Description

**02-14-16** Updated the gibbing death frames. This replaces the extremely overpowered Evil Marines that like to show up on Map 31 and 32 of Doom II with the newer Brutal Doom Nazis. It also cleans up their death animation from gibbing to not show flashes of the Zombieman. Just load this after Brutalv20b.pk3 and you'll be all set.

Preview
Nazi Replacer for v20b
Comments
⋆Ƅarge™
⋆Ƅarge™

nice work as always! if you want to look off my nazis you may :)

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saegiru Author
saegiru

Well heck, I didn't even notice you had your version up. The only noticeable difference between yours and mine is that mine is specifically just decorate code replacement that disables the Evil Marine from replacing the WolfensteinSS, and swaps it to the Nazis (much like yours, except without doing anything with the sprites). But I did fix the gibbing code for the Death that still exists in your code.

If you change the same code in your NAZIS to this:

Death.SuperPunch:
NAZI H 1 A_Pain
NAZI H 1 A_FaceTarget
//TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 A 0 A_XScream
TNT1 A 0 A_NoBlocking
POSS STUVW 8
TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
POSS X -1
Stop

It will fix yours too :)

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⋆Ƅarge™
⋆Ƅarge™

ohh i'll fix this right away! :D and hey my nazis also have a BDJ version and a BDJ MP40 so youre all good :) without yooour version i wouldntve even noticed the bug! so dont feel like an idiot for uploading this man youre still one of the greats :3

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wolfyop
wolfyop

this is awesome! The nazis are still a bit more harder than I would want for a enemy but not crazy overpowered like the plasma marines.

The fast rate of fire with almost no miss when they are near is pretty hard to fight.

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Paybackman
Paybackman

I agree with you! I've almost want to punch the screen of the many times I've been melted by those OP mofos.

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VasQuarde
VasQuarde

I made my own DECO WAD along with a map that re-adds the SS as a custom NPC (but uses the original monster data). You know, the original blue ones. I might use this one as well for a companion to that. If anyone wants the original blue Wolfenstein SS as a separate download, let me know. I may upload it here.

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saegiru Author
saegiru

Choice is always good, if it's a useful addon you should definitely add it :)

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anthonyjoshua
anthonyjoshua

can we do fatalitys

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BerserkerNoir
BerserkerNoir

This is pretty useful for wads that use nazis in regular levels.

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GamingMarine
GamingMarine

This MOD removes the MG42. Every other MOD like this has the same problem.

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WitheredPoppiMk-4
WitheredPoppiMk-4

It works on Brutal Doom v21 Gold!
but, it doesn't works on Project Brutality GitHub Build.

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