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. (Zdoom and Zandronum Software mode are not supported.) No downloads available yet. Mod still is very early WIP.

Description

Brutal Doom 64 v2.5 (formerly Brutal Doom 64 v2 patched) is an unofficial updated version of Brutal Doom 64 v2 and is compatible with Zandronum, GZDoom and LZDoom. Please see the full description for details. I have resolved most if not all bugs from the Brutal Doom v2 release as well restoring compatibility with newer GZDoom source ports. I have also reworked the classical player mode to be more of a vanilla experience, i.e. no weapon reloading, no stamina, no kicking, no chainsaw fuel, no alt fire and reworked the Unmaker to work as close as possible to vanilla Doom 64 as well as using cell ammo. New player classes are added as well Nightmare difficulties with the Nightmare monsters from Onox792's Project Nightmare. Project Nightmare's random spawners have been integrated in and are optional. Light halos and fog can now be turned off(located in BD64 options from the main menu). Click on Read more... for installation instructions and changelog

Preview
Brutal Doom 64 v2.5
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swc132994 Author
swc132994 - - 389 comments

I have noticed a coupled of issues with the new monster spawners.

1. Minor issue: with Nightmare monster spawners enabled, the replaced monsters lose their AMBUSH flag meaning they are alerted by sounds and will come looking for you instead of staying put and waiting.

2. Major issue: Whether the monster spawners are enabled or not the Cyberdemon will not appear on Map08 - Final Outpost. It will work fine if I remove the cyberdemon replacer.

I have been working on an update to fix these bugs and other minor things. But if I am unsuccessful on fixing issue 2, I will have to try a workaround or temporarily disable the Cyberdemon replacer until a fix is found.

EDIT: Issue 2 is now resolved the fix will be released with next update

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styd051
styd051 - - 169 comments

Don’t worry, I’ll try to solve this problem, I’m good at mapping and script !

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swc132994 Author
swc132994 - - 389 comments

Thanks for taking a look.

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swc132994 Author
swc132994 - - 389 comments

I have just released update 22.

This update focuses on improving deaths sprites of monsters. I noticed for the nightmare imp, spectre and nightmare cacodemon that corpses and gibs were using vanilla monster colours. Therefore I created new sprites for these monsters showing the proper colour.
For the hellhound there is a new death state when killing by rocket, BFG, Chainsaw and berserk.
Lastly for the archvile rocket death I added an arm gib.

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Guest
Guest - - 700,109 comments

There is a bug into level 24 ''NO escape'' at start when i open the doors, the game automatically skip level....

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swc132994 Author
swc132994 - - 389 comments

Thanks for letting me know. I think I know what is causing this (dynamic monster spawners released in update 20). I will try to release a workaround today.

EDIT: Try the download again. I have added a workaround for the issue on Map24 - No Escape. It should no longer instantly jump to map completed.

If you want to redo the map you just need to type into the console from any map you are currently on: Changemap map24

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swc132994 Author
swc132994 - - 389 comments

I just uploaded a update 23.3 with a full fix to the monsters losing their ambush flag. Everything should be working properly again.

Hope everyone has a good Christmas and if you don't celebrate it then enjoy the holidays. Have a great New Year.

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Guest
Guest - - 700,109 comments

This is awesome! However, I've notice that in map 29 outpost omega and map 13 dark citadel the game is unable to continue. Map 29 when you aquire the rocket launcher nothing spawns therefore stuck on that level. Map 13 when you aquire the shotgun, the walls are suppose to go down but they dont..
I think it might be because of "monsters respawns" aswell as "items respawn" options which I currently have on. Any suggestions would be appreciated. I'm using Zandronium

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swc132994 Author
swc132994 - - 389 comments

Hello,
Let me investigate this and come back to you.

Regards,

EDIT: I have done a quick playthrough of Map29 and Map13. In both cases the level progressed as it was supposed to.

Questions: Do you have any other mods or add-ons enabled? Also ,do you remember which version of BD64 v2.5 did you use?

In update 22.2 it fixed issues with item and monsters spawners affecting item and monsters losing their map thing ID which caused issues with monster spawns and other item triggered events

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swc132994 Author
swc132994 - - 389 comments

I have just uploaded update 25.

