Download here: http://gg.gg/v3n3e
By Paul Linfor
Doom Eternal - Nightmare Difficulty Master Level & No HUD Description: The most intense levels in Doom Eternal just got a bit more extreme. We take on one of the Master Levels on Nightmare Difficulty without the HUD to see how long the Doom Slayer can survive. Created by a talented team of modders (and featuring work of the Casali brothers of Final Doom: Plutonia fame), Memento Mori 1 and 2 are some of the finest WADs of the 90s. While there are inconsistencies in some levels and the balance leans more to the hardcore side, anyone with a fondness for Doom is bound to have blast with these ga.
If you’re like me, May can’t come soon enough because id Software dropped a new trailer for DOOM showing some new tidbits from the single player campaign. More importantly, it has set the release date for all platforms on the 13th of May, 2016. This will be the culmination of 5 years of work, barring the years between 2008-2011 where what was done was scrapped for “Looking too much like Call of DOOM.” But that’s still about 3 months away so what’s an anticipating DOOMer to do to fill the time? Why play Brutal Doom and Project Brutality of course!
Brutal Doom is the brainchild of Sgt. MarkIV, a dedicated DOOM modder who released the first version back in 2010 and has been updating it ever since. The whole concept essentially was to take everything that made Doom, Doom and turn the dial all the way up to 11 and tear it out, taking inspiration from the schlocky B-Moviesque Doom Comic released back in the mid-1990s.
Brutal Doom not only turned up the gore by allowing you to do things like blow the head clean off the shoulders of an enemy, rip their eyes out, or tear off one of their limbs and knock their head off like your kid at a T-Ball game. It also totally reworked how DOOM was played. The weapons were given a fresh coat of paint (or in the case of the pistol, replaced altogether with an assault rifle, turning the original weapon progression tiers on their head), alternate fire functions, smoother animation, increased difficulty levels, and the AI of the enemies were dramatically improved allowing them to get creative with how they attack you, be they imps leaping at you when you get to close or a Baron of Hell launching a room sweeping plasma blast.
Project Brutality is an extension of Brutal Doom, created by PA1NK1LL3R and given the official blessing by Sgt. MarkIV, expands your options, weapons, enemies, difficulties, and everything else that Brutal Doom has to offer and more if you want a more complex experience.
However, ever since the public release of trailers for DOOM (still sore about QuakeCon 2015), people in the Doom community have been noticing a large number of similarities between it, Brutal Doom, and Project Brutality. These have ranged from overarching concepts such as the implementation of larger amounts of gore and the implementation of executions to more direct elements such as one of the weapons being very similar and even a few of the fatalities in DOOM being copied wholesale.
Many in the community simply use the similarities to poke fun at them while others have taken them more seriously than actually necessary, saying that DOOM 4 is a triple-A copy of Brutal Doom. However, the whole idea of DOOM ripping off Brutal Doom and Project Brutality is flawed and for a very good reason. It’s common knowledge that everything in culture builds off of a previous work, in this case it’s no exception. A better way to think about the matter is to consider it a cycle of creativity; Brutal Doom and Project Brutality both being the fruit of John Carmack’s decision to make Doom modder friendly and to provide the tools for it which set the trend for all modding utilities today. And after they breathed new life into a still strong game and its modding community, it only makes sense that id Software would build off of the things that made Brutal Doom great and incorporate them into the new game, in effect completing the cycle. For me, knowing this will make playing DOOM that much more special. But until it comes out, it’s time to RIP AND TEAR!
(Thanks to Youtuber JRMYXD for his video highlighting the similarities.)Facebook CommentsFrom DoomWiki.orgBrutal DoomThe current logo of Brutal Doom AuthorMarcos Abenante (Sergeant Mark IV)PortsGZDoom, ZandronumIWAD Doom, Doom II Year2011 Linkhttp://www.moddb.com/mods/brutal-doom This mod received one of the 2011Cacowards on Doomworld!
Brutal Doom (also stylized as Brütal Doom) is a gore-themed mod for Zandronum and GZDoom, created by Marcos Abenante (Sergeant Mark IV). As of August 6, 2019, the newest version is v21. Inspired by the infamous Doom comic, the mod features many new graphical effects, such as new death animations, fake flares and 3D blood effects for OpenGL, and also changes the gameplay by revamping the weapons and monster AI. Brutal Doom has been in active development since 2010.
