Brutal Doom Player Skins

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Atila Kalina

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Jul 10, 2024, 8:45:36 PM7/10/24
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During a simple deathmatch (my first DM on Doom) I couldn't help but notice how pathetic it felt to not being able to tell what weapon the other guy was holding. Just a plain rifle...each and everyone (except for berzerk pack guys). Still, after getting killed by a chaingunner player, then a plasmagunner player, I realized that this is very misleading...I even got killed by a BFG dude, while thinking that the guy was holding a pistol (cause he was roaming around as if he were looking for something...). Well... I think this should change. Can someone somehow add a special mod that causes the player sprites to change depending on what weapon the player is holding? Possibly, it would require some new sprites for the weapons in a WAD file, and a modified script? Also, does it make sense that Doomguy has a rifle, but in reality, there is no weapon like that in Doom (Unless it had a rifle mod).

Brutal Doom Player Skins


DOWNLOAD https://tweeat.com/2yLxkQ



In the Alpha versions of Doom, doomguy did indeed have a rifle, and instead of punching he used the bayonet on the end.

One could argue that being ready for any weapon at any time is a part of DM skill, but regardless, I'm certain there is a mod for Zandronum that implements this.

It's possible with ... emm... Brutal Doom, don't worry you can still set gameplay type to classic with command :

"bd_classicmonsters" 0 or 1

If it's on, enables the Classic Monsters and weapons Mode. In this mode, monsters have the same behavior of their vanilla counterparts, It also disables advanced features such as alt attacks and enhanced AI .


I don't think you understand what I meant.
I was asking if it was possible to change the player sprites time to time depending on the weapon held.
I found this skins pack called Weapon Variants Skins V7(I think?). If you seen it, then you know what I'm talking about...I think its available in the/idgames directory too.
Anyway, the pack has skins like plasmagunner marine, BFG marine, chainsaw marine, revenant cannons marine(would work with Brutal Doom) and etc. Is it possible to implement this skins WAD with a special script so that we can tell what gun the opponent is holding? All the time?

I found this skins pack called Weapon Variants Skins V7(I think?). If you seen it, then you know what I'm talking about...I think its available in the/idgames directory too.
Anyway, the pack has skins like plasmagunner marine, BFG marine, chainsaw marine, revenant cannons marine(would work with Brutal Doom) and etc. Is it possible to implement this skins WAD with a special script so that we can tell what gun the opponent is holding? All the time?

Part of the difficulty and strategy in DM lies in not knowing immediately what weapon the other guy has selected (though you can make a pretty good guess by how they attack/behave).

I'm certain some die-hard DM aficionados would oppose such an "open cards" policy, even if it was implemented, or at least confine it in its own league. E.g. if you know the guy in front of you had the RL or a melee weapon selected, you could attack more confidently (normally, you can infer it by him trying to evade you/not firing). Similarly, knowing when a guy is in the middle of changing weapons (especially after an involuntary pickup...) would give a tactical advantage to an attacker (that's why some DM maps on ZDaemon now disable auto-switching).

Well, certain hardcore DM players are rumored to be able to take advantage even of the slightest tactical advantage in a split-second. Others simply BFG/rocket/plasma-spam a map and still win. I guess this sort of very short-term tactical info would only come in handy in some very bitter corner-cases in 1-on-1 matches, or on large DM maps with a low number of players, marked by low-frequency encounters.

Not complaining. Just saying that it would appeal to modern gamers more freely and gently. Plus, no matter what, as long as Doom has high speed sprinting and bloody deaths, I'm fine.
Just saying that a small change could be a good thing.

I've always liked to see a mod that does this as well. Plus the visual feedback makes more sense when a BFG ball is coming from an appropriately large blob in the other guy's hands, and not the same little rifle. I thought there were more mods, or at least sprite sets, outside of Brutal Doom for this.

Additionally, for multiplayer servers on Zandronum, I've put together a viewable weapons mod. With vwep loaded, your graphics will display the weapon you're carrying (especially helpful for coop and deathmatch). Comes in two flavors; vanilla and with Skulltag_Actors loaded.

