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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.
Did you READ what I said? You will only be slowed down if you keep using strong attacks all the time. Use a quick attack then do a strong attack as a combo, and you will not be slowed down. In real life you can't perform an effective cross punch while running. You need to stand still, and move your hips and your ankle.I made it more realistic, and more effective. You just need to get used to it.
GZDoom corrupted my file after a CTD, and I lost one week of work, including the rolling grenades and the pinky demon feasting on bodies. I got too frustrated to work on it again, and moved on more important matters, such as optimization and finishing the maps.
He finds the new melee too slow because he didn't read the manual, which clearly says that you can't keep throwing heavy attacks without using quick attacks, or you WILL be slowed down. He also didn't noticed how any melee attack is dealing much more damage than before.
But if it still is his choice to keep playing v20, okay, whatever.
Okay. Do what you want.
Just copy and paste brutal20.pk3 and hellonearthstarterpkac.wad to your Zandronum folder, and run it. This Starter Pack setup is only for people that have no idea of how to install a sourceport. If you have the knowledge to run it by yourself, just do it.