Brutal Doom is compatible with Doom, The Ultimate Doom, Doom II, and Final Doom. It can also be combined with its official, optional starter pack (known as Extermination Day), a set of new levels for Doom II specifically designed to work with the modification.
*1FeaturesFeatures[edit]
* Some maps have an Map Enhancement system, modifying maps into their ’brutalized’ forms. Can be enabled or disabled in the options.
* New game modes that can be selected when starting a new game, Standard Mode (Default gameplay and default weapons, either in a pistol start or an assault rifle start), Purist (plays through the Vanilla Doom weapons) and Tactical Mode (Lower speed, but can sprint; otherwise the same as standard mode).
* The player can kick monsters away (Default Key: Q), similar to Duke Nukem 3D. In addition, the player can also slide kick and air kick by crouching and moving forward while kicking, jumping while moving forward while kicking, respectively. Hell knights, barons of Hell and heavy weapon dudes can be kicked in the nuts, causing them to enter a longer pain state, but attack much more aggressively afterwards.
* Most weapons now use a reload mechanism. Can be enabled or disabled in the options, entirely disabled at the ’Black Metal’ difficulty. Auto-reload can also be toggled.
* All enemies have remastered sprites and animations.
* Many enemies have new attacks, such as the imp’s pouncing attack. Can be disabled or enabled through options.
* Headshots can be executed on most enemies, with the exception of the spider mastermind, cacodemon, demon, lost soul, and pain elemental.
* Some enemies have ’overkill’ expanded death animations - they can be mutilated by continuing damaging them between when they suffer the killing blow and before their bodies fall to the floor.
* Randomly, the player can also be awarded ’Cruelty Bonuses’: small health recovery in response to particularly brutal kills (often caused by the ’overkills’).
* There are more complex gibs and extensive decal bloodstains.
* When berserk, players can perform fatalities on enemies. These animations grant temporary invincibility and restore some portion of health, depending on the monster type. Fatalities can be disabled by pressing R while holding fists, and with R can be enabled again. If fatalities are disabled, then monsters will be smashed.
* Players with berserk can also grab smaller enemies like the zombieman or imp.
* Enemies also have fatality animations if they kill the player (or sometimes, other lesser enemies) with a melee attack.
* There are dynamic fluids that flow and splash.
* All weapons have remastered and smoother sprites and animations.
* All weapons have been re-balanced. For example, the rocket launcher deals much more impact damage but has a lower rate of fire and a smaller blast radius, along with backblast damage that can be toggled off.
* New extra weapons (such as the submachine gun, railgun, grenade launcher, etc.) can be optionally enabled or disabled.
* Certain enemies, such as the baron of Hell, Hell knight, arachnotron and cyberdemon, have been made larger.
* Some enemies can be taunted with laughter. They can also be offended by raising a middle finger and shouting, which alerts non-deaf monsters like a weapon would. This causes the cyberdemon in particular to react violently, whereafter it will attack more aggressively.
* The blur artifact has been replaced with NPC marine allies. These marines start the level tied up, and can be freed with a melee attack or simply via the use key. The latest update reinstated the blur artifact, but they are randomly dropped by spectres instead.Weapons[edit]A fatality being executed on a Chaingunner.
Dw vmax for mac. Many weapons have been replaced, upgraded or added and have secondary fire modes that add various combat functions:
*Fists - Players can now deliver punches with both fists independently. Pressing the primary fire button will result in the player giving a quick punch with the right arm. Pressing the secondary fire button will result in a powerful right punch. When the player does a left punch then a right punch consecutively, the next left punch will be an uppercut and have immense power. When the Demon Rune/berserk pack is picked up, hitting the reload button will show the player cracking their knuckles, and a text message will appear. This changes the mode of the fists’ effects on enemies. ’Smash Mode’ delivers immense damage to the opponent, usually gibbing them. ’Rip And Tear’ make the player perform fatalities on the enemy, from a third-person view. This mode gives a small amount of health with each fatality.
