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Didn't you noticed that the pistol zombieman now actually carries a pistol?
The video that I was going to upload tonight turned out to be 24 minutes long. Gonna take some time to finish uploading it.
New footage showing more levels, weapons, and gore this Thursday night 28th.
Why there are like one bilion of loose files? Why not just including everything in a single .pk3? Nothing works, and I have no idea of how to many anything here work at all.
Alright. I'm gonna make a script to preserve the player's armor on version 3.
I think this is a very fair balance, considering that you will either be able to become a 1000hp tank-like Baron of Hell, or a Revenant that is basically a multiple mobile rocket launcher platform of death for over a minute.
Heads up, news coming up soon. I will try to upload a new video next week, showcasing a playthrough of maps 01 to 03, and the progress achieved in gore, sound effects, and lightning.
GZDoom and Zandronum only.
Yes. It will be playable on the Linux versions of Zandronum and GZDoom.
This kind already exists in Doom 64, there are nightmare imps, nightmare spectres, and nightmare cacodemons.
Well, in a month or less maybe.
Rescuable Marines, yes or no? You decide.
I need an opinion about the Unmaker's design. Instead using cells, I will make it use the souls of possessed zombies. But I am still not sure about the damage type of the weapon.
Should I make it a "silver bullet weapon" that kills almost anything, and when you have all the runes upgrades it's able to kill everything inside a room, but use lots of ammo and will require you to kill lots of zombies to be able to use it again, or make its ammo more common, and make its damage as described in the Doom Bible by Tom Hall as "hurts pure demons a lot, demon-humans very little, tech demons some."? (Reminder that Tom Hall was not in Doom 64's development, so his vision can't be considered a part of it.)
No. It's a GZDoom/Zandronum mod, not Kaiser's Doom 64 Ex. Doom Builder 64 will not work with it.
The community already made a Doom 64 Chaingunner, and I am working on a Doom 64 revenant, basing it on Blood's Tchernobog. Not sure about the Mastermind and the Archvile, specially when the maps were not designed to accommodate such monsters.
As I already replied to your comment on the picture, I am not making the game brighter. That specific pic on Pitfalls seems bright because the player is standing between 4 torches in a very dark cave. That same place from a different position doesn't looks brighter. I am focusing on making the whole thing have higher contrast, making darker places darker, and bright places brighter.
lolwut. It's not killing the Doom 64's dark ambience, it's just enhancing it with higher contrast. This pic was took from the middle of the torches, so it would obliviously make everything brighter. The same area from a different angle doesn't look bright.
This is a much less ambitious project than the regular Brutal Doom, so something might be released around March.
Yes, it's going to be scary. Wait until you get ambushed by Spectres or Nightmare Imps in a dark room.
He has been going through some bad times IRL lately. He doesn't talk much, so I don't know if he is ever going to finish it or not.
You will only reload 30 bullets if you reload after firing everything.
It's on the download section.
I will make the maps and the monsters as two separated files.
The mod from where BD64 is going to be based.
BD64's page is up.
Are you using GZDoom? Try switching to Zandronum.