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Sergeant_Mark_IV

Brutal Chex - Flemoid Genocide

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Why the hell would you teleport the Flemoids back to their homeworld, if they would strike again soon or later?
Forget the zorchers and get your guns. It's time to TORTURE these motherfuckers and give them the worst death possible.


Screenshots:
http://i46.tinypic.com/2prxxee.jpg
http://i50.tinypic.com/20u2uz7.jpg

Gameplay video:
http://www.youtube.com/watch?v=-aK6jhRQspY

Soon to include:
- Curbstomps
- Fatalities
- Badass one-liners
- Every decoration object will explode like galoons of napalm.

Beta cummin soon.

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Wow, it works much better than I thought it would. I still wouldn't mind a mutator that maintains the teleportation effects, but with more sparkles, but this looks really good.

How does one make Chex maps, anyway? Is there a Chex.cfg for Doom Builder somewhere?

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I don't know, zorchers don't really make sense for a 'brutal'-styled mod. I say keep the guns, but make sure the graphics match CQ's art style. Some unique behavior wouldn't hurt either. Also, I think you should brighten the blood up a bit to match the color of the flemoids better.

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schwerpunk said:

How does one make Chex maps, anyway? Is there a Chex.cfg for Doom Builder somewhere?

Chex 1 & 2 maps are in Doom/Ultimate Doom format, Chex 3 maps are in Doom 2 format. For Doom Builder 1.68 you can try this config which predates Chex Quest 3. For Doom Builder 2, there are some configs on the Development forums

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Wow, Brutal Chex has finally come to life! I thought about this a while ago and laughed at the idea, I'm really happy to see work on this.

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Reminds me a lot of what happens when you play Chex Quest via Samsara as anyone other than the Chexguy. Green goo everywhere!

Kind of ignores how the opening video claims conventinal firepower doesn't faze Flemoids, but who cares

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GreyGhost said:

Chex 3 maps are in Doom 2 format.

Nope, still ExMy. They're in Doom-in-Hexen format though.

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