Download link:

_ST.zip

I use GZDoom. Not Zandronum.
Plus, multiplayer isn't working on Zandronum (no servers lists). So I use Zdaemon and it works nearly perfectly.
Also, I play Doom on a laptop, meaning with a touchpad. So, I have to increase the mouse sensitivity in-game to have a decent singleplayer/multiplayer game. Zandronum's highest sensitivity isn't as high as GZDoom, and that serves as a annoying problem.

It is working and always has been. Update your Zandronum to v2.1.2.

Also, the "vwep" wad should work in GZDoom too. On the other hand, it can't be modded to ZDaemon, because ZDaemon doesn't support DECORATE.


There are games that show a character's weapon that are also from the 90s. The earliest I can think of is Quake 2 or for a more focused (and active) MP experience is Unreal Tournament.

You probably won't find client-sided mods that allow you to see other people's weapons in Doom.

I recently downloaded DOOMKID's mod for 150 doomguy skins. However, when I load up a map, I am unable to change the skin. I placed the mod like I do for every other wad but I'm not sure of the solution. Any ideas?

This is really strange, as long as your class is set to "marine", you should be able to select the skins. In the case of GZDoom, have you tried putting it in the "skins" folder in your GZDoom folder? That may solve the problem

Edit: Just tried loading both Brutal Doom v21 and the skins wad, they do load but you can't change skins in brutal doom. Are you loading some other mods? I can't really help if you don't provide more info

Some mods - cosmetic or gameplay changing aren't compatible with each other, making brutal mods compatible with doomguy 150 skins mod, you need to do plenty of work, like add/edit new and old sprites, code and so on. That's really huge overtaking, time consuming and no one wants to bother for that reason alone.

I don't think it's a condescending or stupid post. I get the impression he wanted to see different skins performing glory kills in Brutal Doom, which briefly changes to a 3rd person perspective. (I kind of want to see that now too, and am sad it doesn't exist..)

That's pretty much exactly it. I perform so many glory kills in such a short span of time, it would be cool to see different sprites performing them. I'm playing so many maps where there's a ton of enemies so to to see a doomslayer or master chief, etc. perform those would be cool to see. Maybe it'll exist one day......

Brutal Doom is a gameplay mod that was created in 2010 by Sergeant Mark IV. It is compatible with Doom, The Ultimate Doom, Doom II: Hell on Earth, Final Doom, TNT: Evilution, Plutonia and other custom WADs. Brutal Doom won the first ever Cacoward in 2011 for Best Gameplay Mod and a MOTY award for creativity by Mod DB in 2012.

Brutal Doom received public recognition from John Romero himself during the IGN gameplay video made for the 20th anniversary of Doom, stating that if they had released Brutal Doom instead of Doom back in 1993, they "would've destroyed the game industry" and that "Brutal Doom is hilarious" (said at 1:08:48).

Perhaps the most obvious and eye-catching feature of Brutal Doom is the addition of features like; additional blood (blood is splattered on walls and ceilings if enemies or the player are hit), the ability to blow off body parts with strong weapons like the shotgun and the addition of special illuminating effects on projectiles and pick ups. It is compatible with the source ports ZDoom, GZDoom, Skulltag, and Zandronum.

While primarily a gore mod, it goes further and alters the game-play by changing many other aspects such as the sounds, graphics, and combat. One major change is the increased difficulty; making enemy behavior much faster, unpredictable and dangerous (many attacks do double the normal damage to the player) and altering their attacks. It also makes the animations smoother and gives the player new abilities.

Upon taking the berserk powerup, all physical related attacks like punches and kicks will have their power multiplied by 5. Reducing an enemy's health to a certain percentage will cause Doom guy will deal a fatality and obtain armor and health bonuses. Be in mind the Doom Guy must be in "Rip and Tear" mode and not in "Smash" mode. The player can change modes by pressing the reload button. The table list below elaborates more on the subject for brutalities. Lost Souls will not be included here as they don't give any bonuses at all. The max value Doom Guy can reach is 300 HP and Armor, and gaining anymore bonuses will do nothing.

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