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Comment History
SgtSARS
SgtSARS - - 28 comments @ Project Brutality 2.03

Also, on second thought, it's pretty boring.

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ Project Brutality 2.03

What if it alternates how the ammo is loaded? You could alternate between a barrel or an ammo belt. Loading a barrel gives you less ammo between reloads but reloads much faster, whereas a belt gives you a crapton of ammo before needing to reload but reloading takes an annoyingly long time.

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ Project Brutality 2.03

what if instead of dual wielding SSG's, the alternate mode for the SSG IS the quad shotgun? Like you put two SSG's together, similar to the minigun alt mode?

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ Project Brutality 2.03

I didn't even realize there was finally an official release!!! I can't believe how far this addon has come since you first posted it. Where the haters at now? Congratulations on an awesome piece of work.

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

Dual wield sawed offs with an alt fire that combines them into a quad barreled.

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

I can't remember, does the belphegor have a tail? If so pull the tail so hard that it pulls his whole spine and head out of his ***.

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

I felt exactly the same way when I first tried it out. However, when I first tried it out I was really just running around e1m1 with cheats trying all the guns out quickly. Once I actually played through the first episode of Brutalized Doom and actually came across one for use against Barons and Belphegors, I realized that the weapon is so damn strong that not being able to see **** while I use it is kind of what keeps it balanced. I'm annihilating all the tough enemies but I can't see well enough to get out of the way of their projectiles, so it comes at a cost.

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

I personally would still enjoy the option of having it all in one file the way it currently is if that's a possibility. I'm not sure if that was how the dispute from before was settled so I get it if that can't happen anymore.

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

Ah and see I had always thought that each individual arch-vile summoned a pre-determined pack that was the same on every play-through. If that makes sense.

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

Oh great, because I don't panic when Pain Elementals show up as much as it is!!

I'm not sure if I prefer the arch-vile idea more than the resurrection idea, but if the Lost Souls idea were to go through I think it might be a good idea so we don't have too much resurrection going on. The question then would be how does the summoning work? Summon a random enemy every 15 seconds or so? Summon a few enemies in the very beginning of each fight from a pool of pre-selected combinations? Like for example it could summon a swarm of like eight imps or two barons, things like that.

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

Nah I'm not saying that you're a ****. But are you saying that your sub-mod didn't include anything from Sgt Mark's?

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

The problem with how you feel here is that you speak as if your sub-mod is an owned piece of intellectual property, while in reality it was clearly an edited version of Sgt Mark's Brutal Doom mod, which was in turn an edited version of the original Doom game. I'm not trying to be argumentative, it just seems from an outside point of view that in your opinion it was ok for Sgt Mark to edit the original game, and it was ok for you to edit his mod, but it's not ok for painkiller to edit yours. I'm just not sure where the logic is there.

It could just be that you misspoke on this point, or that I read more into it than was intended, but you said that painkiller "sells" your sub-mod, but as far as I can tell there's no profit in it. So I fail to see the issue.

Again, not trying to argue or point fingers, just trying to understand where you're coming from. I don't mod myself, the process is beyond my capabilities. Is it something specific with the code or something? Some kind of unspoken modder code of ethics that I'm not aware of?

Good karma+3 votes
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

I don't think the rifle is supposed to be single fire in zoomed mode as much as it fires faster when you click rapidly rather than holding it down. This works for me because it will get you more damage but at the sacrifice of accuracy, assuming you're like me and shake the damn mouse all over the place.

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

Something is wrong with the dual weild pistol's reload. It hangs on the animation for a few seconds while the ammo slowly refills. Unless this is intentional, but it's...weird. Minigun's secondary fire slowly drains ammo sometimes even when it's not being fired, I thought that maybe this was meant to be a deterrent from just leaving the alt-spin on all the time but figured I'd report it in case it's a bug. Also, the revolver's secondary ricochet fire doesn't seem to work.

Not bug-related, but just a few thoughts: the dual weild pistols and auto shotgun both feel incomplete since they are the only weapons lacking secondary fires. The primary fires are great but it just feels weird when I right click with them and nothing happens. Also, while the design and effects are cool, I have a hard time figuring out where the BFG beam weapon fits in with the rest of the weapons. Everything else feels unique and useful, while I usually forget the BeamFG is even there. Also I know this goes against the name of the gun itself, but it's too big!

