The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.
This is the one and only, first edition Doom Unmaker brutalized for your pleasure. Functionality works exactly like the Unmaker from Infernal Doom, and nothing has been altered. Enjoy!
good i never seen an unmaker in action before time to do it then
well use the normal BD version first...the PB one as of right now is buggy XD just checked it out, also the BD version has one mode that doesnt show sprites, im gonna fix it
thnx i'll check if there is any other issues , but hope not to find any
well i just updated it literally twice so check it out and redownload! XD
The Doom 64 unmaker disappears when I also have this added in and it keeps showing error messages when though the game works just fine. this only happens when i have the inferno doom unmaker added.please fix these problems.
also i would like to suggest that you add a weapon special for the PB version.The weapon special can be dual wielded unmakers that shoots red skull firballs like the volcabus.
I was afraid that would happen...i'll fix it. Also this weapon has like 4 special fires. Press the Reload button to use them for both BD and PB versions, do they not work?
i didn't know that as I never reload my weapons. well i guess I'll check it out right away! :)
alright! :) and just checked, the PB one doesnt work when switching fires and the BD versions SlaveSoul doesnt show up...grr...im gonna have some bug fixing to do. As then again i uploaded this at 3:00 am XD oh well i'll seek to this asap
Thanks! Also you should change the fire mode switch from reloading to weapon special.
that is true, the only reason why its reload is because the original Infernal Doom was from BDv17, and i updated it directly to v20b so the unmaker only has the new abilities from v20b/PB and nothing else changed. As i ripped it directly from there and posted it here XD i'm gonna change things and improve it dont worry :)
Well the only thing you should change is that you should replace the acid spit with the volcabus red skull fireballs as we already have another weapon that shoots blobs of acid.
that is true, pardon my dull mindedness but isnt that the dark colored mancubus with the "heads for hands" so to speak?
Yes indeed. The only reason I know the dark colored mancubu's name is that I have been reading the PB guide while I was typing this.
ohh haha well then as it being more reasonable i'll make changes to that
Updated bug issues please check out what it has to offer! :)
Yo, this is some good stuff man. However the only complaint i have is that this and the other two unmakers are just that...ALL UNMAKERS... you should probably make 2.0 and this cannon have a unique demonic sounding name.
As for its gameplay i think its quite rad. the soul cubes are interesting, i was hoping they'd spawn low level friendly demons and then go away after a while but i ended up with swarms of white lost souls. im also still wondering if it should include the volcabus red skull shots. The volcabus arm weapons and this unmaker cannon should be similar but end up being entirely different in both functions and appearance. also adding all those other firing modes would defeat the purpose of having a volcabus gun since it would be a one function weapon, but this is just my two cents.
you are pretty damn good, keep it up!
P.S are you planning anymore weapons? would you ever make a weapon pack?
He's going to include the volcabus red skull fireballs later. Also yes he is working on more new weapons.
Along with TS's comment, the white souls attack enemies if they hurt you :) also i know the names are redundant but i didnt want to stray away from the traditional weapons too much XP and thanks!! A pack? *sigh* i never thought about it because theres already a decent amount of 'em out there. Plus I'm not sure what all it would have! My weapons in a pack would be a little frustrating if i keep making things and just adding onto it. If i ever were to make a weapon pack, it would just be something like DoomNukem with a select few things and game improvements. Ive been thinking of it but not really :)
Script warning, "brutalv20b.pk3:impshield.txt" line 111:
Unknown class name 'DeadImp1'
Script warning, "BDUnmaker_non64.pk3:unmaker" line 610:
Unknown class name 'Devastator'
uh?
Just updated it either way fixing a few things along with adding them :)
also the PB version should use the demon energy ammo like the helltech rifle
i'll look into that but i think this uses custom ammo :)
(Yeah but where would you pick up custom ammo if nothing drops it)
btw do you use XWE?
it drops Mana Orbs from killed imps! and i use Slade, why so?
The demon energy would been more convenient but oh well
I was using XWE but something went wrong and it no longer works =/
just thought that someone might be able to help fixing it =S
Edit: Actually never mind. It seems if i run it as admin it works... my windows been wonky now days... >.<
i know i know but the original used this method is all :) and ohh! what happened? i can help! if you want PM me about it!
yes but its more comfortable to use the demon energy PB already has for streamline reasons
as for the problem it was that XWE didn't like the write protection that just appeared for some reason...
anyway you do can help me later on as i have weapon pack that i would like to tune up =x
that is true, i might look into it, but as the big man pain said a few comments down hes making his own :D and what do you mean write protection? and sure i'll help! just PM me to talk about it along with the XWE error and also i saw you edited the comment but there should be a way to fix things :)
Ooooh, awesome weapon. I especially like its primary fire and the Soul Cube abilities. The others seem quite situational however.
Sound effect-wise and look-wise, it gives off one hell of an ominous vibe. A weapon made of nightmares to slay nightmares, ironic eh?
Using Hellfire Missles as ammo is creative, I hardly ever use the Rev wep but this'll just add to the ever increasing mod pool I love to use.
I do have a couple of questions as always:
1. Where does it spawn, if any?
2. Will you be touching up the other Unmakers some more still?
3. A little off topic, but I've found a very unusual bug concerning both the Lightning Gun and the Unmaker2.0. Needless to say this bug isn't inherently bad, just...different.
