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That's pretty much the problem. There's a lot of cases where you are ambushed at short range by imps, and brutal doom makes that near lethal. AV seems to over-use teleport or sudden wall opening ambushes, Cargo Depot is one example. I find that type of map design aggravating.
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# ? Jan 15, 2012 21:59 |
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# ? May 30, 2024 02:22 |
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I can't stand them. I tend to quit any wad that does the 'pull switch, doors open with imps/shotgunners at point blank range' trick. I'm ok with 'haha surprise!' traps in general, but a lot of those are very lethal if you do know they're coming, if you don't, they're basically guaranteed death, especially in Brutal Doom. It's hard to find wads that play well in BD, but when you do, they're a ton of fun.
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# ? Jan 15, 2012 22:40 |
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I think it's Alien Vendetta where one level has a switch that opens two walls on either side of it, and like a dozen Revenants come pouring out each side. I could never get past that level without cheating. The invisible quick-drop wall traps are the worst. Played through the 1 Monster wad, and those were EVERYWHERE. The premise was fun, and could still be, if you didn't walk into the middle of a room and suddenly 8 chaingunners surround you oh gently caress! That drat wad had me quicksaving before entering any new room/hall. Not fun at all after awhile.
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# ? Jan 16, 2012 00:13 |
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Some kind-hearted goon should compile a list of WADs that work best with Brutal Doom, with notes about difficulty levels. That person would hold a special place in my heart forever.
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# ? Jan 16, 2012 10:42 |
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SolidSnakesBandana posted:Some kind-hearted goon should compile a list of WADs that work best with Brutal Doom, with notes about difficulty levels. That person would hold a special place in my heart forever. Seconding. Also, anyone else feel like Cyberdemons/Masterminds just have too much HP now in Brutal Doom? I like how their attacks are actually kind of threatening to you now, but they tend to take even longer to kill than they did in vanilla, and that seems to go against the general design of Brutal Doom.
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# ? Jan 16, 2012 17:39 |
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If you are precise in your headshots, both die fairly quickly. Forget about killing the spider demon if you shoot its legs, and chest hits on the cyberdemon take forever as well.
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# ? Jan 17, 2012 00:28 |
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Zombies in Brutal Doom are a little too accurate for my tastes. Zombies in the imp area of E1M1 can hit you in the starting area.
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# ? Jan 17, 2012 00:42 |
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victrix posted:If you are precise in your headshots, both die fairly quickly. Forget about killing the spider demon if you shoot its legs, and chest hits on the cyberdemon take forever as well.
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# ? Jan 17, 2012 01:54 |
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Does the BFG get headshots? Or the rocket launcher for that matter?
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# ? Jan 17, 2012 05:25 |
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Rocket launcher for sure (or at least, headshotting the cyberdemon with it seemed to take him down quickly), no idea on the BFG. Someone needs to
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# ? Jan 17, 2012 05:27 |
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victrix posted:If you are precise in your headshots, both die fairly quickly. Forget about killing the spider demon if you shoot its legs, and chest hits on the cyberdemon take forever as well. I'm not sure you can even kill the Spider Mastermind at all if you're shooting the legs. I've pumped probably 30 rockets into its body and it was still standing. Then I decided to reload and try shooting the brain with the minigun instead and it went down after maybe five seconds of sustained fire.
