Yodzilla posted:The only other game I can think of that has this is GTAIV where enemies sometimes just fall to the ground and kinda whimper in pain. Bizarrely I think they actually removed it for the episodes. Don't forget Far Cry 2, which had an actual mechanic around deliberately wounding NPCs to draw others to the area, making for convenient sniping targets.
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# ? Jul 25, 2013 07:40 |
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# ? May 16, 2024 03:38 |
Segmentation Fault posted:He's way too small. Icon of Sin is so huge his arms can span dozens of miles. I don't know, unless it's really obvious that you're running around a massive, living, breathing creature, it seems like it would just come off like Unreal 2's brief foray on that living planet, where you technically know it's alive, but it's otherwise an objectives-based romp around a map with an organic tileset.
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# ? Jul 25, 2013 07:44 |
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Yodzilla posted:Now that I think of it Red Dead Redemption had a lot of that too which is kinda cool. Rockstar's Rage Engine/Euphoria implementation is pretty rad but apparently they're the only ones with a giant enough studio to support it.
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# ? Jul 25, 2013 07:49 |
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King Vidiot posted:I did like the touch in GTA IV of having more "nonlethal" attacks like fists or baseball bats actually leave people alive but unconscious. Their health meter would go away and you couldn't do any further damage, but if you watched them for a bit they would actually move a little every so often. I think shooting them in the head from there would kill them, as in they'd no longer move around. Even if you take them down with gunshots, they'll get up after a minute or two and limp away, with no health bar and no auto-targeting. Yes, even if you brutally murderized them with the explosive-shell shotgun. You can still shoot them and kill them completely in this state, if you're a sadistic bastard.
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# ? Jul 25, 2013 07:58 |
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Reive posted:don't have PMs but I'd take an extra key if you still have some, I already have the pack but I'd like to give it to a friend. Still have them, let me know which way is the best to contact you.
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# ? Jul 25, 2013 08:04 |
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Install Gentoo posted:Doom Battle Book Good pics man, I imagine Doom 2 had something similar?
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# ? Jul 25, 2013 08:10 |
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Cream-of-Plenty posted:Don't forget Far Cry 2, which had an actual mechanic around deliberately wounding NPCs to draw others to the area, making for convenient sniping targets. Elaborate?
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# ? Jul 25, 2013 08:47 |
Bouchacha posted:Elaborate? Basically, you can deliberately wound NPCs, causing them to fall down and start writhing around in pain. If they have buddies nearby, the buddies often try to run to the injured NPC's aid. This makes it easy for the player to snipe one or two more NPCs before they inevitably figure out where the shots are coming from.
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# ? Jul 25, 2013 09:30 |
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Dreamerdeceiver52 posted:Good pics man, I imagine Doom 2 had something similar? I believe there was one, but the Revised Doom Battlebook (essentially, ultimate doom edition) is the only one I've had.
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# ? Jul 25, 2013 17:54 |
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I'm looking for more wads to play with brutal doom, anyone know which wad is the one at 2:33 in the brutal doom 0.19 trailer? https://www.youtube.com/watch?v=89iszJNcKQw Also looking for similar open area, modern map or city map wads. Thanks. Also for some reason i have some kind of graphical stuttering with zandronum, whereas gzdoom is butter smooth. Delerion fucked around with this message at 18:18 on Jul 25, 2013 |
# ? Jul 25, 2013 18:04 |
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Dreamerdeceiver52 posted:Good pics man, I imagine Doom 2 had something similar? Yeah, there was. I've got it sitting around in a box somewhere.
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# ? Jul 25, 2013 18:22 |
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https://www.youtube.com/watch?v=7DRgu2lDBaA A Q&A with the lead developer on ROTT 2013. My hype can only continue to build.
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# ? Jul 26, 2013 00:38 |
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KozmoNaut posted:You can still shoot them and kill them completely in this state, if you're a sadistic bastard. For added sadism you could wait for an ambulance (or call one), then kill them again when they're revived.
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# ? Jul 26, 2013 01:02 |
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Gay Abortions posted:Being able to mod Reelism and create new reels and game modes and maps would be amazingly awesome. And, if there's one thing Killing Floor has taught me, it's that Doom 2 E1M1 works startlingly well for Reelism-style monster swarms. Sorta, the tiny-rear end hallway would be absolute murder with the aliens. Even if their pyro blast isn't as hardcore anymore, that hallway is going to be Hell on Earth. (On a tinier note, I finally won Reelism a month back. )
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# ? Jul 26, 2013 01:41 |
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So, that Icon of Sin thing Sgt. Mark IV made? It's released now. http://www.mediafire.com/download/8woltxitpjukxef/iconboss.zip It's still VERY bullet spongy.
