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Brutal Doom 64 v2.666 Unofficial Update by swc132994


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UoqEzIC.png

 

What is new since v2.5:

  • Tactical and Modern class weapons now have alt fires and some weapons have special fire modes.
  • Survival modes added - These modes disable the usual healing method and now a player must heal manually by using your portable medikit which you have to keep stocked up.
  • New weapons - The Gauss Cannon, Sub Machine Gun and Proximity Mines which double up as grenades have been added to the mod.
  • New monsters Outcast - Introduced in the Outcast levels for the Doom 64 Absolution are these monsters:
  • Acid Demon - acid spitting demon
  • Stalker - teleporting missile firing lost soul
  • Night Crawler - grenade firing arachnotron
  • New monsters extra - As well the outcast monster many more monster have been added and given Doom 64 and Brutal treatment. There are still monster in the roadmap to add to this list:
  • The Thing (a mysterious creature that can mutate from marine corpses)
  • Husk Zombie (acts as zombie fodder, found near dead maps props)
  • Carrion Zombie (a bloated zombie that explodes, can replace a husk zombie)
  • SSG Zombie (can replace shotgun zombies)
  • BFG Zombie (can replace chaingun zombies)
  • Butcher (chainsaw wielding demon, can replace demon)
  • Wraith (smaller and more nimble spectre like monster, can replace spectres)
  • Fallen (a winged flying demon, can replace cacodemons)
  • Forgotten One (a hitscan attacking skull, can replace lost souls)
  • Knightmare (a nightmare hellknight, can replace hellknights)
  • Belphegor (a baron like monster that can charge at you, can replace barons)
  • Agony Elemental (an elemental firing 3 skulls, can replace pain elementals)
  • Bruiser (looks like a hellknight but with flame cannons, can replace mancubi)
  • Flesh Wizard (a fast moving monster with archvile abilities, can replace archviles)
  • Hellstorm (a blueish archvile which can move at incredible speed creating tornadoes it their wake, can replace archviles)
  • Infernal (a monstrous 4 armed monster with motherdemon like powers, can replace cyberdemons)
  • Eradicator (an unmaker firing spider mastermind, can replace spider masterminds)
  • Special paranormal prop replacements (even map decorations could be hostile)
  • Many, many sprite and sound improvements to current monsters, weapons and map props. There are options for alternative skins for weapons and items.
  • The iconic Doom 64 title sequence has been added.
  • The Absolution TC maps have been added as an option to extend the normal campaign.
  • The normal maps have been enhanced where possible.
  • The final map has been reworked into a tough final battle.
  • There are new options to restore the original Map08 and old BD64 final map.
  • More performance options
  • All new monsters are togglable with options
  • There are new options to toggle the HUD style from classic Doom 64 to a more Classic style with new Doomguy mugshot.
  • The Brutal Doom flashlight has been made modular then imported into v2.666. The default is to collect it from a back or a player can option toggle to start on the next map.
  • Footstep sounds have been added but can be disabled in the options.
  • Green and Blue blood has been added.

 

I was hoping to have this project in a finished state by the 31st October 2023. However, there is still work to be done so instead of publishing the finished mod here on ModDB. These builds are quite stable but there will more features and background tasks to finish before this is out of Beta.

 

Links:

Beta build of Brutal Doom 64 v2.666 and supported add-ons. Read me files are also here:

https://mega.nz/folder/AtsgQL7K#uqIcrVz6KXT5w5dW8DSlww

 

Github repository:

https://github.com/swc132994

 

Discord (Doom64/Brutal-Doom-64-v-2-666)

https://discord.com/invite/eu25Fn8Z5P

 

Videos:

Spoiler

New Opening Title

 

Intro Map New Additions

 

Weapons

 

Play on normal Doom maps and beyond:

 

 

 

Monster roadmap by Craneo:

Spoiler

6KrHXRn.png

 

CREDITS v2.666:

