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Pretty cool guy eh play games and wacht anime and doesnt afraid of anything

Comment History  (0 - 30 of 60)
Maniac_YKT
Maniac_YKT - - 60 comments @ Kept you waiting huh

I'd say go for total John Woo style gunporn shootouts a-la FEAR. "Realistic" market is over-saturated as is but aside from before mentioned FEAR there's literally zero "gun-ballet" games

Good karma+2 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ New weapons

You got yourself a buyer with that showing. :)

Good karma+3 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ Dude getting shot

Truly the F.E.A.R. of our time

Good karma+4 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ New enemy models, bulletproof helmets, hit reactions, difficulty tweaks

With this violent impact I would doubt that anyone could manage to maintain a grip on their weapon lol
But nevertheless it looks good

Good karma+4 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ Trepang2

Damn, dude!

I believe you have something great in this, a true F.E.A.R. spiritual successor!

Good karma+4 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ Episode 2 boss

release when?

Good karma+6 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ Rise of the Reds

Any plans for Armata tank platform?

Good karma-1 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ TI: Reloaded

I have a secret that can help you both boost server population and create some cash inflow.
It's a deep, dark secret technique used by many Korean MMOFPSes and it's called...


Add hot girls models for players to buy, preferably in something revealing.

EZ MONEY
EZ LIFE

Good karma0 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ TI: Reloaded

So, uh, this update coming or what?

Good karma+2 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ Aliens: The Ultimate Doom

Great job, great mod with great potential. Randomizer is also a great feature that adds to replayability.

A few complains however: Debris/random background objects are nice and all but more than often there is simply too much **** on the floor. Maybe, tone it down a little?

Sound of said objects is really grating after few hours of gameplay. Gas canisters and such somewhat make sense having that noise but heavy crates and other things do not.

Looking forward to the new version, hope you'll deliver more.

Good karma+3 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ Brutal Doom

So, I was sitting, playing BD's Project Brutality as usual, feeling sentimental 'n **** and that's when realization hit me.

Why Doomguy is a badass, doubly so in Brutal Doom. Why 'fatalities' are so elaborately violent and sadistic even, why he gets better when he kills in a more violent fashion. Official explanation is 'stress relief' - and I fully agree with it.

Doomguy is actually afraid, scarred shitless. I mean, he's almost insane because of constant intense fear and horror he experiences while he battles hellspawn. Think about it, he's all alone (+/- few survivors) versus hundreds of thousands of unspeakably horrifying creatures from hell. All his macho behavior, constant taunting, it's attempts to stay sane. He covers himself in false macho badass bravado to protect his sanity as much as he uses armor to protect his body. This is why demons can 'smell fear' while not actually seeing Doomguy. Regaining health from brutal kills symbolizes him getting more 'calm' and reassuring himself that however fearsome they may be, they still can be killed. After all, he did witness an entire base slaughtered to the unstoppable onslaught. Same with his brutality - he's not being brutal for the sake of it, he's just trying to kill whatever he faces to the point he can be absolutely sure that it's dead - you just can't take chances with creatures that can take missile to the face.

So, there's my thoughts. What do YOU think of it?

Good karma+7 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ Brutal Doom

Fantastic work so far Sarge!

Noticed a few minor bugs though (I dunno or not, but I think they only appear in starter pack):
-Hell Knights lack 'player detected' sound
-Baron of Hell sometimes plays freeDoom monster death animation when killed. (possibly unchanged vanilla death animations)
-Main menu sometimes lacks sound or disappears after 10 or so button presses.

I'll keep searching if there's anything else.

Good karma+1 vote
Maniac_YKT
Maniac_YKT - - 60 comments @ Brutal Doom

The suspense is killing me...

Good karma+3 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ Operation: Black Mesa

Welp, the dream is dead.

Good karma-4 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ We're BACK! If you think we've ever been here, that is... if not: we're HERE!

I sincerely hope that this won't turnout 'too little too late'.

Good karma+1 vote
Maniac_YKT
Maniac_YKT - - 60 comments @ The Skeleton War

En Garde fucboi.

Good karma+2 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ Underhell

Lot of huge projects gone silent for a long time. Is Underhell dead? Is it not dead? Update however small would be nice so we would know that we're waiting not in vain, you know?

Good karma+1 vote
Maniac_YKT
Maniac_YKT - - 60 comments @ Project Brutality 2.03

Okay, with first impression mostly faded out I'm ready to point out a few problems.
First and the biggest right now is the weapon order.
For exapmle: I mean obviously autoshotgun is a better choice but it's dead last and that is REALLY troublesome when you're in a tight spot and in dire need of a shotgun.
Same with everything else, SMG>Revolver>Pistol, but right now it's pistol>revolver>SMG.

Second big problem is actually with the weapons. Keep in mind I actually love all the new guns and the fact that there's a lot to choose from but problem actually arises from the same thing. There's too many weapons making it a real clusterfuck.
There's also the fact that next in line actually makes previous variant obsolete. Like, UAC 41 is so much better than UAC 30 DMR, why the hell I would still want to keep it around?
Maybe make them 'upgradeable' of sorts? So when you pick up better version they replace old version or something.

