Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Any Moderators are free to move this thread to the halls of dead as I no longer plan to work on this project anymore.
Hello to anyone reading this,
Wow this project has been on going since 2012?
For anyone who are curious enough onto why I am not working on this anymore (pretty much considered dead back in late 2015):
1. I had way too many ideas and some of them are deemed impossible. (I think my orignal idea was trying to create a bethesda elder scrolls like game)
2. I hardly knew anything about the final fantasy series. So, sorry to anyone looking forward to this.
3. I was basically overloading myself with features that looked like I could pull it off easily, but alas, no. It's an "easier said than done" scenario.
4. My interest on this project kept on dragging itself down more and more.
Lastly, I tried going from the cartoony art style to a more realistic art style. Obviously, that didn't work out.
I would also want to apologize to anyone who went through adfly to get this. I fixed it now, it now goes to the ACTUAL download. (sorry everyone, I won't do that again! Infact, I might consider using ko-fi for my future projects!)
Anyways, I'd like to thank everyone who had the chance to play this and send feedback here and there. Even going back when this mod was orignally just a weapons only improvement mod. As a bonus, I decided to upload the VERY last version here I made before I called it quits. So feel free to mess around in that one! (It's version 0.5_4)
I decided to move onto something that I'm more inclined to be interested in making and also that I know well enough. If you are interested for what goes on for my future projects, (zdoom and others), You can join my discord server here: https://discord.gg/TVR2qPE
I think that's all I have to say before I drag this on.
- Ghostrider231
Hello guys, i am new here. I have been planning on making a zdoom tc for quite a while. (probably like 2 years ago when i started making this.)
After five years of zdoom modding, this is the first project i made to get released so here it goes:
I know the title sounds rather silly, i originally called it, "Final Fantasy Doom Improved" which sounded even more silly.
i Don't have a really good title for this yet.
Welcome to Brutal Fantasy Doom, a zdoom mod by Ghostrider231(aka me)
Warning: This mod is NOT Compatible with Zandronum.
It may not look like it now, but it will in the next version.
You will need Doom 1 to play this.
Story So far(Still WIP): Gestahl the Emperor begin to gain power through madness, cruelly, evilness, and corruption. He had built a kingdom of his own to rule the empire.
However, The Evil Gestahlian Empire will not go down easily, As the emperor had given orders to his armies and started taking over the empire and gaining
control and power by killing almost every civilians (or even take them as prisoners) and moogles in the empire. The only living Moogle known as, "Mog" knew horrible things about the empire and must save the empire from being taken controlled from Gestahl's Evil wraith. Gestahl doesn't just have normal armies, he also has other different armies for mog to go through and even more deadly foes for mog to face. Magitek was taken by Gestahl's control and made use of technology and magic and even both combined to become even more powerful to gain Total control of his empire. What will mog face from Gestahl's Wraith?
The gameplay kinda take the some of the elements from the original ffvi(iii) and sometimes ffiv(ii) from the snes.
What this focuses:
To make the gameplay itself feel more fast paced and more challenging. (to be honest, i found the original FFDOOM2.wad pretty freaking easy.)
more variety of enemies/monsters, weapons, items, etc. (Items are focused currently.)
(Open world levels! (focus currently.)
Explorable and Intractable environment! (focused currently with open levels.)
More and Better Spells! (planned.)
Rpg gameplay! (Stats, Quests, Levels, Merchants, and Traveling Merchants!)
Quests? (None really planned, i haven't really thought any yet.)
Not your typical classic style mod!
Why? because this is not your tyipcal one way through mod. (aka NON-linear mod)
Game Progression are through dialogue choices, puzzles, and etc.
Please note that none of levels were changed or replaced yet. It will be progressively happen overtime soon. (just be patient. =P)
| If you didn't look at the version, This is currently Pre-alpha Stage. |
Good Feedback/ideas/suggestions are welcome!
Please feel free to give me your thoughts about anything in the game.
Can also be bugs, ideas, or suggestions.
When i first stepped into making this mod, because i thought about making a sword weapon.
After i made a sword weapon out of decorate, i always thinked to improve the weapons too, and i did.
This so forth, gave this mod a name, "Final fantasy Doom Improved Weapons/Final Fantasy Doom Tc Improved".
After that, i ended up making more of the content better, by improving the monsters too.
Which so forth called it, "Final Fantasy Doom Improved".
