Brutal Doom v22 Dev Diary 2 - Performance Comparisons, New Stuff
Here is a new dev diary showcasing the performance achievements, side by side comparisons with v21, and a bit of teasing of new features.
The song used in the video is the soundtrack of , its based on a midi version of Led Zeppelin’s Kashmir
Vanillafication
I have decided to revert the design of many things in Brutal Doom to be more like what they used to be in Vanilla. One of these things you can already notice in the dev diary is the Chaingun, which now looks and plays a lot more like the Vanilla version. This also gives the opportunity for the Machinegun to be rebalanced to have a faster rate of fire and higher spread.
Chaingun Zombies also have their old design restored.
Removing the Archville’s horns and returning the Cacodemon’s crimson tone to its original bright tomato form are also planned.
The Weapons System
You may have found problems playing some custom maps which you are expected to have a rocket launcher or a plasma gun near the beginning, and it gets replaced by a Railgun or Grenade Launcher, and it makes playing the level basically impossible.
The old weapon randomization really was terrible and broke the gameplay flow with several custom maps. Now the new system spawns new weapons and items differently. Instead of replacing and randomizing existing weapons, they are randomly spawned near special items such as the Backpack.
All new weapons such as the Grenade Launcher, Railgun, BFG10k, Autoshotgun, Machinegun, Submachinegun, Flamethrower, Nuke Launcher, and Unmaker will now use this system.
Some planned new content includes: Doom 3 Sentry Bot, Soul Cube, Freezethrower, Devastators, the Karasawa (a weapon from the ages old Brutal Arsenal addon).
All the custom weapons can be disabled with a menu option.
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