I like that the suppressed pistol has the same sound effect as the suppressed pistols from Goldeneye 64. It’s like an homage to the console itself even though this is on PC.
The UAC laser gun at 4:30 is the most OP weapon in BD64. This laser even puts the Unmaker to shame, hard as that is to believe. It stun locks everything, including bosses. You can basically put infinite ammo on and run through the game on the hardest difficulty with almost zero trouble.
I really like this, it's awesome. I saw that you had also re-introduced the cut Hell hound ennemi as well wich I kind of always saw as either it's very own entity or good compromise for a Revenant reskin. Speaking of the Hellhound, it's very possible that Midway games had prehaps wanted to add more new monsters, we already know about the Female Archvile concept (the original artist behind the sculptures has confirmed it to be it's own interpretation of the Archvile) and the community dubbed Annhilator, but who knows? I had seen once or twice photos of some sort of lizard sculpture, but I have no idea what it was or if it's even related to Doom 64 at all. Another thing people know is the dev team's early concept of exploring multiples takes on Hell troughout the different cultures, with Mayan temples and such, what people dont know however and was later comfirmed by one of the former devs during an interview, was that id rejected the idea, prefering to stick with the already established lore that was traditionnel Hell and empty space stations... PS, I really think Doom 64 would benefit from monsters from different cultures and religions, things such as a Fallen Angel, a succubus, a cyclop, a cerberus (wich we know already have). I think it would be so cool to see that, as, in case you didn't knew, the term "CacoDaëmon" comes from ancient greek mythologie and translates to "Evil Spirit" with the name Mancubus comes from mixing a Succubus with Another demon name I can't recall.
The BD64 v2 Hellhound and Revenant were reskins of monsters from the game "Blood" so I was waiting for something different to come along. Team GEC did a new skin for the hellhound and DrPyspy did a new 64 style recent skin which were added to this mod. The fallen monster has actually been recently added with a few more on the roadmap. Check out the latest build for new monsters.
Nice, But how can I make it so that I can walk quickly in tactical mode? The character walks slowly, and how to make a Spector spitting acid spawn? Help pls...
Use Modern mode. It's like tactical class but with the stamina mechanic removed so you run as per normal. For spawning new monsters you have to toggle the BD64 Options/Monster Spawners Options.
i think the smg and the pistol should use a separate ammo type from the rifle and chaingun. A little pet peeve of mine is this mod is that the spectre gore isn't green and the Nightmare imps gore isn't blue.
The new split ammo type is planned. It will be coming soon. The red gore for spectres and night imps is normal. The hellknight and some new monsters have the green gore.
If you get the latest download. The Chaingun and Rifle now have high calibre ammo, leaving the SMG and Pistol with regular bullets. Also there is discussion on adding blue blood to the mod.
@@stevenconnell4222 thanks for the update will be trying it out soon. Also thanks for putting my Colored blood suggestion out to the dev team of this mod 😁
Nice work, the only other version of brutal 64 Ive played was Sargent Mark IV's and it had some major issues, this on the other hand is, as they say, clean as fuk. I would say though I feel the chainguns mussel flash is a bit much with the purple, I feel it should be more like a blow torch, sense it kind of looks like a laser chaingun right now
@@stevenconnell4222sorry . Bad English . I absolutely love what you did with the original BD64 . This is what this mod needs . More modern features . After seeing stuff like Unreal RPG or False Angel , I'm sure EVERYTHING is possible in gzdoom
A minor critique, but maybe the reload, pump, and main firing sounds for the Super Shotgun, Shotgun, Rocket Launcher, Plasma Gun, BFG, and Unmaker respectively could be of higher quality?
The classical unmaker has been restored for classical mode and is a beast just like on the original D64. To give a boost to the tactical unmaker, the soul ammo was reworked and a powerful alt fire added (you have to collect the first 3 demon keys to collect demonic essence to power alt fire and special modes which also needs an extra 2 demon keys). The tactical unmaker fire also has piercing shots after collecting the first key.