After about like 5 prototype versions, this is where it is now, Pre-alpha.
Also please note that something big cannot be made within minutes! (Please be Patient Okay? i'm trying as much as i can.)
Please know that, this is the pre-alpha stage, everything you suggested is NOT there yet.
Version stages:
Prototype - Done.
Pre-Alpha - On Currently.
Alpha - Not made to yet.
Pre-Beta - Not Made to yet.
Beta - Not Made to yet.
Pre-RC - Not Made to yet.
RC - Not Made to yet.
Final Release - Not Made to yet.
--------------------------------------
I hope you enjoy this mod as much as i made this.
-= Whats New: =-
8/19/14 - My work on this could slow down, depending on my brain wants to do.
It's almost September, my work on this could be also be slowed downed, Severely. (It's my personal problem.)
8/20/14 - One new weapon added into the planned section!
8/23/14 - Should this mod continue being compatible with Zandronum? Submit your vote!
8/25/14 - Almost September, my work can be slowed downed Severely.(It's my Personal problem as always.)
8/26/14 - This mod will go through a bunch of changes due to the new rpg system being implemented.
8/27/14 - If you are reading this, This mod will NOT be available for new updates for a while because i have a lot of things to get out of the way, So that is why this mod will be slowed downed Severely. However, i will still check this from time to time.(if i have some spare time to look.)
I won't be able to mod for a while, so i would do this if i have enough time.
9/21/14 - Votes had been claimed, it seems that, the most votes are this mod will no longer be compatible with Zandronum anymore.
Sorry for the huge delay, been busy lately, Version 0.5_3 will come in soon!
2/5/15 - Please note that i've been through lots of changes recently and not having much time to look. (The mod is still in progress, but just slowly.)
(I will reveal the updates, just be patient. =P)
I'm also sorry for not showing the next version yet. (I need to do a LOT of clean ups in my mod and this description.)
Sorry for the LONG delay.
2/17/15 - Some cleaning in this description, one weapon in the, "Planned Features" has been removed. (The weapon LightBringer will no longer be used and will be taken out of the mod.)
Updated the Planned Features list. Removed some Planned features that was already coming with something else in the first place.
There will be lots and LOTS of Revamps in this mod and description.
7/14/15 - Renamed Pre-Release to Prototype as it was a mislead as a pre-finished version.
-=====-
What has been done so far:
(BIG IMAGE WARNING)
Spoiler: The Features of Brutal Fantasy Doom
------- WEAPONS -------
Just to know this, every weapon has been checked to no auto aimming because you don't want to end up automatically shooting corpses when you want to
shoot your enemies.
Most of these weapons have smooth animations, to make it look better.
To Reload/Change modes for your current weapon, press r, "the default binded key".
However, Some of the weapons mode changing won't work because their not created yet.
If that doesn't work, go to options, than go to customize controls, after find the title called, "Final fantasy doom Improved",(I know it's still called that, i need to change it later.) You will find Reload/Change modes, choose your desired key bind and after that your good to go for that.
Bare Fists(Not New): Kinda behaves like doom's fist.(yes, its crappy at the moment. Nothing Special about this weapon.)
-physical weapon. cannot be reflect by a magitek barrier.-
Sword(Not a replacer anymore): Your Starter's Melee Weapon. (Kinda fairly overpowered at the moment.) -physical weapon. cannot be reflect by a magitek barrier.-
Primary Fire: Can perform melee attacks as always.
Secondary Fire: You can throw your swords, however you only get to have two.(with the backpack of course.)
Can also perform stealth kills. (just like Brutal Doom.)
Bow and Arrow: Fires Arrows, the longer you hold, the farther the arrows goes. -physical weapon. cannot be reflect by a magitek barrier.-
Secondary Fire does a similar thing, however fires three arrows.
Musket: Acts like a Shotgun, Can be Fired twice before reloading. -physical weapon. cannot be reflect by a magitek barrier.-
Secondary Fire Does a Bashing Attack. (Kinda like Brutal Doom where you can kick your enemies to give you some space.)
Automatic Crossbow: Just like the Chaingun from Doom, however shoots arrows and has a different mode where you can fire
three arrows.(however fires more slowly.) -physical weapon. cannot be reflect by a magitek barrier.-
Secondary Fire also does a Bashing Attack, However Slightly stronger if the crossbow has some arrows at least.(because if you don't, than it acts the same as the musket's bashing.)