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# ? Jul 27, 2013 15:31 |
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I can't believe I didn't try brutal doom until now. It's a blast. And somehow way harder than regular doom, which I can beat on ultraviolent in my sleep. Although sometimes it does seem to err a little on the side of torture-porny, although I could just be getting old and soft. I just kind of want to sit the guy who made it down and be like "is everything at home ok little buddy?". Just check he's doing alright, and doesn't have a basement full of dead cats.
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# ? Jul 28, 2013 00:32 |
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Most people don't really think about the context of the setting, but I've always felt a bit funny about Brutal Doom. Specifically how the zombies are dealt with, the zombies are meant to be ex marines, so in the context of doom they're people Doomguy knew on some level or other, colleagues and friends. And then brutal doom comes along and you're all BLARGH gently caress YOURSELF *tears Jim who did that funny impression of Sarge in half* hope he didn't have kids cos this is awesome. *Shoots this guy's legs so he crawls around screaming!!!* I'm reading too much into it, but that's how I feel about it.
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# ? Jul 28, 2013 00:49 |
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Something that should be interesting. Starting right now on the SDA charity stream, Doom 64 Done Quick: http://www.twitch.tv/speeddemosarchivesda/
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# ? Jul 28, 2013 01:01 |
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QwertySanchez posted:Most people don't really think about the context of the setting, but I've always felt a bit funny about Brutal Doom. Specifically how the zombies are dealt with, the zombies are meant to be ex marines, so in the context of doom they're people Doomguy knew on some level or other, colleagues and friends. And then brutal doom comes along and you're all BLARGH gently caress YOURSELF *tears Jim who did that funny impression of Sarge in half* hope he didn't have kids cos this is awesome. *Shoots this guy's legs so he crawls around screaming!!!* Just pretend that Doom Guy from Brutal Doom is the same one from the Doom comic. Rip and tear and rip and tear and... RIP AND TEAR YOUR GUTS. YOU ARE HUGE, THAT MEANS YOU HAVE HUGE GUTS!... etc.
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# ? Jul 28, 2013 01:05 |
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King Vidiot posted:Just pretend that Doom Guy from Brutal Doom is the same one from the Doom comic. Pretend? That's the entire idea - it's why the taunt button quotes it. He's a berserk-pack addled screaming lunatic with a boundless love of explosions and a casual dislike of radioactive goo.
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# ? Jul 28, 2013 01:12 |
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Brutal Doom is kind of a strange creature. On one hand, there is a lot done to make the whole game a far more intense, visceral experience (the SSG in Brutal Doom just might be the single most satisfying FPS shotgun I've ever seen), but on the other hand, a lot of the stuff added is very uncomfortable to me, like how when you kick the crawling gutshot marines, they scatter teeth around. To this day I have trouble figuring out whether the guy making it is aiming for some Rambo meets Braindead ultraviolence romp and occasionally gets carried away or if it's a failed attempt at a torture porn game.
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# ? Jul 28, 2013 01:51 |
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Its strange to me too, but in a sort of "Im enjoying this, i have a juvenile grin on my face, but i should feel more morally ruffled by it then i do." way. Sort of the same deal when you incinerate cultists in Blood and they run around screeching. I'd like to think its the healthy way of looking at it. Aware enough to enjoy that its a silly fantasy, aware enough to know if it pushed anywhere close to real life you should recoil in horror pretty quick. Sort of like the reaction people had to "Real Gibs" or whatever it was. Thats too far. Capilarean posted:the guy making it is aiming for some Rambo meets Braindead ultraviolence romp and occasionally gets carried away Im erring on this side of the speculation. Still, for all the good Brutal doom is, i find myself absolutely in love with Project MSX's style. Would be great if the two of them collaborated and make some crazy doom-like of their own. Ah, a man can dream.
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# ? Jul 28, 2013 02:34 |
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Shadowmorn posted:Sort of the same deal when you incinerate cultists in Blood and they run around screeching. Coincidentally this is the source for the animation and sound when a zombie gets set on fire and runs around screeching in brutal doom.