Spoiler

Original Brutal Doom 64 mod by Sergeant Mark IV
Weapons:SMG - IDDQD_1337 (Animation) & Super Piter (sprites). New sprites update (04/05/23) - Midway, Doom Piter, Sgt Mark IV, I'M.Gauss Cannon - IDDQD_1337 (animation), I'M (scope and cell sprites), BigStronk (decorate), VriskaSerket & CaptainJ (sprites)Tactical Rocket Launcher - IDDQD_1337 (animation) & I'M (sprites)Tactical Chainsaw - IDDQD_1337 (animation)Tactical Pistol - IDDQD_1337 (animation) & I'M (sprites)Alt Lasergun - IDDQD_1337 (animation)Alt Rifle - IDDQD_1337 (animation) & I'M (sprites)Tactical Shotgun Alt attack - IDDQD_1337 (animation) & I'M (sprites). Smoother alt fire animation by Doomer Blazkowicz.Laser Mine (unused) - Sprite rework by Craneo, Animations extra sprites and decorate by IDDQD_1337. Sounds from Brutal Hellfest by Gni. Orginally created by Capt. J and Ezequiel-TM's tripwire lasermineProxy Mine (Tactical & Modern) - CaptJ and Apocalyptic Studios, edited by Craneo and IDDQD_1337.Chaingun (tactical & Modern) - Doomer Blazkowicz (sprite rework), IDDQD_1337 (Animation), taken from Sgt Mark IV's BD Chaingun.Unmaker (tactical/modern) edits - Frankensprites and sounds by DoomerBlazcowicz. Muzzle flashes by BigStronk. Animations by IDDQD_1337.
New weapon kicking and slide kicking animations by IDDQD_1337
New Flashlight/torch pickup by IDDQD and Craneo (Sprites)

 

Monsters:

