Wad Reviews/News - BRUTAL DOOM 64.V2 FINALLY OUT!
9 years ago
General
Hello everyone,
ben_roprim here!
Released on December 11th, the along waited Brutal Doom 64 version 2 is finally here under a stable and more manageable version.
With new features, added mechanics, and graphical improvements, we can now truly call it "BRUTAL"!
After watching this Dev Blog from Sgt.Marks in the video, you can see the changes he made.
However, below I will list below things that he didn't cover, and things still wonky with the game.
Lets get started!
OTHER ADDITIONS:
Separate WADs for Modding:
The folder that the game comes in has 2 key features: To be played in Gzdoom, or to be played in multiplayer servers like Zandronum. The gzdoom aspect is very simple. Pop open the .cfg file and play right away! Or you can go into the 2nd folder, and use the 4 wad files to play not only in Zandronum but to also be modded. Currently the game runs fine with most popular mods like: Complex Doom, Real Guns Advanced, Wrath of Cronos, and so on. So you can run through the entire game however you wish to spice up the gameplay a bit.
Environment Effects, Easter Eggs, and Broken Computers:
Sgt.Marks took the game into some huge leaps regarding the overall environment. He has added ambient BGMs near specific rooms, teleports, and other secret walls. This was a more remarkable asset to finding specific secrets with supplies. There are even rooms and environments where you can learn more about the story, by reading PC Monitors that are flashing Blue or Demonic Red; sometimes even... well, don't wanna spoil anything ;)
There are also some interesting easter eggs you will find in the game, if your lucky enough to spot them! Wont tell where they are, so make sure to explore!
ERRORS AND PROBLEMS:
Sadly a problem with Brutal Doom 64 is that certain environment nodes are graphically coded to the map levels. Meaning if you use a mod that may alter the environment, you may see a LOT of those red "!" marks everywhere, and I mean EVERYWHERE. This is because it is already replacing the vanilla textures with the sprites already in the default wad. For example: When playing Real Guns Advanced, it replaces some sprites in the environment. The purple demonic candelabras you'll find in the demon world, are all but red errors; very immersive breaking. This cannot be fixed by any means, unless a graphical patch was made for that specific mod.
So if you decide to mod Brutal Doom 64, be aware of mods that change environments so you dont get graphical errors everywhere. Brutal Doom 64 uses very special scripted environments that aren't even in the real Doom 64, like: fog, depth perception, and so on. So be careful.
Currently, Complex Doom (Non-Legendary) works 100% with no problems and does not come with graphical errors.
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Other then that, I have played through the game and it's entirety using just the vanilla game.
I give his work a 10/10!
Did you expect any less from our lord and savior, Sgt.Marks? <3
!!DOWNLOAD HERE!!
---> http://www.moddb.com/mods/brutal-doom-64 <---
FA+

ben_roprim
And yes, he wanted it to feel like a more horror game then just a crazy shooter, like what most Brutal Doom games are known for.
I do however am unclear as to what you mean by "Hellhound" enemies. The only Hellhound that was ever in Doom, was a cellphone port called Doom RPG.
Source: http://doom.wikia.com/wiki/Hellhound
This thing. It was given a sculpt, but not given sprites to implement into the original Doom 64 game. I saw it in action in a playthrough of the TC, and it looks really wild; about twice as big as the Pinkies, and susceptible to stunlocks with the chainsaw or chaingun like them, but they have a projectile attack.
He is what I like to call a "specific mob", made for specific maps to be played on. Which is why you never see him in UAC maps, and only demon world maps.
Honestly, to me he has always never looked like a hound to me, but more like a 2-headed rat-like blob xD
If there are wads for them, it's jailbroken into the systems which can harm your console.
The atmosphere of Brutal Doom 64 would compliment the weapons from the new Doom nicely.
Was the gameplay balance finally...balanced in this version? I know a lotta people complained about v1 being almost impossible due to the scarcity of supplies.
Also I'm not sure why Doom 64 needs lore hidden on computers. What's there to know? They radiation-bombed the base (presumably Phobos Base but this is never made explicit) and killed everything, but then something revived all the baddies, mutating them and making them even more dangerous. (This supposedly explains why they look different than in the old games.) You go in and kill everything. End of story.
If they wanna indulge any story elements for Doom 64, I'd be happy if they explained why they would send a single person to clear out the demonic infestation. I mean, I know most of Earth's military was wiped out during Doom 2, but the instruction manual for Final Doom makes it clear that they've rebuilt since then, with at least enough manpower for "an entire division of marines [...] with full artillery and air support." So they couldn't send a single squad of marines to help retake the base in Doom 64? I'd even settle for Doomguy saying he'd handle it alone -- that he's still haunted by the memories of all his fallen comrades and won't stand to see a bunch of green marines getting slaughtered by this new breed of monsters.
...You think I could bug Sgt. Mark to add that in? That'd be cool. XD
Regrading lore, some people like me are lore junkies. We may KNOW the story already, but like to see it presented in different ways to spice things up. But there are SOME computers that dont have lore on them, but environmental flavor like huge globs of blood over a dairy to a wife, or a message that may have a secret password for goodies. And sometimes computers are taken over by demonic entities, which can also lead to goodies.
Well if you play the campaign you are actually... well I dont wanna spoil, but if you play the campaign and dont choose the one that says "skip", you'll get one of your wishes regarding the marines. And yes, I do agree with your idea, it would make a lot of sense because of how the new campaign starts up. You dont just start in that Map01 area, oh no. You start up something else, heh....
I think he should add that in for sure. Like how there are visual scenes in PRODOOMER.
I wouldn't last the staging area!