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skymarshall
skymarshall - - 28 comments @ Tyranny Giveaway

Add me to the giveaway draw please. Can't believe I'd not heard of this game until I saw the moddb banner today - it looks awesome

Good karma+1 vote
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

I've been experiementing with a remake of the Doom 2 cast call (ending) sequence using ACS:

Drive.google.com

(either complete doom 2 map 30 or use "map castcall" to see it)

It's kind of cool as it shows off all the PB enemies and a lot of different death sequences

Good karma+3 votes
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Yeah, the decorate code for the watchers is pretty minimal, so I agree that they don't feel properly brutalized. It's actually pretty easy to beef up their death sequences to something like normal BD standards without creating any more assets (i.e. sprites), as there are already a couple of quite nice animations for them.

The current PB decorate code for normal watcher deaths looks like this:

Death:
TNT1 A 0 A_Jump(127, "AltDeath")
WATC I 6 A_scream
WATC JKLM 6 A_CustomMissile ("Blood", 0, 0, random (0, 360), 2, random (0, 160))
WATC N 6 A_noblocking
TNT1 AAA 0 A_CustomMissile ("XDeathGuts", 0, 0, random (0, 360), 2, random (0, 160))
WATC N 0 A_SetFloorClip
WATC O -1
stop

If you want to make the death feel more in keeping with the rest of BD/PB, you just need a lot more blood and gore actors to spawn. The code needs to look more like this:

Death:
TNT1 A 0 A_Jump(127, "AltDeath")
WATC I 8 A_scream
TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 45, 0, random (0, 360), 2, random (0, 160))
WATC JJJJJJKKKKKK 1 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (0, 160))
TNT1 AA 0 A_CustomMissile ("XDeathGuts", 0, 0, random (0, 360), 2, random (0, 160))
NULL AAAA 0 A_CustomMissile ("Instestin", 50, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("WatcherGib1", 0, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_CustomMissile ("WatcherGib2", 0, 0, random (0, 360), 2, random (0, 160))
WATC LLLLLLMMMMM 1 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_noblocking
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
WATC NNNNNNNNNNN 1 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (0, 160))
WATC N 0 A_SetFloorClip
WATC O -1
stop

Also, creating a good "holding" sprite closeup of the watcher is way beyond my meagre/non-existent freehand drawing skills. If anyone wants to have a go at creating a couple of sprites of doom guy holding a watcher (similar to the meat shield sprites I guess), I could turn it into a proper fatality

Good karma+1 vote
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

About time the watcher demon had his own fatality?

Imgur.com

Good karma+3 votes
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Since they're ghosts, I just made them use something like the ethereal soul's death anim on realm667. A few particles work wonders to make it fit with BD though. It's kind of a cheat and a lot less work than making tons of gib and death sprites

Good karma+1 vote
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Heavily customised version of udv. Its a bit hacky and am too lazy to do 4:3 so its not really fit to share atm

Good karma+1 vote
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

@Truvix - I made him a ghostly pain elemental buddy and a spectre buddy to match his colours.

Imgur.com

Making ghostly enemies is kinda fun, you can get a good brutal doom feel with particle spam rather than new sprites. painkiller can decide whether he likes these or not, I'm less convinced by them as quality additions to PB.

Right now, I have the Hell Elemental throwing the volcabus skulls - the sprites match up really well. The realm667 version is (a) overkill and (b) mostly stolen for the Overlord already.

Good karma+3 votes
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

painkiller,

I've been busy brutalizing eriance's hell elemental so we can add it to the PB roster. Made a couple of fatalities for it that look really nice :)

Imgur.com

Happy to pm you my work so that you can include it in the next version along with your new creations or I could just share it round as a mutator. Let me know what you prefer

Good karma+6 votes
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

You can load them after PB, but you probably won't like the results. Any new monsters you add like that will be missing brutal doom levels of gore and fatalities, so they won't feel like they belong in the game.