//64Thing - Craneo(D64 sprites), based on the Mimic by StopSignal, sounds from Duke Nukem 3D by 3D Realms
//64 Revenant - DrPyspy (sprites)
//64 Archvile - DrPyspy (sprites)
//Hellhound Alt - I'M (sprites)
//Hellhound GEC - Gerardo194 (sprites)
//Bruiser a.k.a Duke of Hell - Gerardo194 (sprites)
//Knightmare a.k.a. DreadKnight - Dr Doctor (Original sprites) Craneo (Rework)
//Eradicator a.k.a unmaker mastermind - Craneo (sprite rework), Midway, 3DRealms, Immorpher, Sgt_Mark_IV, DrPyspy
//64Chaingunner - Craneo (reworked sprites), Midway, DrDoctor, Immorpher, Footman, Atomic Frog, Vader, Xim
//64Acid Demon sounds from REALM667 - SLIME WORM by Captain Toenail
//64Spider Mastermind - Craneo (sprite rework), Midway, 3DRealms, Immorpher, Sgt_Mark_IV, DrPyspy
//64BFGZombie - Sprites: Id Software, Midway, DrDoctor, Immorpher, Footman, Atomic Frog, Vader, Xim, Korp, ItsNatureToDie, neoworm, Craneo. Sounds: Immorpher
//64Belphegor - Midway, NMN, DrDoctor (sprites), Craneo (tweaks)
//64Wraith - Vader, Captain Toenail, Midway, Id Software, Gregor Punchatz, Craneo (D64 style sprites)
//64WaffenSS - Sounds from Return to Castle Wolfenstein, uploaded by Labtec Speakers to The Sounds Resource.
//64Nightmare Elemental - Sprites by Styd051, Decorate by Craneo.
//Classic Style Cacodemons - Original "HD classic Caco" taken from Thief666's Doom 8x sprite project, credits to Charles Heathman & Thief666 Recolour, downscale, death sprites, alt palette and a few extra tweaks by Craneo paletted by Immorpher
//64FleshWizard by Craneo Code: Melvin (base Flesh Wizard decorate), swc132994 (default BD64 code bits reused), Amuscaria (Diabolist projectile decorate) Sprites: Freedoom (Flesh Wizard base), Monolith (Blood Zombie), Craneo (Flesh Wizard 64 conversion), HAUNT folder sprites taken from LCA DUST's Bloody Frandle Sounds: 64FWSITx, 64FWDTHx (Dead Space), 64FWACTx (Doom 3), 64FWPAIx (Dying Light), 64FWTELx (System Shock 2) Extra Deaths: Edited by Craneo and based on sprites by David G
//64Husk by Craneo Sprite Credits: Amuscaria, DrDoctor, Midway Code Credits: HorrorMovieRei, swc132994, Sgt_Mark_IV (most likely), Lagi (zombie group spawn code) Sounds Credits: Id Software, Immorpher Frankensprite by Craneo.
//64Forgotton One by Craneo Sprite Credits: Midway, DrDoctor, DrPyspy, Craneo Sound Credits: Midway, HorrorMovieRei Code Credits: swc132994, Sgt_Mark_IV
//64Butcher by Craneo Code: Bouncy, Graf Zahl, Ganbare-Lucifer, heavily edited for BD64 by Craneo Sounds: Ganbare-Lucifer Sprites: id Software, Captain J, aeea7835, Eriance, ItsNatureToDie, Midway Entertainment, Kinsie, D64 edit by Craneo //64Hellstorm by Craneo Decorate: Maelstrom & Craneo edits GLDEFs: Dreadopp Sounds: Id Software, Monolith Games Sprites: Immorpher, Craneo, Atomic Frog, Witan Entertainment BV, MagicMaker
//64Zombies burning death improvement - Midway, DrDoctor, Monolith, sprite rework by Craneo
//64Fallen Sprites: Amuscaria, DrDoctor, DrPyspy, Monolith Productions Frankensprite by Craneo Sounds: Dead Space, Doom Eternal mew sounds taken from Project Malice
Old credits bits: Code: Amuscaria GLDefs: Ghastly Dragon
old sounds, Brightmaps and ZScript version not used.
//64Infernal Code: Maelstrom, Sgt_Mark_IV Sprites: Ittrav (monster sprites), Atomic Frog (Seeker Missile sprites), DrDoctor, DrPyspy, Craneo (Fireball sprites) Sounds: SEGA, Cooper B. Chance, downbeataura
//64Carrion Hellforged zombie used as a base by Amuscaria Frankensprite by Craneo Sounds taken from Project Malice, originary from Dying Light
//64Keen Replacement MK4 HANGED SCORPION FOR D64 CREDITS: Midway (everything) TEPA6ANT (MK4 Scorpion ragdoll for Gmod) Ultimecia (MK4 fatality text rip) LordRaptor (ripping MK4 sounds) Frankensprite by Craneo.
//Anomaly events Poltergeist original credits: Submitted by David Raven, Decorate - David Raven. GLDefs -David Raven, the Skulltag Team Sounds - freesounds.org, Midway, id Sprites: id Software Sprite Edits - Captain Toenail. Idea Base - David Raven
Baphomet Eye original credits: Decorate: Osiris, Espi, Supersonix07. GLDEFs - Ghastly Dragon, Sounds - Id Software, Raven Software, Monolith, Sprites - Id Software, Raven Software Idea Base: Doom floating eye decoration