And last, all the monster variations are very good but some of them (ifrit in particular, can't point out the others right now) make a big strain on machine creating a big fps drop.

Balance seems nice though. I honestly can't say that something is too weak or too op.

Good karma+2 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ Project Brutality 2.03

Forgot to add: mines are ******* useless. Do something about them. Proximity trigger never reacts unless monster steps DIRECTLY ON IT, which NEVER happens. And throwing them directly on the enemy is suicide, you just kill yourself.

P.S. Rocket blast AOE needs to be bigger because grenades are more useful in that regard.

Good karma+3 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ Project Brutality 2.03

Aside from other known bugs (marines multiplying, etc)
There's a couple issues, well, more like suggestions:
-grenade throws are somehow handled worse than in vanilla BDv20. Can't seem to throw them where I want to, while in BDv20 it was never an issue. Is it possible to fix it?
-maybe it's better to change quick punch to knife attack? Also range seems too point blank making it somewhat useless in comparison to quick kick which not only have bigger range but also staggers. Alternatively it can be a butt-end\pistol whip\bayonet weapon attack.
-Also, (again) missing frames. Definitely on helmet shotgun guy and possibly on red Pinkies
-Missing misc features from BDv20 such as: not pumping SG on reload if it's not empty, unloading clip(useless feature but neat to have it), duals sharing clip with not-dual variant...
-Imps. Them hanging from ceiling is a very cool feature but they sometimes get stuck in doorways because they tend to overuse it.
-More enemy variations. Because there can never be enough. Like different face features on same base body model.

Your mod is one of the best out there, keep it coming!

Good karma+2 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ Project Brutality 2.03

Also, a few questions:
-is there a reliable way to track how much mines\grenades I have left?
-what HUD mod you can recommend for optimal experience?
-will we see distaff counterparts for zombies? (Slaughter knows no gender after all!)

While we're on topic
Congratulations! I believe you created THE ultimate Brutal Doom experience that finally surpassed original. Honestly, I never thought that somebody could do BD better than SGT_Mark_IV. I've time and time again when a lot of people tried and failed because their innovations proved to be only a gimmicks that sadly grew stale after awhile. You proved me wrong.
Hats off to you.

Good karma0 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ Project Brutality 2.03

Now with bug report out the way here's my review;

First of all: WOW.
I've played a lot of 'versions' of BD from all kinds of people. Lots of them had interesting ideas but ultimately they fell pale in comparison with original BD. Because, sadly, their gimmicks grew boring in few hours of playthrough. That's why I was kinda skeptical after reading description because it was too good to be truth.

This is where you come in. I'm not afraid to say that this is THE ultimate Brutal Doom experience, something that finally surpasses the original. New monsters, new weapons, new outlook - everything isn't simply fresh looking, it's actually plays better. I could write praises for your work for a long time so let's stop here: Bloody Well Done. Hats off to you.

P.S. Regarding monster variations: why not add distaff counterparts for zombies? :)

Good karma0 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ Project Brutality 2.03

When I load it I can kinda see for a splitsecond some error-ish messages in the log (something about railgun and data lumps iirc) but in-game everything works fine.

There one issue though (don't know if it's just me), sometimes when you kill shotgun zombie with helmet he has helmet-less death animation. Bug or feature?

Good karma+1 vote
Maniac_YKT
Maniac_YKT - - 60 comments @ Brutal Doom

June 5? JUNE FIFTH?!
u wot m8

Not saying that I'm surprised, won't be waiting or "cancelling preorder" but I kinda thought release would be at least in May.
Oh well. I'll wait.

Good karma+1 vote
Maniac_YKT
Maniac_YKT - - 60 comments @ Brutal Doom

Has double stomp kick been turned off(when you look down and press kick while falling from big height)? Also, groin kick aren't working anymore.

Good karma+1 vote
Maniac_YKT
Maniac_YKT - - 60 comments @ Brutal Doom

Why not just mirror the sprite then? Less time consuming but more or less same desired result.

Good karma+3 votes
Maniac_YKT
Maniac_YKT - - 60 comments @ Brutal Doom

When you kill 'last stand' pinkie by not gibbing method (like kicking) he magically regrows his right hand back oh his dead body.
Also, why only right hand can be torn off? This is discrimination against left hands worldwide.

Good karma+1 vote
Maniac_YKT
Maniac_YKT - - 60 comments @ Brutal Doom

Also there's missing animation: when you do a kick while dual-wielding palsma rifles left plasma becomes assault rifle.

Good karma+1 vote
Maniac_YKT
Maniac_YKT - - 60 comments @ Brutal Doom

April test managed to surprise me actually: the fact that pinkies now can make a 'last stand' attack and short sprint is scary as ****, wasn't expecting something like this, adds more layers to the gameplay.

Good karma+1 vote
Maniac_YKT
Maniac_YKT - - 60 comments @ Brutal Doom

Gibbed imps (as far as I can tell, maybe zombie sergeants too) sometimes create an invisible unpassable wall.

Also, no ammo indicator on SSG is a bug or a feature?

Good karma+2 votes