Overall awesome job, still love this collection. So fun. New acid grenades are a super cool concept, I love that I need to be really careful when I use them. And the explosive chaingun fire is super fun. Perfect amount of devastation without feeling overpowered. A++

Good karma+2 votes
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

Another freeze-related bug I've noticed, on e1m8 of ultimate doom, if you freeze kill either of the barons, the surrounding walls don't drop and you can't proceed to the end of the map. No biggie, just thought I'd bring it to your attention.

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

I don't know why, but ever since I started playing doom 2 when it first came out and I was 12, I HATE the pain elemental. To this day they scare the **** out of me.

Good karma+2 votes
SgtSARS
SgtSARS - - 28 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Ok so I get that my native resolution (1680x1050, 16:10) isn't supported, that's fine I can wait until it's updated to use it. I'm just curious though, how come it worked fine for me two versions ago? The sides were cut off a little since the hud was technically wider than my screen, but it still showed up fine and none of the info was cut off. If I can't use it now I understand, I'm just curious as to what changed?

Good karma+2 votes
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

I have a real problem with hitting - when I mean to hit + on this site...sorry (hangs head in shame)

Good karma+3 votes
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

I hate pain elementals, they scare the **** out of me. That being said, this sounds even more terrifying and I approve.

Good karma+5 votes
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R SUPREME COMPILATION V7.1

I'm really sorry, I liked this idea so I meant to upvote it, and dumb me downvoted instead and it won't let me change it.

Good karma+2 votes
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4

Good logic behind it, I did notice that spamming acid grenades was insanely powerful.

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4

Just took it for a spin, I LOVE the new grenade launcher. I tend to ignore grenade launchers in games in general but this one is super fun. I do think however that the ammo type scrolling should probably be way faster. I appreciate the attention to detail in that he physically swaps out the whole ammo drum, but I think it would be more practical to just instantly swap, maybe with a little clicking sound and a small shake animation or something. Every time you switch to the launcher it always starts on the impact grenade, which I like because it could be easy to lose track of which ammo type you were using last, but say I wanted to switch to acid grenades from another weapon, it takes a pretty long time to get it ready. The grenades themselves are really fun though.

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4

As killbotvii said above, definitely check out those high res textures, it makes a crazy difference. Also be sure to load up that Improved_Doom_Brightmaps.pk3 file that was included with this mod, that's a huge bump in graphics too. Other than those, just go through your gzdoom display options, tweak things like sprite quality and particle settings, there are a bunch of ways to make things really nice looking. By the time you're done you won't believe you used to play it in it's original state.

Good karma+2 votes
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4

I do really like that HUD, but again it's not configured to work properly with this particular mod. It's because there are new weapons and ammo types, plus certain ammo types are renamed, so the HUD in it's current state isn't designed to read for those, so it won't display certain ammo types, or how many bullets are in your chaingun will differ from how many are listed in your overall ammo list, etc. The fix could be something as simple as changing something like "clip" to "bullet" in the HUD's code, or it could be something crazy complicated that is totally lost on me. This is just what happens when you start using mods for mods for mods.

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4

Awesome. The visor HUDs are all really cool in design and everything, but they take up a little too much space on the screen for my taste, and I haven't come across a HUD that I think is as sharp and well laid out as ncHUD. Blueshadow's own forum page makes it sound like it's as simple as making sure the names of ammo correspond...I'd give a go at it myself if I knew the first thing about actually modding.

Good karma+1 vote
SgtSARS
SgtSARS - - 28 comments @ BRUTAL DOOM: PA1NKI113R & QUAKER540 COMPILATION V4

Love this mod so far. I was wondering if it's possible to make BlueShadow's NCHUD compatible with this mod? Probably easier said than done, but I'm not a huge fan of the visor hud because of the screen clutter, but the default huds don't give enough info for mods as extensive as this one. NCHUD is my favorite that I've encountered, and it technically works with this mod (doesn't crash or anything), but none of the ammo counters display correctly. Recommendations for good huds that work with this mod are also appreciated.

Also, nothing major but a bug I noticed is that in doom.wad (Ultimate Doom) maps 28 and 38 are unfinishable if the Cyberdemon or Spiderdemon spawn as their new replacements instead, since killing them is the "exit switch" for these maps. Might not be able to fix that without modding the maps themselves, but thought I'd bring it to your attention.

I'm looking forward to all the features you plan on adding in here! Great so far!

Good karma+1 vote