Pain and Death sounds taken from the Bloodskull monster, credits:Sounds: 3DRealms, Rogue Entertainment Sight and Active sounds taken from the Deep One monster. credits: Sounds: Shadowman (Acclaim Entertainment)
Hell's Rose original code and sprites credits: 3DRealms, Neoworm
Demon Tree sounds credits: 3DRealms, FreeRadical Design, Eriance
Squire sight sounds credits: Id Software, Woolie Wool
Wall break sounds taken from "Destructible Fantasy Props" by whirledtsar, sounds originally made by Raven Software.
Hangman original credits: Code - Captain Toenail, Ghastly (ZScript conversion). GLDefs - Captain Toenail. Sounds - Xatrix, Id Software. Sprites - Captain Toenail. Decorate - Mor'ladim. Sounds: Fate. Sprites: id Software, Raven Software, Mor'ladim. Sprite Edit: Mor'ladim
buzzing noises from Quake 1
Edits by (Craneo)
//ITEMS//Manual Healing Kit MDKI- and M2KI- originally by GhostKillahZero, FireHusky and PillowBlaster, animation parts taken from IDDQD_1337 WMEDP0 originally by TypicalSF sounds from L4D2 and Doom 3 Special thanks to Empyre for coding help edited by Craneo
//DoomerBlazkowicz Edits to:Fists - sprites & soundsPistol - sprites & decorateShotgun - alt attack decorate, sprites & soundsSSG - soundsSMG - decorate (speed adjustment)Rifle - decorate (speed adjustment)Chaingun - modern/tactical sprites and decorate changesBFG - pickup spriteRocket Launcher - pickup spriteKey pickup spritesBackpack pickup sprites
Add-ons:BD64HUD_Ashton (Paladin-julio (ModDB) Plus Craneo edits to icons)D64PSX_HQ_SFX (SFX Marine (Nate)) BD64_NathanSFXPack (SFX Marine (Nate))BD64v2.666_Reflective_Blood_[GZDoom] (IDDQD_1337) BD64v2.666_Alt_Weapon_Sounds (BigStronk)BD64v2.666_Beefy_SFX (BigStronk) BD64v2.666_SkiesHD - Slightly edited version of "High Quality Skies for BD 64" by Marklegg (https://www.moddb.com/mods/brutal-doom-64/addons/high-quality-skies-for-brutal-doom-64) BD64v2.666_Rework_D4_Weapons_&_Voxels - Reworked version of "DOOM4 Voxels and Weapons For BD64-V3.3" by KEENO7 (https://www.moddb.com/mods/brutal-doom-64/addons/doom4-voxels-and-weapons-for-bd64v3) BD64v2.666 Xtra goodies pack - Created and maintained by Craneo. Various sprite animations by IDDQD_1337PSX64_RandomMusic - Random Doom 64 Music Selector by Unmaker23 (Discord)
Props and misc:Triangular automap arrow method taken from "PSX Doom TC"Impaled Doom 64 guys - Craneo64 Floating skull - Craneo (extra sprites), DrDoctor (original)64 EvilEye and Evileye2 - Craneo64 Candelabra - DrDoctor64 TwitchGibs - Nevander's D64 Retribution64 HeadCandles - Craneo64 Stalagmites - DrDoctorNukage recolour - CraneoNew blood splats sprites by I'MNew screen blood splats by IDDQD_1337New Bullet decals from SMK4SIMPLEDECALS.wad by Sgt Mark IVScreen effects - Added by IDDQD_1337, Original creator Mechanical-SanityMugshot - Id Software (Doom 2 Slayer model for Doom Eternal), Stefano (porting said model to Garry's Mod), Craneo (Rework)
Widescreen HUD bar for display size 10 (normal) by Unmaker23
Items:Alt cell packs - DrDoctor (sprites) Soul ammo & Demon essence - Craneo (sprites) EDIT: Added Hitodama sprites by DoomerBlazcowicz
Maps:Converting Hexen format maps to UDMF - IDDQD_1337New Map28 Ultimate Absolution - Styd051D64 puzzles - added by IDDQD_1337 from Nevander's D64 RetributionD64 opening title - added by Styd051 from Nevander's D64 Retribution
Compatible_Retribution_Maps - Trimmed down version of Nevander's D64 Retribution
Blood, nukage, slime and water liquid textures - Guest6777
Music:Map tracks: 20th Anniversary Edition of Doom 64 soundtrack plus bonus tracks - Aubrey HodgesTitle screen theme by Andrew HulshultNew intermission music tracks added by Sraigius:INTERA = Aubrey Hodges - Doom 64 Stats Screen (anniversary version) INTERB = Davester2296 - DOOM 64 - Stats Screen - 20th Anniversary Versi - Between hell and earth (more of Neurological's music, as well as this album can be downloaded in Neuro-lab.net) Inter = Davester2296 - DOOM 64 | D64D2 - Stats Screen - End Of LevelINTERE = DexiaZ fantom - Doom 64 OST Remix - Intermission/Stats Screen Remastered INTERF = Aubrey Hodges - Doom 64 Stats Screen (original version) INTERG = Aubrey Hodges - Doom 64 Stats Screen (anniversary version) (excerpt from about 3:15) PLOTA and PLOTB = ElguitarTom - DooM 64 - Conclusion - Metal Remix PLOTC = Aubrey Hodges = Doom 64 - FinaleD_ALGMAN = Lustmord - Intro intermission, Amalgamated Man


