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I sorta got a thing for making ridiculous Doom mods lmao

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It's been quite a while.

I just want to clear up some things about what's been going on lately.

For starts, I'm starting to lose a bit of interest in this project. I've just been concentrating on school (Which started back up in late August), and I'm working on some bigger things (I've started working on a mod for ECWolf, a Wolfenstein 3D source port. Stay tuned for that). To me, I'm not very good at multitasking, so I've been less focused on working on this.

Second is pretty much the bad news. When v1.3 is finally released, I'm going to abandon this project.

Again, I've been losing interest in working on GM's Arsenal, so I don't know what could possibly motivate me to continue with this. Even then, the whole crowd has lost interest in GM's Arsenal, too, as the public beta for Brutal Doom v21 has been out for over a month now (Keep reading to know about what I'll be doing about that). Hopefully, someone out there is willing to keep this project going by working on it while I'm gone, but, for now, this mod will be abandoned.

And I know what you're thinking: "What about the whole v21 thing?"

Well, the last version will include a copy of brutalv20b.pk3, which has been modified to fix the infamous blood.txt line 610 bug, so, there's that.

Oh, and one more thing.

I've released a bit more footage of what will be included with v1.3.

Normally, this footage would look better, since I got a new gaming PC for Christmas, but I'm with my dad for the whole week, so the video looks like this.

Brutal Doom - GamingMarine's Arsenal v1.2 has been released, with a fuckton of new features and changes.

  • Added lots of new tortured marine decorations
  • Changed MP40 firing sound
  • Added alt fire sprites for the chainsaw
  • Made pistol right handed, changed the firing sound, and touched up the reload animation a little bit
  • Made revolver right handed and changed the firing sound
  • New quotes for the former humans/former sergeants
  • New difficulty names
  • New title screen music
  • Removed "sprite recoil" of the minigun
  • MG42 can now be obtained by cheating again
  • Grenade launcher and railgun now randomly replace the rocket launcher and plasma rifle respectively
  • Added new sounds for the grenade launcher
  • Changed the pickup sounds of all health and armor pickups, plus all power ups
  • Changed health bonus sprites
  • Changed teleport fog color
  • Classic invulnerability effect returns, but has buggy effects against fire
  • Changed player sounds to Bitterman from Quake 2
  • Changed the marine voice (Again... -_-)
  • Changed Nazi voices
  • Added armor with an ammo belt
  • Changed "evil eye" decoration sprites
  • Removed Classic Mode
  • Spectres no longer drop blurspheres
  • Added many new weapons, including...
  • A sledgehammer (Randomly replaces the chainsaw)
  • Collectible broken jawbones
  • A Glock 17 (Randomly dropped by former humans)
  • An AA12 automatic shotgun (Randomly dropped by former sergeants)
  • An M1014 automatic shotgun (Randomly replaces the shotgun)
  • A lightning gun (Randomly replaces the plasma rifle)
  • The BFG 2704 (Randomly replaces the BFG 9000)
  • The Unmaker (Randomly replaces the BFG 9000)
  • Download here: Moddb.com

If you wanted to know all of the changes of Brutal Doom - GamingMarine's Arsenal v1.2, here you go.

Mark your calendars, Brutal Doom - GamingMarine's Arsenal v1.2 is coming July 15th, 2017.

No, this isn't a joke! Brutal Doom - GamingMarine's Arsenal finally has its first trailer!

I know, this video reveals that I'm a 13 year old (Quite literally), but hey, I still pulled all of this off!

Mark your calendars, v1.2 comes out July 15th, 2017.

In the past few months, a FUCKTON has been revealed for Brutal Doom v21. Unfortunately, all of these new features will force me to completely remodel GamingMarine's Arsenal.

But the I got an idea.

What if GamingMarine's Arsenal was its own separate MOD? That could keep players from having to switch from v21 to v20b each time they want to play my MOD!

So, yeah, much like Project Brutality and Insanity's Brutality, GamingMarine's Arsenal will now be it's own MOD. This hasn't been pulled off yet, so I won't be able to release any test builds for a while.

EDIT: My mind's now in the air about that. I don't know whether I should keep my new idea, stick with GamingMarine's Arsenal being for v20b and include v20b with the MOD, or remodel the MOD to work with v21.

In the meantime, let's go ahead and show some of the major new features for v1.2, the most notable being the new weapons.

