Added some new weapons, along with their spawning counterparts (Go to customize controls, and manage your spawn settings there). Long story short, my giant team of testers and I actually thought that more time should be spent on remaking the arsenal with a crap ton of adjustments, like weapons spawning in, and what not. Wait did you skip a test version Doomguy5th? Yes, this will be moving to 4.0, but now you ask, why did I make a test version of v3.9 available and not v3.8? Oh jeez. Got lazy, but I'm sure you can find out the rest. Special CVARs to improve FPS and performance (and overall, have a little fun here and there) NAZIS in a mutator (2 types, instead of just the MP40 kind of Nazi) Doom 3 monster sounds, along with Trent Reznor Doom 3 Alpha commando sounds, and Killing Floor Clot sounds (irritating as hell for some, but funny as hell for others that enjoy hearing a person screaming in the bathroom) the Doomguy from Brutal Doom v16b is back All sounds have been replaced or tweaked with something better ![]() an arsenal just like Quaker540's addon, along with a new type of accessory, the Pipe Bomb What's the point if you have just simply overkill monsters? Isn't there something else? Pinky Demons have a chance of leaping and eating you alive, All zombies shoot until you''re dead (yes, all of them are distinctively like the vanilla Doom chaingunner), and so forth. Another gameplay mod like Quaker540's addon, Project Brutality (really, it started from Quaker540's addon and built it's way), and the Brutal Pack, but like Insanity's Requiem, the monsters seem a little more aggressive.
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