While I think this mod needs a lot more polish, it does have some cool **** in it and really appreciate you removing the copyrighted stuff and uploading this. Nice job hzeric!
While I think this mod needs a lot more polish, it does have some cool **** in it and really appreciate you removing the copyrighted stuff and uploading this. Nice job hzeric!
Oh cool is that the Apocalypsis Cyberdemon sprite? Really cool to see it implemented in Brutal Doom:)
Are you gonna update it to the newer version? Or wait til I_G does another update, which it sounds like he's going to.
I just noticed this, and maybe its a quirk of Flakes Doom 2.6b, but two Imps were infighting after one hit the other with a fireball in Map 01 of Doom II.
Yeah I quickly deleted the 22updater.exe, no reason for any pk3 or wad to come bundled with an exe. Very sketchy. Thanks JMartinez2098:)
Hell Yes!!! Thanks Sarge, appreciate your hard work to give us these awesome mods:)
Yeah i cn't unsterstand why they make an esports of it since its based quite a bit on luck rather than skill, though skill does help ofc.
Is this like D!Zone? Lol. Thanks for the Instant Doom Levels you posted a few days ago, actually found a couple of cool little mapsets, like Necromania 2 for example. Cool little gems here n there:)
Looking forward to it:)
Really love what your project, I know it still has a ways to go but it plays well so far. I recognize some of the names in your team, solid bunch of people and you even got Ali Jr. doing some of the sprites, very confident in this mods success. Great job so far olzhas1one!
Would that even be possible? I mean that would be cool, but I always imagined applying that death animation would just make the monster explode like getting blown up by a rocket or grenade since this uses PB's gore.
Are you going to upload 1.3? It has a lot of cool features implemented, like Josh771's Enhanced AI. Adding that was brilliant:)
I'm loading it with ZDL, tested it only with BDv21 in the load order and it worked perfectly. Ofc, BD goes 1st. LOVE these new sound effects, awesome job DeathCold and thank you, BD needed this:)
Still get the Map Info line 38 error that Guest mentioned, even with different versions of GZDoom.
This has improved considerably from the last version I downloaded, v5 I think?, great job!
Thanks for posting this here!
I think it SHOULD work, it'll most likely have the custom monsters alongside RDND's, I've played Innocence X and the Nightmare Imps spawn alongside the regular, however I played RDND with Exspiravit once and the custom monster sprites were doing some weird ****. Only mapset its caused problems with.
This sounds very interesting, but how do you leave the starting area in Map 01?
For when, I had heard late in 2019 after the release of Doom Eternal. There's no set date and there's a LOT to do if you ever look at PB's Trello Board. As far as where, I'd imagine here on ModDb just like 2.03.
Is this an updated version from the one posted on DW, 3 days ago I believe? I plyed it briefly and really enjoyed it, can't wait to play thru the rest.
Sorry but both Hard Doom and Project Brutality are gameplay mods and aren't not compatible. You probably already know this, but if you want the Hard Doom experience applied to PB, set the monster spawns to Tier III or IV, or Deathwish:)
Hope you're still working on this Doc, looks really interesting:)
I can't believe its finally finished, I keep looking at this page and seeing v21 without RC is so strange lol. Awesome job Sarge, been playing this with eday001 and its been playing FLAWLESSLY. Thanks for your hard work!
Will this be updated to v21 Gold?
You know what, it crashed 1st time when testing with 3.8 Dev Build and 4.1.1 after binding Q to Melee. But when I launched it again, it was bound, able to rebind other keys and hasn't crashed since. Kinda weird, but I thought I'd let you know it was an isolated instance, thanks Randomguy7,.
Game crashes when you set Mjolnir specific keybinds in Mod Options, using GZDoom 4.1.1 and pre3.8 Dev Build.
Hey this looks great! I like Enhanced Quake **** and am glad it finally got a mapset to go with its weapons and gameplay, since Doom's weapons and the way they spawn in is slighly different from Quake, even though ts a Doom mod lol. Looking forward to playing this and giving feedback:)
I'm having a problem somewhat similar. When starting e1m2 there's a black wall across where you start then those same black walls start blocking off parts of the map when you progress a bit. Everything else seems to work fine, however these black walls are gamebreaking since they won't let me progress.
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