A TON of new weapons have been added. Let's go through them all.



The Sledgehammer

The sledgehammer from Doom Nukem will now randomly replace the chainsaw (Reworking some sprites for the chainsaw's alt fire, BTW). While its primary fire is rather weak, the alt fire makes the sledgehammer be thrown down the middle, doing lots of damage.

If THAT wasn't enough, the damage that the sledgehammer does can be affected by picking up a berserk pack/demon rune.

Screenshot Doom 20170503 170250


The AA12 Automatic Shotgun

Former sergeants now have a random chance of dropping an AA12 automatic shotgun. This weapon was pretty old, so I'll have to clean it up a bit.

Stats

  • WEAPON TAG: AA12 Automatic Shotgun
  • SINGLE CLIP = 20 shells
  • PRIMARY: Chain of bursts (Depends on how long primary fire button is held down)
  • SECONDARY: Single burst

Screenshot Doom 20170503 170304


The Lightning Gun

The lightning gun from Brutal Doom 64 will now have a random chance of replacing the plasma rifle. It acts pretty differently from the original and can slow down your game, but it's worth using nonetheless.

Stats

  • WEAPON TAG: Lightning Gun
  • SINGLE CLIP = n/a
  • PRIMARY: Fires a long electric charge (Depends on how long primary fire button is held down)
  • SECONDARY: Fires an electric ball (May contain splash damage)

NOTE: This weapon can slow down your game to a crawl. Worth using if you have a very powerful device

Screenshot Doom 20170503 170313


The BFG 2704

This weapon was previously used in the Doom press release beta, but was changed due to the fact that it slowed down older computers. Now that this weapon no longer does such and randomly replaces the BFG 9000, it can now be enjoyed again. Keep in mind that this eats up a lot of ammo.

Stats

  • WEAPON TAG: BFG 2704
  • SINGLE CLIP = n/a
  • PRIMARY: 40 projectiles fired at once
  • SECONDARY: Single giant BFG ball fired

Screenshot Doom 20170503 170326


The Unmaker

What the fuck is this!

That's right, the unmaker from Doom 64 also randomly replaces the BFG 9000 and NOW has its own ammo that'll recharge overtime! Oh, and it also has an alt fire.

Stats

  • WEAPON TAG: Unmaker
  • SINGLE CLIP = n/a
  • PRIMARY: A single rail is fired (5 rails per second)
  • SECONDARY: A much more powerful rail is fired for the price of 10 ammo

Screenshot Doom 20170503 170340


Remember how the MG42 (A.K.A. Hitler's Buzzsaw) couldn't be obtained from v1.1 onward?

Unfortunately, it was impossible to bring back without removing the code for the Nazis being in MAP32/custom maps. Not that it really matters anymore, since the new weapons for the BFG spawn will DEFINITELY keep the MG42 from spawning.

The MG42 CAN be obtained by cheating again, and it's now the only way to get it. I guess we could consider it an Easter egg of sorts.

Wait, did I just reveal a new Easter egg?

Oh shit.


Other Notable Changes

There's still a bunch of more changes that can't be noted here without having to record my screen. Here they are:

  • A new bobbing movement has been added to all weapons
  • The pistol's reloading segment tweaked
  • The classic explosion sound from Half Life makes a return

That's currently all that's been changed, but, trust me, I will make more changes and list them in the future.

There's currently no planned release date for v1.2 just yet, but I'll try to finish it before v21 comes out.

Stay tuned!

-GamingMarine

Version 1.1 was just released, and is now available for download.

WHAT"S NEW:

  • Half-Life marine voices added, plus some of my sounds
  • Changed shotgun skin
  • Evil marines no longer spawn (NOTE: This also removes the MG42)
  • Added an impaled marine to replace the dead corpse on a stick
  • MP40 already loaded
  • Restored the energy cell (CELLA0) sprite
  • Redid some frames for stealth-killing a former commando and Nazis
  • Several new sounds were added
  • credits.txt and readme.txt files now included in the .zip file
  • New logo and credits screen
  • Removed an excess folder
  • A cracking sound will now play when stealth-killing a Nazi
  • Player now starts with a revolver
  • Added an M50 sniper rifle and an M55 upgrade. They now randomly replace the minigun

Here's the download link: Moddb.com

The very last planned thing for Version 1.1 has been added: An impaled marine.