Preview:
Everything else is a magical attack and can be reflected by a magitek barrier.
Ice Spell: Just like the Rocket Launcher From DOOM, Fires Ice and can freeze your enemies.
Secondary Fire: Pretty meh at the moment, can do an ice punch.
Magic Wand: Fires vanishing magic and can make things vanish.(almost everything intractable can be vanished.)
Secondary Fire: Pretty Crappy at the moment, fires the wand three times.(only the vanish one.)
Thunder Mode(only the Primary Fire can have this.):
Fires a thunder ball and which can electrocute enemies.(didn't make a electrocution death yet.)
Also can electrocute the water and can hurt enemies and even yourself that are on the water.
Preview:
Fire Spell: Similar to the BFG(Big Freaking Gun), Can Cast Fireballs and burn your enemies to the ground.(can also burn the grassy bushes.)
Secondary Fire: Castes a Line of Fire Explosions.
Magitek Laser Rifle: Similar to the railgun. (However, takes a while to fire, since it charges every fire.)
(This weapon can only be obtained by finding pieces of this weapon.)
(Can be found from Magitek Armors and in some of the levels.)
Magitek Missile Launcher: (Acts like a rocket and grenade launcher)(Pretty deadly weapon imo)
(Secondary does different attacks like the missile fires a homing missile as for the grenade can bounce)
(Similar to the Magitek Laser Rifle where you have to find the pieces.)
Visual: Doom's Rocket laucher except the sprites are fully shown and looks green.
Actaully the grenade attack doesn't exist yet.
Will be present in the next version.
(One new weapon was gonna be mentioned in here, but it's too much of a spoiler.)
Magitek Energy Rifle: Acts like the Plasma Rifle from DOOM, The Primary Fire is what you expect of course.
Secondary Fire: Fires a Magitek Barrier similar to the magitek heavy armor's one, except protects you from enemy magical attacks.
50 shots can be fired before reloading.
Preview(Slot 0):
This weapon is actaully only for next version.
Magitek Crossbow(WIP): Kinda like HL2's Crossbow, can instant kill most smaller enemies and shatter them into pieces of ice.
Primary Fire: yes, fires an ice bolt.
Secondary Fire: Fires Three bolts.(uses more ammo of course.)
The Magitek Crossbow will be present in the next version.
Edgar's Chainsaw: Just like the Chainsaw from Brutal Doom.(nothing special yet really.)
No Secondary fire or Reload/Change mode yet.(sorry i didn't make one yet!)
Sorry, this weapon is also only for the next version. (I'm going too ahead am i?)
Knight Sword: Has Stronger and Faster Attacks and also has a shield
(However, The Shield is gonna be found separately anyways, so the sword doesn't come with a shield.)
(I hope i didn't miss anything.)
----- Monsters -------
Better Enemies(which means they act what there are supposed to be)
Naga Archer: Just like the zombiemen, there are weak and can be killed rather easily.
There attacks is the bow and arrow which they can sometimes fire three arrows at once.
Empire Soldier: Similar to the Shotgunguys, however fires twice with more accurate shots.
After every attack they do, they do have a long delay after every two shots.(usually to they reload.)
Goblin: Just Like the Demons, However are weaker and can be killed quite easily.
There attacks are daggers, and can be easily blocked.(usually more effective if you have the shield.)
Water Dragon(Only Head): Similar to the imps in DOOM. But, can only stay in the water.(Cannot go anywhere else without a water floor.)
There attacks are simliar to the imps from DOOM.
Magitek Armor: A Complelety made enemy ai from scratch. (Replacer of Baron of Hell)
The Magitek Armor has four attacks: Melee(Claw Attack), Arrows(Normal Ranged Attack)
Magitek Missile(Special Ranged Attack, Fires these more often if health is low.)
Magitek Laser(Special Ranged Attack, Again Fires these more often if health is low.)
Yes, i know the attack is basically a rail attack.
Red Goblin: Just like the Normal Goblin, However has the skills to throw daggers at you and is slightly stronger.
Magitek Heavy Armor: Just like the Original Magitek Armor Boss, However they are slightly weaker.(barely)
They have four attacks as well:
Can still Fire Arrows and still do that claw attack and the Missiles.