Here are some suggestions I have. 1: Add a SMG zombie marine that uses the red color palette and a plasma rifle zombie marine that uses the unused blue color palette, likely intended for the scrapped multiplayer mode of the original game. 2: Add iron sights with slam fire to the shotgun like in Brutal Doom V21. If you want to keep the bash, make so it is done by aiming down the sights and pressing the kick key. This was shown for the assault rifle in a Brutal Doom dev diary but was not implmented. th-cam.com/video/H0wugvD-WfI/w-d-xo.html&ab_channel=SGtMarkIV 3: Make the Bruiser cannon into a usable weapon like the Mancubus cannon in regular Brutal Doom. Or add a regular flamethrower.
I will see about the marine variants. I may not use these myself but I can code them. I am unsure about adding more ADS. The rifle and Gauss cannon have these and I don't want to blanket copy BD features. I haven't done a video on the add-ons yet but there is an Xtra goodies add-on that adds weapons like the flamethrower. There is an Xtra powerful weapons add-on as well that adds the Mancubus cannon, mastermind Chaingun and cyber launcher.
No idea. It may not be 100% compatible as BD has unique monsters used in Extermination Day which BD64 won't have. There may be add-ons out there to make extermination day compatible with vanilla. In that case it would work with BD64.
@@stevenconnell4222 yeah, i noticed that. i just said that i like those sounds, that's why i said 'nice'. i wasn't being sarcastic, friend, it's a nice choice of sounds, really nostalgic.
Although it's still being worked on, it's download is available through my moddb profile. It's quite stable and updated regularly: www.moddb.com/members/swc132994
i really like this mod but i really REALLY want map support cuz i went to play the doom 2 map and the chaingun guys have the doom 2 texture and some map wads are also broken with it
What other submods are you using? All the Doom2 actors are overwritten so these anomalies must be caused by something extra. There are some maps packs such 'maps of Chaos' that contains some monster sprites that would mess with this mod depending upon mod load order. You would need to let me know what you are using so I can investigate.
Correct. This began life as a patch to Brutal Doom 64 V2. Eventually, the nightmare monsters were added from project nightmare and became v2.5. Now V2.666 add more monsters, weapons, blood colour types, with even more options and fixes.
How do I remove the Mother Demon from the monster spawner options? I want the Eradicator to spawn along with the Mastermind but not the Mother Demon. What file in Slade do I need to edit to remove the Mother Demon and only make the Mastermind and Eradicator spawn?
To remove the Mothedemon from the random spawn you need to open file decorate_actors/dec_other and open file RandomSpawners.txt. On line 721 is the actor for replacing the spawn for the spider mastermind. You need to remove the ,spawnmother from each of the P states. Example: P05: TNT1 A 0 A_Jump(13,"SpawnEradicator","SpawnMother")//(5%) Goto SpawnMastermind Becomes: P05: TNT1 A 0 A_Jump(13,"SpawnEradicator")//(5%) Goto SpawnMastermind Then apply this method to the rest of these states for that actor.
@@ingejohansson3456 Do you have maps of chaos in your load order by any chance? For some reason that mod has Doom1 imps sprites in it. I posted an update to the maps a few days ago renaming all imp Sprites so those mods cannot conflict.
Many thanks, I am indeed the main developer of this mod. Over the course of v2.666 development, there are people who have contributed their work to this mod and some are still actively contributing now so it is not just me anymore.
Hello, good morning, good afternoon, good evening, greetings. I don't know why my comments are no longer here. I had asked other things here but for some reason my comments are no longer here. But I came to ask what options or where I download the unmeiker modes, I don't know if that's how it's spelled. And sorry if you don't understand my English, I'm not even good at speaking. Greetings colonel
The comments being removed are some sort of TH-cam censorship algorithm. it is a right pain in the backside and I don't know what triggers it. The extra unmaker modes from the extra unmaker keys. Use summon wpnpower4 and wpnpower5 to summon the extra demon keys. the modes are switched using the weapon special key (default V).
@@stevenconnell4222 i mean i do really love the hl1 sfx. It's just that it sounds out of place. Which is not nesesarilly a bad thing, i play source games with hl1 sounds. So who am i to judge?
