You've obviously never been headbutted by an eldritch abomination. Honestly though, think about it, a hard enough headbutt could easily split the skin on your forehead.
You've obviously never been headbutted by an eldritch abomination. Honestly though, think about it, a hard enough headbutt could easily split the skin on your forehead.
I've bound the iron sights, but using the bound input only zooms in. Not suit zoom, either. What am I doing wrong?
EDIT: I guess they have been removed, although other comments I've seen here are not very definitive.
Small correction, DOOM 64 was actually made by Midway, licensed to them by id Software.
EDIT: - Accidental duplicate message -
Yes I know, but PB is way too cluttered with new stuff for my liking. I prefer BD for its relative simplicity, adding enemies that use these weapons would be a small increase in complexity without going overboard like PB does. Don't get me wrong, I like PB, but I prefer BD.
Hmm...since you already have zombieman variants with pistols, I think it would be cool if you had zombieman variants with SMGs and Chaingunners with Machine Guns. This would add some variety and would also alleviate the chief complaint I hear about these new weapons: their relative scarcity.
Looks like you're playing FreeDoom. The principle is the same as the final boss of Doom 2. See the red rectangle on the forehead? That is actually an opening to a shaft, at the back of the shaft is the actual object you need to hit in order to hurt it. You must use rockets to do this. In the level there should be a switch which raises a pillar or something similar that will put you in the correct line of fire to fire your rockets down the shaft and do damage.
Use the GZDoom executable to start the game. In order to run brutal doom with the add on, select the addon and brutal doom and drag them both onto the GZDoom executable. It will ask you to find the IWADs for DOOM and DOOM 2. If you haven't already done so, locate them in your steam/steamapps folder.
Need some more info, which GZDoom version are you using? It sounds like you are stuck in the software renderer
Hey, I'm loving this project! The reimagined maps are great and I love the way you reinterpreted the abstract areas into realistic ones. You are obviously a very talented and detail-oriented mapper! (making multiple sectors just to create a tiny cup on a table is an insane amount of attention to detail lol) Great job! You're a far more talented mapper than I.
If I had one issue with it, it would be that these are starting to feel like slaughter maps. By map04 you have over 400 enemies on UV, I just don't see how you will maintain interest if you intend to do all 32 maps with monster counts rising so sharply so early on. Increasing the monster count is definitely a good thing, but there is a limit after which the experience is just oversaturated. Maybe you could tone it down a little in order to give yourself some room for amping things up over the course of an entire megawad.
Other than that, keep up the great work!
It seems the Cacodemon normal death frames stop at the second to last frame. It never fully collapses into a pile.
Really enjoying this addon, however, I have an issue with the Plasma Imps. They have faaaar too many hit points. It's ridiculous that 4 full auto barrages with the shotgun doesn't even kill a single one. That's not how you make an interesting and challenging enemy, it's how you annoy the player.
Other than that, the added monsters are great and the increase in difficulty is fun.
Excellent work VGames, as always. The new aesthetics on some of the demons is awesome, and it seems to run much smoother than V6, maybe some optimization you did? At any rate, it plays great and is a fun challenge, and the fact that you threw in "In Hell" makes it a great package to replay D3. Also, thanks a million for the ROE version!
I'm guessing that this does not work with ROE. Any plans for an ROE version?
Does the secondary fire mode of the PDA allow one to simply open any door without having to progress through the level to find the proper clearance? That would seem to break the intended flow.
*SPOILERS AHEAD*
I played on Super Bad
Fantastic work. The maps are well designed with great attention to detail, enemy placements and encounters are great. I'm glad you didn't make a slaughter wad, too many of those nowadays. Very good weapon and item placement, cool scripted events, excellent storytelling techniques and good music choices. Ammo was a little scarce, which I liked, I didn't have any issues so long as I was being smart about my weapon usage and utilizing monster infighting. However, on the last map, after the stealth section, I had practically no ammo. Very few rockets, no cells, no bullets, no shells. It made the fight against the Juggernauts nearly impossible.
I won't consider it a flaw, perhaps I didn't use my ammo well in that level, but maybe it's something to be tweaked.
Great work, Chezzlor. This is the kind of stuff I want to see, maps made specifically for brutal doom, utilizing all the power of the GZDoom port and brutal doom changes, very much in the vein of the Starter Pack by the Sarge.
Using this with PB is unnecessary, and will tend to produce a lot of errors.
Unfortunately, no. This mod uses DECORATE scripts, which are a feature exclusive to ZDoom and its derivatives.
No need to be an ***. Just answer the damn question and correct the misconception.
Because it isn't finished yet. Downloads will be posted here when it is ready.
Jesus, I'm blind as hell. Thank you.
I've seen screenshots of a very detailed version of Doomvisor... it had blue octagonal patterns in the glass that became more transparent towards the middle, incredible detail around the borders of the helmet and a high-definition mugshot. I've been searching for it futilely for awhile now. Saegiru, can you tell me what this version is and where to find it?
You have to use the Doom 2 IWAD with this.
You need to be using the DOOM 2 iwad.
Eh, I've seen a lot of comments elsewhere that indicate that some people don't really understand how to get doom mods working.
Must have bugged, Arachnotrons are supposed to come out of those doors.
You need to drag both the starter pack WAD and Brutal Doom or Project Brutality onto the GZDoom or Zandronum executable.
Yes, this works with Zandronum.
Sgt Mark:
It seems either the script isn't initializing on MAP30 or you've removed the FINALBAT music transition from the Ultimate Icon of Sin, is this intentional?
Phobos_Anomaly
Tim joined
Now I'm radioactive! That can't be good!