POLCC0

This impaled marine will replace the dead corpse on a stick, and is like taking one of Hell on Earth: Starter Pack's decorations, and putting it into a normal Doom map.

This is my very first attempt at creating custom sprites. The source image was taken from Realm667, and several extra extra frames were added by me. What you're looking at is the third frame for when it spawns.

Here's a video that I made yesterday, showcasing this decoration. I was recording with a phone, because my laptop can't use screen recorders properly. Youtube.com

This means that GamingMarine's Arsenal Version 1.1 is ready for release. Comes out March 31, 2017.


Brutal Doom - GamingMarine's Arsenal Version 1.1 is nearly complete. I luckily kept the Brutal_GM_Arsenal folder, in case something like what happened with SLADE last night would occur. Unfortunately, the new game mode was dropped, as it kept the normal pistol from being usable in Modern mode.


What's new, Scooby Doo?

Quite a few things, actually. This version was a bug fix update at first, but new weapons have been added, making this a normal release. Here's the new changes:

  • Player now starts off with MP40 ammo, to prevent reloading when the MP40 is first obtained.
  • Evil marines will no longer spawn in MAP32: Grosse and custom maps. They were overpowered as fuck.
  • Stealth-killing a Nazi will play a cracking sound, much like with the other enemies that can be stealth-killed.
  • Added the classic energy cell sprite (CELLA0), for a bit more compatibility with FreeDoom.
  • A few new sounds were added, to replace old and empty spaces.
  • DoomHydra's Half-Life marine sounds were added. I added a few new sounds myself.
  • New logo and credits screen.
  • A credits.txt file was added, to show the resources for the stuff. Requested by BerserkerNoir.
  • A readme.txt file was also added, to help users who don't notice any changes.
  • An excess folder named FATALITY in the SPRITES folder was removed. I planned on adding some of Project Brutality's fatalities at some point, but I'm not that experienced with coding yet.

    The New Weapons

  • The revolver (Slot 2). Player starts with this at the beginning of a new game.
  • M50 sniper rifle (Slot 4). Randomly spawns in place of the minigun.
  • M55 sniper rifle (Slot 4). An upgrade of the M50 that also randomly spawns in place of the minigun.

Expect Version 1.1 to be released in late March - early April.

Stay tuned!

SLADE sure did fuck up this time.

I was editing GamingMarine's Arsenal a bit, but when I saved my changes, SLADE crashed. That's actually very common in this update.

When I checked to see if any changes were made, it turns out that SLADE deleted EVERYTHING on the file.

I'm gonna have to start over, and that means forgetting a few things.

I wanted to let you guys know about this, because I'm really pissed off right now,

Chances are, no one is going to see this, since I can't post blogs on Brutal Doom's page.

Recently, I released an addon for Brutal Doom titled "Brutal Doom - GamingMarine's Arsenal", and it's in the top 10 most popular addons. I just started working on Version 1.1 of the addon, and I'd like to show you a few graphics and a new game mode I've added.

This new game mode is titled "Doom 4 Start" (Placeholder name), and it has the player start off with Doom 4's plasma pistol and repeater, instead of the normal pistol and assault rifle. Assault rifles can still be obtained by zombiemen. If you give players the ability to drop weapons in multiplayer, you can dual wield plasma pistols/repeaters.

Here are a few images previewing the new game mode:

Screenshot Doom 20170319 205612

The plasma pistol. You can see a helmet in the background, along with the old megaarmor in the HUD, so GM's Arsenal was played here.

Screenshot Doom 20170319 205615

Dual wielding plasma pistols.

Screenshot Doom 20170319 205621

The repeater.

Screenshot Doom 20170319 205622

And here's two repeaters.

Something I found interesting is that the creator of the alternate sprites of things that I used didn't add an alternate sprite for the energy cell (CELLA0). This caused a bit of weirdness in FreeDoom.

BEFORE:

Screenshot Doom 20170319 210926

AFTER:

Screenshot Doom 20170319 211004

GM's Arsenal now has it's own logo. Slapped together in paint.net.

MDOMHD

Well, that's all that I've changed so far. I've mostly made changes in the sound department, but I can't show that, obviously.

GamingMarine's Arsenal will be released somewhere around April. Maybe May, since Brutal Doom v2.1 is close to release.