People suggested that on the ZDoom forums and the problem with that is it will get extremely obnoxious when there's loads of active monsters.
People suggested that on the ZDoom forums and the problem with that is it will get extremely obnoxious when there's loads of active monsters.
Assuming the Quad Shotgun would fire like the SSG, except alt-fire would be two barrels from each side, but yeah, that would be a good replacement. Also, I agree with Xenire about footsteps being unnecessary.
Plus, an upgrade mechanic also sounds good if it can be pulled off in BD.
Don't they share the same damage factor as the player? To fix it, you might have to give the AI marines a custom damage type and set the damage factor to 0.0 for the player. Hopefully, this shouldn't affect the monsters.
Also, I've noticed that a berserk kick hurts the captured marines, instead of freeing them.
So you can do this when you're crouching?
They haven't shot me much, but I've been killed at least twice from their grenades.
Speaking of AI Marines, they need to be tweaked to make sure they can't harm the player. Time and time again, their grenades keep doing tremendous damage on me.
I know it's a very minor thing, but here is a couple of suggestions for the Plasma Zombie fatality:
1, After Doomguy throws him to the ground, there should be a short pause before he fires the gun.
2, The Zombie's scream that plays as soon as he hits the ground should stop as soon as he gets blasted with plasma. It just looked a little bit goofy with him still screaming with half of his body charred.
I'm also looking forward to the new version.
Cool! I can't work on the Dark Imp for a couple of days right now, but I'll continue with it, and I'll post updates here and there.
I'm starting just the Dark Imp thing again, so I'll work on that for a while. When I get some work on it done (not just sprites, but as an actual enemy), I'll give you an update.
Anyway, here's a pk3 containing all of my old Brutal Doom work from 2012, including: monster fatalites (mostly for the Belphegor - Shotgun Guy one needs work, though), one of the removed Zombieman fatalities from V0.8 (Although, I improved the sprites and gave it workable code - I think, as I haven't tested it), and my old carbonization death for the Cacodemon. Plus, I edited the fatality for the Plasma Zombie with extra frames.
Feedback from others would be greatly appreciated, as well.
That's why I suggested having duplicates of a standard pickup sound, and have one with the speech. That way, Doomguy is less likely to repeat himself (it's what I did when I added the same feature to my own sub-mod).
I try, but he just attacks and moves too quickly (plus, all the effects blind you).
Anyway, I found an alternate Imp fatality by Mike12 if you want it, Pa1nki113r.
I.imgur.com
I've also noticed that some fatalities are bugged, because when I attempted to perform a fatality on the Afrit, I got a Helltrooper one instead.
Furthermore, the Ice Vile is waaay too difficult in my opinion. It's almost suicidal to execute him. I would suggest decreasing the speed of his iceball attack.
Remember that the fatalities use the old, buggy method.
Also, another thing I would suggest is that the pickup line for the Flamecannon should be randomized, as Doomguy interrupts himself when you quickly pickup two Cannons. Perhaps you can copy the sound of just the gun as the pickup sound a few times, and have only one with the speech.
You know, a year ago, I was working on a big mod for BD. I added auto-taunts, my own fatalities (and edits for existing ones), added lots more deaths for crawling zombies, and most of all (the start of the mod), I brutalized the Dark Imp. I gave nearly every brutal death for it. It took months of work, but then my laptop broke with no backups of the mod. I may try to recover the disk at some point.
BTW, that fatality looks cool.
Also, here's V11 for ya:
Mediafire.com
After playing this some more, here's my short piece of feedback:
- The close-range attack for the Mancubus is way too instant, because now there's no way to perform a fatality without taking serious amounts of damage.
- There's no remade chainsaw sprites with blue blood. When I sawed a Cacodemon, the chainsaw will turn back into the old one, until I deselect it or it resets.
- Have you thought about adding the old Mancubus fatality? Which rather than Doomguy ripping the Mancubus open, he instead pulls his guts out. I'll provide the BD version that had this (v11) if you need it.
I was thinking of it being a 'toggle' thing, not a default feature. I would love it if taunts were automatic, but I guess not everyone would like it. Although, I remember Duke in Samsara having automatic taunts.
This is really, really nice! The only thing I believe is missing from Brutal Doom is automatic taunts for when you kill enemies, as Doomguy says stuff when you pick up certain weapons.
It's SGT_Mark's Newschool HUD.
Link to Thread: Forum.zdoom.org
Hi-res Textures: Yes.
3D Models: Half, Only the weapons and ammo seems to be 3D. I think it only works with Lite.
So has all the new features been added? Is it all you have to do now is to finish the touches?
IIRC The response to that was that it would take tonnes of hi-res sprites to make one 1st person execution.
Found another couple of things:
1) When you have a meatshield and throw it, you sometimes perform a stealth kill.
2) When you perform a fatality on the Mancubus and leave him, you can't extract the Flame Cannon, instead the corpse explodes.
Since the Skulltag Forums are down, I'll have to post here.
There's a couple of things wrong the the crawling Shotgunner:
1) If you punch him on Berserk to try and take him as a meatshield, you get a Zombieman meatshield.
2) If you kick him to perform a Curbstomp, you can shoot while performing it. Also the Zombieman needs to crawl more often.
Anyway, I wonder whats happening with V0.16. Can't wait to play it! Also, is the ST Forums down for maintenance?
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