However, Unlike the original one, which shoots lasers instead does this:
Magitek Barrier(Special Defense, Blocks Any Magical Attacks even other enemies and yours too.(which are not Magitek Armors)
Can be Blocked and reflected.
(Bigger later bosses are not mentioned in here.)
--------- Misc/Environment -------------
Grassy Bushes: Can be destroyed in varies of ways: Burn it, Cut it, vanish it, or destroy it.
Trees(WIP): Can be destroyed except they disappear instead because i'm not finished with this yet.
Cow(WIP): Can be killed, however disappear instead of dying just like the tree, not finished yet.
Again, only for the next version.
Puppy(WIP): Can be killed, however they act like destroyable corpses, again not finished yet.
Cactus(WIP): Can hurt anyone that is near this(not for certain enemies), However just like the tree disappears instead because i'm not finished with this yet.
Magitek Laser Rifle Upgrade: Cannot be found in the game yet, because i'm planning to put this somewhere.
Upgrades the Magitek Laser Rifle to fire faster without the long charging attack.
Secondary Fire does a fairly powerful explosion attack.
Magitek Laser Rifle/Magitek Missile Launcher Parts: Can be found from Magitek Armor's and some parts in the game.
Fire: Just like the cactus, can hurt anyone near it, except you can walk through it of course.
(This used to be able to be destroyed by using Ice, but i think i might put this back on later.)
(Other parts of the environment has not been changed yet.)
New levels(WIP)
The new mt. zozo.(Not even very open yet.)
------- BUGS/GLITCHES/ODDITIES --------------
Note: It's painfully obvious, because this mod of course is in the pre-alpha stage.
You are gonna find glitches and bugs and some of the content might end up missing or not finished.
(If you seem to find a bug, post it here.)
For the enemies stuck to each other or stuck on the wall, don't count, because those are ramon's levels and i planned to make
my version, but better.
(onl) = Online Multiplayer Bug/Glitch (After next version because i'm using the latest features possible, not the dev build version.) (making the online bugs obsolete.)
(min) = Minor Bug/Glitch
(!) = Major Bug/Glitch
(Ex!) = Unusual glitch, happens rarely/uncommon.
(???) = Other
(onl)(Ex!) - Magitek Missile seems to cause a random water explosion in the air for some reason. (obsolete bug)
(min) - When Magitek Armors use their laser attack and shoot their own kind, they cause infighting.(their supposed to work together.)
(onl)(min) - the first sword doesn't make decals when the player is attack on the wall. (obsolete bug)
(???) - When the player is blocking using the sword, blocking sometimes doesn't get a proper hit detection.
(Ex!) - When a magitek missile explodes on the water, Another water explosion might appear next to it.(only when someone hits makes splashes on the water.)
(!) - Magitek Barrier doesn't work for Deathmatch, because player attacks will go through player's barriers.(obsolete bug)
(Ex!) - This one is extremely rare, i only had this once, When an enemy is downed/killed, their corpses just simply disappear.(i think slopes had this one going.)
(min) - Half of the time, the player sprite may show the wrong weapon. (yes, this happens more in online multiplayer for some reason.)
(That all i know at the top of my head right now, i'll try to play test more to see any other bugs/glitches.)
Replaces the original ffdoom2's music to the true snes version.
(Was Originally made for my mod.)
Credits:
SGTMARKIV - Blood n' Gore, Some Visual effects, Some Sounds, and some coding for the Plasma rifle used for Energy Rifle and the Chainsaw. (Woah, nothing to say about this guy.)
Sparky and ramon - Original FFDOOM wad. (Original Final Fantasy Doom wad)
Beautiful Doom(BDOOM) - Some sounds, used to use some of their resources from the first version of this mod.
Square Enix - Final fantasy related things.
Bethesda Softworks - Mostly just sounds.
Raven Software
Id Software
(I hope i don't miss anyone here.)
Realm667 Related Credits Here(mostly resources):
Neoworm
Ghastly_dragon
Xaser
Capcom
Runic Games
zrrion the insect
Bloax
Paul NMN
Velocity
Banjo Software.
ETTiNGRiNDER
Tormentor667
Eriance
Mr.Green
Captain Toenail
Die by the Sword
List of features happened recently:
Changelog:
-------------------------------------------------------------------------------
Pre-Alpha 0.5_2:
lacks a changelog because there were too many things were changed.