*Chainsaw - The chainsaw is more or less realistically accurate than its original counterpart, with the ability of actually chopping limbs from monsters. After damaging a monster, blood from the player’s hands and the chainsaw will appear, it can only be ’cleaned off’ by equipping another weapon. It also seems to be buffed, dealing much more damage and increased range. Primary fire swings the chainsaw horizontally, while Alt-fire swings it overhead of the player.
*Pistol - The standard pistol remains in the mod and it’s one of the starting weapons along with the assault rifle. It deals slightly more damage than its original counterpart and has a dramatic increase in its rate of fire as it is a semi-auto weapon. With alt-fire you can switch to burst fire, firing 3 rounds in rapid succession. It can only hold 15 + 1 rounds and like its Doom 3 counterpart, it no longer uses the same ammo with the assault rifle, minigun or machine gun. But like the assault rifle, submachine gun, and the plasma gun, it can be dual-wielded as long as you find another pistol within the map. While the pistol is formally introduced at version 0.21 Beta, the shotgun guy uses pistol only during their ’last stand’. Zombieman do this too, but they can spawn wielding one, and if they do, they behave much closer to the vanilla counterparts than the ones wielding assault rifles.
* Sub-machinegun - The SMG from the Doom cover art is added from the game. And unlike the pistol, it fires at a staggering rate and carries a hefty 40 + 1 rounds inside the magazine at the time, however, it deals damage that is almost the same as the pistol and is it less accurate than the assault rifle, it should be used for close-range combat. But you can aim down the sights for an accuracy increase by pressing the alt-fire key. Along with the pistol, it uses small bullet rounds and can be dual-wielded at the increase of firepower and at the cost of accuracy. It makes its debut at version 0.21 Beta.
*Shotgun - The shotgun does more damage than its original counterpart, but compensates for this by only holding nine shells at a time, and utilizes a one-at-a-time manual reloading system. The secondary attack causes the player to look down the sights, granting a limited sniping ability, along with an increased rate of fire due to the use of slam firing technique.
*Super shotgun - Deals more damage than before and reloads quicker, though firing will cause a noticeable amount of recoil. Using the secondary attack will shoot just one barrel, which can be useful for taking down smaller enemies. You can switch weapons before needing to reload the super shotgun.
* Assault shotgun - An entirely new weapon added to the mod, a drum-fed automatic shotgun that has firepower comparable to that of a super shotgun, but it chews through shotgun shells pretty quickly. It only has 20 shells inside the drum magazine and using its secondary fire mode lets you aim down the sights. It makes its debut at version 0.21 Beta.
*Assault rifle - An assault rifle that can be one of the starting weapons, which, unlike the pistol, remains useful even late in the game, with increased accuracy and damage. It has a magazine capacity of 30 + 1 rounds. Using the secondary attack causes the player to look down the sights, making the rifle useful for sniping targets at a considerable distance with very high accuracy. Picking up another assault rifle enables them to be dual-wielded, with a high rate of fire but with poor accuracy. It also disables the player from using grenades. In tactical mode, you can’t dual wield the assault rifle.
*Chaingun - Replaced with a minigun. It fires faster than the chaingun and is more accurate; however, there is a small delay before firing, caused by the spin-up time on the barrels. The secondary attack spins the barrels before attacking. This, of course, removes the delay before firing, and significantly increases the firing rate, at the cost of greatly reduced accuracy, making it very easy to shoot off-target.
* Machine gun - A machine gun that does not use magazines, but it consumes its bullet ammo pool directly. It fires slower than the standard-issue assault rifle but is more accurate. It has an under-barrel grenade launcher that can be fired using the secondary fire key, and it must be reloaded every shot. It makes its debut at version 0.21 Beta. A HUD indicator has been added in v21 Gold, which shows if there isn’t a grenade in the grenade launcher.
*Rocket launcher - Has a ’revolver style’ firing chassis, forcing the player to reload after six shots. The pause between shots is greater, though the damage from the rockets has been increased. Using its secondary attack will let the player use the night vision 4x scope. The cacodemon and the lost soul both have the ability to dodge a rocket.
