Brutal Doom 64

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JohnnyTheWolf
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Re: Brutal Doom 64

Post by JohnnyTheWolf »

Actually, I took the initiative to ask wildweasel first - since they are the author of the stickied Brutal Doom thread - and would have not create this one without their blessing.

Anyway, what I dislike about this Revenant is that so far it tends to spawn right in front of you, usually in tight corridors where there is no room to dodge its projectiles.

As for the emails, well... they are a nice touch, of course, but they do not strike me as being particularly well written. I mean, come on... "Dr. Randy"? Also, they seem to have their share of typos.
Prologue-9 wrote:the fact that its missing a full sprite rotation irritates me. That, and the fact that maps 25-27 are in the normal rotation despite not being so in the original game (and for good reason.)
I was under the impression that this Revenant merely reused Blood's Tchernobog sprites with some alterations. Does the original, unedited spritesheet come with full rotation?

Also, what do you mean by "maps 25-27 are in the normal rotation"?
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Prologue-9
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Re: Brutal Doom 64

Post by Prologue-9 »

JohnnyTheWolf wrote: I was under the impression that this Revenant merely reused Blood's Tchernobog sprites with some alterations. Does the original, unedited spritesheet come with full rotation?

Also, what do you mean by "maps 25-27 are in the normal rotation"?
Yeah, it does, as seen here: https://www.spriters-resource.com/pc_co ... eet/24478/

Maps 25-27, in Doom64, were only accessible from the 'features' menu, which you unlocked by beating Hectic, map32. They're short, simple gimmicky levels that don't at all fit in with the regular set.
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-Ghost-
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Re: Brutal Doom 64

Post by -Ghost- »

It's actually been pretty good from what I've played so far. It stays fairly faithful to the original without having fatalities or flipping demons off or anything like that. I think he's going to add headshots back in soon, which is something I've always liked and wish more mods would do.
JohnnyTheWolf
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Re: Brutal Doom 64

Post by JohnnyTheWolf »

Is it me or it is impossible to get 100% kills in some levels? For example, by the end of MAP03: Main Engineering, I am being told I killed 76 out of 117 enemies, even though I double-checked the entire level to make sure I had not missed anything.
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-Ghost-
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Re: Brutal Doom 64

Post by -Ghost- »

Yeah, I've had a couple like that. I'm not sure if there was a new secret area I missed or what.
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EffinghamHuffnagel
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Re: Brutal Doom 64

Post by EffinghamHuffnagel »

I haven't had time to play this yet, or even look at it, but it may be a scripting problem. I remember a few years ago I played a mapset that had monsters spawned in by script. I couldn't get 100% kills on any map. I think the monsters were counted when they spawned, but not when they died. Like a flag was missing somewhere.
JohnnyTheWolf
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Re: Brutal Doom 64

Post by JohnnyTheWolf »

To be fair, I do occasionally experience the same problem with Doom 64 EX. I am still using release 2.5 because the newest one causes the game to crash.

At least, when the issue happens in a vanilla, non-BD64 WAD, I can just type "kill monsters" in the console. I have had to do it quite a few times with mods that reward 100% kills, like D4D.
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Rustygold
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Re: Brutal Doom 64

Post by Rustygold »

You can get In touch with SGT.MarkIV on facebook I was friends with him a few years before I deleted my FB, I'm sure you could contact him on modDB. Other than that I guess you could look up his gmail on his youtube channel.
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JoexxZombie
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Re: Brutal Doom 64

Post by JoexxZombie »

Ive been playing it and I like it so far. There's a v1.b out now. I never got the chance to play doom 64 so there's no nostalgia for me but still enjoying it. The enemies can do a lot of damage is that the same as the 64 version or new? Either way I am always just happy when a mod will work for me as I play doom on D-touch. Confirmed it works well for D-touch if anyone cares.
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BFG
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Re: Brutal Doom 64

Post by BFG »

were the accurate Doom64 maps made specifically for this mod, or were they borrowed from another wad? I remember Strikerman's one and the one with low-quality sprites but I don't remember if they ever had accurate D64 maps, the only one I knew of was Kaiser's but that wasn't for ZDoom. So is this the first time we have all the D64 maps compatible with ZDoom?
JohnnyTheWolf
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Re: Brutal Doom 64

Post by JohnnyTheWolf »

No, there is already a TC called "GZDoom 64".

Anyway, "Watch Me Die" feels a lot more difficult in 1.0b. I am not sure if it is intentional, but even with the Mega Armor, I am getting steamrolled by Nightmare Imps. I have the feeling the patch was rushed, as the new difficulty descriptions contain their share of typos and and the Supershotgun's alt-fire does not use any ammo.

After playing the mod a bit, I have to say: as much as I enjoy the new gore effects and the reintroduced cut enemies, I kind of wish someone could do a simple "remaster", with only improved visual and sound effects as well as overall polish. Kind of like Smooth Doom but for Doom 64.
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-Ghost-
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Re: Brutal Doom 64

Post by -Ghost- »

I think you can run the maps by themselves, so you could throw SmoothDoom with the Doom 64 weapon sprites over it to get a fairly faithful recreation.
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ibm5155
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Re: Brutal Doom 64

Post by ibm5155 »

So.... Doom 64 isn't boring anymore.

Small fonts because it'll not aggregate to the post.
Sgt Mark doesn't need attention from a community 20x smaller than his own community, just saying.
JohnnyTheWolf
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Re: Brutal Doom 64

Post by JohnnyTheWolf »

-Ghost- wrote:I think you can run the maps by themselves, so you could throw SmoothDoom with the Doom 64 weapon sprites over it to get a fairly faithful recreation.
Yes, I can. It is not optimal, but it gets the job done. In a way, this turns the game into an unofficial Innocence X mapset.

Thanks!
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scalliano
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Re: Brutal Doom 64

Post by scalliano »

Wonder if this will work with FuzzballFox's Doom64 packs ...
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