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Comment History  (0 - 30 of 31)
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

I was wondering when get the chance can you have the chainsaw use up ammo like in doom 4 but also make it more powerful also as a mutator please.

Good karma+1 vote
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Weapon Wheel v1.54

Can you make this useable with brutal pack v8 please.

Good karma+1 vote
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

I meant flamerzombie not pyrozombie,typing to fast.

Good karma+1 vote
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

Can please throw in the UTNTflamethrower Realm667.com love the way it looks and the pyrozombie in with that weapon.

Good karma+1 vote
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

I been messing with slade lately(since I got it work on my laptop)and figure out how to add monsters in your mod and the two monsters I added in was the terminator and the overlord for new boss type monsters and been having fun with them.I change the terminator attacks up and wondering if you like try them out on your mod so you can balance them out if you want to.I also given every weapon there own ammo pool also from the help of dante's mod from Oblige.sourceforge.net and I found this hookshot weapon from Hexereticdoom mod on Forum.zdoom.org going around looking at other mods to see what else useful things they have that I like for my own personal use but will share them if you or somebody else would like to use them.

Good karma+1 vote
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

I been using oblige with your mod mainly for the non-captured marines so I can still have marines and the blursphere and wonder if theres a way you could have the marines fight monsters when the level starts if they are near by them and also have monsters walk in a certain radius where they spawn at in the stage instead of them staying still.

Good karma+1 vote
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

This is the monsters I wouldn't mind having in your mod.

1.Plasma Zombie
2.BFG Zombie
3.Devil Imp
4.Bloodfiend minus the projectile attack
5.Hades Elemental
6.Railgun Arachnotron
7.Terminator
8.Overlord
9.Hectebus
10.Phantom minus the Homing Projectiles

Good karma+2 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

I been looking a Guncaster Monster Pack (V3) Forum.zdoom.org and wondering if let us vote in which monsters we want in your mod your for future releases.

Good karma+2 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Doom

Take you time doing this until you feel like is ready for us.

Good karma+1 vote
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

Have you thought about adding in some of the items from skulltag?

Good karma+3 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Quiet Marines

This is one good but silly *** addon I seen up here and the author quote(It's time to tell marines to shut up... You won't have any headaches. This addon will prevent marines to talk. Enough said.)has me laughing everytime I read it.

Good karma+2 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

I feel like the magnum needs to have it's own ammo pool and weapon slot because the difference in power is way more greater than the pistol.For ammo I say that human enemies can have a low chance of droping the magnum or a speed loader with six bullets on it.

Good karma+2 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ 555 PB Weapon Wheel V2

I play doom with my ps3 controller(Console player)so this will help out a lot.

Good karma+1 vote
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ 555 PB Weapon Wheel V2

Is it possible you can make this work with brutal pack?

Good karma+1 vote
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

I'm still coming across a few problems

Chaingunners won't drop their weapon depending on how they die.
1.If they die by a shotgunblast their body has to hit a wall for then to drop it.
2.If they die by a grenade they won't drop nothing.
3.Sometimes if the die by a rocket they won't drop there weapon.
4.If they die by an attack that chars their body(from a hell knight/baron of hell)projectile attack they will not drop their weapon.

Monsters will not attack back Hell Demons and Hell Storm Archon.

Good karma+2 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Doom

whoa,what happen up here?I come back and people went to town up here.

Good karma+5 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

I posted this already on the main page on brutal doom but I figure the more people see my Idea the more likely it might be consider.

What if the marines you be saving could randomly turn against you like a demonic circle appears underneath them and it converts into hell servents(even if they die while helping you).While they are turning,you have a 3-5 seconds to kill them before they start trying to kill you(they still have there soul to resist hell).If they are dead already,in the first ten seconds they can are revive and turn against you without no time limit(body has no soul to resist hell).They keep there weapons,get increase health(1.5-3x while alive,3-5x while dead at randomly)but lose a lot of there speed they had before they turn against you.For the first 2 minutes they work with you but after that about every 15-30 seconds they have a least 25-50% chance of turning against you.If anything this so why you is fighting against you other marines in the first place.

Good karma+3 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Doom

I was playing around with the marines and came across a couple of things about them and was thinking of a good idea for them.

This is Version 20 problems

I was playing around seeing how fast some enemies can kill a captured marine but instead they die against him.He was taking a least 20-50 health about every 2-3 seconds from them while still stuck on the pole.