I like that the suppressed pistol has the same sound effect as the suppressed pistols from Goldeneye 64. It’s like an homage to the console itself even though this is on PC.
this looks so cool please dont abandon this project
Thank you. I have no intention to drop this project so don't worry.
Truly the best version of Doom 64.
the purple flash from chaingun shots looks interesting.
The UAC laser gun at 4:30 is the most OP weapon in BD64. This laser even puts the Unmaker to shame, hard as that is to believe. It stun locks everything, including bosses. You can basically put infinite ammo on and run through the game on the hardest difficulty with almost zero trouble.
The main disadvantage of the laser is that it is mainly good for taking on only one monster at a time. If you are surrounded, it may not be the best.
@@stevenconnell4222 Yeah but the final boss the mother demon gets absolutely shredded with it. It stun locks her so she can't use any of her attacks.
@@RealEnerjakGood point. Download the latest version. I have now removed this perk.
Ah, cool, you gave the BFG its Christmas firing mode, nice.
Yep. It's one of my favourites.
I really like this, it's awesome. I saw that you had also re-introduced the cut Hell hound ennemi as well wich I kind of always saw as either it's very own entity or good compromise for a Revenant reskin.
Speaking of the Hellhound, it's very possible that Midway games had prehaps wanted to add more new monsters, we already know about the Female Archvile concept (the original artist behind the sculptures has confirmed it to be it's own interpretation of the Archvile) and the community dubbed Annhilator, but who knows? I had seen once or twice photos of some sort of lizard sculpture, but I have no idea what it was or if it's even related to Doom 64 at all.
Another thing people know is the dev team's early concept of exploring multiples takes on Hell troughout the different cultures, with Mayan temples and such, what people dont know however and was later comfirmed by one of the former devs during an interview, was that id rejected the idea, prefering to stick with the already established lore that was traditionnel Hell and empty space stations...
PS, I really think Doom 64 would benefit from monsters from different cultures and religions, things such as a Fallen Angel, a succubus, a cyclop, a cerberus (wich we know already have). I think it would be so cool to see that, as, in case you didn't knew, the term "CacoDaëmon" comes from ancient greek mythologie and translates to "Evil Spirit" with the name Mancubus comes from mixing a Succubus with Another demon name I can't recall.
The BD64 v2 Hellhound and Revenant were reskins of monsters from the game "Blood" so I was waiting for something different to come along. Team GEC did a new skin for the hellhound and DrPyspy did a new 64 style recent skin which were added to this mod.
The fallen monster has actually been recently added with a few more on the roadmap. Check out the latest build for new monsters.
@@stevenconnell4222 cool!
Nice, But how can I make it so that I can walk quickly in tactical mode? The character walks slowly, and how to make a Spector spitting acid spawn?
Help pls...
Use Modern mode. It's like tactical class but with the stamina mechanic removed so you run as per normal.
For spawning new monsters you have to toggle the BD64 Options/Monster Spawners Options.
Shotgun shell reload sound is from Alien Trilogy? :o
i think the smg and the pistol should use a separate ammo type from the rifle and chaingun. A little pet peeve of mine is this mod is that the spectre gore isn't green and the Nightmare imps gore isn't blue.
The new split ammo type is planned. It will be coming soon.
The red gore for spectres and night imps is normal. The hellknight and some new monsters have the green gore.
If you get the latest download. The Chaingun and Rifle now have high calibre ammo, leaving the SMG and Pistol with regular bullets. Also there is discussion on adding blue blood to the mod.
@@stevenconnell4222 thanks for the update will be trying it out soon. Also thanks for putting my Colored blood suggestion out to the dev team of this mod 😁
4:01 Are those (actual) Zombies? a new type of enemy?
Those are Husks, a whole different type enemy
Nice work, the only other version of brutal 64 Ive played was Sargent Mark IV's and it had some major issues, this on the other hand is, as they say, clean as fuk.
I would say though I feel the chainguns mussel flash is a bit much with the purple, I feel it should be more like a blow torch, sense it kind of looks like a laser chaingun right now
We can certainly review this.
