The new version of Brutal Doom has been released! The latest version is available in the Downloads section.
One new notable feature is the curbstomps. When you blow off the leg of a zombie, and he starts to crawl away, get close to him, and kick him to perform the curbstomp. By doing this, you are rewarded with a 10% health boost. Unlike the Rip And Tear Kills, to perform a curbstomp you don't need to be under the effects of a Berserk pack.
Many death animations which were looking unsatisfactory in the previous version (such as the minor headshot death for the Zombieman, and all deaths for the Chaingunguy) were remade, and now
Some particles have been polished, in special, the flying blood particle spawned when you shoot something, it has improved detection system with the world, and when one of these particles hits the wall now, it doesn't spawns a blood pool that just falls down like a steel chape. The blood pools will only be spawned when said particles hits the floor or ceiling.
Also, the small pieces of gibs spawned when you explodes an enemy's head with a heavy gun was much improved. Headshoots are more satisfying now.
The users of the Skulltag version will be pleased by the "brutalized" versions of the old Skulltag weapons (Grenade Launcher, Railgun, and the BFG 10.000). Plus, the Belphegor one of the Skulltag's new monsters was "brutalized" too. He is not just a palette swap of a Baron of Hell. Now looking much more badass, and is more powerful too: He shoots green explosive energy balls, he moves twice as fast than a Hell Knight, and if you get too close, you will be instantly executed. He is the first of many monsters to be brutalized. In the next versions, you can expect brutalized versions of the Dark Imp, Hectabus, Supershotgun Guy, Abaddon, and others.
To get full changelog of what have been changed, check the full descriptions in the downloads.
You guys deserve more publicity!
Check this out...
Thanks =)
How many of you are developing this mod?
The numbers of people involved in the project changes constantly, Some people just come, drop a resource in a thread in one of the forums, and come back other day or months later to drop another thing, or just leave forever. There are just 3 guys at the ZDoom forums that have been helping me with the sprites since one year ago, and one enthusiast at Doomworld forums that constantly records LP videos of BD and uploads in youtube to help to adversite the mod and report bugs. Some people in the Skulltag forums have been around for a long time testing and giving feedbacks, but none of them have been there for more than one year. There was also a very active moddb member making sounds (his name was engineer), but he passed away.
I have been the only one developing it since the beginning
That's great to hear how a community comes together and get's something done as a whole. Also sad to hear when a fellow modder passes. If I wasn't busy with my own projects I'd give you a hand too. Sadly I'm swamped. Keep up the good work.
Love this mod, whoever designed the weapon balance REALLY understands the way weapons in an FPS are supposed to be. Everything from the combat rifle's single shot accuracy, to the chaingun's BRUTAL sound and firerate, is spot on.
If I could make a couple constructive suggestions:
- The chaingun tends to make prior weapons a bit obsolete once you get it. If it had a belt change every 100-200 rounds that took longer than the shotgun reload, it would balance things out perfectly (try one of the LMGs in RS Vegas terrorist hunt - the reload makes you seriously consider just taking a rifle unless you have a teammate to cover you)
- The combat rifle alt fire could use some more recoil during rapid fire, and you might want to increase the minimum refire delay. If you mash the trigger, it's possible to fire even faster than in automatic mode, without any accuracy penalty. Also, I understand the technical complications behind it, but it'd be nice if the headshot hitboxes were more reliable. I find myself hitting a lot of shots in the head that don't kill, or from higher angles the bullets pass right through due to a discrepency between the hitbox and the sprite. Anything that could be done to help that situation would be awesome.
- Single-barrel shotgun spread could be wider - i.e. more like the Quake 2 single barrel shottie. Right now it seems even tighter than in original Doom, and often puts 7-8 hits in a zombie at long range faster and more reliably than the combat rifle. I'm all for retaining the spirit of the original game, and avoiding the awful "broad side of a barn" exaggerated spread of modern games, but it'd a tad railgun-ish right now.
I hope these suggestions don't sound too critical, cause it's an awesome mod which does a lot of great things w/ doom which are long overdue. It's just that it's SO awesome that it makes you want the minor little imperfections fixed that much more.
Serio faz um bom tempo que vejo o brutal doom foi um grande progresso desde o começo.
can you put this things in soundtrack in doom ?
it's really good quality soundtrack for the game.
Hi, your Mod is the greatest that i have ever seen.
Me and my friends play it every weekend together :)
But in the new version there are bullet holes when you get shot that is in the intensive firefights of the mods realy annoying.
i want to ask you if there is an option to disable the bullet holes/ window Skratches in your mod ??
Thanks :)
greetings from germany
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Most of the new sounds in v16 are terrible. The previous shotgun sound was perfect? Why change it to a bad one? As for the voices? Meh.
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