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.
This is Infernal Doom made V20b and PBv203 compatible, comes with a BDv19 or older version and various addons. It includes a Full-Auto Pistol, the Unmaker (not N64 version), new health potions and armor packs, new power-ups & level props. To use the Unmaker, press Alt-Fire to change what kind of ammo the weapon fires, you'll be in for a surprise for what this all has. This mod was created by Zaero and as stated in the first sentence i have just made this updated and tweaked, Enjoy!
No project brutality version ? :(
well you see, originally this was only made for brutal doom v17, and the code for project brutality and the different deaths might take a while to code so i might make one but it will take a bit :)
Thank you!! :)
Take as much time as you need.
Here is a suggestion I have for the weapons for PB version.
Keep the unmaker as it is
Don't add the auto pistol as the SMG and LMG does the same thing.
Replace the BFG 9000 mark 4 with the BFG1000 and BFG9000 with the following improvements.
BFG 9000
primary attack: classic BFG energy blast
Secondary attack: none
Weapons special: switch to shield mode
Functions identically to project brutality shield mode
BFG1000
Primary attack: functions like the BFG in internal doom
Secondary attack: none
Weapon special heal mode
Primary attack: hold own the button and heal yourself. But consumes ammo rapidly. Faster than the BGF9000 shield mode.
Secondary attack: puts a healing aura around you that slowly heals you. Heals 2 HP for every 2 seconds for 30 seconds.
It costs 100 cells.
Sorry if this sounds confusing. I want you to seperate the BFG 9000 Mark 4 into two weapons as the weapons is rather confusing to use because of the different weapon specials. Seperating them into two weapons would eliminate this confusing. Also I thought the healing field idea was cool.
Also the sprite for both weapons is those that are used in inferal doom.
I totally agree with the autopistol, but as for the BFG, im going to keep it as is :) as for some people might not want the Skulltag Weapons, for they are already installed to Project Brutality, BESIDES the original minigun and BFG10000. I want to have a way where for the BFG10000 like you said will have a heal mode and have a greenish hue like in Russian Overkill almost and will give an effect almost like Health Regenration except sped up x2, but thank you greatly for the ideas and pointers
And thank you for listening. I would also recommend that you change the BFG 9000 mark 4 's sprite with the BFG 9000 sprite in brutal doom, as the sprite of the BFG 1000 and the BFG 9000 mark 4 is similar.
Also another weapon idea I have is a triple barrel explosive minigun that functions like the chain gun used by the spider mastermind in project brutality. It should have a slower fire rate than the minigun and low ammo cap.
Sorry if I sound demanding I just want to share my ideas is all.
no need to apologize all ideas are worth listening too! and that is true, however the BFG sprite rework will take a stupendous long time, and the mark 4 and 10000 are similar in a large amount of ways i know but if you want to try some starter sprites have at it and PM them to me! :) and that would be pretty kick ***, however remapping some code would also take some time and people might not like it, so i can maybe do it but have it as a mutator :) but surely a tri-exploding chaingun picked up from a spider mastermind doesnt sound too bad at all! but the ammo system would be tough, would it shoot bullets still but have the code to explode on impact? this is a lot to think about but still some nice things once again :)
The project brutality beta had a weapon that functions like the aforementioned explosive minigun. It was called the chaingun and looked like the quake 2 chaingun. It later got replaced by the HMG. Like the HMG the weapon special changes the ammo type. One of those ammo types is the fragmentation rounds which is a like the spider mastermind 's explosive bullet barrage. It looks awesome and I honestly don't know why painkiller removed the fragmentation rounds. He could have had the HMG use it.
Anyway there is a project brutality beta weapons demonstration video on YouTube. You'll find the chaingun in this video. I'll link to it when I use my computer as I am using my phone to type this. But if you want to check it out yourself just search project brutality beta weapons and you'll find it.
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ohh its alright! and that actually does sound pretty nice! and i actually do like the HMG myself and didnt see the beta but i will check it out! but the HMG balances things enemy wise too so i guess pain had his reasons :) and im on my phone too haha but i'll try to find the video
here is the link skip to 6:45 for explosive chaingun.
the video is only 6:26 :)
I mean 5:45
oh alright thanks! also PM me if you want to chat more so the comments are cluttered haha :)
hey barge that would work pretty well with those sprites of the hell chain gun i gave you awhile back. you know the one that shoots out sparks from its side.
oh i can impliment those if i can ;)
Execution could not continue.
Script error, "InfernalDoomV20.pk3:boosteditems.txt" line 30:
Unexpected 'You got the Bloodlust Rune!' in definition of 'Bloodlust'
Why does that error pop up? Please help me!
sure thing! how are you loading this?
Just running it with gzdoom g2.1.
what other addons are you loading in addition to this?
Nothing. I just load Infernal Doom.
you must load this after Brutal Doom v20b
Hi, when I collect red /blue /gold key cards it doesn't show up on the hud. Is that by design? Or is it possibly a compatibility issue with the 2 huds I tried?
Btw, the mortal kombat 'FATALITY' voice for executions is BRILLIANT! This mod is dope :-)
what HUDs are you using? and I KNOW right?! :D and i might make it a seperate addon for people to use with any mod!
Hi, I use HXRTC HUD 3.0b & Sgt. Mark IV's basic HUD that was just uploaded last week. Apart from missing keys, I noticed shooting the radioactive barrels occasionally makes them disappear. Most of the time they explode. It's a fantastic mod still.
I love doing fatalities, it can never get old for me! And I say DEFINITELY share a stand alone fatality mod! It's what made me drop my jaw when I 1st did it lol
And thanks for replying!
ohh it might have something to do with keyname and all that, i can look into it! and hmm weird...if i can find that too i'll fix it! and thanks! and same here! and i will try to!! and thats what i did when i first played this hahaha, and hey not a problem at all!!
I appreciate your efforts. :-)
I also have a problem with the key cards. If I pick it up, it doesn't show and I can't open any doors, which makes me unable to progress further. Is there any way to fix this?
everything is being looked into as we speak, but its going to be a while before any updates as of work conflictions and such
Thank you. Looking forward to it.
PLEASE take a look at an important last update for now and read the desc (read more under the summary) for more info on everything happening and anything that you might be wondering or am confused about!
PB Edition has been released! Please take a look!
Major weapon bugs fix check out the improved release!
*sigh* after uploading it for the 7th time i'm SURE this will work...right? ;~;