Good karma+2 votes
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

I made quite a few for the PB monsters and Daarkon has finished the rest and published them here:

Moddb.com

Good karma+4 votes
skymarshall
skymarshall - - 28 comments

OK - here's a donation to the cause:

It was annoying me that what should be the most threatening looking imp (the three eyed DNImpVariant1) had some extremely derpy animation frames and somehow reverted to a normal imp as soon as it took a fatal injury. So, I've fixed up the cockeyed diagonal face frame and created modified brutalization sprites for anywhere that the basic imp sprites look inconsistent. I've also refreshed the pouncing frames I posted earlier to fit the new frames and done brightmaps for everything.

Here's examples of some of the new frames at work:

Imgur.com

Mutator here, it should be fully compatible with 2.03.

Drive.google.com

I was planning on doing the other two imps too, but this was a lot more work than I was expecting. If anyone feels like tackling them, it ought to be fairly straightforward to use this as a template for whats required.

Good karma+3 votes
skymarshall
skymarshall - - 28 comments

Just found your mod! Great work on packaging all this up into something easy to use, and love the new sprites.

After doing the brightmaps and flares I just handed them to painkiller but was far too lazy to put them in a nice package for people! GJ on finishing up the zombiemen too - I lost focus somewhere before I embarked on those - now I won't have to :).

BTW I was messing around with the UDV to give the proper monster names as you have done - I got annoyed that all the zombiemen seem to have tags like "Cpl Smith" and so on. Any idea what is creating those tags, rather than them just being called "Zombieman"? I couldn't find it anywhere in DECORATE, making me suspect that the engine is doing it.

Good karma+2 votes
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Oh, yeah. I am lazy. Here are the missing brightmaps for the chaingun major

Drive.google.com

Good karma+5 votes
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Painkiller -

Ages ago I made some pouncing sprites for one of the imp variants, but don't think I shared them properly. Here they are again in case you can make use of them

Drive.google.com

Samples here:

Imgur.com

Good karma+5 votes
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Hey, something else you might like - I did a pounce attack for one of the more nasty looking imp variants, as I found it a bit bizarre that the weakest Imp gets the most scary looking attack.

I packaged this up in a pk3 here, with brightmaps. I've not properly merged the decorate code to 2.03a, but its enough to see the attack in action:

PK3 here:
Drive.google.com

Sample sprite here:
Imgur.com

Good karma+2 votes
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Something else to add, if you like :)

I've done stealth kill sprites for all of the remaining zombiemen and imps.

Drive.google.com

That file has all of the sprites and code fragments to add to NEWPLAYE.txt. You'd have to add in the necessary decorate stuff in the monsters (I have it on my own highly customized version, if you've done any work since 2.03a it's probably easier to just add yourself than try to merge anything of mine)

Good karma+5 votes
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Brightmaps are a black.white image that force a certain level of brightness over an image. The whiter the pixel in a brightmap, the brighter that part of the image appears.

So, you can't really add new colors. The BoH and hell knights have eyes in shadow in their sprites, so you couldn't give them glowing eyes without redoing their sprites. What you can do with brightmaps is take a pixel that looks brightly coloured already (e.g. imp eyes, or the terminator style eyes on the cyber knights) and force it to stay bright even in dark areas, which gives the illusion of a luminescent object. So the knights and barons just have glowing hands.

There are already brightmaps for the normal dark imp frames - we're just missing a few extra PB frames, like the pounces and ceiling crawls.

I will sort out the rest of the dark imp frames. Also, I haven't done the cyber pala yet, but he did come with a set of brighmaps for the basic frames. Wouldn't worry about the former humans, I honestly think they don't need it as having the eyes only on the more demonic stuff just makes them seem more epic.

Good karma+1 vote
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

That looks really nice! Would love to see it in action

Good karma+1 vote
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Hi Painkiller,

I've done some work on creating brightmaps for almost all of the PB monsters, to give them scary glowing eyes, e.g.

