Starting life as PA1NKI113R's Brutal Doom Mod and then Project PA1NKI113R, Project Brutality was initially an addon mod for Brutal Doom which sought to push the envelope of how gameplay mods for Doom could expand upon its mechanics while retaining the classic FPS formula. I am about 90% done with the Process, and since I am not doing this lazily, Animations are still being polished.įor reference I am playing with Core i7 4th Gen and a GTX 1050ti, i am using a certain custom shader for GZDOOM, on top of recording at 50 mbps i get small performance drops.Īll the Weapons were upscaled only 200% since anything larger might become a hassle while playing and some weapons were upscaled using the XBRZ method since some weapons show deformations while using other "photorealistic" models.įor reference, the Sprite count for only weapons is Above 10K sprites.Ĭompleted! Feel free to download and tell what you think! The Sprite count is insane, and of course Optimizations are expected since it might be laggy for low end CPU/GPU users. Today I present to you this extensive project about upscaling PB 3.0 weapons (and Enemies maybe someday) It's the only way I find it truly enjoyable. The close to roguelike nature of being randomly generated levels, coupled with the mechanical imbalance of PB, are for me the ideal way in which to experience that mod. ![]() If you want to try a little experiment, use project brutality in conjunction with Obligue map sets. I will admit the feelings did fade to the point where it didn't have the "Better than vanilla" effect that the first two maps had but even way into the playthrough it didn't get boring or dull like it usually does. I don't know if this is some mapping magic by the talent behind that project or if Brutal Doom actually requires a certain kind of map design to keep the fun going. One mapset where this didn't happen however, was Doom 2 In Spain Only. But the feeling quickly fades by MAP04 and it starts to get really dull and boring. I don't know what it is about Brutal Doom and Project Brutality but when I play it for the first time in months, I unironically have more fun with it than vanilla doom. 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. There is currently no official release candidate or expected release date it is actively developed at GitHub, and users are instructed to obtain it there, either in a stable Master Branch or the regularly updated Staging Branch. However, it has since changed its direction to become a standalone project, with most inherited coding being removed and replaced with totally unique assets, as well as dropping its numbered version subtitle. Development began in 2015 as a fork of Brutal Doom version v19b that greatly expanded upon it, using assets from Realm 667 as well as its own custom content. ![]() ![]() Project Brutality (formerly known as Project Brutality 3.0) is a WIP gameplay mod for the GZDoom source port that is currently being developed. ![]() Don't load it with Brutalv20b.pk3 if you want play with project brutality (Load with project brutality pk3 file). You Just need to load with orther gameplay mods not just Project Brutality. The maps pack is hellonearthstarterpack.wad.
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