This member has provided no bio about themself...
Hello and thanks for your feedback.
I believe both the errors you encountered may be due to the version of Brutal Doom you're using or the Sourceport. The Juggernauts are a resource from the previous BD version but the latest beta has removed it, hence they won't spawn.
I hope this is simply the issue. Feel free to update me if playing BD version 20B works better.
I'm really impressed with your efforts. I have played and completed your Misery campaign twice in addition to a couple more corrupted save games.
I always keep coming back and I know I'm going to love the next update. I have invested $60+ for new triple A title games and only received a portion of entertainment in comparison to your work. So I wish to contribute. I don't care about costs, I just ordered an item from your Shop to support your efforts. Please keep up the great work.
I found an Arena Bug.
In 1.4.002 I have have bug where I'm being spammed by Arnie saying "Ho! The Challenger Killed his opponent in time! He Wins!" and "The fight has started!"
It happened after I entered the Arena randomly and a match vs Bloodsucker automatically started despite me not playing a bet or accepting. Now I can't take on more matches and I'm being constantly spammed which is driving me insane.
If anyone has a way to shut him up, please let me know. Killing him doesn't work.
It's a shame about the patches requiring a new game start. Losing so much progress is painful, especially when I have the habbit of carrying as much loot as possible and dragging it somewhere safe.
Are there any more major patches intending to come out? I just want to make sure it's safe to start again.
I'm really excited. I was wanting to play a new Stalker Campaign, this is worth the wait. Congratulations on your guys progress, I have been following you for years!
My body is ready! I can't wait. I believe the dismantle feature and the many uses small items serve will create a whole new layer of gameplay and a great solution to the painful carry issue.
Your team truly are game developers.
Interesting. But what will it have new that other mods or yourselves haven't done already?
But don't take this as a negative comment. I'm excited to see what you guys come up with, I'm a big fan of the complete series.
Nice, I'm happy to hear about the progress. I hope things go smoothly as I'm excited to try the Director's cut.
Merry Christmas everyone! Snow in the zone? Will there be seasons? :O
There is a linedef trigger that causes the first door to explode. You may not be running vanilla Brutal Doom 20b.
I'm not going to look forward to fighting these guys. But, why let a lethal Timurid horde get in the way of a good Crusade?
I think this skill system will do wonders in harder difficulty and late game. Let's be honest people, at some point of all Stalker campaigns you have seen it all and done your looting runs far too many times to have any magic left - to have the option to streamline the process later game will make menial tasks more tolerable.
Actually I think that Misery mod could benefit from this system haha.
I'm sussing out this mod, I forgot all about it - how long has it been!?
It may be a while sadly, it's lots of work and I still feel like more improvements are needed in the first chapter - I have received lots of criticism for poor use of lighting effects. It may need an overhaul.
Not from here - from Doom World members.
A shame about limited cultures. But truth be told I would only stick with one anyway.
I get the feeling you're going to need the florins. With all the overheads like automatic recruitment, training, army costs and building functions that 100,000 florins will drain fast.
Sure thing - although I think the download includes a text file that tells you in the credits.
Intermissions: Doom 64 Metal Theme - Jonathan McCann
Map 01: The Waste Tunnels – Andrew Hulshult
Map 02: Dark Halls Cover – Jose Beausejour
Map 03: Pokémon Mansion Remix - GlitchxCity
Map 04: Iron Cathedral - Prophecy
Map 05: Underhalls - Lashmush
Map 06: Redemption - Lorcan
Boss 01: Death Angel - The Engima TNG
Map 07: Imp Song – Andrew Hulshult
Map 08: E2M2 - Tom Gruz
Map 09: Release - EagleGuard
Boss 02: Apocalatia - The Enigma TNG
Medieval 2 is definitely one of the best games I have ever played. I'm thrilled with the work you're doing - your approach is something I wanted for a long time.
Have you ever played Sword of Damocles for the original Mount&Blade;? Sucks about the crappy graphics / animations but the mod itself transform the Kingdom management into something amazing. Best thing since your mod.
It includes Edicts (in cards form) that alter influence and support from Merchants, Religious Figures, Nobles and Serfs, it has a strategic map to order your men when you're a King and even a treasure hunting map to invest some explorers into. The mod also has A.I. self kingdom management similar to yours.
If you haven't - I strongly urge you to give it a try.
I'm assuming you have Brutal Doom v20B. If you do I'm guessing you drag the mod onto your Sourceport's execute? And your Sourceport is either Zandronum or GZDoom? (make sure you have 64bit of GZDoom if you are using that).
If you do, all you need to do is simply create a new folder named "skins" where the Sourceport / execute is and place my wad inside it. You could even place Brutal Doom in there too - it should automatically load the addons when you launch the Sourceport.
I'm glad you loved it. I have to admit I haven't started the second set of maps yet. But these kind responses are motivating.
Yeah the stealth bit has a mixed response. I probably will limit the stealth segments. I may have one more planned in the future but with some more freedoms to the player movement. Thanks for the review mate!
I'm glad you liked it. Yeah I definitely encourage exploring and utilizing all of Brutal Doom's mechanics to maximize your ammo. But I may consider adjusting it a bit more.
For example, a grenade lob can kill most of the largest hordes I send at the player. And with smaller encounters, small minigun bursts in stronger enemy heads will end them quickly with minimal ammo loss.
I believe it will run but it is not advised. Reason being PB has randomized monsters. I have very specific triggers and events that need the right monster for the right moment. However you may be able to try with the monster swap feature switched off. If you try it please let me know how it went.
Generally you will need to create a 'skin' folder inside your Doom's source port folder (where the execute is) and place Brutal Doom and my Map Pack inside the skin folder. Or you can have either one of the two mods in the skin and simply click + drag the other item into the source port.
Very promising feature. This will definitely appeal to Mount&Blade; fans like myself. Keep it up.
Nice, you get most of and the best content this way.
If you ever feel like replaying the wad - try I am Super Bad. You will get more challenges and new hidden rooms.
Thank you very much for the kind review, I really appreciate it.
Indeed the whole ambush on key card collection is so Doom Cliche it becomes too routine. I should consider mixing things around in the second chapter.
Out of curiosity, what difficulty did you play it on?
I designed the maps to be little on the exploration side. Without carefully searching around corners (or even inside broken crates or on top of them) you may be struggling on the ammo side of things. Alternatively, recognizing the powerful nature of Brutal Doom's Chainsaw and Grenades - you can save lots of ammo utilizing these tools in the right situations.
Thanks for the bug report. This will be something I have to look into. I will double check if the scripts are based on the Bosses reaching health 0 or on killed.
Interesting. I know one way the first room could break - that being the triggers with the door exploding not registering. Any cheats or non supported mods may cause these issues.
If you were playing exactly as intended and the issue still occurred, please let me know with any details.