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    For Every Action, A Re-Action!


    esselfortium

    After four years of development in an underground bunker removed from society, Scuba Steve and the Action Team have released the followup to one of 2004's top wads, Action Doom. Action Doom 2: Urban Brawl is a prequel that tells the story before the events of the first game. Instead of being based on run 'n' gun games, the game patterns itself after 16-bit beat 'em ups. The standalone game, which can be played without Doom 2, features stylized, cell-shaded graphics and cutscenes and a full narrative story with several paths and a half dozen endings.

    Thanks to the efforts of Scuba Steve, Isle, Cyb, Manc, Ralphis and Darknation, Action Doom 2: Urban Brawl is available at http://action.mancubus.net/ for download or purchase. What are you waiting for, it's time for Action!

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    Naan said:

    Well, this is old news in fact, most of us have already finished it... Personally I've found about it a week ago, and it was released something like 2 or 3 weeks ago already...

    Read the thread.

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    Cutman said:

    I prefer AD1 because CONTRA-NESS.

    While I love Contra, I like Urban Brawl a bit more than the first because it's a more polished and complete product. Very little of the original game is left intact, and the gameplay is very different than traditional Doom. AD1 was a more natural evolution of Doom's gameplay, just taken to old school extremes, where as turning Doom into a beat 'em up is more revolutionary. I also thought AD1 was poorly balanced due to frustrations from the one-hit-death gameplay mechanic.

    It honestly comes down to what you prefer more, though. I honestly can't wait for the next installment. I'm hoping for a mixture of Megaman and a shmup myself. :D

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    I'm curious to know how much the amount of downloads went up since it appeared as doomworld.com]Doomworld News.

    Surely a great experience. Having it played only once myself (though with saves, so I did have three endings, not gonna spoil it here though), I can say that I really enjoyed the atmosphere of the game itself, as well as the cut-scenes. The texturing, lighting, the jokes, the voices, the music...

    For what it's worth, I do endorse this product.

    Buy it.

    I didn't, but you should.

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    Snarboo said:

    I also thought AD1 was poorly balanced due to frustrations from the one-hit-death gameplay mechanic.


    That's the way Contra goes though! Although I have to admit it was a bit of a pain when you get shot in the back while trying to dodge a million bullets in front of you.

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    Cutman said:

    That's the way Contra goes though! Although I have to admit it was a bit of a pain when you get shot in the back while trying to dodge a million bullets in front of you.

    That's true, but in Contra you had multiple lives and respawning was seamless. Even with the generous amount of checkpoints in AD1, there was something more frustrating about dying and then waiting for the map to reload than just picking back up instantly with one less life like in Contra. It's hard to explain, really.

    But yeah, there were times where I couldn't see or dodge a threat properly that led to many stupid deaths on my part, which is where a lot of my frustration comes from. Also jumping puzzles ARGH. :/

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    Texas Libra said:
    Alright, I'm stuck. I can't seem to figure out what to do on the abandoned house level, been trying for almost an hour.

    EDIT: Nevermind, just figured it out.


    Can you enlighten me please? Stuck there forever.

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    Cutman said:

    That's the way Contra goes though! Although I have to admit it was a bit of a pain when you get shot in the back while trying to dodge a million bullets in front of you.


    I never got hit in the back, all the enemies came in front of you. I never considered it poorly balanced either. But I can't for the life of me understand why people who complain/mark on this didn't play on lower skill levels, where you did have a life bar.

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    Mordeth said:

    Can you enlighten me please? Stuck there forever.


    There's a way into the basement. In the basement, you can either get gas for the chainsaw, or free some cop from a torture chamber. or both.

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    Patrick Pineda said:
    There's a way into the basement. In the basement, you can either get gas for the chainsaw, or free some cop from a torture chamber. or both.


    Turned on generator in the basement; freed cop by bashing in wall with shovel; now I'm stuck next to policecar after cutscene with nowhere to go. Never did see a chainsaw.

    [edit] Found the passage! Yay.

    [edit2] Got to one of the endings. So far, a work of brilliance!

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    Mordeth said:

    Turned on generator in the basement; freed cop by bashing in wall with shovel; now I'm stuck next to policecar after cutscene with nowhere to go. Never did see a chainsaw.


    go back into the woods. its next to a broken down car. you need to look for it.

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    there is a passage in the basement that will lead you to where you need to go
    or
    if you have the chainsaw, just go to the building next to the house and saw through the boards. this an alternate entrance to where you need to go.

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    GreyGhost said:

    Rumour has it that Action Doom 3 will be a wire-frame 3D game loosely based on Stellar 7.


