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Actually I was thinking about using the grayish tone of green in the palette for Hell's Noble blood.
v20 will possibly feature FreeDoom compatibility.
Yes. Expect a demo release shortly after Brutal Doom v20's release.
If you can only get one, then get Doom 2, because it's the one required to join on 95% of multiplayer servers. Doom 1 is just average, and Final Doom is under average. You can get community-made megawads containing maps much better than the original games.
On further releases, please post this on the addons section.
your gzdoom version is old. update it
what do you suggest? making the movement look more "brute" and faster?
Can I run this mod on the Steam version, and still make Steam contabilize my playtime and get Steam achievements?
These stuff would require some minimum DECORATE knowledge. You can use a tool called Slade 3 to change these stuff. All gib pieces and cartridges lasts for 2002 tics (35 tics = 0.98 second, then 2002 tics = 56,056 seconds). You just use Slade 3 search tool on all lumps to change any number 2002 to -1, and it will make everything last forever.
But don't worry, I have plans to release new addons to make these changes.
which body specifically?
Go to the Gore Folder, and remove any unwanted gore sprites. As far as I know, it will even allow you to play multiplayer with your goreless version.
No, this is impossible. The underwater area must be made in the map, or you can edit the existing maps to contain such areas.
Do you mean, maps with underwater areas, included in Brutal Doom?
And just for the record, I checked Demons of Problematic 2 with Brutal Doom 2 right now, and the underwater areas worked fine.
There is a underwater feature on ZDoom already. It's just hard to find maps that contains it.
Raven Crypt is a map containing underwater areas, that can be played with Brutal Doom.
No. Just on hiatus.
What the hell are you talking about? How did I made this a Modern Warfare game just because I removed the combat rolls? These rolls were unnecessary and only served to break the game. The player still has the same speed as in Vanilla Doom. The jumping mechanics were NOT altered, not even a single line of code, and the pump action shotgun has the same accuracy than in v18.
I will upload a zip file with all songs converted to mp3 on next week.
Combat rolls, the new weapons displayed on the first v19 trailer, and taunts are not working because I removed them from the main mod. They will be available son on the new mutator pack. I have plans to release it on the next week.
V19 is not the final version of Brutal Doom. It's just the final version for a while. I need to take a long break of it, work on other projects, and return to it somewhere in late 2014/early 2015
Also, everyone should check the expansion pack that was released today featuring 13 new maps
Happy Brütal Halloween to everyone!
Revenants can be sawed, but its a bit hard, because they are now 1x1 targets.
Yes, but it will take a lot of work.
Check the Zdoom wiki to learn about Zdoom moding.
Hey guys, I just moved BDv18 here because I wanted to preserve it. Don't worry, there will be real news about this mod soon.
The old links to download v18 on Moddb already have been deleted. Do you know what this means?
On hold. Gonna finish Brutal V19 first.
I was only banned from Zandronum (not a big deal btw, I usually never post relevant stuff there). The Zdoom thread was temporally locked, but it will be restored.
Imagine that Brutal Doom is a giant sci-fi super battle-tank. It has a giant 200mm main cannon, two mounted miniguns, two layers of reactive armor, rolls over four threads, and even has an emergency engine. By locking down the zdoom development thread, it just means that one of the miniguns were destroyed. Nothing more. Nothing that can stop it, or make it even slow down. V19 still is coming at full speed.
I approve this
ZDoom doesn't works like that. Skins doesn't works with a player that has "jumps" on its code. Things like the fatalities and special deaths prevents the engine from using the skins.