Separate fork of Brutal Doom 64 aimed at fixing multiplayer. Also includes a stronger focus on the original Doom 64 alongside new and enhanced features.
This fork of Brutal Doom 64 is aimed at fixing the currently sub-optimal multiplayer experience while also introducing quality of life changes and new features. A change log is included with the download, but for a summary of changes:
- Reworked Tactical: no longer has extreme head bob, recoil, or stamina
- Classic now has a stronger emphasis on vanilla gameplay
- Reworked maps that include enhancements to match the original Doom 64 alongside significantly improved coop support
- New alternate fires for the Rifle, Plasma Rifle, and BFG9000
- Reworked Unmaker
- The return of Nightmare! difficulty
- Rebalanced enemies and weapons
- Bug fixes
- More to come soon...
Credits are also included in the download. Shout out to the ZDoom forums and wiki for being the awesome resources that they are. You can report any bugs here or on the ZDoom forums via my ModDB username and I'll see what I can do to fix them.
Tested on Zandronum 3.0 and GZDoom 3.4.1. Older source port builds will not be supported. Make sure to have OpenGL rendering enabled.
sweet nice work
I am testing this but it seems the first map is missing where you start with an assault on the base? Has this been removed?
Yeah, I removed it because I feel it didn't fit well thematically with the rest of the game (map was too bland and boxy for Doom 64's art style). You can use the pk3 from this version with the maps from the main branch if preferred, or import the map over using Slade (it should work perfectly fine since all the actors needed to make the map work are still included).
I likely won't be readding it, not without a visual overhaul.
Huge improvement! Especially scripts but there have been many other issues fixed or improved (lightning). Brutal Doom 64 Performs like a charm now, thanks a lot for that update!
May I know if this fixes the bug with the kills counters in some maps?
Not this update unfortunately, but it's already fixed for the next one. There's still quite a bit of enemy tweaking I have to do, but hopefully I can have it out by the end of the year.
I've a little issue here with choosing my weapons with the mousewheel. The first time I actually choose the plasmarifle (after a IDFA) the next weapon selected is the Plasmarifle -again- instead of the BFG. However that seems to happen only once and not anymore as long as you do not start another game.
This is because there's actually two variants of every gun: the classic version and the tactical version. I currently have it set so ID(K)FA will give both versions, but if one class selects the other class' weapon e.g. classic has a tactical weapon, it'll give the correct version for that class.
I'll probably update it so that only one version is given when using cheats.
Map 29 Outpost Omega seems to be missing the Unmaker in its expected location. The same thing happened with the 'regular' Brutal Doom 64.
Any idea as to why it's not there?
Funny enough, I just learned about this secret recently. After I found it in Doom 64 EX (knowing it spawned a Laser Gun in BD64), I decided to change it back for next release. The Laser Gun might've been placed there since I believe in early versions of BD64, MAP32 didn't have it making MAP29 the only place to get it.
On further testing, Map 29 Outpost Omega has a Laser Gun spawn in place of the Unmaker, when playing on Tactical Mode; Classic Mode has the Unmaker spawn as expected there.
Will this be changed for the next release?
Yeah, classic doesn't have access to the Laser Gun and it gives the Unmaker instead. I'll be swapping it out so that the secret spawns the Unmaker, especially because it makes more sense since you get the first upgrade there.