New backups of BDv21 and Extermination Day
Added 2018-02-24 22:29:30 +0000 UTCBrutal Doom v21 February 24:
http://www.mediafire.com/file/n9vqj2es9ochnoe/bd21testfeb24.zip
Extermination Day Backup February 24:
http://www.mediafire.com/file/8yskmfa3s7eglv5/edaytestfeb24.zip
Once again, thanks everyone for all the support so far.
New Brutal Doom v21 beta fixes some bugs reported on the previous version, adds the ability to dual-wield MP-40s, and a cvar to disable footstep sounds.
You will notice MASSIVE improvements on the early levels of Extermination Day. I have been adding several new textures, effects, secret areas, decorative props, and alternative routes.
I am glad to announce that the new Map 28 of Extermination Day has been finished and is ready to be played, the previous FreeDoom map placeholder has been removed.
Full changelogs
BDv21 February 24:
- Added a SMG zombie variation that has a small chance of replacing the Shotgun zombie. It deals the exact same DPS, and drops the SMG. This will make the
SMG easier to find on most playthroughs.
- You can dual wield the Mp40s.
- Improved gore gut sprites and large blood pools.
- Added new rotting decorative gore sprites.
- Pinky Demons can be enraged by taunts. They will become twice as fast, and will infight with absolutely anything that hits them.
- Any pinky demon will get enraged if it is able to see the player from a very long distance. This change will be mostly noticed on Eday's city maps.
- Fixed the nazis on the wolfenstein level not giving the Purist player ammo drops.
- Changed MP40's sounds to something sharper that sounds more like the real gun.
- Fixed an unintended difficulty setting that made enemies respawn on Black Metal difficulty.
- Changed the purist's smg, now it has bigger rate of fire, spread, and updated sprite.
- Added a cvar to disable footstep sounds (bd_footstepsounds 1 to enable, 0 to disable, can be changed on options)
- Added a special menu for Credits.
- Many minor fixes.
Extermination Day
- Finished the new Map28. (just need to finish some new decorative props) but the way the map should play is already finished and should be tested for gameplay
and balance.
- Added several new routes, detail, and secret areas on the first 4 maps.
- Great improvements on City maps, added 3D light posts, better lightning, etc. (still haven't added the new light posts on some maps such as 12, 13, 18)
- Lots of layout change on Map15, the city looks bigger, more realistic, and performs better.
- Changed the 3D models of the cars to something super low-poly, now we can have more cars on the streets without any performance impact.