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Brutal Doom 64 trailer


Koko Ricky

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Played through the first 5 or so maps and it's quite faithful to the original, or at least the EX version that I've played before. Cool new lighting and fog effects. The biggest change I've noticed is the spectral enemies being significantly more dangerous due to their new invisibility/phasing mechanic.

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The constant fog and giant flares that take up half the room are really overblown, the way they pop in and out of view when you walk forward is absolutely obnoxious (and if you have bloom enabled, they all start to blend together into a Halloween rave). The entire screen also flashes red whenever you fire the unmaker, and a lot of the graphics (including the pause menu logo) are really poorly palletized. Also, what was even the point of that intro map? It was such a non-event that didn't match at all the desolate tone of the original game, and just felt like it was added because the starter pack had army conflict so this had to for the sake of feature creep. You were supposed to be the only one sent in during Doom 64, anyways.

Also the title and intermission themes were replaced by that same exact metal remix he's been using since the starter pack.

EDIT: Why is the music in fucking mp3 format?

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Jaxxoon R said:

EDIT: Why is the music in fucking mp3 format?


Not sure what the problem is. I don't think Doom mods require MIDI music, if that is what you mean.

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Most everyone making GZDoom mods knows to use OGG since it offers smaller filesizes and better quality compression. He also actually could have used MIDI music, had he used $mididevice, the D64EX MIDIs, and provided the soundfont. Hell, he's already bundling an executable. He could have just set up Fluidsynth in a GZ config.

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Played a bit of it, really cool. I like the new lighting and fog effects, and also the punchy weapons. Like others said, the only thing that is bothering me is big filesize because of music.

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Jaxxoon R said:

EDIT: Why is the music in fucking mp3 format?


AFAIK I can't include midi libraries inside a wad. Remember that Kaiser scripted his own engine capable of doing this, while I am restricted to the limits of GZDoom/Zandronum.

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Played the first few maps, really fun! It's such an extreme 90s gaming aesthetic - EXTREME coloured lights, EXTREME reverb on everything.

I love the phasing enemies... The weapons feel great so far (just got RL), especially the SSG which is like an explosion when you shoot it.

How close are the maps to the original Doom 64? I have not played that in ages, and never got very far.

edit: answer to my own question (I downloaded Doom 64 EX ages ago and forgot about it). The initial maps seem very close in layout but the lighting, textures, enemy placement is very different. In general the lighting/textures create a darker look, with much more contrast.

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I would still rather play Kaiser's actual Doom 64 port than this, and also because the content which Brutal Doom doesn't try to change is not fully accurate to the original game.

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IMX said:

So, did he developed a tool to extract the game data from the ROM or

Nope, It is based on the incomplete GZDoom64 .

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Made it up to map10. Gotta say the difficulty on UV is way higher than the original. The new Revenants are especially nasty with dual splash damage homers and taking 3 SSG blasts to kill. Move slow though. I like that the Plasma Rifle is more cell efficient than the Unmaker/Laser Gun now, while the latter does more DPS and stunlocks better. PR was useless in the original.

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That intro level makes no sense, And doesn't fit at all, what does it have to do with D64's Plot, Not mentioning there are Allies there, I thought Doom 64 guy was alone down there and is the last alive marine .

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The Unmaker uses it's own ammo now instead of cells which is nice and yeah the plasma rifle is a lot more powerful.
Played halfway through it and enjoying it a lot, all the lighting and skybox changes are welcome additions and the weapons feel sufficiently powerful.
The more i see the Revenant as a mini Tchenerbog the more i don't mind it and the Chaingunner and Spider Mastermind models fit really well, not sure about those Hellhounds though...
Also some monsters tend to get stuck and freeze in certain tight areas (Cacos on level 3, few enemies on level 7 and the Barons on level 12 when you get the Unmaker are a few examples)

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DMGUYDZ64 said:

Anyways time for my IGN Review : Lacks Jumping, Aiming up/down and Multiplayer .


Actually this wad lets you do all of the above.

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Jaxxoon R said:

Also, what was even the point of that intro map? It was such a non-event that didn't match at all the desolate tone of the original game, and just felt like it was added because the starter pack had army conflict so this had to for the sake of feature creep.

I gotta disagree, that intro map was a great opener, First impressions are important.
It's not like it fundamental changed the rest of the game.

Lore wise, It's an invasion of Hell! I expected that the UAC would atleast get their forces to defend the UAC base, the'll pretty much get wiped out as the game progresses.

Also it's a cool callback to that Title screen sequence from the original.

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Sergeant_Mark_IV said:

AFAIK I can't include midi libraries inside a wad. Remember that Kaiser scripted his own engine capable of doing this, while I am restricted to the limits of GZDoom/Zandronum.

Yeah, but MP3? Why not OGG?

vinnie245 said:

The Unmaker uses it's own ammo now instead of cells

That's because the Unmaker was originally going to be a laser weapon. The fact that THAT weapon would use cells makes perfect sense.
My theory is that the developers had a timeline to meet and didn't have time to make separate ammo for the Unmaker. Or maybe they got too lazy.
Either way, it doesn't make sense for the Unmaker to use cells IMHO, since it's a demonic weapon.

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DMGUYDZ64 said:

That intro level makes no sense, And doesn't fit at all, what does it have to do with D64's Plot, Not mentioning there are Allies there, I thought Doom 64 guy was alone down there and is the last alive marine .


"In Doom 64, the sole Marine who survived the horrors of Hell returned to Earth, reclaiming it from the invasion that almost eradicated the human race. Demons still lingered within the abandoned halls and complexes of Phobos and Deimos. As a last-ditch effort, the military decided to bombard the moons with extreme radiation in hopes of killing off any remaining demons. It was initially successful, however, something survived the exposure. The radiation blocked the military's sensors, and allowed something to slip past them undetected. This mysterious entity, possessing the ability to resurrect any demon it came across, recreated the entire demonic horde and made it stronger than ever before. A Marine strike force was ordered to contain the advancing armies of Hell, but was mercilessly slaughtered within moments. The player's character is the sole survivor of this group."




Come on, it can't be that hard to understand these references.

HavoX said:

Yeah, but MP3? Why not OGG?


I was in a hurry to release, no time to convert the songs, I just packed in the same file from GZDoom 64. I will compress it to OGG on next version.

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Ya great work to Mark and everyone else involved, I read you've been working 6hrs a day, just this week alone just to get out the mod on time. I'll be sure to be checking this out when I get the chance.

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Sergeant_Mark_IV said:

Stuff and things

Oh I see, now it makes sense, It's not a big deal though since the level is short and easy to finish so i don't really mind it .

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Great mod, lots of fun and seamless improvement on the original. I only have one question. I prefer to play with GZDoom and set up an install folder accordingly. The problem is that the intro level music keeps playing throughout the game, even if the level is changed. Any suggestions?

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Job said:

Great mod, lots of fun and seamless improvement on the original. I only have one question. I prefer to play with GZDoom and set up an install folder accordingly. The problem is that the intro level music keeps playing throughout the game, even if the level is changed. Any suggestions?


You forgot to extract the music wad. You need all 3 files to play it.

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So I'm going be real nit picky here. Of course I'm still going to play it. But I gotta ask: Why are there no dynamic lights from weapons being fired?

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Avoozl said:

I would still rather play Kaiser's actual Doom 64 port than this, and also because the content which Brutal Doom doesn't try to change is not fully accurate to the original game.

Same, though I'd love to play Doom64 EX with reload animations and enhanced lighting.

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