@@stevenconnell4222 cool
Dat stalker sounds... ❤
Very nice work! I wonder if it'd be possible to make it so that the rocket launcher's drum visibly cycles, after each shot.
It maybe possible in the future. it would need new sprites to be worked on.
@@stevenconnell4222is this version available ?
Also . It's amazing !!also . the visible drum would be an awesome edition.
@@stevenconnell4222sorry . Bad English .
I absolutely love what you did with the original BD64 . This is what this mod needs .
More modern features . After seeing stuff like Unreal RPG or False Angel , I'm sure EVERYTHING is possible in gzdoom
Great project!
How do you get that rifle with the gernade? The version I have has a different version
That's the light machine gun from the extra goodies pack.
A minor critique, but maybe the reload, pump, and main firing sounds for the Super Shotgun, Shotgun, Rocket Launcher, Plasma Gun, BFG, and Unmaker respectively could be of higher quality?
There are a number of sound pack add-ons in the mega folder. Give them a whirl, you may find what you are after.
This is very well done.. is this going to be in Zdoom? I want to use this mod in quest 2 VR
Do you mean upload to the ZDoom forum?. Yes, I probably will add to ZDoom and DoomWorld.
Holy crap! This is so cool! When it fully releases can you also give us that Test Map? Looks really fun. Would love to play!
The test map is a mod developed by Kinsie: forum.zdoom.org/viewtopic.php?t=57221
@@stevenconnell4222 Oh awesome, thanks!
Now that I look at it is doom 64's pistol a deagel?
I believe it is!
This is why the pistol in BD64 is more useful than the pistol in regular Doom.
Who made the Doomguy face mug? Great stuff
Craneo did the sprite work for the 64 Doomguy. He did a lot of monster and map prop reworks too. Here is his channel
m.youtube.com/@craneoexmortis4646
Idk how i feel about the unmaker change in the original brutal doom or v2. I love how it worked in doom 64, the new versions feels weaker is all
The classical unmaker has been restored for classical mode and is a beast just like on the original D64.
To give a boost to the tactical unmaker, the soul ammo was reworked and a powerful alt fire added (you have to collect the first 3 demon keys to collect demonic essence to power alt fire and special modes which also needs an extra 2 demon keys). The tactical unmaker fire also has piercing shots after collecting the first key.
Here are some suggestions I have.
1: Add a SMG zombie marine that uses the red color palette and a plasma rifle zombie marine that uses the unused blue color palette, likely intended for the scrapped multiplayer mode of the original game.
2: Add iron sights with slam fire to the shotgun like in Brutal Doom V21. If you want to keep the bash, make so it is done by aiming down the sights and pressing the kick key. This was shown for the assault rifle in a Brutal Doom dev diary but was not implmented.
th-cam.com/video/H0wugvD-WfI/w-d-xo.html&ab_channel=SGtMarkIV
3: Make the Bruiser cannon into a usable weapon like the Mancubus cannon in regular Brutal Doom. Or add a regular flamethrower.
I will see about the marine variants. I may not use these myself but I can code them.
I am unsure about adding more ADS. The rifle and Gauss cannon have these and I don't want to blanket copy BD features.
I haven't done a video on the add-ons yet but there is an Xtra goodies add-on that adds weapons like the flamethrower.
There is an Xtra powerful weapons add-on as well that adds the Mancubus cannon, mastermind Chaingun and cyber launcher.
I'm late and new to this mod but, is this compatible with Extermination Day? Thank you in advance!
No idea. It may not be 100% compatible as BD has unique monsters used in Extermination Day which BD64 won't have. There may be add-ons out there to make extermination day compatible with vanilla. In that case it would work with BD64.
Im not sure if it can work with Zandronum. But it does look cool tho
Don't worry, this has been worked with Zandronum in mind. It will work with both GZDoom and Zandronum.
wow
nice half life sounds!
Yes, sounds have been used from other sources. It's no secret and credits are recorded in the BD64 notes.
@@stevenconnell4222 yeah, i noticed that. i just said that i like those sounds, that's why i said 'nice'. i wasn't being sarcastic, friend, it's a nice choice of sounds, really nostalgic.
