[video=youtube;SFiEovMfGpk]http://www.youtube.com/watch?v=SFiEovMfGpk[/video]
[video=youtube;riSSz3v9NwQ]http://www.youtube.com/watch?v=riSSz3v9NwQ[/video]
I have no idea how you folks missed these.
Also, I swear the imps talked in version 015a, and now I want a mutator of that.
[sp]Also, in the 2nd vid, they only dodge out of the way of BFG blasts and rockets. They will not evade the bullet weapons. Yes, that also includes the plasma gun/shotty.[/sp]
god that first vid is just... brutal
and no, that wasn't suppose to be a pun.
[QUOTE=RikohZX;39232601]Wait, is that supported by the mod out of a fresh download, or is there a patch for that?[/QUOTE]
No patch or anything, just playing it with Brutal Doom installed. You get guns instead of the zorcher, and when you kill them, there's a 50/50 chance that they teleport away or die as the basic doom enemies
Someone remade the first episode of Doom for WGRealms2:
[url]http://forums.duke4.net/topic/6109-release-knee-deep/[/url]
[QUOTE=ZenX2;39213385]Playing Chex Quest with Brutal Doom makes me feel like a bad person[/QUOTE]
Think that's bad?
Brutal Doom Lite + Real Guns Hardcore + Chex Quest 3
Or Simpsons Doom + Mock 2 + OMGWEAPONS
Also, can one of you guys host a download mirror for Aeons of Death please?
[video=youtube;MXXNz7vnsCo]http://www.youtube.com/watch?v=MXXNz7vnsCo[/video]
Also there's apparently a bunch of versions of Aeons of Death, anyone in particular?
Some people here have expressed their interest in the ZDoom/GZDoom mod known as "Brutal Doom". In the interest of keeping the public informed, I thought you may be interested in hearing some of the insight regarding its development as made by the mod's author Sergeant_Mark_IV.
From [url=http://www.youtube.com/watch?v=RGrVjGueSKI]this video's description[/url] which he has [url=http://forums.somethingawful.com/showthread.php?threadid=3420790&userid=0&perpage=40&pagenumber=104#post404240716]since deleted[/url], here's how the author states he's been creating the gore graphics:
[quote=Sergeant_Mark_IV]Today I decided to take the gore of Brutal Doom to a whole new level!
Through these two years of development, some gib sprites from Nashgore still remained, so, I decided to make whole new sprites to replace them. Where to find the material? Making fake wax pieces of gore myself and taking pics of it? No, but searching the internet for REAL gore, and trying to turn pieces of these pictures of REAL DEAD PEOPLE into sprites.
In this demostrative video you can see 3 pieces of REAL GORE: These pinky brain pieces at 00:07 were taken from a picture of a guy wich got his head ran over by a bus, and his brain splattered all over the street. The eye globe at 00:10 is taken from a guy that got his face shoot by a shotgun at point blank. These generic meat pieces flying at 01:10 are from a pic of a guy butchered by the mexican cartels.
I'm not going to remake ALL sprites using real gore because it takes a lot of time, and it takes hours searching for pictures with the gore in an useable condidtion and angle to be used, but if anybody knows where I can find a clear picture of exposed human entrails, please send the link via PM[/quote]
In a very recent development, this is a comment [url=http://forum.zdoom.org/viewtopic.php?f=12&t=35440]the author made in the code[/url] unbeknownst to even those who contributed content to the mod:
[quote=Sergeant_Mark_IV]// Watch how the plasma magic can instantly turn an average white guy into a nigger faster than Rap.
// Plasma Deaths.[/quote]
And, perhaps most controversial of all, this is where the author [url=http://forum.zdoom.org/viewtopic.php?p=656531#p656531]places Doom 2 on the "Fun" scale[/url]:
[quote=Sergeant_Mark_IV][img]http://i50.tinypic.com/k1oyvk.jpg[/img][/quote]
So the next time you consider playing Brutal Doom, remember that you are thereby supporting a racist gorephiliac who hates Doom 2.
[QUOTE=Marphy Black;39520882]So the next time you consider playing Brutal Doom, remember that you are thereby supporting a racist gorephiliac who hates Doom 2.[/QUOTE]
I can't really agree with his comment or the thing about realistic gore, and he was quick to retract his opinion on the latter when people jumped on him to say it was distasteful. But you know what? I don't like the Doom 2 levels myself, and that's primarily because I grew up with the Shareware of Doom 1. Just as well, he has it positioned in an 'average / mediocre' spot; I wouldn't list it as hate, just that he's grown fonder of custom maps rather than the originals.
