XaiJu
sgtmarkiv
sgtmarkiv

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New backups of BDv21 and Extermination Day

Brutal 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.

Comments

Extermination Day is a ZDoom map pack that uses many zdoom features, and allows the player to freely make use of jumping, crouching and even rocket jumping without worrying about ... But it could take longer than what we are thinking if he decides to cram in some new stuff, bug fix, or do some more quality control.

Yes, it is a problem of your server. You have enable the "Lose weapons on death" option on the server options. This is not default behavior.

I was playing Extermination Day for the first time last week, and i got to play with a couple of friends. oh my god, its amazing, i didnt even know, doom could go that further... incredible! but we stumble with a problem, we played in zandronum in survival coop (to get some challenge), but when we die, all our weapons and ammo get removed, and we start with the rifle only. this get REALLY complicated in later levels, becoming nearly impossible to progress, since there is not enough ammo around the level. i dont know, laying more ammo and weapons at the beginning? i dont know if this will break the balance for those who are goign through the game from the first level... i dont know if there is any way to resolve this problem,, just came here to throw this problem of mine.

Great job on the changes in the first 4 maps man; for example I like the new "green-house"-area in Map04 much better than in the old versions. Fantastic stuff, as always. Thanks for making these great maps even better !!

Yes, it will be done.

Excellent work. For the footstep sounds, could the cvar also apply to landing sounds? Eg, on map 24 of Dark Encounters, you hear that sound constantly while traversing a hill. Also, a middle-ground with the pinky enraged speed would help for some slaughter wads as it currently really impacts map flow.


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