Who, what, WHY?
I think it's pure artistic supression. You shouldn't get pressured by vocal minority. I think the mod is superb as is and it doesn't offend anyone who's sane.
Who, what, WHY?
I think it's pure artistic supression. You shouldn't get pressured by vocal minority. I think the mod is superb as is and it doesn't offend anyone who's sane.
It ceratinly looks closer to the original
I know the roster is finished but I think Bombshell should be there like other Build characters, especially when there are already sprites of her in-game.
I have small suggestion.
You should make chainsaw turn off while underwater.
It seems to be more logical (because chainsaw has combustion motor that requires air to work) and makes axe to still have some role in later stages of the game.
No need to apologize, my boner is enough compensation for it
In short, I ******* love it already.
I still find it weird it uses doom2.wad in any way.
Does it work with freedoom?
Ah I see. Then there is no problem. Looks awesome!
You should edit the texture of his head. The scar was obtained in 1947 and the RTCW story took place in 1943. Otherwise looks great!
Well, I understand. Still, it's a huge improvement over no muzzle flash and it looks awesome.
Looks awesome but I would experiment more with muzzle flashes (diffrent sizes, flickering/more sudden appearance). For now it looks slightly wah-wah'ey.
Insane models! I love them all (maybe with exeption of hands - those needs retexture/remodel as well)
I've read you'll also start remodel monsters after finishing weapons but my question is, will player character (male/female) also be remodeled?
masserpiece
Out of curiosity, will this require HL2 or just SDK?
I mean... Does this mod use ANY asset provided with IWAD from original Doom 2/FreeDoom? Because I see it kinda pointless, looking at the screens/videos of the game. I know how work the GZDoom/Zandronum ports but don't tell me it would be difficult to force (or at least fool) the engine to not require it (like Action Doom 2).
Of course I follow it and I will try for myself when it come out, but still, it feels silly to use original Doom 2 IWAD as base.
"You will need Doom 2 to be able to play the mod (...)"
*looks at the graphics*
I.imgur.com
also I'm using doom2.wad as base instead of freedoom.wad
My current settings (just for sake of killin nazis):
Path=$PROGDIR/brutalv20b.pk3
Path=$PROGDIR/hellonearthstarterpack.wad
Path=$PROGDIR/ExtraTextures.wad
Path=$PROGDIR/UDV_v1.80_A_BASE.pk3
Path=$PROGDIR/UDV_v1.80_C2_ADD_IN_Gfx_Alt_Visor_LQ.pk3
Path=$PROGDIR/UDV_v1.80_C1-C2_ADD_IN_Gfx_Alt_DoomGuy.pk3
Everything's fine, nazis in the right place, only issue is a lack of weapon list (and maybe some other features)
other configurations tested:
1.
Path=$PROGDIR/brutalv20b.pk3
Path=$PROGDIR/hellonearthstarterpack.wad
Path=$PROGDIR/ExtraTextures.wad
Path=$PROGDIR/UDV_v1.80_A_BASE.pk3
Path=$PROGDIR/UDV_v1.80_B_ADD_IN_Mod_BDv20.pk3
Path=$PROGDIR/UDV_v1.80_C2_ADD_IN_Gfx_Alt_Visor_LQ.pk3
Path=$PROGDIR/UDV_v1.80_C1-C2_ADD_IN_Gfx_Alt_DoomGuy.pk3
map32 swarmed with evil marines, everything else is fine
2.
Path=$PROGDIR/brutalv20b.pk3
Path=$PROGDIR/UDV_v1.80_A_BASE.pk3
Path=$PROGDIR/UDV_v1.80_B_ADD_IN_Mod_BDv20.pk3
Path=$PROGDIR/UDV_v1.80_C2_ADD_IN_Gfx_Alt_Visor_LQ.pk3
Path=$PROGDIR/UDV_v1.80_C1-C2_ADD_IN_Gfx_Alt_DoomGuy.pk3
Path=$PROGDIR/hellonearthstarterpack.wad
Path=$PROGDIR/ExtraTextures.wad
changed order of loading files, map32 still swarmed with evil marines, everything else is fine
3.
Path=$PROGDIR/brutalv20b.pk3
Path=$PROGDIR/hellonearthstarterpack.wad
Path=$PROGDIR/ExtraTextures.wad
Path=$PROGDIR/UDV_v1.80_A_BASE.pk3
Path=$PROGDIR/UDV_v1.80_B_ADD_IN_Mod_BDv20.pk3
evil marines are still here (by this point I'm excluding C_ADD_INs as issue (but why should they?))
4.
Path=$PROGDIR/brutalv20b.pk3
Path=$PROGDIR/hellonearthstarterpack.wad
Path=$PROGDIR/ExtraTextures.wad
Path=$PROGDIR/UDV_v1.80_A_BASE.pk3
nazis ready for killing
5. (w/ Project Brutality)
Path=$PROGDIR/ProjectBrutality2.03.pk3
Path=$PROGDIR/hellonearthstarterpack.wad
Path=$PROGDIR/ExtraTextures.wad
Path=$PROGDIR/UDV_v1.80_A_BASE.pk3
Path=$PROGDIR/UDV_v1.80_B_ADD_IN_Mod_ProjectBrutality.pk3
nazis waiting!
I'm pretty sure B_ADD_IN_Mod_BDv20 is a culprit of this little mess
also I'm using GZDoom provided with the starter pack (g2.1.pre-1231-g5a7afad)
well... that's weird - when I load everything BUT UDV_v1.80_B_ADD_IN_Mod_BDv20.pk3 nazis are apprearing as normal. I can load other stuff like C_ADD_INs and nothing wrong is happening. And yeah - I'm talking bout map32 of starter pack where with B_ADD_IN_Mod_BDv20 it's flooded with evil marines. Enemies on other maps of starter pack also looks unaffected regardless of loaded B_ADD_IN_Mod_BDv20 (imps are imps, zombie guys are zombie guys etc. quickly tested on map01 and map02).
What is truly weird when I load Project Brutality with B_ADD_IN_Mod_ProjectBrutality everything looks normal (even nazis are appearing). So I'm almost certainly sure issue lies within B_ADD_IN_Mod_BDv20
I found a bug with your UDV under BD20b starter pack. There's no nazi (instead there are Evil Marines) but only it happens when I load also UDV_v1.71_B_ADD_IN_Mod_BDv20.pk3. When I load alone UDV_v1.71_A_BASE.pk3 they appear as normal.
Also - great job! My favorite hud for Doom.
Imo he should more likely be hired somewhere in the game industry with his designing skills and creativity
If u want to still updating this mod, I would mind you that in Heroes of the Storm there is perfect model for Arthas: I.ytimg.com
Anyway, good job on this
PanMać
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