And really, do people have to make a gigantic shitstorm of this? Considering the raw amount of n-word jokes I see, I don't really give a fuck. The gore part is awkward but optional. .. Technically, although he does seem to really like detailing the gore even in the base mod. Not sure if it's a fetish or what but at least it's fitting within the setting, if not over-the-top like Mortal Kombat.
Reminds me of the artist at ID Software who did the gore, he had previously worked at a hospital and was in charge of triage or something of the like and had plenty of on-hand experience (Apparently one time they had this farmer come in who had impaled himself on a fence pole).
And personally I prefer Doom 1's level design over Doom 2's. 2's was just all dark and bland compared to the original's bright colorful tech bases and hell levels.
Doom 2 also were kind of strange as to what the levels actually were supposed to be. I know Doom 1 had a similar problem but you could still get a general idea, but in Doom 2 some of the levels just seemed to exist just to have levels, and weren't really coherent thematically with the exception of the earlier levels.
[QUOTE=Bloodshot12;39522165]in Doom 2 some of the levels just seemed to exist just to have levels, and weren't really coherent thematically with the exception of the earlier levels.[/QUOTE]Doom 2's story progression is pretty straightforward. Just like its predecessor, Doom 2 has three distinct episodes separated by intermission text screens: the Starport, the City, and Hell. The Starport, where Doom Guy has to shut down the force field preventing humanity from launching into space, consists of the tech base levels MAP01 through MAP11. However, there's an intermediate intermission screen denoting a minor shift in theme as the demons start to bring their own reality to the outpost. This change begins at MAP07, better known as Dead Simple, and the continual melding of tech and Hell in the following levels should be fairly obvious.
After freeing the remnants of mankind, Doom Guy the ventures to the City (specified as his home) where the source of the demon invasion has been pinpointed. This City episode consists of MAP12 through MAP20, featuring locales such as Downtown, the Industrial Zone, and the Suburbs. The final level here, Gotcha!, is said to be the heart of the infestation and is fittingly depicted as a stone fortress housed in a sunken abyss surrounded by the burning remains of civilization and swimming in a literal sea of blood. (Seriously, idclev 20 and see for yourself. They clearly wanted to tell you that this was the final bastion of Hell on Earth!) Doom Guy exits the map by walking into a sky teleporter, which is a teleporter sector where the floor is given the skybox texture to give the effect of jumping into a new world. This is the very first occurrence of a skybox teleporter exit in the entire game, and it certainly is no coincidence considering what comes next!
The final episode is, of course, no longer on terra firma. You're in Hell itself. Doom Guy's travels begin at the fairly innocuous Nirvana and climaxes in the respectively fiery and foreboding Spirit World and Living End. The end boss is the Icon of Sin, which while not particularly celebrated as a boss, does possess a number of unique aspects that makes it more than just another monster with a lot of health.
But if you paid little heed to the text interludes, you can easily identify Doom 2's thematic episodes easily enough simply by checking out the sky texture. There are three skies, and they're fairly indicative of the current style of maps at hand.
So, in conclusion, Doom 2 has themed episodes designed to be just as clear and distinct as Doom. Take a second look and I think you'll be surprised at what you realize.
[QUOTE=Zackin5;39521824]And personally I prefer Doom 1's level design over Doom 2's. 2's was just all dark and bland compared to the original's bright colorful tech bases and hell levels.[/QUOTE]
Agreed. The Doom 1 levels had a bit more character and color whereas Doom 2's levels seemed to be a lot of the same color scheme and didn't have a lot of memorable spots. Like, I remember the look of a lot of Doom 1 levels, but I mostly draw blanks with Doom 2.
So I found this really nifty hud for Brutal Doom: [URL="http://zandronum.com/forum/showthread.php?tid=1935"]http://zandronum.com/forum/showthread.php?tid=1935 [/URL]
Makes everything look really nice.
