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Comment History  (0 - 30 of 113)
shotfan
shotfan - - 113 comments @ Painkiller: Mutilator

An already excellent 3D port of Painkiller to Doom. Most of the gameplay is recreated faithfully. There are two player classes with unique arsenal. The weapons have received some tweaks, plus the Hellgun (the prerelease Painkiller weapon) is restored, as a plasmagun. There is also a sizable Painkiller enemy roster, which can pose a good challenge as they are hitscan-heavy. The enemy and especially the weapon models look great. The Black Tarot and the Demon Morph are missing, and powerups are work in progress. In result, Painkiller Mutilator is a more lite Painkiller experience, focused on the raw gunplay. If you are a fan of the Painkiller games, this mod will allow you to have a fairly similar gameplay in the Doom levels.

Good karma+4 votes
shotfan
shotfan - - 113 comments @ QC:DE Blood (Doom Edition) Enemies v1.2

Can you reupload the file? It cannot open.

Good karma0 votes
shotfan
shotfan - - 113 comments @ SynthDoom Mk2 - Music Randomizer for Doom 2

I have been waiting for such mod! Good job!
Any plans to expand it in the future?

Good karma+2 votes
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

Then you have been not looking hard enough. The last test version is from about two weeks ago.

Good karma+2 votes
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

Seems that the Minigun will stay the same.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

This feature is not planned for now.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

In the current test version they are still present. I think they will probably remain.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

Do not load Brutal Doom with Project Brutality. PB is a standalone mod.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

Rocket Zombie, Pyro Demon (AKA Infernus), Quad Shotgun Zombie, Volacubi and Suicide Bomber are already present.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

Yes, but I do not know when exactly it will be made.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

In my experience, it is the most likely to find weapon upgrades when using the Tier IV spawn preset.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

That is rather powerful indeed. Seems like incendiary weapons are the bane of stationary/slow enemies - Dragon's Breath shells can kill a Mancubus in two shots with the help of leftover fires that Mancubi tend to stand in.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

Seems like GZDoom is at fault here then, I only have played v2.03 with GZDoom.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

How many incendiary grenades you needed for the final boss?

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

Acid grenade + liquid cause superlag in v2.03 too, that is not new.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

Douse them in acid, that should excite them even more!

Good karma+2 votes
shotfan
shotfan - - 113 comments @ Commander Shotgun v3

Damn, Flechettes are super strong! They either need to not penetrate or be weaker (slugs are used for penetration IRL).

Any plans for extra ammo types?

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

No, Excavator works differently. It has two modes: Drill Charge, which sends a bomb that burrows underground and runs parallel to the surface; and Drop Charge, which is a quasi-rocket mode, with much lower velocity. The altfire for both modes is a remote detonator, which (depending on the firemode) either signals the charge to burrow out of the ground or to stop the flight and drop to the floor, then explode.

Yes, there is an upgrade already made for M1 Plasma Rifle: the Pulse Cannon (AKA Dark Matter Rifle). It fires dark matter projectiles and has a different altfire than the M1PR - a "smart" bolt that zaps enemies in vicinity as it travels (much like the Quake 2/Doom 3 BFGs).

The other Plasma Rifle has no upgrade at the moment. In the PB Discord there has been some discussion about it, even some sprites made for a Lightning Gun Module upgrade. But nothing is set in stone for this hypothetical upgrade.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

I also miss HGL, I really hope that iiy will be re-included as toggeable weapon at least. For now, Project Brutality Mutators has it: Moddb.com

(Acid Grenades are featured for the other GL - the Super/Auto Grenade Launcher - which has four other ammo types. HGL has only two: High Explosive and Fragmentation)

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

1) The primary fires are virtually the same in performance, their only differences are cosmetic - Inferno Rifle causes burn deaths, whilst Caustic causes acid ones. On the other hand, the altfires of the Hell Rifle's modes are drastically different - Inferno one has a possession ability that mind controls the affected monster to fight on your side (however - it picks its own target, is time-limited and does not work on everything), whereas Caustic fires a shrinking blast.

2) No, no separate Nails ammo type is planned. The Nailgun is going to be another mode of HMG, just like Hell Rifle cycles between Inferno and Caustic modes.

3) Excavator is planned to replace Heavy Grenade Launcher altogether. No word on whether the latter will become an optional weapon.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

No. Project Brutality is a standalone mod, it does not need Brutal Doom.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

On Project Brutality Discord: Discordapp.com

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

PM sent.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

Yes, the weapon from the screenshot is the Pulse Cannon/Dark Matter Rifle. It looks a bit different in the 3.0 Test though, compared to Mutators (also, has a smaller battery and more powerful altfire).

I am fine with the Revolver taking standard Pistol ammo (only at double rate), but if there was Magnum ammo introduced it could rarely replace Pistol ammo.

Now I see what you mean about nuclear missile launcher. However, feel free to join PB Discord, there you will have more chance to gain attention of the devs.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

- The UGL for DMR? Probably will be in.

- You mean the upgrade for it, the Dark Matter Rifle? That should be in as well.

- BFG9000 had its power increased in 3.0 Test, now it is much closer to its original glory.

- That is nothing confirmed. I have been advocating a shotgun mode for BFG11K for some time now, but I have no idea if anything will be added for it. As for the nuclear missile launcher, the ammo surplus problem could be solved by making it consume multiple Rockets per shot (assuming it would be a Slot 5 weapon). BTW, the max ammo capacity for Rockets is 125 (with Combat Backpack).

(for more info, ask Daarkon)

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

There a few new monsters besides the Savage Imp... but these are rare. Just keep playing.

I also somewhat miss the Thumper. However, Pa1n said that he might give a nailbomb to the HMG, so at least we would have a substitute of Thumper's Frag grenades.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

The beta is indeed great. I like the ledge catching feature the most.

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

That Sentry Bot would be a nice link to have between Sentry Gun and Marines.

What do you mean with this "new kick sequence"? You mean something like a bicycle kick?

Good karma+1 vote
shotfan
shotfan - - 113 comments @ Project Brutality 2.03

Could the Health Backpacks be able to be stacked? If you have some of the old Health Backpack's supply remaining and find the next one, then their supply would add up, and not just renew only to 100 HP. Maybe make maximum carried health supply equal to 500 HP, like in Guncaster (getting five HBs in a quick succession is not something likely anyway)?

Good karma+3 votes