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Brutal doom
Brutal doom














Yes! One of the many things I left my twitter account abandoned for now. Things like this really make me feel tired about Doom.

brutal doom

I know I have done and said bad things here, I'm guilty. When I got here I thought I was gonna meet people that loves Doom which I did, but most of it is just purely competence and arguments between users in other places over the Internet. Some planned new content includes: Doom 3 Sentry Bot, Soul Cube, Freezethrower, Devastators, the Karasawa (a weapon from the ages old Brutal Arsenal addon).Īll the custom weapons can be disabled with a menu option.Things like this make me sad. Instead of replacing and randomizing existing weapons, they are randomly spawned near special items such as the Backpack.Īll new weapons such as the Grenade Launcher, Railgun, BFG10k, Autoshotgun, Machinegun, Submachinegun, Flamethrower, Nuke Launcher, and Unmaker will now use this system. Now the new system spawns new weapons and items differently. The old weapon randomization really was terrible and broke the gameplay flow with several custom maps. You may have found problems playing some custom maps which you are expected to have a rocket launcher or a plasma gun near the beginning, and it gets replaced by a Railgun or Grenade Launcher, and it makes playing the level basically impossible. Removing the Archville's horns and returning the Cacodemon's crimson tone to its original bright tomato form are also planned. This also gives the opportunity for the Machinegun to be rebalanced to have a faster rate of fire and higher spread.Ĭhaingun Zombies also have their old design restored. One of these things you can already notice in the dev diary is the Chaingun, which now looks and plays a lot more like the Vanilla version. I have decided to revert the design of many things in Brutal Doom to be more like what they used to be in Vanilla. Here is a new dev diary showcasing the performance achievements, side by side comparisons with v21, and a bit of teasing of new features. On v21, the game would freeze a few seconds after stepping into the arena, but now it's completely playable on an average of 20 to 30fps. On this video I'm playing Map 30 of Speed of Doom, a ridiculous final battle that pits the player against 3000 monsters in a huge arena. The partial result: Slaughterfest wads that were previously unplayable with BDv21 or prior versions can now be decently played on my rig (i3 8100, GTX 1660). On this first dev mini-diary, I'm documenting the performance improvements brought by bringing the hitbox system of VietDoom into it and replacing the old multi-box system, and also great improvements in the way the engine spawns particle effects and explosions. It might take years for the final version of v22 to come out, but even the first public beta builds will provide a far better experience over v21 Gold. The aim is to provide at least a good public beta by the end of April/mid of May with a final version of Extermination Day. The development of version 22 of Brutal Doom has started this month. I believe getting rid of side projects will help to ease my anxiety and help me to focus on Brutal Fate better. I decided to take a month out of Brutal Fate's development to work on a public beta of Brutal Doom v22 and finish Extermination Day.

brutal doom

Hopefully this will stop people from making "What's your opinion on Brutal Doom" threads.

brutal doom

Brutal doom how to#

This is a thread where I will post news related to the mod, and may be used as a general thread for discussing Brutal Doom, any of it's forks, and talk about how to modify the mod to make your own fork. "Hello folks, have you heard of this little gameplay mod called Broodal Doom?"














Brutal doom