Deus Vult!

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Fawfully
Fawfully - - 1 comments @ Brutal Doom

Thought about giving some feedback regarding the feb 24 public beta ^ ^

In my opinion, the new weapon stats reached a perfect balance. Everything seems to be where it should, and I found myself using each weapon in situations where it was seemingly meant to be used, so no overuse of the doublebarrel shotty or the minigun over the alternatives.

Most of the new weapon sprites are great! I particularily fell in love with the double barrel and the rocket launcher. I also adore the blurry aimed down sights (which unfortunately are lacking for the shotgun), I think that's an awesome touch. I do have mixed feelings for the pump shotgun, however. Personally, my favorite sprite for it was the v18 version, although this new one from Project B also has a more likeable approach, except for the yellow dotted rear sight combined with the red front sight. I think having them both red would give it a much better look. Also, the side sprites (visible when pumping or reloading it) don't match the way it looks (for example, they don't even have a front sight), and that causes it to look unfinished. It bothers me this much because I absolutely love the pump shotgun in Brutal Doom, and I'm a sucker for your quality over quantity policy, unlike what PB has to offer. The sprites for the autoshotgun and the plasma rifle seem a little unpolished also, and the chainsaw sprites could use at least a few more frames for its idle animation. Personally, I prefer the chainsaw from the previous version (closer to the vanilla style). Finally, I think the human shield sprite for the imp should be kept at the same lowres style as the zombie's, because it looks a little ugly and out of place, even for an imp.

Here is a list of bugs I stumbled upon when I gave this version a run:

Imps sound like zombiemen when performing a fatality on them (the one where doomguy knocks their teeth out).

Whenever using a human shield, even if you have absolutely no pistol ammo left, it still automatically refills with 16 bullets (or sometimes just 10).

When vulnerable to a cruelty bonus (when they're in the kneeling position), sometimes zombiemen and imps take 2 kicks aimed for the head for it to explode instead of just one. (Not sure if intentional or not, but it seemed a little odd and it kind of ruined the badassery of the moment.)

When kicking a crawling zombie, it will just disappear instead of playing the animation. Then, when the kick button is pressed again, the animation will finally play with the zombie coming out of nowhere as if you placed him in your pocket for later.

Zombies often continue screaming after they are dead.

In Doom I, the Spider Mastermind from E3M8 can get stuck, making the boss fight not so much of a boss fight since she can't even attack afterwards. She gets stuck in between the ceilings and the floors whenever she climbs up the stairs.

Unlike the other weapons, when aiming down sights with the smg and autoshotgun, the crosshair disappears. If you reload or switch weapons instead, and then go back to either of them again, the crosshair will remain hidden. The only method to have the crosshair show up again is to press the alt fire button (aim down sights).

EDIT: I forgot to mention: When switching to your melee, even if you have the chainsaw in your inventory, the game will prioritize your fists, despite them being the inferior choice. So, when you want to quickly grab your chainsaw, you will have to press the slot 1 key again. It's most problematic in tense situations, especially when you forget that you have to press the key twice.

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Please don't take this review as a whiny complaint, it's some feedback meant only to point out some flaws or to help with improving the features of the official upcoming release of the following version. I greatly appreciate the efforts you put in your unmatched work, and by no means am I critizing them. Thank you for the amazing creation which brought Doom right back up to the surface, Mark!

Good karma+4 votes