This below is only whats happening on the latest version now:
8/26/14
+ New Fire Death for the Naga Archer.
+ implemented the new rpg system. (still wip, now it just needs it's full stat system, menu system, and etc.)
(right now it has the endurance, strength, xp and leveling added.)
+ New Hud added. (Shown in the first picture and the thumbnail.)
8/27/14
+ Added a less violent death for the Naga Archer and Empire Soldier. (for the starter sword melee attack)
+ Created a Shield world sprite that usually goes with the knight sword. (I had to create this on my own on scratch, So it might look crappy.)
+ The Health items can be picked up as normal hexen items and can used whenever you want.
Spoiler: Planned Features for Brutal Fantasy Doom Updated on 7/15/15
New weapon called: Magitek Detonator that can let you detonate your explosives whenever you want to.
(no acs was used for this weapon.)
(no visual for this weapon, just looks like the missile launcher.)
====================================
Less Bloodier and less Gorier Addon(i'm planning this because to prevent BAD lags for older computers. It would really be helpful to play without the extra performance hit.)
(Currently at the lowest propriety at the moment.)
====================================
Player Sprite Make over! (Yes, Mog is gonna get a sprite remake! I find the original ffdoom2 player sprite too bleh. felt like mspaint drawing.)
(the black lines kinda took that feeling out too.)
=====================================
Dragons, Drakes, and maybe wyverns?
(Dragons might be added during Early Alpha or Late Pre-Alpha or maybe even Late Pre-Beta or Beta.)
(Not the one in hexen, REAL Dragons, aka 4 legs 2 wings.) (Been wanting to do this for a while now, i'm not a great drawer to draw REAL Dragons in 8 directional sprites, i hope i can try to do the best i can do.)
Dragons are gonna have element varients: Fire, ice, thunder, Darkness, and etc.
Dragons are mostly gonna appear as bosses in game.
Drakes on the other hand, would be like mini bosses versions of the Dragons.
Named Dragons could be unique bosses that appear later in the game. (As Bosses of course.)
As for xp gaining, Dragon Boss kills depends on how strong(aka levels) the monster is. (From maybe to 750 xp to 1000 xp).
Drakes are kinda the same way for Dragons except less stronger. (From maybe to 250 xp to 500 xp).
Within later into the main quest of the game, you would have an ally, that happens during an event and area in the game named: Bahamut?
=========================================
A New Monster Named Lurker?
(Fast paced monster which could teleport or go invisible. Spit poison acid and a melee attack with deadly claws (any claw attacks from the lurker will perform a slashing animation.) and could also do a charging melee claw attack and jumping claw attack. They usually appear within dark corners or areas. Gives out about like 15 xp to 30 xp when killed by the player.)
There is currently no teaser snapshots or pics for this monster yet.
(The Charge attack doesn't end until it hits the player or somebody else.)
(They appear in most caves. so you better keep your eyes out whenever their around!)
(Resistant to Ice and immune to Poison, but weak to Fire.)
(Yes, they have a fair amount of health and attack damage, which could make them challenging foes.)
================================
An RPG Style Armor system which could be equip-able/unequip-able and have defense stats, value (gil sell and buy value), and appear as inventory items as usual.
================================
Menu System used for Inventory system, quest journal, Shop system and etc.
================================
On going Progress with new weapons, monsters, environmental areas(aka zdoom maps)/environment, story/side quests, characters, magic spells, special visual effects, smooth animations, intractable environment, better looking weapons, better graphical environment, and more.
================================
This is probably not gonna happen until alpha or pre-Beta: Removing the need to use the Required wad "FFDOOM2.wad" to be able to play this mod.
(Sure, you could play this mod without ffdoom2.wad, but it will look very very awkward and strange. What i mean very unfitting and wrong.)
================================
Various and lots of Ambient noises.
================================
(i'll try to remember what i've forgotten here.)
Preview Gameplay video(kinda of an older version of this mod):
Spoiler: Gameplay
Other Videos in testing:
My Other Videos related to this mod:
Prototype 0.1 Video: (Extremely OLD!!!)
Be Warned to know: This mod is in the pre-alpha stage, so be warned to know, there is a lot of unfinished content and bugs/glitches. The newer features will come in, just be patient. =P
Most of the old stuff from the linear(this used to be a Gameplay Changing ONLY Mod.) version of this mod will probably be Removed/Replaced or Revamped.