This update add back in auto weapon switching for weapons with depleted ammo, including weapons with clips. This also means that you cannot select weapons with no ammo until you pick up ammo. This returns the original doom functionality to the mod.

IMPORTANT NOTE: Due to added weapon auto switching introduced, any current save game will suffer odd behaviour, i.e. both ammo types draining at the same time. Please use the previous update 24.2 (provided in the download) unless you are starting a new game.

Please report any bugs found.

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TheVidmaster
TheVidmaster - - 626 comments

Reported a bug in here, since I failed to find any instructions where to report it at all... See standalone comment below.

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TheVidmaster
TheVidmaster - - 626 comments

Got a bug report: On Zandronum, the music is now *bugged*, it is always playing the "last" theme. Version 25.1 still includes this bug, although I am pretty sure it was introduced earlier.

Steps to reproduce:
* launch game
* select "Classic" - Skip Intro, any difficulty
* the game continues to play the "menu theme" instead of the track belonging to the first level
* starting the level again fixes this issue

To verify that it is always the "previous" music, you can alternative between skipping the intro level or not when restarting, so it is *not* the first level being buggy but something fundamental in the script.

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swc132994 Author
swc132994 - - 389 comments

The music is not included in the download. Please see the detailed description. It includes links to where to get the music. The links are for the classic doom 64 music and another for the new remastered version. If the ambient music is not your thing, then there are alternatives you can find in the add-ons section.

The reason for not includeing the music is to keep the download size as small as possible. I was uploading an update almost every week and not everyone has unlimited data.

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swc132994 Author
swc132994 - - 389 comments

Hello,
Just checking back with you. Did you manage to find the music files and get the mod working as it should?

Swc132994

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TheVidmaster
TheVidmaster - - 626 comments

Looks like I was not precise enough: The issue that I describe above occures with the BD64 music from the original "Brutal Doom 64 v2" properly configured.
I am hearing the correct tracks and correctly placed BUT in the wrong place, it is always the previous track on Zandronum.

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swc132994 Author
swc132994 - - 389 comments

I have just checked the ZD64MUSIC.PK3 from Brutal Doom 64 v2 but cannot recreate the bug you are experiencing. The music always plays as it should and in the correct order.
Tested using the latest Zandronum Alpha build 200501-1847 and build 161030-2038 (the one that come with Brutal Doom 64 V2).

For reference, my Zandronum skins folder contains:
bd64game_v2.5.pk3
bd64maps_v2.5.pk3
STAnnouncerPack.pk3
ZD64MUSIC.PK3

Sometimes my settings get screwed up causing Zandronum to crash and have to delete the zandronum-<username>.ini. Then reconfigure Zandronum.
Other times the files themselves can get corrupted and have to re-download either the mod, Zandronum or both.

Could you try a complete fresh Zandronum and mod install to see if you still have the bug. Let me know how it goes.

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TheVidmaster
TheVidmaster - - 626 comments

While I launch the game a little different, I can confirm that my settings were indeed incorrect. Please ignore above error report.

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swc132994 Author
swc132994 - - 389 comments

No worries. At least it's all good now.

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dumb-raemon
dumb-raemon - - 14 comments

hey hi, and sorry for begging, could you please make another version of doom 64 with monster only, and with sub menu to prevent mix with main menu; for example menu of guncaster, or other mods.

there's another brutal doom 64 monster only, but it still mess with most mod, and it's seem like the author doens't working on it anymore (i dont know)

thank you.

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swc132994 Author
swc132994 - - 389 comments

I will take a look and see if it can be done without much hassle. I shall get back to you.

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dumb-raemon
dumb-raemon - - 14 comments

hey, thanks again for reply.

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Hereticnic
Hereticnic - - 229 comments

Hello! Great work, looks good.
Just reporting back, I just tested it quickly, it works with all these:
Zandronum 3.0 (although it looks the worse, way darker than the other... but at least it allows for multiplayer action)
gZDoom version 2.4.0 (the one I recommend having as your primary one, and it looks the best of all my tests...)
gZDoom version 4.5.0 (it also looks good, they switched the renderer back to how it looked back in 2.4.0, it looks bright and colorful once again... only use it if you need for newer mods)
gZDoom version 1.9.1 (looks way darker, the same renderer used in Zandronum)
Please have in mind: for the best possible graphics, go to Display Options and use Lighting Mode SOFTWARE (it will make everything look brighter and colorful like it does in Prboom and other older ports...)

