The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.

Description

My attempt on porting Sunlast MegaWAD to Brutal DooM

Preview
BrutalSunlast 0.1
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MasterBert
MasterBert - - 16 comments

This is an mappack or is an gameplay wad?

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punk0x29a Author
punk0x29a - - 618 comments

Both. It's a mappack + gameplay addons.

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themarine141
themarine141 - - 119 comments

Hey, your visor kinda looks different and based on classic doom helmet too..is it okay if you could give me the link for that one?

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punk0x29a Author
punk0x29a - - 618 comments

Hi,
It's UDV version 1.84. I dunno where you can find it now, but feel free to use the one included here if you have trouble with finding standalone download link.

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Dracologist
Dracologist - - 139 comments

oh i remember this
it did not like brutal doom
the last level had so much enemies that it just went from 60 to 1 FPS

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punk0x29a Author
punk0x29a - - 618 comments

Thanks for the tip. I'll definitely look into it. And yeah, there's probably like 1000 more similar issues ;)

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Akept
Akept - - 187 comments

I'd love to see Sunlust being compatible with PB, keep up the good work. I might download this but I gotta ask if the wad is completeable right now?

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punk0x29a Author
punk0x29a - - 618 comments

Don't really think so ;)
First two or three maps are quite beatable, but everything afterwards needs a complete overhaul. I haven't really got time to get into it, amount of work required will probably make this project crawl at a snail pace... Way too bad.
I really love Sunlust's architecture and atmosphere (IMHO comparable only with Knee Deep in ZDooM), and one day I'll probably make it compatible with BD... I'll post updated versions as they'll appear, but for today the game is pretty much unplayable.
But thanks for the interest. That's exactly why I've started this thing - to gather intel and evaluate community interest.

Cheers!
0x29a

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exilone913
exilone913 - - 16 comments

This could have been a very great WAD, but I'm sad to say I'm a bit disappointed in the Level Design. The level's concepts alone are great, the Level Art is insane, the custom music is also great. What I hate is that this WAD punishes the player all the time for walking into... basically anything. The enemies spawn and you don't even have time to react that you've lost 3/4 your health or all of it (Playing on Death Metal diff, of course) I found myself dying and reloading again and again and quick saving every room I cleared.

I could always predict what was going to happen: I'm going to take 2 steps and a horde of demon is going to teleport around me and I'm going to die without knowing what killed me. And I'm going to reload over and over until I know where all the enemies spawn perfectly, then finally clear the room and repeat the next one.

Unless a Level Design is intended on trolling the player, he shouldn't be punished to death for taking a simple step forward, that's just discouraging. (And I don't feel like this is a troll, cause this WAD has been made with very serious effort and I applaud that)

Instead of having a nice progress curve, you find yourself being stopped by insanely oppressive obstacles every minutes. What I'm trying to say, is that, you don't even have a split second to think and realize what's going on that you are already dead. The waves are sudden and extremely unforgiving.

Moddb.com.

Take this WAD for example. There's a **** load of enemies right from the start, but at least, you have time to react and even develop strategies to take down all the enemies. You're not like... spawning in and dying instantly. It gives you a chance to know what's going on, before killing you lol.

A great WAD nonetheless, but a very frustrating one.

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punk0x29a Author
punk0x29a - - 618 comments

Yes, I agree.
Basically only the first level is somewhat playable, what happens afterwards is pretty much a slaughterhouse - especially with Brutal Doom mechanics.
I haven't worked on it further due to low interest and lack of time. (as explained in my one of my posts above)
Thanks for opinion, though!
Cheers

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