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Zandronum 3.0. Any build.
No, there is only one intro level, and after that, you go straight to the Staging Area.
It will be included as a different Unmaker. The unmaker will fire individual heavier shots and uses souls harvested from zombies, while this one will fire a constant stream of energy and use plasma cells.
Changed its palete to feature dark uniform and dark hair.
Reloads - Yes, an optional class.
Kicking and finishing moves - No. At least on the first version.
GZDoom and Doom 2, like any other wad.
No, because this doesn't uses the original Doom 64 as base, it's complete remake of the game in a different engine. If you want to play the original Doom 64, get Doom 64 EX
This will possibly come this month, just in time for Halloween.
Any Doom mod still requires a IWAD to work.
I strongly believe you will be able to run it with FreeDoom.
Please move this to the addon sections.
Seems like there is a bug making Brutal Doom v20b not work with the recent dev builds of GZDoom. There is a line in the code that is written 0.l instead of where it should be 0.1. Seems like "L" used to be a valid decorate parser (the code was actually amazingly capable of reading 0.l as 0.1), but now it's not anymore. I really don't understand how I ended up putting a l in the place of a 1, I was probably very tired. :D
I am reluctant about releasing a version "v20c" just because of this simple bug that only affects non-stable dev builds of GZdoom. So please be patient, works on Brutal Doom v21 will start right after I release the first version of Brutal Doom 64 next month.
In the meanwhile, use older versions of GZDoom (just don't download the development builds, and search for the latest stable official release), or just stick with Zandronum.
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.