[IMG]http://i.imgur.com/Sx8XY.jpg[/IMG]
You have to use Brutal Doom V17 plus ZDoom/GZDoom 1.7.0.0 or Zandodrum for it to work though. There's 2 versions of it in the pack, the one called NCDEHUDv2-BDACS.pk3 uses various colors for health/armor/ammo amounts, for example green=lots of ammo, yellow=getting low, and red=very low/no ammo. Same with the health/armor bars too.
Brutal Doom v18 is out Thursday
[media]http://www.youtube.com/watch?v=T4Jr2qCO1Qs[/media]
What are some good maps to play with Brutal Doom? Or is anything enhanced with copious amounts of gore and destruction?
[editline]12th February 2013[/editline]
I just realized I have no idea how to install a .wad anyway. Is there a video or something on it? The doom wikia doesn't help me understand how :v:
[QUOTE=MeltingData;39568465]I just realized I have no idea how to install a .wad anyway. Is there a video or something on it? The doom wikia doesn't help me understand how :v:[/QUOTE]
Put the .wad file in the folder of your choice, and then drag and drop it onto your favorite source port's .exe
Shazam, the WAD file is loaded.
There's always such a shitstorm around Brutal Doom. The ZDoom/Doomworld forums were all up in arms last week because of a bad racist joke embedded in the mod's code lines. Doom forums in general seem to have really nasty people in them, I'm not sure why.
Samsara 0.28b has been out for a bit
[url]http://zandronum.com/forum/showthread.php?tid=200[/url]
Also, there are some addons out for it, my fave is the Monster mixer, it randomizes monster spawns as well as mixing in enemies from heretic, hexen and Wolfenstein 3D
[url]https://github.com/SamsaraDevs/samsaraJunk/wiki/Addons[/url]
Brutal Doom v18 has been delayed, it was out for a bit, but there was a bug with liquid surfaces or something so he removed it. v18a should be out soon, its awaiting authorization on ModDb.
Sucks he only puts it on ModDB, he should upload it to media fire or somewhere else that doesn't require someone to authorize the download.
[editline]14th February 2013[/editline]
Its up
[url]http://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-version-181[/url]
Aside the many problems caused by Brutal Doom, it's a very good mod.
My favorites mods so far are Samsara, Lizard Squad, Reelism, RPG Doom, Doom Expanded and WildWeasel's mods. There are others but I can't remember them.
I just love all the support Doom has from the community, making Doom never getting old.
Liquid surfaces? What? I got no problem with them. Maybe because I'm using the latest branch of ZDOOM? EDIT: What port I'm using probably doesn't matter.
[QUOTE=kimr120;39587734]Liquid surfaces? What? I got no problem with them. Maybe because I'm using the latest branch of ZDOOM?[/QUOTE]
The version I just linked is the fixed one.
[QUOTE=Tuskin;39587770]The version I just linked is the fixed one.[/QUOTE]
I'm using v18, not the one you linked. I do not see a changelog on moddb on the problem you mentioned.
But I'll continue use v18. Maybe I'll crash into this bug.
EDIT: Found it at the comment section.
[QUOTE=kimr120;39587802]I'm using v18, not the one you linked. I do not see a changelog on moddb on the problem you mentioned.
But I'll continue use v18. Maybe I'll crash into this bug.[/QUOTE]
Well the error I mentioned was in a post from the mod author himself.
[url]http://zandronum.com/forum/showthread.php?tid=165&pid=26687#pid26687[/url]
Maybe it was a bug in the Zandronum engine.
[QUOTE=The Lone Spy;39587652]Aside the many problems caused by Brutal Doom, it's a very good mod.
My favorites mods so far are Samsara, Lizard Squad, Reelism, RPG Doom, Doom Expanded and WildWeasel's mods. There are others but I can't remember them.
I just love all the support Doom has from the community, making Doom never getting old.[/QUOTE]
I agree.
Someone should make Whodunit into a source mod or something. It's fucking fun to play.
Isn't that what "The Ship" is?
How I could forget one of most epic mods in the world :v:
[url]https://sites.google.com/site/realgunshardcore/home[/url]
oh wow, in Brutal doom if you melee an enemy that is kneeling on the floor dying, you pick them up as a body shield, you can shoot your rifle and you can throw them with what every key you have alternate fire modes bound to.
[editline]14th February 2013[/editline]
Oh god, that shotgun guy execution, you shove him into the air on his shotgun and fire.
You all may be interested to know that the creator of Brutal Doom has been hired onto the ROTT development team.
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