) one cannot fire a single missile, the secondary shot is always double (and because of the bug described in point 1, both counters go down by 2 if I right-click).
3) The missiles (fired both by revenants and by the player) don't leave burn decals on walls/floors/ceilings.
Hey dude, your Doom levels merging project looks very much like this
maybe you join forces?
Aha, with berserk pack one can break lamps with fists, but not with kicks still.
Hi Mark, I have found some missing visuals and features in BD19. Hope you will fix'em in 19b.
1) One cannot break lamp posts with fists or kicks, with oher weapons it works.
2) The left hook can damage targets like 3 meters away from the player, lol) found it out when cracks appeared on a wall of the room where I was standing in the middle.
3)Weapons with iron sights: rifle, shotgun and MP40 - when ironsighted, they all looks like a rifle to other players (noticed that in a mirror).
4) The bug of MP40 not showing ammo in the clip (even in Zandronum) is still there.
5)Shotguns of zombies and shotgun-wielding players look like they have wooden parts (noticed that in a mirror as well). The fatalities and shotguns on the ground have the correct black military-style with red ironsights.
For Very Very dedicated teams: I´m really surprised that Lambda Wars (ex - Half-Life 2: Wars, in development since 2007, releasing since July 2008) isn't even among honorable mentions, especially given that the mod was submit to Greenlight at the beginning of December (you can vote for it, mates).
My votes this year were for Lambda Wars and The Forgotten Ones - a really masterpiece horror mod for Source SDK 2013 (going Greenlight as well ;)