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.
**02-14-16** Updated the gibbing death frames. This replaces the extremely overpowered Evil Marines that like to show up on Map 31 and 32 of Doom II with the newer Brutal Doom Nazis. It also cleans up their death animation from gibbing to not show flashes of the Zombieman. Just load this after Brutalv20b.pk3 and you'll be all set.
nice work as always! if you want to look off my nazis you may :)
Well heck, I didn't even notice you had your version up. The only noticeable difference between yours and mine is that mine is specifically just decorate code replacement that disables the Evil Marine from replacing the WolfensteinSS, and swaps it to the Nazis (much like yours, except without doing anything with the sprites). But I did fix the gibbing code for the Death that still exists in your code.
If you change the same code in your NAZIS to this:
Death.SuperPunch:
NAZI H 1 A_Pain
NAZI H 1 A_FaceTarget
//TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
TNT1 A 0 A_XScream
TNT1 A 0 A_NoBlocking
POSS STUVW 8
TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
POSS X -1
Stop
It will fix yours too :)
ohh i'll fix this right away! :D and hey my nazis also have a BDJ version and a BDJ MP40 so youre all good :) without yooour version i wouldntve even noticed the bug! so dont feel like an idiot for uploading this man youre still one of the greats :3
this is awesome! The nazis are still a bit more harder than I would want for a enemy but not crazy overpowered like the plasma marines.
The fast rate of fire with almost no miss when they are near is pretty hard to fight.
I agree with you! I've almost want to punch the screen of the many times I've been melted by those OP mofos.
I made my own DECO WAD along with a map that re-adds the SS as a custom NPC (but uses the original monster data). You know, the original blue ones. I might use this one as well for a companion to that. If anyone wants the original blue Wolfenstein SS as a separate download, let me know. I may upload it here.
Choice is always good, if it's a useful addon you should definitely add it :)
can we do fatalitys
This is pretty useful for wads that use nazis in regular levels.
This MOD removes the MG42. Every other MOD like this has the same problem.
It works on Brutal Doom v21 Gold!
but, it doesn't works on Project Brutality GitHub Build.