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do i need to use this with one of the shotgun sprite mutators too? If i just use it with the default shotgun the sound will be the same as the default right?
To be clear I am referring to the single barrel not double
Am i doing something wrong? I'm trying to use the Quakers Shotgun mutator as i find the sound of the original one way too "metallic" and grating on my ears so i simply added Quakers Shotgun.pk3 to be loaded AFTER i load BPv7.1 and i see no change? Do i have to start a new game to see the change or am i missing something?
Not all of the mutators functionality is obvious to me... For example what does the m2 plasma rifle mutator do? I see no difference when using it?
That's easy! Brutal pack is the perfection of the original doom game while brutality is basically a different game lacking the simple perfection of the doom game play!
haha already got it and love it! :)
I take back my plasma rifle comment! Just played with it more and definitely see how it's balanced and i like it. My chaingun comments still hold but don't touch the plasma :)
Also do you have any music MODS you particularly enjoy with your mod? DoomMetalPack? Ambient? etc?
how about getting rid of the 2nd minigun ? The minigunner version if you will?
So i've been playing test 7 a lot lately and had a few critiques:
1. The sound design in this MOD is PERFECT ! I can't get over how much your detailed sounds add to the DOOM experience but they REALLY REALLY do!! And they even fit the DOOM aesthetic perfectly!
2. I was a bit surprised at how weak the plasma rifle was. I usually get excited to pick up the plasma rifle as i know it will keep me safe for at least a bit. However, yours just seems like a "regular gun" to me? Sound effect is a bit weak too however to date this fits the "weakness" of the rifle itself! ;-)
3. The chain gun seems WAY too powerful and plentiful! In fact, i don't really like having the 2 chainguns to choose from and would prefer if you just kept the 1 from BDv20 as it looks like the chaingunner one but also fits the UAC aesthetic.
4. Is it just me or does "kicking" actually push you back a bit? This seems weird to me...
also how can i use pipebombs in brutalse v19 ?
Can you please please add the ability to throw grenades at different velocities depending on how long you hold the "grenade button" for ? That would make this perfection!!
How did you find/pick out these tracks?
What was the last version of this MOD that had support for Zandronum? Was it v4.5 ?
I still have not heard back from Pa1nki113r, would you recommend I PM him?
Understood. I'll eagerly await his response. :)
Where can I find it?? If be very grateful if you could hook me up! :-)
No no, i'm talking about ONLY the aspect of your MOD that can randomize monsters' spawn positions and quantity. It is a BRILLIANT idea that would add a lot of challenge and re-playability. Each time through a map you could never just "assume" an enemy's position. Maybe you could just try it with the monsters from the normal Brutal Doom v20 or vanilla doom.
Is there ANY chance you could package your BRILLIANT "Default Random" into a separate addon that could be used with ANY mod? It's such a great idea and i think would add a lot to ANY version of DOOM!!
How is this different than Brutal_Pack_v5?
Just downloaded v5....what happened to the separate Zandronum folder?
JUST AMAZING!!! Can't wait for the full soundtrack!!!!
I've never left a review on moddb before, but i had to leave my review after playing with this mod for several hours. I really wouldn't think i'd have found these monster sounds to add all that much to the Doom 2 experience but they REALLY do!! I love the extra level of "horror" these sounds provide and since they all came from the existing monsters "3" counterparts they seem to fit the various monster's personalities very well!! My ONLY gripe is that i'd love to see even MORE of the Doom 2 monster's grunts and groans replaced so that there is no disjoint between the two. Also, i think there might be a slight delay on some of the "shot" sounds that remove a bit of the "umph" when you shoot them and i'm hoping this can be tightened up a bit. Otherwise, this is a GREAT mod and works VERY well with brutal doom!! Thank you thank you!!
" the god-awful "IIURGH IIRUGH IIURGH" repetition from wounded enemies. Ugh. God, that's so very bad. If you can replace those sounds with something less annoying, I'd be a happy, happy camper." DITTO!!!!
So is v11 the most up to date version?
Please post a trailer showing off all your improvements! This looks/sounds amazing!
PLEASE change footstep sounds with player speed so running sounds like running.
This looks amazing! You are developing it for gzdoom correct? Will it run in Zandronum too for coop action? Are you basing the "brutal" part off of brutal doom v19 or v20? It would be cool to see some of the newer effects such as bloodied footsteps that v20 provide :)
Is it possible to use MOD'd textures with this great MOD? I have some higher def weapon textures that are great but i'm not sure how to use them with your mod?
honestly, i think you have a talent with explaining this stuff. You did a great job relating all the ideas with concrete examples(C++ code). You should consider making a website where you could post this tutorial(possibly expanded) along with other tutorials. Then you could have a Q&A section(maybe separate into noob/expert section) at the bottom where people can post questions about specific things in the tutorial and other people can answer them.