Imgur.com

Imgur.com

You already had them for dark imps, but noticed you'd disabled them.

I've also fixed up new sprites for the flares on various decorations and items, to avoid the annoying flashing item issue that occurs when the engine fights with itself over whether to display the flare or decoration first (if you haven't noticed this before, try circling round a lamp and you'll usually see it).

Try out this pk3 (drop in after PB, ideally use UDV in dark mode to see the effects) and see if you want anything:

Drive.google.com

(this also has renamed sprites for the detached red arachnotron brain as the original ones I gave you had got jumbled)

Good karma+7 votes
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Painkiller,

Long time no see!

I randomly did a few sprites for stealth kills on some of the different imps, as it was winding me up that they revert back to standard imps when you sneak up on them!

Imgur.com

Feel free to take or ignore

Good karma+7 votes
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Hey, I did a list of all the monster actors I could find in PB in this sheet:

Drive.google.com

Pain has added the paladin since I made this list, plus it doesn't include the special classes for Doom 1 bosses.

Hope it's useful!

Good karma+2 votes
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Most of the fatalities are fine - the rocket zombie drops a very visible rocket when the fatality triggers so there's no need for the rocket to show in the fatality sprites (and so no need to make new ones just for the rocket zombie!)

However, the shotgun one is a bit silly. It's easy enough to stop the rocket zombie triggering it by putting a new Death.Fatality animation in RocketZombie in ROCKETZOMBIE.txt (if you feel up to it, you can copy these lines in yourself at line 147)

Death.Fatality:
TNT1 A 0
TNT1 A 0 A_Pain
TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
Goto Death.ExplosiveImpact
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_GiveToTarget("GoFatality", 1)
TNT1 A 0 A_Jump(255, "Death.Fatality1", "Death.Fatality2", "Death.Fatality4", "Death.Fatality5", "Death.Fatality6")

There are plenty of other fatalities that are a bit stretched (i.e. there are obvious graphical differences between the actor being fatalized and the sprites being used for the fatality), but I won't spoil the game for you by pointing them out. Just like this one, I find that once I've spotted a problem, it bothers me every time I see it!

Good karma+1 vote
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

No need to remove other monsters, but painkiller would need to change the random spawners.

Personally, I would use the aracnorb as a late game replacement for the lost soul and aracnorb q as a late game replacement for the cacodemon.

Good karma+1 vote
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Hey painkiller,

I did fatalities and other brutalizations for the aracnorb and aracnorb queen on realm667

Previews:

Imgur.com

LMK if you want to take these and I'll upload my stuff to google drive

Good karma+5 votes
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Cool, sent you a PM with a google drive link. I've just put my current PB and HUD version up wholesale, should be easy enough to pull out the relevant sprites and decorate files if you like them.

Good karma+1 vote
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

ATM I added a gib for the the new arm, but it's not a pickup. If painkiller wants to use these sprites/anims in PB, I guess it would be up to him to decide how to incorporate them!

Good karma+1 vote
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Ah, that's a result of me playing around with the doomvisor HUD, it's not really in a finished state I could share yet

I'm just uploading my stuff to google drive now, so that painkiller can take a look at the resources I've added (including the new sprites to make that HUD work)

Good karma+1 vote
skymarshall
skymarshall - - 28 comments @ Project Brutality 2.03

Hi painkiller, first up awesome work on getting so much good stuff merged into Brutal Doom! For me, this really is the way to enjoy Doom now!

Don't know if you're interested, but I've had a go at adding a couple more monsters to the mod (i.e. finding high quality monster sprites online and then adding brutal doom death sequences and fatalities for them).

Couple of screenshots here:

Imgur.com

If you might be interested in taking them, let me know and I'll upload what I've done somewhere - I started modding from an august version of PB.

Good karma+5 votes