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# ? Jul 28, 2013 02:37 |
Capilarean posted:Brutal Doom is kind of a strange creature. On one hand, there is a lot done to make the whole game a far more intense, visceral experience (the SSG in Brutal Doom just might be the single most satisfying FPS shotgun I've ever seen), but on the other hand, a lot of the stuff added is very uncomfortable to me, like how when you kick the crawling gutshot marines, they scatter teeth around. To this day I have trouble figuring out whether the guy making it is aiming for some Rambo meets Braindead ultraviolence romp and occasionally gets carried away or if it's a failed attempt at a torture porn game. Yeah, it's sort of ironic that the things I enjoy most about the mod have little to do with the blood and guts, which is basically what Brutal Doom sells itself on. Like, I never use the "fatalities" system, or bother abusing dying opponents. In my opinion, fatalities break up the pace of firefights and simply feel less satisfying than unloading the DB shotgun into somebody's face. It doesn't help that they're all performed in third person, which takes me out of the action by making me a spectator, even to the actions of the "player". Honestly, I enjoy the graphical and mechanical changes that the mod makes, more than anything. I know that a lot of people don't like them, and that they meddle with the balance of WADs, but I'm fine with it. The added depth that the mod gives to weapons (as well as the new weapons) is refreshing and has kept me consistently hooked on the game for the last year or two. That being said, Brutal Doom's increased variety of injuries and carnage does complement the game: The plasma rifle reduces enemies to black and blue glowing ash; the shotguns and minigun can cut lesser enemies clean in half; explosives dismember and launch corpses clean through the air. It all gives a legitimate gravity to your arsenal and, with all of the feedback they create, weapons feel decidedly powerful. Likewise, the same treatment makes enemies appear more dangerous. A Mancubus' cannons set areas on fire, immolating anything that gets between them and you. An arachnotron's glowing balls of plasma slice through the air and burst into bouncing blue sparks. The Cyberdemon's rocket salvos tear through anything that gets in their way with a spectacular quickness. You get a real sense that those balls of flame, plasma, and explosives are tangible, and you'd be wise to avoid catching any one of them in the teeth. If you follow the Brutal Doom thread on the ZDoom Projects forum, you'll often come across posters who basically play the mod because of the blood and guts, and encourage the author to implement more of both. You can't go more than a couple of pages without some weirdo recommending that you should be able to sodomize a revenant with it's own dismembered arm, or skull-gently caress an imp, or whatever. I often get the feeling that some of these people just turn "god mode" on and run around, blowing bodies up with the rocket launcher until their eyes hurt. I think that, if the mod were simply the product of these people, it would be very different than what we've ended up with.
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# ? Jul 28, 2013 02:45 |
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Shadowmorn posted:Sort of the same deal when you incinerate cultists in Blood and they run around screeching. Yeah but their screams are hilarious.
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# ? Jul 28, 2013 04:35 |
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Dehumanize yourself and face to violence.
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# ? Jul 28, 2013 05:46 |
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Here's something cool from the Speed Demos Archive Charity Marathon: Peaches_ (aka goon furry drum circle) and his startlingly bald head beating Doom 64 (on the actual hardware, no emulators or source ports here) on Watch Me Die difficulty in 1:15:56 - a new world record!
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# ? Jul 28, 2013 09:13 |
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Things I didn't know were in Brutal Doom.
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# ? Jul 28, 2013 10:38 |
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The only thing in Brutal Doom that makes me especially uncomfortable is the voice acting for the NPC marines you pick up. It's a fifteen year old trying to do a tough man voice and sounding like he doesn't want to wake his Mum in the next room.