Lightning Gun spawned for the TierIV Plasmarifle spawn. The 2.0 spawned on the Tier IV Rocket Launcher spawn.
Welp i just added the Volcabi flame cannon instead of the acid ball fire so test that out ;) and you have to find and collect 7 demonic artifacts to "build" the weapon, and kill imps to get the demonic ammo! I dunno i might be or i might not ;) i dont even know of any other unmakers. That isnt a bug thats normal! Both unmakers replace ANY tier plasmarifle/rocket launcher
That's far cooler!
A couple of things:
Its primary is a missile, would be more appropriate if it was something demonic looking, although that's just a nitpick.
Using the Soul Cube summons can cause imps to disappear in a single attack...just..poof.
Ah, I never knew they worked like that.
I really hope you could touch on the 2.0, it has a lot of potential in my opinion.
On a side note: how does one get the artifacts? Also, it still uses Hellfire Missiles, which isn't a problem in my view.
I know it looks a tad off, but its a "DemonBall" which i might touch up later on :) and oh...oh my. Ive never had that issue XD What about the 2.0 is off? and they randomly spawn in place of-things...you'll find em ;)
Oooh, looking forward to delving deeper!
For the PB version: Ammo from fuel to Demonic Energy
Firing D-tech Inferno Rounds.
haha good! and ohh yeah i remember XD thats all?
It would give it more sustain + more damage = making it a far more useful weapon. Not to mention it would look and sound cooler if it had the same firing sound and effects. Rather than burning through all your ammo near instantly. Costing 1 unit per shot.
Oh, and the alt fire's AoE slightly larger.
that is true, however i wont mimic the sound, but make a similar but more "terrifying" sound if i do so ;)
New fire mode added check it out!
Wow you have released alot of weapons I am quite surprised and all of them seem really well done. Is there any chance you would be willing to touch up the complex quadshotty as well in the future?
haha thanks! and that isnt my work, that is Flammable4444's work. Otherwise i'd do a lot to it! (especially that reload)
Nice :) I got my unmaker I'm working on for Project Brutality, with my twists added to it
*gasp* ohh!! :o is it the n64 one the FBMK2 one or this one but with edits? :) and what "build up" system will it use?? also feel free to use ANYTHING of mine-just give me credit of course :D
i keep getting errors wuts going on???
how are you loading this?
I f*****g love it! If you could fix the bug where it could be located within the PB arsenal, that would be awesome. Apparently, I've tried finding it in the weapons loadout, but it never showed. Overall, nice work :)
What do you mean find it in the loadout? :o
I mean when I summon it and pick it up, then switch to a different weapon, it wasn't there. It was a bit frustrating at first, but there wasn't a need to go berserk about it. Just a thought.
ugh i was afraid of that...which version?
Its the more recent version you've been putting out. V3. That's the only bug I was more worried about. But the effects and sprites put into it are really awesome, tho. I always loved seeing the skull fireball from the volcabus launchers. I was looking forward to seeing someone make something similar to it, and it was brought to life. Nice job on the sprites, tho. Keep up the awesome weapons mods! :)
i dont get why it is...it shouldnt be...i'll look into it, and thanks a bunch! :)
EDIT just tested it and i can have the weapon, and reequip it when i please in both versions! are you loading this after PB?
Yes I am. I used the starter pack with it that sarge put out in Dec.
Here's the load order with the starter pack:
ProjectBrutalityv2.03.pk3
PB_sv_cheats.pk3
AA12.pk3
Sledge.pk3
Supplybox.pk3
UnderbarrelGrenadelauncher.pk3
PBUnmaker_non64.pk3
PBUnmaker.pk3
PBUnmaker2.0.pk3
CUSTOM_TEXTURE_PACK_FINAL_DARK.wad
JFO_D2.pk3
UDV_v1.84_A_BASE.pk3
UDV_v1.84_B_ProjectBrutality.pk3
UDV_v1.84_C1_VISOR.pk3
UDV_v1.84_D_MISC_Inventory_Goggles.pk3
UDV_v1.84_D_MISC_Inventory_HEV_Suit.pk3
UDV_v1.84_D_MISC_KDZID_KEYS.pk3
I reuploaded it after that comment i sent a while back, redownload it and test it :) also dont use those KDZID keys unless you use KDZID!!
Ah, I see. Thanks for the heads up. It could be that there are 3 different unmakers being used in the loadout on ZDL that it'll recognize it, but it won't be added along with all the weapons, even when I play through the game itself. So I will test it further to see the if the issue persists.
sure thing! and great! :)
Ah, now I see. So when I added the alpha unmaker with the doom unmaker, the doom unmaker made it complicated to scope through slot 9 of the weapons the marine carries, to see if the alpha unmaker was added. So the DUnmaker kept it closed, preventing the AUnmaker from being added into slot 9. So I might need to make switches between the 2, in order for the mod to work properly. It could also mean that slot 9 could only take so many that it couldn't take more than 4 weapons.
and there ya go! does it work? but in all honesty RO mod takes a CRAP ton of weapons in one slot so im not sure if its that
Yes it works. Didn't mean to get it all mixed up and have modders get confused by it. My mistake! Lol, but it definitely works. And the weapon specials are f***ing awesome! Can't wait to see more weapon mods!
ohh thank god it works!! XD and youre fine all input is important! and im so glad theyre that good! Ive been working on quite a few things not just weapons! :D
Still can't wait to see what other mods you plan to release. Keep up the good work.
thanks a bunch!!