------ IMPORTANT, if you want to play this mod correctly, look at this. ----------
Wad loading(Be sure you load my mod after FFDOOM2.wad.):
your other mods <--- can go here as long it doesn't over write anything.
FFDOOM2.wad <--- original wad
My Brutal Fantasy Doom mod <----- here
Or you could use zdl(what i recommend), or load wads in order by using a bat.
For bat files, You will need to create a new txt file(call it whatever you want.)
Open your newly created txt file and put in:
"zdoom.exe -file FFDOOM2.wad -file Brutal_Fantasy_Doom_PreAlpha05_2_By_G231.pk7"
"exit"
you don't need to add the quotations.
After that, save it and rename .txt to .bat
launch it, than choose Doom.wad because this mod uses the ultimate doom.
after that, your good to go.
---- IMPORTANT Above this. ----
However, if you don't feel like making batch files, here is a link that i made recently ago, includes two batch files: Brutal Fantasy Doom Launcher
Why not use SCP format for songs taken from the SNES games instead of OGG? It'll save several megs of space. That's what I did when I made a music update pack for FFDoom2.
And these graphics for King Edgar's chainsaw use the sprites from Doom. But Edgar's saw has a circular blade. Wouldn't the graphics from Freedoom be a much better fit?
Also, how about updating this code? Setslot has been deprecated for five and a half years, and for good reason.
That being said, I have to say this is the first mod with "Brutal" in its title that I've ever been interested. I really liked Final Fantasy Doom, so I'm curious where this is headed.
Ed the Bat wrote:That being said, I have to say this is the first mod with "Brutal" in its title that I've ever been interested. I really liked Final Fantasy Doom, so I'm curious where this is headed.
I actually really love Terrorists(!), as evidenced by me releasing a bugfix version in its thread. I meant specifically the word "Brutal", and not "Brutality" (splitting hairs, I know), and also the fact that "Police Brutality" was an intentional joke title to reference the surge in popularity of "Brutal" mods at the time.
Ed the Bat wrote:Why not use SCP format for songs taken from the SNES games instead of OGG? It'll save several megs of space.
Thank you! I didn't knew much about spcs, so i gave it shot and it worked! (because i throught zandronum didn't had this support, but it did.) Those ogg files really had given me a problem because every time i try to play a sound file or import one. I ended up waiting for a few minutes or so because of an ogg file. Some of the oggs will be replaced with spc music formats. That saved me 10 mbs of space! big jump there! this will be present in the next version.
heh, i used to have the same feeling as you did, making secret zdoom projects and never releasing them. Making zdoom mods for five years. i used to be shy when i made into a community, except mine was youtube. Ed, Good luck on the journey!
Sorry, can't help you there. When I made my music pack, I had to concede and just use MP3's (normally I go with OGG's, but I had them as MP3's and didn't feel like reconverting them). Normally, I'd suggest making a request to the folks behind Game_Music_Emu to add support, and then I'm sure the ZDoom dev's would be happy to update their version, but it's pretty clear that the GME folks don't listen to the suggestions/bugs that are posted there... I've been waiting more than a year for them to address one.
Ed the Bat wrote:Sorry, can't help you there. When I made my music pack, I had to concede and just use MP3's (normally I go with OGG's, but I had them as MP3's and didn't feel like reconverting them). Normally, I'd suggest making a request to the folks behind Game_Music_Emu to add support, and then I'm sure the ZDoom dev's would be happy to update their version, but it's pretty clear that the GME folks don't listen to the suggestions/bugs that are posted there... I've been waiting more than a year for them to address one.
oh well, because i wanted to put the remaining music for this original music pack i'm gonna plan to release here.(as an addon.)
you know, the best way to not make a giant wad because all of the music is just full of mp3s or oggs.
(i mean who wants to download a 200 mb music wad that has the original music?)(that's what it was originally.)
whats done so far was, most of ffvi and ffiv music was already spc, and the ps1 soundtracks are mp3s.
file size? i think 20mbs something.
Yeah, their pretty busy doing something else i guess, because you know, the devs aren't always 24/7 you know.
I can't. Zandronum is so embarrassingly out-of-date on ZDoom features, pretty much none of the mods/projects I enjoy playing will work on it. Plus, because of issues with the broken message scaling and other things, I just can't get comfortable.