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swc132994 Author
swc132994 - - 389 comments

Many thanks, I shall have to pick up GZDoom 2.4.0 again. Until now I had always migrated to latest release.

One port I haved missed is Doomsday. Before finding mods I was using Doomsaday for playing Doom and I remeber that I quite liked it at the time. However the lack of Decorate support put an end to that.

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rundevilrun007
rundevilrun007 - - 7 comments

Is there any way to prevent bd64maps_v2.5.pk3 from overwriting my custom maps? If have load the game with bd64mod_v2.5.pk3, bdmaps_v2.5.pk3 and custommaps.wad then it just loads the regular doom 64 maps, but if I remove bdmaps_v2.5.pk3 and just load bd64mod_v2.5.pk3 and custommaps.wad then it doesn't load the doom 64 textures for the maps and falls back to standard doom 2 textures. Such a connundrum. Is there something I can do to stop it overwriting my custom maps?

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swc132994 Author
swc132994 - - 389 comments

Hello,
Reading your message, I think you are trying to play the Brutal Doom 64 mod with custom maps but also want the Doom 64 textures.

You cannot use the maps file as a texture pack as the maps here will override other map packs. I think the texture files have different file name so cannot swapped over for doom.

I did some digging around and found a Doom 64 texture pack. I did a quick test with this on Doom and Doom2 maps and it seems to have most of the textures.
Here is the link:
Gamingroom.net
Credit goes to Nevander

Inside the download are two files "D64PAL.WAD" and "D64TEX.PK3". Just add these files and remove the bd64_v2.5_maps.pk3 and hopefully you should have the Doom 64 texture for the custom map pack you are using.

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Guest
Guest - - 700,109 comments

I am new to the modding scene for Doom and I haven't played 64 in a long while I was wondering was the secret in the hallway on the first level suppose to flicker a ton? I for the life of me can't find a way to lower it or stop it completely I would welcome any help I play on Zandronum 3.018242.1 with this mod. Same goes with terminals if I have Dynamic Lighting which I leave off.

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swc132994 Author
swc132994 - - 389 comments

I think these decorate actors are placed into the maps. I would have to check what would happen if these actor scripts were removed but left on the maps. When actor decorate objects are removed you would see an exclamation mark when playing the map but not sure about lights.

I would have to check and get back to you.

edit 30.04.21
I have taken a look. It's looks like what you are looking at not a Decorate object but a map sector. On Map01 the teleporter sector has been set to have a light strobe effect of 0.5s. To change this you need to use a Doom map editor and edit the sector on the map and the light strobe effect is listed under special.

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ZSharp4014
ZSharp4014 - - 5 comments

Pls you can put the ability to aim in the mod like the brutal doom

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swc132994 Author
swc132994 - - 389 comments

Hi ZSharp4014,
I am not sure. This feature would require new sprite work for the zoomed D64 weapons which don't exist and would need to be created.

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ZSharp4014
ZSharp4014 - - 5 comments

umm ok i understand swc132994

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Guest
Guest - - 700,109 comments

i have a problem with the maps, theres weird transparent rectangles
i am using gzdoom

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swc132994 Author
swc132994 - - 389 comments

I have not noticed any problems. Is it possible to PM me a screenshot? What version of GZDoom are you using?

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Richie7777
Richie7777 - - 54 comments

Just a quick question. Is this version compatible with the Absolution TC, and also with BD64 Black Edition?

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swc132994 Author
swc132994 - - 389 comments

The TC uses and older version of v2.5 as its base. If you try running this on top of the TC it may work but I think it may fail as certain values will be duplicated. As for the Black Edition, I have never tried running them together but it is quite an old Alpha version and not supported anymore.

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swc132994 Author
swc132994 - - 389 comments

I have discussed with styd051 the author of the Absolution TC remake and an addon version of the TC Remake should be possible to make it compatible with BD64 v2.5.

EDIT: 11.07.21
An add-on version of Absolution TC Remake has been released. This is compatible with BD64 v2.5. It can be found in the BD64 addons page.