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# ? Jan 17, 2012 05:32 |
Changelog for Brutal Doom v0.15c:
- Cyberdemon and Mastermind takes more damage from direct impact of rocket attacks (A cyberdemon can die with aprox. 15 rockets) - Added more complex rotations for the Player (thanks to David G.) - *DIE HARD BUG FIXED* Fixed the bug causing the players to play the pain sound in online games when blood splashes in the screen. - Increased plasma ball damage from 4 to 6. Reduced Plasma Rifle's clip size from 100 to 50. - Fixed a bug causing head gibs to just explode like if they were shot instead getting smashed when a player steps on it. - Successfully included all of Devastator's Skins. Now, players can see which weapon the player is using during coop/DM games. - Reduced the lenght of trails made by all projectiles to improve performance, plus, Mancubus Cannon is much better to use and it's shoots polutes the screen much less. - Fixed a bug causing puffs to spawn decals behind nearby actors without hurting them. - Increased BFG ball damage factor from 220 to 300. (can kill Cyberdemons with 3 shoots if you hit the big ball plus most hitscans that comes from it) - Fixed a bug that could some times dont show the cracked screen when health is under 20. So basically, the Cyberdemon and Spider Mastermind are generally more susceptible to weapons and don't require the same level of head-shotting that they required in previous versions. I haven't gone toe-to-toe with either in v0.15, but I figured it's worth the head's up. bleedbackwards posted:I'm not sure you can even kill the Spider Mastermind at all if you're shooting the legs. I've pumped probably 30 rockets into its body and it was still standing. Then I decided to reload and try shooting the brain with the minigun instead and it went down after maybe five seconds of sustained fire. Weapons on the Spider Mastermind's legs do 5% damage, so basically nothing.
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# ? Jan 17, 2012 06:01 |
Zero Star posted:For what it's worth, Eurogamer have today posted a retrospective of Doom and discusses the atmosphere it had. They even go so far as to say that it makes Wolfenstein look like a "cartoon shooting gallery". I know this is slightly a derail but son of a whore I hate your avatar. It just triggers some kind of primal reaction from me every time I see it because gently caress Slimers so goddamned hard they are designed specifically to get under my skin as much as possible. (to the guy who posted an eduke config to get rid of them entirely you are a shiny, golden god)
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# ? Jan 17, 2012 06:06 |
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Until this thread I had no idea that slimers were so hated.
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# ? Jan 17, 2012 06:30 |
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Cream-of-Plenty posted:Changelog for Brutal Doom v0.15c: Download link! He really needs a webpage, this mod needs more exposure
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# ? Jan 17, 2012 11:56 |
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I used to be scared of slimers until I found out that quick kick got rid of them instantly. You can just run into a slimer nest while holding down quick kick and kill them all without getting any damage whatsoever.
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# ? Jan 17, 2012 12:03 |
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ToxicFrog posted:Until this thread I had no idea that slimers were so hated. I'd like to see some kind of mod that replaces them with something cartoony. Like a smiley or something. Zero Star fucked around with this message at 17:52 on Jan 17, 2012 |
# ? Jan 17, 2012 13:35 |
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Cream-of-Plenty posted:Changelog for Brutal Doom v0.15c: It's like they're reading my mind when they put out these new versions. The one other thing I REALLY wish they would fix though, the regular shotgun and the assault rifle now look WAY too similar to one another. It's a really minor thing, but it bugs me. :I
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# ? Jan 17, 2012 17:43 |
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Gwyrgyn Blood posted:It's like they're reading my mind when they put out these new versions. Me too. To a lesser extent, I'm also bugged by the Cacodemon gibs that look like health potions.
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# ? Jan 17, 2012 17:53 |
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victrix posted:Download link! Its in the OP. Where you get the following link to ZDoom forums: http://forum.zdoom.org/viewtopic.php?f=19&t=28920 If you do a quick google you'll get the Skulltag thread wich is also valid as both threads have the latest 'public' release. http://www.skulltag.com/forum/viewtopic.php?f=13&t=26904 I think this mod is pretty well known already to everyone that likes Doom and is still looking around for new stuff.
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# ? Jan 17, 2012 20:08 |
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Guillermus posted:Its in the OP.
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# ? Jan 17, 2012 20:25 |
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Thats because he only updates the threads with 'official' releases and not testing betas.