If a marine dies most of the time they can be revive just by going over the body ,body part and weapon by using the use/open button.I go over most of the ways they can be revive.

1.He dies by normally without being gib.
2.He dies by being gib.
3.He dies by a grenade,go to the overturn torso.
4.He dies by a rocket,go to the head.
5.He dies by a chainsaw,go to the legs.
6.He dies by a flame attack.
7.He dies but his body goes away leaving the weapon,press the button over the weapon.
8.If he dies while captured,depending on how he dies on the first seven ways he can be revive by going to the pole on which he was stuck on.
These are ways that there might be a chance to revive him.

1.If he dies by a attack that char his body parts(plasma balls,hell knight and baron projectile attacks),you might be able to revive him by pressing the button where his body parts,pole(if captured)and weapon was at.[low chance]
2.If he dies by a fatality while captured he can be revive by going to the pole.[high chance]

My Idea for them

What if the marines you be saving could randomly turn against you like a demonic circle appears underneath them and it converts into hell servents(even if they die while helping you).While they are turning,you have a 3-5 seconds to kill them before they start trying to kill you(they still have there soul to resist hell).If they are dead already,in the first ten seconds they can are revive and turn against you without no time limit(body has no soul to resist hell).They keep there weapons,get increase health(1.5-3x while alive,3-5x while dead at randomly)but lose a lot of there speed they had before they turn against you.For the first 2 minutes they work with you but after that about every 15-30 seconds they have a least 25-50% chance of turning against you.If anything this so why you is fighting against you other marines in the first place.

Good karma+3 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

Found out why he drops so much ammo,everytime he feels pain he drops ammo(both pistol and rifle)because I was expermenting with him against with the pistol and rifle and he drop a least 150 bullets but when fighting against 2 or more zombieman he drops at least 300 up to over 600 bullets

Good karma+2 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

Once in a while a chaingunner will drop a very large amount of pistol ammo(75 bullets and on rare occasions over 600 bullets).When he dies in certain ways mainly by having his body flying(killing him by the shotgun or by a grenade)he won't drop anything.

Good karma+1 vote
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

A cool but crazy bug be happening to me,sometimes when I be killing enemies and not killing in a weak spot,there health seems to go back up to max and they make there alert sound(mainly hellknights and barons)and got me thinking,depending on how you kill hellknights and barons when they go into that pre-death state if you don't kill before they die on them own,they have a chance to transformed into one of there extra monster forms.

Good karma+1 vote
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

Just thinking of a idea,is there away you can make a grenade teleport through a portal so you can get the drop on enemies.

Good karma0 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

I be using onlige with this mod so I keep my health above the normal amount.I was fighting a pyrodemon,had 1124 health,291 armor.It hit with me with it's regular attack and took away all my armor and brought my health down to 941,than it hit me a giant fireball attack and kill me instantly.Not even the cyberdemon stepping on you can do that much damage to you.The pyrodemon needs to be balance like hell.

Good karma+2 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

This is a little nitpick but can you have the pistol come before the rifle instead of the fists and can you add in a capacity loaded for the rocket launcher on the alternative hud display to show much shots you have lift in it before you have to reload it.

Good karma+2 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

The max amount of health and armor is 9999

Good karma+1 vote
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

Is there a way you can make a mutator for health and armor that allow medkits that heal you beyond 100 health and soulsphere/megasphere that heals beyond the limit like health and armor bounses but give you half the amount for health and armor for them because I hate when I can't get back to them or have to backtrack a long distance for them.

Good karma+3 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

I love the new monsters but some of them is way to overpower.The doublebarrel shotgunguy can kill in 2-3 hits at 200 health/200 armor,1 hit at 100 health.The rocketguy is the as the doublebarrel shotgunguy but can shoot more faster than him and does not a reload animation.The new demons attack damage need to be lower at lease by half(the dark imps can keep there attack damage).Enemies won't fight back the new type of barons.

Good karma+3 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ Brutal Pack V10 Beta 8.2 (PATCHED)

on the alternative hud it does not show how much ammo is currently in the rocket launcher like ver.20 because sometimes it misses me up by trying to shoot but reloading instead.

Good karma+2 votes
jamesnaruto12345
jamesnaruto12345 - - 31 comments @ PSX Doom fully compatability

I love this but it is way to dark a certain parts,can you add in a flashlight into this?

Good karma+1 vote