There are some things that cannot be fixed without editing the original WAD just due to the nature of how things were made, but they don't cause any problems. In addition to that, it also polishes up some minor things that (in my opinion) made it less annoying to play and also enhanced the mapset for vanilla play. This prompted me to start a "vanilla improver" WAD which fixes and changes things up for loading without Brutal Doom. There were quite a few things that I could tell were meant to be accompanied by Brutal Doom itself and the mapset was most definitely built and tested with Brutal Doom being loaded.
That is supposed to be a "timed battle", which you must kill the bruisers before they get able to corner you.Recently I completed the Hell on Earth Starter Pack finally but did not use Brutal Doom and instead used my own cosmetic mods that I normally use for playing anything else normally. I will chance the warehouse windows into something without glass, and I will remove the SHOOTABLE flag from the debris.Ībout the yellow key area, I will leave it how it is.
The modified "City Assault" version that will appear in this megawad will be a non-linear map, there will be some very big hellish maps full of exploration, and one map in the Mojave desert. Yes, there will be more exploration-focused maps on this megawad. Hornetzero Joined: Location: Twighlight zoneĬool, so Brutal v19 will be out, then some time in the future, the map pack? You are almost, always likely to lose here if you run out of room and have to resort to retreating to the elevators outside.
Lastly, please put some more room in the area where you get ambushed by the bruisers to get the yellow key. Welcome to my new Brutal DOOM Extermination Day walkthrough series In this series, I'll try my best to cover all the levels of this awesome mod on Ultra Vi. I say this because unless I'm standing really far from this debris, those annoying imps above are safe from my weapons as the shooting never goes where the crosshair aims. I would also try to do something about the automatic aim screwing debris around the building which has imps above it (the one through which you jump into the lamp post to get to the restaurant. What I would recommend for this map is bullet proof glass on the warehouse building near the truck, and perhaps a Gun shop nearby instead of one too many restaurants. I just wished there were more maps like it and bigger with more urban features. Your Downtown map is the one I always play for challenges and strategy, and it never gets old. Banned User Joined: Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)Īwesome. Gonna post some comparative screenshots tonight. On Downtown (After the Holocaust) for example, I found a way to noticeable reduce the lag on old computers when looking at the main square, and I am adding more detail to many areas. I am adding more detail, and new areas to explore. I have been updating some maps so they don't look like exactly like the separated versions already released on /idgames.
Only after that I will get fully concerned about this project.Īnd just for the sake of posting progress reports: I would much rather have the "definitive" release of Brutal than have to wait.įor now I am just working on this one hour a week. Otherwise, we have plenty of great megawads to play with Brutal and it's not necessary to have another one. Mogul wrote:If the completion of the megawad doesn't interfere with the release of Brutal v19, then I suppose finish the megawad.