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As a nice gift for halloween, SGtMarkIV will release his revamped version of Doom 64, Brutal Doom 64 just this sunday, October 30th!
Here's a link to the trailer: https://www.youtube.com/watch?v=t4sSqAqGnaU
It will be available for download here: http://www.moddb.com/mods/brutal-doom-64

Unlike other Doom 64 ports like Doom 64 EX which, to my knowledge, try to emulate the popular N64 version of Doom as close to the original console game as possible, Brutal Doom 64 goes way beyond that with new graphical effects, new graphics (including reload animations!), new content, new gore system, etc. It looks very similar to what Brutal Doom is compared to Doom, but it keeps the Doom 64 weapons and seems to stay a bit closer to the original game, hopefully including the haunting atmosphere.
As a cool extra feature, you can even play the original doom campaigns with all the Brutal Doom 64 weapons, enemies, sounds, etc.

I know SGtMarkIV has the status of a very controversial figure in the Doom community, but I'm very much looking forward to playing this. Here's also a long alpha gameplay video from three months ago: https://www.youtube.com/watch?v=H6emKRhNk24
Wow thanks I was not aware of this. I've been playing Brutal DOOM + Project brutality + other mods for the last couple of monthes and god damn if I haven't had fun. I have DOOM 2016 but stopped playing after the first boss, I prefer classic modded DOOM.
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Syrion:
I think I'll give this thread a <BUMP> to say the file link is up. I think I'll DL in a couple hours.
It's awesome!
Originally I was using GZDoom 2.3 SVN versions and it would crash on the level transition from the intro level to the first map.

Rolling back to the release version of GZDoom 2.2.0, though, and it seems to work fine.
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korell: Originally I was using GZDoom 2.3 SVN versions and it would crash on the level transition from the intro level to the first map.

Rolling back to the release version of GZDoom 2.2.0, though, and it seems to work fine.
I read something similar on Mod DB but it works just fine for me with latest SVN.
Are you using the x64 version with support for OpenGL 2.0 and higher?
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korell: Originally I was using GZDoom 2.3 SVN versions and it would crash on the level transition from the intro level to the first map.

Rolling back to the release version of GZDoom 2.2.0, though, and it seems to work fine.
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JesperU: I read something similar on Mod DB but it works just fine for me with latest SVN.
Are you using the x64 version with support for OpenGL 2.0 and higher?
Yes, I use the x64 version.
I gave it a quick try, it ran just fine with the included version of Zandronum. Really simple package, just extract it somewhere, copy the doom2.wad in, ready :) I was a bit surprised that it includes all Doom 64 files already, whereas to my knowledge Doom 64 EX requires them to be obtained seperately.

Really fun game, I like that it isn't as far removed from Doom 64 as Brutal Doom is from Doom, seemingly it mostly enhances and modernizes the game without changing too much of the basics. It just seems quite a lot easier than Doom 64, mostly due to the faster firing pistol and likely the keyboard and mouse controls, but I suppose that's only really noticable in the beginning.
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Syrion: I gave it a quick try, it ran just fine with the included version of Zandronum. Really simple package, just extract it somewhere, copy the doom2.wad in, ready :) I was a bit surprised that it includes all Doom 64 files already, whereas to my knowledge Doom 64 EX requires them to be obtained seperately.
I think it is because he rebuilt the maps himself rather than using those taken from the N64 ROM. Though I could do with someone confirming this. There are definitely some map changes, though, like the intro level (that replaces the intro video).
Out of curiosity, how does the Unmaker acquire ammo? It was originally powered by cells, but it seems to have its own ammo supply now. I never seem to run across ammo for it, but I will sometimes switch to it after a firefight and find out I have more ammo. I thought it might recharge by killing enemies, but it that's the case, then it's highly random. A short skirmish can result in a few rounds being gained, while a protracted battle where multiple demons get gibbed yields nothing.
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Jonesy89: Out of curiosity, how does the Unmaker acquire ammo? It was originally powered by cells, but it seems to have its own ammo supply now. I never seem to run across ammo for it, but I will sometimes switch to it after a firefight and find out I have more ammo. I thought it might recharge by killing enemies, but it that's the case, then it's highly random. A short skirmish can result in a few rounds being gained, while a protracted battle where multiple demons get gibbed yields nothing.
IIRC it uses souls from the enemies you kill with it or something like that. Mark describes it on the Mod DB page.
So I downloaded version C of the mod and started over. Already run into a nasty bug that causes some guns and some ammo types to always get picked up, even when the player is full on them. Not sure how to go about reporting it.
Post edited November 05, 2016 by Jonesy89
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Jonesy89: So I downloaded version C of the mod and started over. Already run into a nasty bug that causes some guns and some ammo types to always get picked up, even when the player is full on them. Not sure how to go about reporting it.
You could drop a message on the ModDB page, or the Brutal Doom Facebook page if you have accounts for either of them?
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Jonesy89: So I downloaded version C of the mod and started over. Already run into a nasty bug that causes some guns and some ammo types to always get picked up, even when the player is full on them. Not sure how to go about reporting it.
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korell: You could drop a message on the ModDB page, or the Brutal Doom Facebook page if you have accounts for either of them?
Sadly no :(
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korell: You could drop a message on the ModDB page, or the Brutal Doom Facebook page if you have accounts for either of them?
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Jonesy89: Sadly no :(
I actually already dropped a message on the Brutal Doom Facebook page about this anyway, as someone on ModDB has uploaded a mod that says it rectifies this issue, too.

EDIT: After playing some more BD64 today, I've only noticed this issue happening with the weapon pick-ups, not ammo pick-ups. Weapons get picked up regardless of whether or not the ammo for that weapon is full.
Post edited November 06, 2016 by korell