    I heard that Action Doom 3 would be more like AD1, except in the way that Contra: Hard Corps was like Contra - more of a spinoff than a sequel.

    No, I'm just talking out of my ass.

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    Awesome mod! I got a good ending the first time through. Funny, I can only say that I got a good ending because I'm not sure if there's an even better ending than what I got, yet. It was great fun and an excellent homage.

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    This is epic win!
    I have only been playing through it once yet, but it was a lot of fun!
    The pitfall secret alone makes this mod legendary :)
    Good ol' C64 days :P

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    The abandoned house level is one of the most atmospheric things I've ever seen done in the Doom universe. This wad is great, and I find it superior to the first Action Doom.

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    I'm trying to think of something stronger to use than the available melee weapons to break open the hidden wall on the first level.

    And for some reason, I bind a drop key but it doesn't seem to work. Weird.

    And...pitfall secret?

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    Texas Libra said:
    And for some reason, I bind a drop key but it doesn't seem to work. Weird.


    Go to menu, customise controls... an Urban Brawl caption has been added at the end where you can set subtitles and weapondrop.

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    The final build of the custom exe removes all the unused key entries like strife keys and inventory keys like "drop"... so you shouldn't be confused about the two different drop keys.

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    Urban Brawl is the best thing released into the DOOM community in years. And I don't mean to crap on the other stuff that is coming out. Action Doom 2 is THAT good. Steve, Darknation, Isle, Manc, Cyb, and Ralphis - give yourself a pat on the back!

    However, I have one question. Does anybody know if this is compatible with GZDoom. I'm a GPU whore and I need my anti-aliasing fix.

    Props guys!

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    It does NOT work with GZDoom. The game uses a number of software rendering hacks, and will sometimes crash the engine. I had Graf look at it towards the end of production... but he was baffled by some of the crashes.

    Also, on a side note...

    If John Romero is reading this... if you send me an email at urbanbrawl@gmail.com I will mail you a free copy.

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    Possibly... but I'd prefer people to play it in zdoom since the hardware renderer glitches really bad. Map 10 in particular looks terrible and the chopper doesn't work correctly. I don't want people to start telling non doomers "Hay you can use this hardware port on Brawl to make it look shiny" then have to answer a ton of Questions Why it breaks/looks ugly/doesn't work correctly. If you want to you can use it... but it's not the preferred port.

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    Guess I should really try it in ZDoom, then:) I noticed that the ceiling in the end boss room liked to disappear in GZDoom. Also, was the sky on the top floor of the skyscraper really supposed to rotate? It didn't really make sense that the entire building would be turning...

    Also, THANK YOU for making the weapons widescreen-safe. Is this the first Doom WAD that has non-centered weapons that aren't clipped to a 4:3 screen?

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    I play in widescreen so the entire game is built to accommodate that. That includes weapons that aren't clipped and cutscenes that show black on the sides and not the level.

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    I gotta say im more biased toward the Action Doom 1 style. I'm a sucker for Contra. And if there is anything I need, it's more contra sequels. So considering Action Doom's Contra styled gameplay, the switch in gameplay styles is really a turn-off for me.

    I was really hoping Action Doom 2 would be a doom wad that's even more closely inheriting the Contra style. Things such as spread shot, and flame throwers. And instead of enemies dying, they leap in the air and explode when they hit the ground. Stuff like that. I don't hate Action Doom 2, in fact I liked earlier Streets of Rage games, but I'd hardly consider them even remotely similar to the action content of Contra.

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    @david_a:
    I have some bleeding floors with the shipped exe, but nothing too serious to start being annoying.
    Remember, this is a Mod for an old Game, some things could get fixed if either Randy would implement things as voxel objects (first used in Blood and/or ShadowWarrior, IIRC).
    Then the Helicopter wouldnt need an extra sector in which a camera for a skybox is moved. (@Scuba: Cool trick, thumbs up! :D)

    BTW: (Rot13 because of spoilers...)
    Vf vg cbffvoyr gb xvyy gur xvq xvyyre naq erpvir gur unccl raqvat?
    Gur bayl jnl v xabj gung trgf lbh gb gur xvq zheqrere cneg vaibyirf trggvat orng hc ol gur tnat yrnqref va gur fhojnl fgngvba.
    Gung jvyy trg lbh gb gur byq ynql gung svkrf lbh hc naq gura lbh pna pubbfr gb tb vagb gur jbbqf be qverpgyl gb gur pbbec ohvyqvat.
    Rvgure jnl ng gur raq lbhe qnhtugre xvyyf lbh.

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