![]() ![]() I met Brutal Doom before Doom (but after Serious Sam and Painkiller) and, frankly speaking, I just got sick of it at some point and decided to take a look at how original Doom feels like. Treasure Tech world, plenty of those horror mods, Dwelling Sin, Hideous Destructor, and shittons of other things. There's plenty of "ah yes I shall use doom to do x absurd thing and it will be based". The doom community has demonstrated multiple times their capacity to construct under the limitations of its engine, they are just focused on different kind of stuff related to "what I can do in doom" instead of "what I want to do in doom", and a thing antithetical of this mindset such as BD, just doesn't attract the majority of it. If something like BD existed in let's say, GTA SA or Gmod, people would not give an absolute shit about debates like this, since those modding communities consume and make mods more as a little fun entertainment, an extension or fix to what the game has in store already, a way to see your favorite game in an another feel to pass the time. I think this question in particular showcases the difference between modding communities and what kind of contents they prefer to consume. Gameplay's solid, presentation is hugely pleasing aesthetically, but the way it was handled in motion is just baffling. And I could see PB achieving something similar if every time I switched weapons or reloaded or meleed I wasn't psychically attacked. They mesh especially well for hideous which is all about being immersive. ![]() Especially since it has full voxel compatibility, and even voxels for some of the addons. But since I don't find PB to be a playable experience, I guess my main fix for rifles is hideous. ![]() It's a shame since I love rifles in doom mods. But I can't play the mod long enough to actually get to the point in a megawad where I could get fun weapons like the nailgun and machine guns and upgrades to the rifles and shotguns. As well as leading to poor visibility. PB would be super fun to play, a mod like PB with progression designed to open up more and more throughout a megawad sounds like the one way I'd be able to make myself play megawads. All of the motion blur in most of the animations gives me headaches quick and consistently. But there's one issue, one that cripples the experience. And TBH now that it has a HUD built into the mod most of my problems are solved with it. Now you tell that vocal person that their supposedly 100% justified criticism is anything but, and vocal person yells into the internet, on some other wavelength, that people from "notyoursitehere" hate gameplay mods.Īnd now you know why this question, as well as similar ones, just aren't gonna disappear for good in the foreseeable future.Īs someone who enjoys stuff like Hideous Destructor and classic style gameplay mods, on paper Project Brutality is something in between the two extremes. With no rudimentary idea as to how anything doom works, blaming the mapper is anything but an unnatural course of action (thus far, "thing A" has always worked fine, so it must be the mapper's fault, right?). Here's the thing, if you got lot of people using "thing A" there will always be some entitled and vocal headcases amongst them, who will then complain that "thing A" doesn't work as expected when used with "something.WAD". ![]() There have been a few people who made themselves particularly infamous for giving poor ratings if anything didn't run in their favourite niche source port, too, btw - those folks aren't talked about much, if at all, because their numbers pale in comparison to those who ran BD or PB. Time was, that people posted bad reviews/feedback if some WAD or pk3 didn't run properly with either project brutality or brutal doom. I'm curious if Project Brutality is hated in Doomworld cause doomers here rather play Doom in vanillaīasically what Xaser pointed out already, I will add, however, that there's a bit more to it. ![]()
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