* Grenade launcher - A break-action grenade launcher from its Skulltag counterpart. It only fires one grenade before reloading. Alt-fire fires a grenade that bounces several times before exploding. It makes its debut at version 0.21 Beta. The cacodemon and the lost soul can’t dodge the grenade, unlike rockets from the rocket launcher.
*Plasma gun - More powerful, has a brief pause before firing, and fires slightly slower due to needing to reload fuel cells every 50 shots. Plasma balls have a small splash radius, making firing at point-blank range ill-advised. Secondary attack fires a charged shot, releasing multiple plasma balls as a sort of ’plasma shotgun’ function. It takes longer to fire a charged shot than to fire as normal and uses 10 shots. Similar to the assault rifle, the plasma gun can be dual-wielded at the expense of accuracy, and during dual-wielding, you can’t use the alt-fire.
* Railgun - Functions very similarly to its Skulltag counterpart. Though like the plasma gun, it also has a small splash radius - which is very deadly even with armor on. It only fires 5 shots before reloading and uses 10 plasma-balls worth of cells when firing the weapon. Alt-fire uses the scope, same as the rocket launcher, along with the ability to see entities in a way clearly akin to a light amplification visor. It makes its debut at version 0.21. It can pierce thin walls and enemies, and can one-shot cacodemons and Hell knights.
*BFG9000 - Has a somewhat long charge pause before firing, though the attack is more focused and powerful as a result. It also has a significant amount of recoil.
* BFG10000 - More or less similar to its Skulltag counterpart. It makes its debut at version 0.21. It has a lot of recoil.
* Mancubus flame cannon - Primary fire acts as fireball shot that ignites enemies upon impact, while secondary fire acts as a burst flamethrower. It can be obtained either by using the chainsaw’s or axe’s alternate fire on a mancubus corpse or by killing a mancubus with an explosion.
* Revenant missile launcher - The missiles lock-on targets. Obtained via the same methods as the mancubus flame cannon, but when used on revenants instead.
*Unmaker - An Unmaker that is very different from its Doom 64 design, but somewhat similar to Tom Hall’s Doom Bible design. It continuously fires a demonic, incendiary laser beam at a high recoil that must be controlled and it expends ammo very quickly too. It uses a different type of ammo that can only be obtained by killing zombiemen, shotgun guys and heavy weapon dudes, it only holds a maximum of 999. It makes its debut at version 0.21 Beta.
* Super flamethrower - A ’proper’ flamethrower weapon. It offers drastically increased power and range over the mancubus’ version, at the cost of a faster rate of fuel consumption. This flamethrower can also leave more abundant fires around the environment, making it less suited for indoor combat due to the danger it poses to a careless user. As the final weapon added to the mod, the super flamethrower makes its debut at version 0.21 Beta.
*MP 40 submachine gun - The Maschinenpistole 40 was used by German paratroopers during World War II, hence it is the weapon dropped by Wolfenstein SS soldiers. It uses the same ammo as the pistol and minigun and must be reloaded every 32 + 1 rounds. It can be dual-wielded.
*MG 42 machine gun - Also known as Hitler’s Buzzsaw, this new weapon alternates with the minigun in weapon slot 4. It likewise has a very high rate of fire but uses a distinct type of ammo of which 600 shots are included at pick-up.
* Hand grenades - These are a new weapon that occupies the very last weapon slot and which can be replenished via backpacks and ammo boxes, while single grenades are sometimes dropped by sergeants. They are essentially a throwable rocket launcher blast with a delayed detonation and are quite effective as crowd control weapons.Monsters[edit]
*Zombieman - They either carry an assault rifle or a pistol. Fires its assault rifle in short bursts. Will reload when it finishes the magazine. Sometimes goes into a ’last stand’ when mortally wounded, drawing a pistol and firing at the player until finished off. As of v0.21 beta, it has new wakeup sounds.Brutal Doom Difficulty Levels List
*Shotgun guy - Shotgun fires more pellets (8), but each pellet does less damage (3). Has the ability to roll like the zombieman. It will reload its shotgun when its shells are finished. May also go into a ’last stand’. As of v0.21 beta, it has new wakeup sounds and has a chance of spawning with an SMG instead.Brutal Doom Latest
*Heavy weapon d

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