v2.5 credits up to R30:

Xamp for reworking the SSG firing and reloadingStyd051 for reworking the imp shotgun, super shotgun and BFG deaths. (BD 64 TC Absolution Remake) Iddqd_Idkfa_Idclip for Stamina drain fixes from run button press. (BD 64 Absolute Nightmare)Onox792 for the completed nightmare monsters.Gifty (ZDoom) for the smooth animations used for the ArchvileYukiHerz for HD Laser gun sprites.Immorpher for the Revenant melee sprites. Jimmy (ZDoom forum) for Doom 64 style fonts. The music track for the intro map is Algamated Man by Lustmord used in the unloved mod final boss map. (NOW INTRO INTERMISSION in v2.666) Jakinsbob for beta testing the no stamina class (Modern). idkfa3215 for the original work on New Deaths for BD64 from which NDBD64 Enhanced is based. (NOW FULLY INTEGRATED in v2.666) doomguy199333 for beta testing New Deaths for BD64 Enhanced addon. OldCactusCN for working the smoother pistol, shotgun, SSG, unmaker muzzle flash, new assault rifle, new pentagram sprites as well as new demon/spectre sounds. Dexiaz (Doomworld forum) for new archvile sounds

Sgt Mark's v2 credits:

Based on: Doom 64 Absolution by Samuel "Kaiser" VillarealGZDoom 64 By NightshadeDoom64 Monster Replacer by Kaal979
Additional Sprites: Cage - Extra animations for weapons (shotgun, super shotgun reloading, etc.) Scalliano and Dr Doctor - Alpha Unmaker (a.k.a Laser gun) Monolith, Raven Software, 3D Realms - Several SpritesSkjalg L. Sellæg - Rotations for Revenant's sprites (Tchernobog Revenant v2.666) Leonard - Chaingunguy sprites. Footman - Zombie Marine sprites. Mike12 - Assault Rifle sprites.

 

 

 

 

Edited by styd051

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@Teo Slayer I thank you ! SWC and me are working very hard to improve Brutal DOOM 64 and make it better ^^

 

 

 

and I announce that I plan to make The campaign The Lost Level compatible for Brutal DOOM 64 in the next future updates, I will post screenshots or gameplay videos here, when the day I start working on The Lost Level for BD64.

 

 

stay tuned for more information !

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  • 4 weeks later...

Hi all !

 

the final fight against the demon mother has been reworked, because I found the final fight in DOOM 64 not so good and too easy, now it looks more like a real final boss fight !

 

here is a demonstration (the boss fight Mother Demon is still in development)

 

 boss fight Mother Demon will be available in update R31.

 

Edited by styd051

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Great man. Not happening in the next few weeks, but my next Doom64 playthrough will definately be with your mod. Already installed it some time ago when I found it on moddb. Looking forward to your stuff! 

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14 minutes ago, eviltechno said:

Great man. Not happening in the next few weeks, but my next Doom64 playthrough will definately be with your mod. Already installed it some time ago when I found it on moddb. Looking forward to your stuff! 

 

I thank you !

 

if you want to make a Playthrough I advise you to wait for the update R31 when it will be finished, because the BD64 campaign will have a lot of changes, and other surprises that we are preparing SWC and me ^^

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I present to you a new attack for the BFG, and a new attack for the laser which was made by SWC.

 

here is the new attack of the BFG it will be available only for the class modern and tactical and not classic.

 

 

here is the new attack for the laser it will be available only for the class modern and tactical and not classic.

 

Edited by styd051

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  • 2 weeks later...

I added new liquid textures for BD64 !

 

Here is the Nukage

jWpKY4n.gif

 

here is the Water

NnOScps.gif

 

here is the Slime

TFCqTW8.gif

 

here is the Blood

1Deogih.gif

 

here is the Lava

i3UfAYf.gif

 

Credits go to Guest6777, he's the one who created these awesome new textures liquid !

Edited by styd051

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On 2/26/2022 at 1:23 PM, styd051 said:
  • New option added to remove lighting fog which can improve performance and make the enhanced night vision mode more usable.

If I remember the overt mockery technical analysis of the original release back in the day, the reason these light glows react so weirdly to the GZDoom lightamp nightvision effect is because they're technically monsters or something whacky like that. Probably wouldn't be too enormously difficult to fix in a way that didn't entail nuking them off the face of Mars.

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I reworked the skys of all maps BD64 in adding a cloud effect that moves like in D64 vanilla !

 

5ObbxZS.gif

 

uU49Zqd.gif

 

cpjHTZj.gif

 

 

Edited by styd051

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I am announcing that I have restored the puzzle of the 3 switches color-coded on the MAP23 for BD64 like in D64 vanilla !

 

 

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  • 8 months later...
  • 8 months later...

I just wanted to share some developments on the mod, starting with expanded options.image.png.f5d0dba769e0a5ed69bfd3585f8721ee.pngimage.png.66f2689a5dd4deca47badf9d1f368624.pngimage.png.9cc0203ee955c0b81db1e80437804669.pngimage.png.2d933e575bceeb02ee3923b59aece93c.pngimage.png.58c64ec6c6d1e460e347c5dd0bbc3974.png

image.png.3928e547cc4f68f96ecc13c7945a8b12.png

Edited by swc132994

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wow im a happy man seeing bd64 getting some attention. long overdue imo. keep up the good work guys :)

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  • 5 months later...
  • 4 months later...

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