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Sraigius95
Sraigius95 - - 93 comments

Truly THE best version of Brutal DOOM 64 that is available on the internet! 10/10

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swc132994 Author
swc132994 - - 389 comments

Hello all,

I have just posted a new update 26.

This update splits up the grouped spawners options into separate options giving the player more control to want they want appearing in the game. I have also added an option to remove revenants, hellhounds and masterminds from the replacing these with Doom 64 monsters. Lastly there are some minor adjustments and fixes affecting the pistol reload, SSG and jump ability.

N.B. The ACS scripts have been revised for update 26. therefore old saves will not be compatible.

EDIT: 05.08.21
Released update 26.1 which resolves bugs with the tactical SSG and other tweaks. The archive now contains an alternative mod file for those that wish to play tactical without stamina. Lastly this project will be more compatible with future versions of Project Brutal Doom 64 Absolution TC Remake.

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Zer0WX
Zer0WX - - 2 comments

Hi,here is a problem when i playing this mod,it says:music "MAPWD01" not found

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swc132994 Author
swc132994 - - 389 comments

The music is not part of the download. Click on the read more on the mod description above to find the music links. There are two to choose from. The original score or the remastered.

If you prefer something different, check out the addons sections of BD64 for alternatives.

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Zer0WX
Zer0WX - - 2 comments

ok,thx

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Sraigius95
Sraigius95 - - 93 comments

Thank you for creating no stamina version. I tried to kill the final boss on tactical gamemode and "i own doom" difficulty on older version of this mod (from june 26th i believe) and it was ******* CANCER, because the boss keeps spamming fireballs and with limited stamina you simply cannot dodge and you will keep dying over and over again. However, with infinite stamina version you can keep playing and you can actually finish the final boss without resorting to cheats. Stamina version sucks, tactical gamemode with infinite stamina is THE BEST. Thank you. And Brutal Doom 64 v2.5 is still the very best version of Doom 64 that is available on the internet. Hats off to ya.

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swc132994 Author
swc132994 - - 389 comments

Thanks for the comment. At some point I will have to integrate the no stamina into the main mod as its own class instead of seperate files but it's tricky.

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Guest
Guest - - 700,109 comments

Its Cool! (>:D)

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swc132994 Author
swc132994 - - 389 comments

I released update 27 today. However there was a problem with the mod file causing some glitches therefore I had pull the update. The glitch is now resolved and update 27 is now fully released.

Apologies to those who downloaded the glitched files.

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redmon9982
redmon9982 - - 7 comments

im having a problem with the run button, it just wont work for me and idk why ps im using the newest version of gz doom(4.7.0)

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swc132994 Author
swc132994 - - 389 comments

Hi Redmon9982,
I just had a check and run is working ok.
If you are using tactical mode you have to keep shift pressed to run. If using classical you can toggle running as normal.

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redmon9982
redmon9982 - - 7 comments

found out what it was. i was using controller and binding the analogue stick to the directional keys fixed it.

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swc132994 Author
swc132994 - - 389 comments

Update 28 release removing the need for a separate file for tactical class without stamina. Therefore a new modern class has been added to take its place.

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IDDQD_1337
IDDQD_1337 - - 315 comments

how do you to be made main menu animated skull icon correct?

You can send the answer to the PM.

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TheClu-Fix
TheClu-Fix - - 9 comments

Well, I've said it before and I'm gonna say it again, this is by far my favorite Brutal Doom 64 mod I've ever played! I had a different one which was called bd64.pk3 which had its own start up application while still using GZDoom. But this is is on a whole new level of badassery! Keep up the good work! It would be cool to be able to aim down sights with some guns, but either way, it's a solid mod. The graphics and sounds this mod does for the game gives me that sense of fear, like I was a kid again playing Doom 64 for the first time again. Brilliant job, my guy! Sometimes my screen freezes but I can move around and pause but can't do anything else. I just got a frozen screen but I think that's my PC sense I don't got high end stats on my PC still plays like a freaking charm! Loving it!

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swc132994 Author
swc132994 - - 389 comments

Thanks for the compliment andI am glad you enjoy the mod.
Although I cannot create a mod from scratch. I have leant much from tinkering with this mod over a few years. There is still more tuning to be done.

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