WARNING! It's version for compatibility. Look requirements below
Hello there! It's my new remake of original Doom II maps. There are dynamic lights only and a lot of new features now. Some places or elements were reworked, but i tried to keep original view. Also, this map-pack not using a new textures or sprites and have full compatibility with some mods or texture-packs (for example, Brutal Doom bugging somewhere, but it's not fatal, i guess) :3.
Please, read Requirements bellow. And yeah, sorry for my awful english...
Required version GZDoom 220.127.116.11 and higher. For older versions of GZDoom you can find and download special FOGZ version this map-pack (link below).
Warning! Running only in OpenGL mode! Size and intensity of dynamic lights should be equal 1.0. Other values - not recommended.
ALSO! Zandronum is not supported! Do not complain about bugs if you use it!
All information about it you can find on my page (in blogs). May be not so much details, but i'll try to give a main news about development.
- Sectors with water working not correctly in Brutal Doom and Project Brutality. Headshots above the water can freeze your computer for a while. Also, punched monsters in the water just exploding without any reason. IMPs multiplying in water and s***ng a tonns of brutal bonuses (Partly fixed in new Brutal Doom, but still bugged in Project Brutality).
- Lamps in Brutal Doom keeps light even when broken. It occurs, because dynamic lights and lamps are different things. I can make light into lamps, but if you'll break them, some places will drown in darkness.
- Punched IMPs into chasm is not counted as killed by player. WTH i just said... Anyway, when you trying to punch IMP into chasm on map20 (with Brutal Doom or Project Brutality of course), he (or she... whatever) turns to something that isn't "monster". So, theoretically, you kill monster (body disappeared, corpse spawned), but it isn't counted as killed.
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