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# ? Jan 18, 2012 00:16 |
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One tweak I'd like to see is smarter switching to the chainsaw/fists. Weapon switching seems slower and it'd be nice if pressing '1' was smart enough to auto switch you to the chainsaw if you don't have a berserk active.
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# ? Jan 18, 2012 02:50 |
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I was actually thinking about exactly that several times when playing it recently - I often instinctively double tap 3 to get out the single barrel, but Doom pays no mind
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# ? Jan 18, 2012 03:08 |
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So this thing came out: Half-Life Dreamcast, a port of the ill fated Dreamcast version of HL. All I can tell so far is that it uses the hires models and has different loading screens.
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# ? Jan 18, 2012 03:19 |
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Zeether posted:So this thing came out: Half-Life Dreamcast, a port of the ill fated Dreamcast version of HL. I need an excuse to play Half-Life for the fiftieth time. Thanks for the heads up!
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# ? Jan 18, 2012 03:34 |
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Ammat The Ankh posted:I need an excuse to play Half-Life for the fiftieth time. Thanks for the heads up!
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# ? Jan 18, 2012 03:35 |
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Zeether posted:So this thing came out: Half-Life Dreamcast, a port of the ill fated Dreamcast version of HL. There was an exclusive co-op campaign in the Dreamcast version, but I can't tell if it made the port. Also, I think the DC version had minute-long load times.
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# ? Jan 18, 2012 04:00 |
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Vertigus posted:There was an exclusive co-op campaign in the Dreamcast version, but I can't tell if it made the port. You're thinking of Decay. I know it was on the PS2 version, but I'm not sure if it was on the Dreamcast. It did make a port though, it came out a few years ago. http://decay.half-lifecreations.com/ It is also compatible with steam, and it has the mini-game where you run around as a vortigaunt looking for the crystal sample that started the resonance cascade.
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# ? Jan 18, 2012 04:07 |
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nahob posted:You're thinking of Decay. I know it was on the PS2 version, but I'm not sure if it was on the Dreamcast.
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# ? Jan 18, 2012 04:10 |
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RiffRaff1138 posted:The Dreamcast version had Blue Shift. That's sort of why Blue Shift is a stand-alone game, actually: For some reason, rather than port the Blue Shift assets to the PC version of GoldSrc, Gearbox ported the Dreamcast version of GoldSrc back to PC and ran Blue Shift through it. I always thought the Blue Shift / Opposing Force expansions were running on the original Goldsrc engine but with a "HD Pack"
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# ? Jan 18, 2012 04:19 |
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OpFor does run on the original GoldSrc. It's an expansion for Half-Life, not a stand-alone like BS. And BS came with HD model packs for Half-Life and OpFor, so that's probably what you're thinking of.
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# ? Jan 18, 2012 04:38 |
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I could never get Decay to work on PC.
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# ? Jan 18, 2012 05:07 |
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I've been messing around with Hexen II again and it's pretty fun. For a 1997 game, the graphics are pretty amazing and the combat is intense on the third difficulty where there are more enemies and less health pickups. Which is good considering most modern shooters keep the number of enemies the same and make you take more damage. Is it impossible to get the expansion pack at this point? It has better reviews than the original.
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# ? Jan 20, 2012 16:06 |
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r1ngwthszzors posted:Is it impossible to get the expansion pack at this point? It has better reviews than the original. It's up on Steam, last I checked, along with every other Doom-engine release aside from Strife. They've got some other Raven games up there, so I don't know WHY Strife isn't there. Edit: Oh yeah, Strife was by Rogue... but they have some of their stuff up on there, too! Dominic White fucked around with this message at 16:36 on Jan 20, 2012 |
# ? Jan 20, 2012 16:32 |
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Dominic White posted:They've got some other Raven games up there, so I don't know WHY Strife isn't there.
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# ? Jan 20, 2012 18:14 |
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The Kins posted:Strife's publisher died shortly after its release, and as a result it's in some sort of weird legal limbo. I assume this is the same sort of reason as to Heretic II being missing from Steam/GoG also. I can't remember whether this was any good or not, just that my impressionable young self was wowed by the graphics at the time.
