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Brütal Doom v0.15a hotfix 
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Joined: Wed Dec 31, 1969 6:00 pm
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Location: Korea (Stationed)
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Fri Feb 24, 2012 5:45 am
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Easy guys...

I just found something - somebody had an interesting idea for the Icon of Sin

http://forum.zdoom.org/viewtopic.php?f=19&t=31674

Although people are complaining that it's overpowered, this shows that you can do more with the final boss to make it more interesting.


Fri Feb 24, 2012 10:49 am
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Location: Iowa
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Fri Feb 24, 2012 12:04 pm
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Location: UAC HQ, @ Weapons Research Division Wing
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Fri Feb 24, 2012 2:21 pm
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Fri Feb 24, 2012 3:00 pm
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Location: The south!
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Hey guys, v15test 6 is now available for download!

http://phenomer.net/hosted/boko/brutaldoomv015test6.zip

@ above post, I tend to rush in like Rambo and just gun em down :P


Fri Feb 24, 2012 6:48 pm
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Fri Feb 24, 2012 8:20 pm
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Fri Feb 24, 2012 10:55 pm
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Hey Boko, what are the exact changes of this test version? The README in the package is old.


Sat Feb 25, 2012 1:22 am
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Joined: Wed Dec 31, 1969 6:00 pm
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Location: In Hell, Headbanging to the Demons playing Heavy Metal
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Those Curbstomps are ridiculously satisfying but I have one suggestion: Can you make the current Cacodemon death it's Alt-death and still keep the current one?


Sat Feb 25, 2012 4:12 am
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I like the new Cyberdemon weapon, however it could use a different explosion sound, trail sound, and maybe different colors?


Sat Feb 25, 2012 5:03 am
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Joined: Sun Feb 19, 2012 4:24 pm
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Wow. Grenade Launcher have very big splash area. :eek: GL need damage nerf. It should deal less damage. Now it deal same damage than RL, but have big splash area. GL can keep that big splash area but, damage need nerf. Always new versio of BD improved very much. Great. :)

Edit: Can you add GL shell when it reload? I notice GL have bigger damage, than RL.


Last edited by PaskaTykki on Sat Feb 25, 2012 8:00 am, edited 1 time in total.



Sat Feb 25, 2012 7:22 am
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Location: In Hell, Headbanging to the Demons playing Heavy Metal
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Sat Feb 25, 2012 7:52 am
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Sat Feb 25, 2012 10:31 am
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Cybie has a meteor gun now. Nice :P

I was thinking of something to make the boss battles cooler, now hear me out on this one: boss music.

Like you encounter a cyberdemon and some heavy metal-ish tune starts up as he notices you and starts to attack, then ends when he gets blown up. Same for the Spider Mastermind.

You with me on this? I think it would be cool, boss battles seem just that much more intense when you have a fitting boss theme to go with it.


Sat Feb 25, 2012 11:30 am
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Sat Feb 25, 2012 12:05 pm
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I hope you will add to the railgun the +WEAPON.NOAUTOAIM because this could be happen:

and also for the bfg10k :)


Sat Feb 25, 2012 12:25 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 165
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--Grenade Launcher:
*Alt-fire still doesn't eat ammo.
*Deals alot of damage and has a very large blast radius. A little blast radius nerf would be nice too. A direct hit grenade works better than rockets and it's kinda overpowers the RL.
*"If" a nerf couldn't balance the weapon; impact grenades should be removed altogether in my opinion. GL should only throw bounce types.
--Plasmagun:
*It doesn't stuck when it's out of ammunition anymore.
--Railgun:
*Still looks weak, but it's not because the weapon is weak it can take out a hell knight in 2-3 headshots and kill most weaklings right away. Compared to GL and BFG it's still needs a bit of work. I still vote for extra knockback to small targets, like kick already have.
*a little bit details and effects to the weapon itself may be? Also I found why I didn't like this weapon, it has some problems about perspective in my opinion.
*When you finish the magazine while zoomed in weapon reloads but doesn't lose the zoom crosshair anymore.
--BFG10k:
*An inaccurate spread effect or a significant delay between volleys would be nice. You know, allowing the weapon's generator to cool down and such.
--Cyberdemon:
*It requires 7-8 successful RL hits to the head now.
*Didn't like the new projectiles, but I can get used to it.
*May be it's too much to ask but I was fine with him single or twice shotting a player down. I was at UV and 200/200 player can take 3 hits to the face. I think it should be more powerful, just my opinion.
--Doomed A.I. Marines:
*They can reach some heights just by walking over now, but sometimes it causes them to stuck sometimes.


Last edited by sin-jackinn on Sat Feb 25, 2012 2:27 pm, edited 2 times in total.



Sat Feb 25, 2012 12:47 pm
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Joined: Wed Dec 31, 1969 6:00 pm
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Is the flaming chaingunner not dropping his weapon and the disappearing chaingunner and hellknight on demon bite death fixed in this?

The Belphegor's obituary message still mentions being killed by a Baron, not to mention I think he might be a little OP.


Sat Feb 25, 2012 2:09 pm
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Joined: Wed Dec 31, 1969 6:00 pm
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Location: The Universal Network
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The Cyberdemon's new projectile is better than I expected. I'd also imagine they're easier to spot than the rockets through the heaped-up carnage. ;) I don't think the sounds need to be changed, they're fine as is for now.

As for the Grenade Launcher, I wouldn't suggest downsizing the radius because it's over-powered so much as me getting caught within the explosion radius, because it's wider than expected. I'd still want it wider than the Rocket Launcher's radius, but not too wide where I still get hurt at a seemingly safe distance.

Also, during a test run on E1M1 of DooM II, I alt-fired a bouncing grenade up at the Zombieman on the platform shelf in the main room. It took his head off, kept flying and bounced back out. I love the Brütal Grenade Launcher. :)


Sat Feb 25, 2012 3:45 pm
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