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# ? Jul 28, 2013 10:56 |
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horse mans posted:Things I didn't know were in Brutal Doom. Found those a while back when going through the resources in an editor Good poo poo, Brutal Doom
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# ? Jul 28, 2013 17:28 |
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While childish, the fact that Bieber is actually becoming a repugnant human being who spits onto his fans from his hotel balcony kinda makes me start to think he deserves all the juvenile hatred now. Anyways I'm playing Redneck Rampage and it's the weakest of the build games - while the levels look incredibly pretty, they're ridiculously dark convulted mazes and the keys are tiny black shapes that they just hide randomly for some obscure reason, AND they're all identical and you get no information about what key goes where. So far Rides again is much better, although the vehicles control horribly. Those new bunny enemies are infuriating as well. Jblade fucked around with this message at 17:53 on Jul 28, 2013 |
# ? Jul 28, 2013 17:51 |
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Rather Dashing posted:The only thing in Brutal Doom that makes me especially uncomfortable is the voice acting for the NPC marines you pick up. It's a fifteen year old trying to do a tough man voice and sounding like he doesn't want to wake his Mum in the next room. Chinese Tony Danza's voice is the best thing about Brutal Doom and I will hear no argument to the contrary. EDIT: Whoops nevermind me just checked out the latest version and it seems CTD's voice is no longer also the NPC marines. okay then TerminusEst13 fucked around with this message at 18:14 on Jul 28, 2013 |
# ? Jul 28, 2013 18:11 |
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Hopefully this is thread appropriate... Is anyone going to Quakecon this year? I'll be there Thursday night for the charity poker tournament. It would be cool to meet a few goons.
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# ? Jul 28, 2013 19:46 |
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TerminusEst13 posted:Chinese Tony Danza's voice is the best thing about Brutal Doom and I will hear no argument to the contrary. Yeah, don't get me wrong, I appreciate the lunatic player character voice. It's just the invisibility replacement chaps.
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# ? Jul 28, 2013 21:56 |
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I don't like em anyway. Brutal Doom is a game that would really make me appreciate invisibility. The NPCs aren't great anyway and they usually die pretty quickly. Plus, they're not really an equivalent powerup to the invis, and there's no way to balance a map for both.
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# ? Jul 29, 2013 03:42 |
RyokoTK posted:I don't like em anyway. Brutal Doom is a game that would really make me appreciate invisibility. The NPCs aren't great anyway and they usually die pretty quickly. Plus, they're not really an equivalent powerup to the invis, and there's no way to balance a map for both. There is an official "mutator" that restores the invisibility power-up. Not sure if it works with the latest version of BD, but here it is on the ModDB page. Definitely worth a look if you don't like the AI "power up".
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# ? Jul 29, 2013 03:55 |
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I never really understood the invis powerup since the main effect I notice is making fireball path much less predictable and therefore harder to dodge. I probably get hit just as much with or without it because of that.
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# ? Jul 29, 2013 03:57 |
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I used to think the Arch-Vile was the worst enemy in Doom. (Seriously, gently caress those guys.) And then I start playing Scythe 2 and run into... super fast Doom marines with plasma rifles? They don't have a ton of health, but dear god they can take me from 200 health/armor to death in seconds. I really enjoyed most of Scythe 1 and the first few maps of 2, but the further I get into it, the more pissed off the levels make me. At this point I really don't know why I'm still playing through the WAD. Oh, and the first battle I've had with these cracked-out marines is in a room with two of them, and a Cyberdemon thrown in for good measure. Why am I trying to beat this? Bouchacha posted:I never really understood the invis powerup since the main effect I notice is making fireball path much less predictable and therefore harder to dodge. I probably get hit just as much with or without it because of that. It helps when you're far away from projectile enemies, or when dealing with hitscan enemies. But more often than not, I avoid picking up the invisibility spheres.
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# ? Jul 29, 2013 04:27 |
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Bouchacha posted:I never really understood the invis powerup since the main effect I notice is making fireball path much less predictable and therefore harder to dodge. I probably get hit just as much with or without it because of that. Well it's probably the most dangerous enemy on vanilla Dead Simple, but hitscan enemies in Brutal Doom are so incredibly dangerous that I would really like the extra help.
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# ? Jul 29, 2013 04:42 |
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# ? May 16, 2024 03:38 |
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Bouchacha posted:I never really understood the invis powerup since the main effect I notice is making fireball path much less predictable and therefore harder to dodge. I probably get hit just as much with or without it because of that. It's supposed to make enemy attacks less accurate. Like you said, dodging the Imp's fireballs becomes more difficult due to them becoming less predictable but when using it against enemies that have hitscan weapons, it can be a lifesaver on higher difficulties in room with tons of shotgun-wielding zombies. Anyway, I recently got the Steam version of Duke Nukem 3D and forgot how well it plays. The pop-culture parodies, sexism and kamikaze drones do get in the way of my enjoyment at times but it's overall been a great experience so far. In fact, I only recently discovered there were secret levels and the one I came across was a circular track that needed to do a full 720 rotation before coming back to the starting point . The things you can do with 2.5D engines...
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# ? Jul 29, 2013 04:51 |