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# ? Jan 20, 2012 21:27 |
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Heretic II was developed by Raven and published by Activision, so It's in the same boat as the rest of Raven's games, exept for Quake 4 wich was published by Activision but now Bethesda owns the rights because of their ID partnership (ID used to be with Activision aswell). That doesn't explain why it isn't on Steam or GOG.
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# ? Jan 20, 2012 21:35 |
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So I just came across the weirdest bug in the Half-Life Dreamcast Mod. I had just beaten the tentacles in the blast pit and was descending into the cave below them. Everything so far has been more or less normal besides for whatever gameplay changes had been made. I load the new map and drop into the opening below, where there is a pool of water and a deck around it with a scientist and security guard's bodies. next to the guard is supposed to be a revolver, since this is the part where you first receive it. It wasn't there, however I just chalked it up to the Dreamcast version wanting players to wait a bit before getting the more powerful weaponry. I do the puzzle that has you clamoring on pipes above a river of toxic sludge leading to a waterfall. There is a pipe there, and in the normal course of gameplay one must turn a wheel so that the pipe connects with an opening on the opposite wall. For some reason that pipe was already fully extended. I continue on, and where the pipe collapses on you (Shown 12 seconds into this trailer) the pipe was already broken, and the room it leads into already smashed up and the headcrabs presumably killed. Continuing on it appeared all of the Power Up segment was already completed, with the Gargantuan gone and the Railcar missing. It was as if another Gordon had gone in ahead of me and completed everything. Also for some reason the room I was supposed to fall into looked like it did in the regular game, not like in the trailer. This repeated no matter how many times I reloaded the map. Any idea what's going on?
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# ? Jan 21, 2012 03:08 |
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# ? May 30, 2024 02:22 |
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I've played a handful of WADs with Brutal Doom, and I thought I'd share my experience for those people wondering if a certain WAD is usable with Brutal Doom. I'll add more once I play more WADs, and if anyone wants to chime in with their opinions, please do. These were done on UV difficulty unless otherwise noted. Retail WADs - Ultimate Doom: The first three episodes are not overly difficult. The first maps of each episode were the hardest. E2M1 and E4M1 are good examples. Once you get more ammo and weapons, things become easier. Episode four was by far the hardest of the four. Expect a lot of saving/reloading. - Doom 2: Refueling Base is very difficult due to the amount of zombies. I stopped here out of boredom. - TNT: Good challenge and completable. I did not attempt the secret levels. The end of level 18 Mill was tricky. You're best off trying to incite monster infighting as much as possible. The cyberdemon fight in level 21 Administration Center is a lot harder because the BD changes to the cyberdemon. Now that he can adjust his aim, you can't circle-strafe a cyber demon in an open area are easily as you could in vanilla. - Plutonia: Haven't done this one yet. It's next on my list. Fan made WADs Note: This was my first time ever playing any of these. You may not have as much trouble as I did if you are familiar with the maps. - Scythe: Played episode one on UV, and then I had to switch to ITYTD at the beginning of episode two. From then on, it was fun and challenging, especially map 23 onward. - Scythe 2: Currently running through this on HNTR, and I'm on level 24. No level has given me serious trouble, except for level 21. There is one incompatibility with Brutal Doom however. The two new monsters don't appear, the evil marine and the afrit. Since they replaced the Wolfenstein solider and Commander Keen, BD's overrides of these monsters appears to take precedence over Scythe 2's overrides. I've tried loading the files in a different order, but it doesn't appear to make a difference. Without the custom Scythe 2 monsters, it's probably a little easier. - Alien Vendetta: I ran through this on ITYTD, and I gave up on level 10. There's a lot of close quarter ambushes with imps and sergeants.
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# ? Jan 21, 2012 17:55 |