@@coaiemandushman1079 Thanks for the clarification. At times it's tricky to tell.
@@stevenconnell4222 no problem, brother
when is this project released? Love this game
Although it's still being worked on, it's download is available through my moddb profile. It's quite stable and updated regularly:
www.moddb.com/members/swc132994
Cómo le pones el silenciador?
The silencer can be picked up in backpacks. To attach/detach, use the right mouse button (alt fire).
@@stevenconnell4222 asa vale gracias
i really like this mod but i really REALLY want map support cuz i went to play the doom 2 map and the chaingun guys have the doom 2 texture and some map wads are also broken with it
What other submods are you using? All the Doom2 actors are overwritten so these anomalies must be caused by something extra. There are some maps packs such 'maps of Chaos' that contains some monster sprites that would mess with this mod depending upon mod load order. You would need to let me know what you are using so I can investigate.
@@stevenconnell4222 oh wait I thought I was using the original doom 2 map I can't tell what map im using im use to playing map of chaos lol
So this is another version of brutal Doom 64?
Correct.
This began life as a patch to Brutal Doom 64 V2. Eventually, the nightmare monsters were added from project nightmare and became v2.5.
Now V2.666 add more monsters, weapons, blood colour types, with even more options and fixes.
How do I remove the Mother Demon from the monster spawner options?
I want the Eradicator to spawn along with the Mastermind but not the Mother Demon.
What file in Slade do I need to edit to remove the Mother Demon and only make the Mastermind and Eradicator spawn?
To remove the Mothedemon from the random spawn you need to open file decorate_actors/dec_other and open file RandomSpawners.txt.
On line 721 is the actor for replacing the spawn for the spider mastermind.
You need to remove the ,spawnmother from each of the P states.
Example:
P05:
TNT1 A 0 A_Jump(13,"SpawnEradicator","SpawnMother")//(5%)
Goto SpawnMastermind
Becomes:
P05:
TNT1 A 0 A_Jump(13,"SpawnEradicator")//(5%)
Goto SpawnMastermind
Then apply this method to the rest of these states for that actor.
@@stevenconnell4222 Thanks. Btw there is a bug in Version 2.666 where the imps during the ending when Doomguy kills Motherdemon are Doom 1 imps.
@@ingejohansson3456
Do you have maps of chaos in your load order by any chance?
For some reason that mod has Doom1 imps sprites in it.
I posted an update to the maps a few days ago renaming all imp Sprites so those mods cannot conflict.
@@stevenconnell4222 Just downloaded the latest version and tested and the problem was fixed.
@@stevenconnell4222 Could the assault rifle iron sights be fixed so they actually match up with the crosshair?
Please,add the link for the mod.
www.moddb.com/mods/brutal-doom-64/news/brutal-doom-64-v2666-unofficial
@@stevenconnell4222 Thanks
Are you the creator of the mod? If yes good job the mod is really well made
Many thanks, I am indeed the main developer of this mod. Over the course of v2.666 development, there are people who have contributed their work to this mod and some are still actively contributing now so it is not just me anymore.
Hello, good morning, good afternoon, good evening, greetings. I don't know why my comments are no longer here. I had asked other things here but for some reason my comments are no longer here. But I came to ask what options or where I download the unmeiker modes, I don't know if that's how it's spelled. And sorry if you don't understand my English, I'm not even good at speaking. Greetings colonel
The comments being removed are some sort of TH-cam censorship algorithm. it is a right pain in the backside and I don't know what triggers it. The extra unmaker modes from the extra unmaker keys. Use summon wpnpower4 and wpnpower5 to summon the extra demon keys. the modes are switched using the weapon special key (default V).
@@stevenconnell4222 I use delta touch, how can I do that but in delta? Sorry for the inconvenience
how can i install this
I have uploaded an install readme on the cloud drive where the download is located. I hope this will do the trick.
The valve game SFX sound so out of place
There are people who like them. Can't please everyone I guess.
@@stevenconnell4222 i mean i do really love the hl1 sfx. It's just that it sounds out of place. Which is not nesesarilly a bad thing, i play source games with hl1 sounds. So who am i to judge?