Megamur
Senior Member

Posts: 1047
Registered: 02-11 |
Tango said:
whatever was altered about monster behavior near cliffs can screw up teleport closets. most of my monster teleport closets are monsters on a 32px platform who get lowered when they need to teleport. i don't know if it's just the imp/demon ability to jump now (which i also don't especially like) or that monsters aren't stopped by cliffs anymore, but whatever it is can break that.
i would also like to second getting rid of the screen flashing red when you aren't actively taking damage. it's sort of like how the game beeps nonstop in zelda when you're under three hearts or whatever. it seems unnecessary after the first few beeps/flashes, and it makes me think i'm taking damage the whole time.
all that aside, this is indeed some pretty neat work you've done here.
I agree that it's a bit odd how enemies can drop off from greater heights now. I was doing a run of Infinity's E1M2 and was a bit puzzled to visit an area where monsters are usually waiting, stationed on platforms, only to find the platforms empty since they'd jumped down and ran down the hallway. This caused monsters to get stuck in sludge pits in another section. It seems a strange alteration to enemy behavior.
And the screen flashing red (the status bar face even grits his teeth like he's being hurt) is a bit disconcerting, though you get sort of used to it after a while.
A couple of bugs I noticed. (For note, I played in GZDoom) I don't know if they've been reported before or if they're even fixable:
-When performing a berserk execution under a door, it's possible for the door to close on you and push you into the floor, trapping you.
-When performing berserk executions, the player and monster are treated as a single sprite with a shared palette. Therefore, any green parts on the monster (Baron hands, Cacodemon eyes) will be the same color as the player (e.g., if your marine's wearing a red suit, the Cacodemons will have red eyes during the execution animation).
-If you hit the reload key while the shotgun is fully loaded, you'll cock it for no reason. Similarly, reloading the plasma gun while it's fully loaded will cause the weapon to be raised again, like you've just switched to it.
And this isn't a bug, but am I the only one that thinks the bloody wall decals are really flat? They're just, like, a single, solid, perfectly consistent tone. It's too smooth, like freshly-splattered paint instead of blood. The blood pools under downed enemies look more detailed and convincing.
And, a little suggestion: it'd be nice if the DOOMGuy held his hands slightly differently depending on if he were Smash Mode or Rip and Tear Mode. That way, you'd know right away which mode you were set to. But that's a minor thing.
I apologize for all the nitpicks. This is not at all to negate the quality of this mod. I thought it was just going to be all style and no substance, but the gameplay tweaks are outstanding. Like another poster said, it's like playing DOOM for the first time all over again. Ancient levels that are stupidly easy have all new life breathed into them with Brutal Doom. And all the little details (the wavering of the sights when aiming the assault rifle; hurting yourself when you fire into walls; the blood drips when you're really low on health; the splashes when running through fluid flats; etc.) really show how much love and effort has been put into this project. It's great work. :)
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