Current weapons in this version:
Pistol, Shotgun, Super Shotgun, Repeater, Machinegun, Minigun, Rocket Launcher, Plasma Rifle, Gauss Cannon, BFG9000.
Weapons that can be currently upgraded with Field Drones: Shotgun and Machinegun only.
Other weapons are still planned to be added on the next version.
Field Drones replaces Night Vision powerups.
There are 33% of chance of Soulspheres and Megaspheres to be replaced by a Demon Rune that transforms you into
a Baron of Hell. I'm going to add the Revenant on the next version.
Currently only the Shotgun and the Machinegun can be upgraded with the Field Drones. Necronixxis still is updating his sprites, and I will implement weapon mods to other weapons as soon as he posts the sprites.
Base Weapon sprites by Necronixxis
Demon Rune sprite by Eriance
Thanks to LouisMustDie555 for helping me to find the resources.
Watch for the spectre imps, this guy is doing a bang up job on this
I have made a lot of progress lately, the first version of this mod will **probably be released in September.**
On this video I play the 3 first levels, and the second Hell map (Map 10 - The Bleeding) As you can see I revamped all the gore, changed some sounds, and added several new monsters since the last video. Now the zombieman actually carries a pistol, and the shotgunguy have a shotgun pumping animation after he fires his gun. You can see the new spectres and nightmare imps, and some monsters cut from the final game such as the Revenant, the Chaingunguy.
- Water reflections are still not completed.
- The Mastermind shown in the end of the video is just a placeholder.
- The game seems very hard because I am playing it on Ultra-Violence. Of course you are not going to be finding Masterminds by the level 10 if you play it on Hurt me Plenty
The same reason why you would want to play super mario bros 3?
What the modder has done is revamped a n64 to pc port. Updated the engine with lighting effects, animations, sprites, gore, sounds... It's a 'better' version than the original of which I loved as a kid.
Doom 64 is a not so well known port of Doom for the Nintendo 64. Unlike the ports for other consoles, it's not exactly a port, but a completely new game, featuring completely new levels, textures, sprites, enemies, and a new plot that takes place right after the events of Doom 2, and it's plot strongly suggests to be the prequel to "Doom 2016" as it be considered a reasonable explanation of how the Doom Marine stayed in Hell and became known as the "Doom Slayer" (thus being considered canonical to the series by many fan theories, and being the TRUE Doom 3). In 2003, Samuel "Kaiser" Villarreal was able to extract all textures, sprites and sounds from the N64 ROM and faithfully recreate the levels in the Doomsday engine, thus creating the Doom 64 Absolution TC, and later making Doom 64 EX (an emulator for the ROM for PC). The Doomsday engine is today considered obsolete, and a Doomworld user called Nightside successfully ported all maps to work on GZDoom, but has given up the project.
Brutal Doom 64 aims to continue this project of porting Doom 64 to GZDoom and Zandronum engines. Unlike Doom 64 EX or Doom 64 Absolution the goal of this project is not to make a 1:1 port of Doom 64 for PC, but to enhance it in every possible way, bringing the satisfying gore and gunplay of Brutal Doom, new sounds and special effects that greatly enhances the oppressive atmosphere of D64, and attempting to include all the content cut from the original game due the cartridge space of the N64.
What it includes:
- All weapons revamped to feature new sounds, animations, and have greater feedback.
- Several stuff that were removed from the final game, such as Revenants, Masterminds, a weapon that was shown in an old magazine featuring an interview with the D64 devs that never got added into the final game, and an enemy called Hellhound which was also cut due the N64's cartridge space.
- New gore featuring dismemberments, gibs, new blood splashes, blood decals on the walls, floor, and ceiling.
- Brightmaps (such as monsters eyes glowing in the dark).
- Multiplayer support through the Zandronum sourceport ( up to 64 players, either Co-Op, Survival Co-Op, and Deathmatch).
- Revamped levels featuring new decorations, lightning system, fog, light shafts, etc. Techbase levels were optimised to have better navigation, new ambient sounds, more security cameras to remove the need of "switch hunting", and having some parts of the levels remade to look like a more plausible place. The Hell levels were also upgraded with new ambient sounds, and more disturbing imagery.
- Option to play with the Brutal Doom 64 weapons and enemies on regular Doom 2 levels, or with custom maps. Or play the Brutal Dooom 64 levels with other gameplay mods.
Following the GZDoom port of Doom 64, BD-64 revitalizes the old Doom 64 with new special effects, particles, lightning, gore, new sounds, more weapon animations (shotgun reloads, smoother minigun barrels, etc.) and monsters and stuff cut from the original Nintendo 64 version. Works on GZDoom and Zandronum in OpenGL mode.
- Added hitboxes for the heads of zombies and imps. (headshots)
- Revamped pistol, better sound effect, %25 more damage, less fire rate.
- Revamped Chainsaw. 3x more damage, consumes ammo.
- Added a new system to make flares on lamps look much better.
- Re-imported all textures from D64 Absolution in .png format. All textures are looking better now (you will notice it right after you launch it, as you will notice that the flames on the background are much better now).
- Added several new sound effects.
- Fixed desynced plasmagun projectile.
- Replaced song files with Absolution's versions, to make the download size smaller.
- Fixed several maps crashing on Zandronum's multiplayer.
- Changed behavior of Dark Imps and Spectres (now they remain invisible for less time).
- Added descriptions for the difficulty settings.
- Added alt fire Super Shotgun (now you can fire only one barrel at time by pressing the right mouse button).
- Added more ammo on several levels.
- Improved the hellgate and changed the whole battle at the end of map08.
- Edited the BFG trap on Map23, now the traps will fire Rockets instead.
- Added a basic reward on Hectic (will add more in future versions).
- Fixed nail trap sound being too loud.
- Fixed incorrect shotgun guy uniform color.
- Nerfed some switch hunts to make them more clear.