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It's awesome to see that your making a decay remake for SP. Love your other stuff you've worked on too!
an intriguing project. will be playing the demo when you've released it. question what is your native language?I noticed some peculiar word choices throughout the article.
Love the update it's always good to see another update for any of the HL Remakes.
i think a better question would be about the status of the FGD do you expect it to be released with the mod in it's first release.
always a good day when there is a jabroni brawl update.
Complements to your map getting released. I enjoyed playing through it. I played through the map on hard. the start was harder than it should have been but I pin the blame on me taking a bunch of fall damage.
My favorite set piece is the one with the 2 guards and the vending machine.
there is 3 areas I recommend tweaking as I got suck in these areas.
first suggestion is at the crate dropping puzzle. Lower the health of grate that supports the crate. as well as have a flashlight that fallen on the ground conveniently highlight it.
second and third suggestions are at the key card finding puzzles. The suggestion I have is adding a spotlight to highlight the first keycard in the Xen Biolab.
This is a suggestion for both keycards. Consider adding a little blinking env_sprite on each card. The intent is to highlight the cards and catch the players eye.
i wanted to thank you for making JACKhammer and wanted to see if you planned on adding dusk level editing support.
2o2o year of jebobi
i can only assume the mod is dead since the uh Mod hasn't recieved an update in almost 3 years.
for all those wondering this doesn't support steam VR but the wonky janky Vr support HL2 used to have. this mod exclusively worked on the Razer Hydra.
john carmack since romero left id after quake 1.
So this sounds like it will be awesome. question will some maps be combined?/expanded to have other parts of levels so there's less loading screens?
can we have a easier option to disable OPENGL texture blurring? would be far easier than using console commands
HLsource had a bug where the pistol held 8 shots and for the longest time that bug was seen in the HL:S changelog ntil the recent source server security fix came along
review of map 4 that has been released on 3/23/17
patch for custom weapon orginizations
Played though it the most glaring issue is health there are too few or not potent enough medikits around there is only small HP packs this may due to me playing on UV but i am unsure on this
i have played through with both BD and smooth doom and i find that vanilla doom has too few healthpacks as there was about 5 to 8 health packs for the whole map this was negated slightly in BD due to cruelty bonus's that give a small amount of HP
aside from the HP issue it think it flows rather well look forwards to MAP05 the waste tunnels
-ghostboy1225 3/24/2017 13:01
So a PSA for anyone who is listening any gameplay mods and this map will crash on gzdoom 2.4.0 reason is unknown mods i have tested it with is BDV20b and smooth doom and it will always crash pressing ESC to return to the game from the menu
sweet will try it out now i wish for the best for this project!
rather when i get home at least
that tends to be answered if you read the FAQ
Q: Will there be weapon reloads, assault rifle, etc?
A: I will make two player classes that can be chosen at the New Game menu. The player will be able to choose the "Classic" class for oldschool gameplay, or the "Tactical" class, that has an assault rifle, and weapons that deals more damage, but needs to be reloaded, and probably sprinting.
nice! hope to see underhalls released soon
20B is here and it is still there seems to be a feature
i think the archvile should return as well as other enemies that are cut so if people want they can use them in their own custom maps but leave them out of the normal maps
if you update this can you change the red blood splat on the left when there is no armor to be tied to the show face in the hud options?
played through all 10 maps and the biggest issue is ammo as there is waaaay too much in the weapon depots or vaults the normal Doom II areas where done wonderfully just some of the extra areas added on such as the waste tunnels and the new areas in underhalls need to be tweaked to have a bit fewer enemies
Wad Smoosh version of doom complete (wad smoosh smooshes together all D1 D1 TNT PE NRFTL maps into one wad)
Ultimate Doom Visor
A custom Key Conf File For PB
8/10 still WIP and has a few balancing issues ammo and the extra enemy areas but other wise it is fine
this is really awesome stay determined so us players could enjoy this it looks awesome
for mapping use gzdoom builder and use the udmf map format
make a copy of brutal doom and then look in the files for a chainsaw thing type of file then copy all the data into your modified brutal doom file
for those of you wondering yes this does work with wadsmoosh if you load the doom games compilation before maps of chaos
addendum to this use the latest dev build of zandronum as of 8/10/16 else the game crashes on start up
hey this is useful in all but can we have a complete list of brutal doom cvars and what they do?
HEY barge this does not seem to work on zandronuim saying something about how poison is not a valid dmg type?