XaiJu
sgtmarkiv

sgtmarkiv

patreon


sgtmarkiv posts

Universal Slow Motion Mod for GZDoom

https://youtu.be/5_JR9ywIwN8

Very basic and limited slow motion mod that makes use of the i_timescale function and makes it a simple slow-mo button.

The mod is a bit glitchy because if you die in slow motion when you load the save game the world will still be in slow mode until you press the button again.

It's not possible to limit the usage like a "slow motion bar" because the GZDoom devs literally don't want people to use this feature which has been available since 2019. lol

https://www.moddb.com/mods/brutal-doom/downloads/basic-slow-motion-mod-for-gzdoom-only

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My interview to the Random Madness channel about Brutal Fate

Hello everyone, I hope you are doing well.

Today it was released the interview I gave to Valentin the Mad about the upcoming game, you can watch it here:

https://www.youtube.com/watch?v=XKzUoj9lIIQ&lc=UgyusaUPndDFe9POJ1d4AaABAg.9LRom0cWwit9LS-Egta8yJ


In the next week, I will make a new  Dev Diary detailing Brutal Fate's gore system, and my patrons will be able to watch it first.

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Patreon support and Brutal Fate

Hello everyone.

First, for those who are not aware, I will no longer be able to release Brutal Fate's Early Access and it was moved out to late Q3 2021 (probably late September).
You can read more about it here: https://store.steampowered.com/newshub/app/1409460/view/2926740555241216608

Now, I want to talk about the Patreon support, how it affects the game, and Patreon rewards.

Patreon Rewards

I want to remember that my early year promise still stands and ANYONE who supported me with a lifetime contribution of $20 or more is entitled to one Steam key of Brutal Fate as soon as it hits Early Access. Either if you donated once this amount, or continually donated $2 for 10 months, its irrelevant. Paypal contributions also counts.

When the time comes, Steam will generate me a handful of keys (which are distributed to people like Kickstarter backers) that I will be able to give away. I will have a limited amount, and I will  try to distribute as many of them to you for people who contributed more than $20.
It will be like this, after I give everyone a key, I will check if I have enough keys to give everyone who donated $40 a second key. Then I will check if its possible to give a third key to everyone who gave $60, and so on, until I have no more keys left. You will be able to gift these keys to your personal friends and play together since the game will support multiplayer through LAN, Hamachi or Zandronum.

Those of you who have been loyally supporting me for years on a row, I will find special ways to thank you. I will try to get you reviewer keys (which bypasses Steam's time lock and can be downloaded and played before launch).

For those of you who cancelled support for any reason, if you reached a lifetime contribution of $20 or more, you are still entitled to keys. If you are ever to cancel your support for any reason, please, send me a personal message first and leave your e-mail address so I can contact you later.


How Patreon's Money is Being Used

Your support so far has allowed me to work full time on my game without ever looking for sidejobs.  To have my basic living expenses covered  I need R$1700,00 a month. ($350 current US Dollars, $380 to keep a safe net in case of sudden valuation of the Brazilian currency). Money that goes behind this are being spent into the project itself. I'm commissioning artists to make the boxart and concept arts of the game, voice actors, sound plugins and audio packs, professional SFX.

Also soon I will take a trip to the gun range and get some good meaty weapon sound effects. After the game is launched we will also cut and release the raw recordings to be used for free by the indie dev community.

I have received proposals from about 5 publishers so far, but I politely declined them. I don't feel comfortable with taking the development of this game into a more corporate way and I would like to keep it a complete independent game as long as possible. (I could seek a publisher on post-release to help me with marketing and maybe porting the game to consoles, but not for now.)

The longer you can keep providing support, the better the game will turn out.

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VietDoom Alpha 2 is Released

Hello everyone, last night I released Alpha 2 of VietDoom to run multiplayer tests. We found some bugs and an Alpha 2-B will be released later this week, but you still can play Alpha 2 if you want.
Could not contain everything I wanted, but enough cool stuff I guess, Alpha 0.2 already has important stuff enough to warrant a release. Changelog on the zip file.
https://www.mediafire.com/file/778cy4vkp6j24ut/VietDOOMAlpha2.zip/file 

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Vanilla Decal Improvement Mod

This is a mod that works either on GZDoom or Zandronum. It simply improves the looks of wall decals caused by blood splatters and bullet holes. I always  hated how the standard blood decals looks like strawberry jam smears, and how bullet holes looks like black crayon drawings. This simple mod makes them more realistic.

It doesn't uses any kind of scripts, so it will work with any mod that does not uses custom decals. You can just put this straight into your skins folder and it won't cause problems with other mods. You can play online with it on Zandronum, and you can connect normally to other servers if they are not using this mod (only you will see the higher quality decals, while everyone else sees the default ones)

Keep in mind this mod won't add floor or ceiling decals because these are impossible without scripts.

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Things I have been doing this month.

I hope everyone has been doing well during this quarantine. I have been publishing small parts of my progress on Twitter. This is a repost of the highlights.

New Brutal Doom v22 rifle being made after the alpha Doom concept art:

https://pbs.twimg.com/media/EVRuXEnXYAAJF_l?format=jpg&name=medium
https://pbs.twimg.com/media/EVR1PPBXQAISYpR?format=png&name=small

A concept sprite of a new revenant for future Brutal Doom 64 updates:
https://twitter.com/BrutalDoomGuy/status/1243830092809240578

Testing destroyable lights on Brutal Fate:
https://twitter.com/BrutalDoomGuy/status/1249381127179177984

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About the Coronavirus Crisis

Hey everyone, I hope everybody is doing ok.

Some people are having things worse than others. I have noticed that a lot of people have been removing their support because their financial situation has changed. And it's ok. Specially people living in America who could need to pay up to a thousand dollars to have a test for the virus. Then there are the stupid people hoarding stores and causing prices everywhere to raise, and when the vaccines comes out, they are probably not going to be free for most people. It's said that this virus is going to bankrupt far more people than it's going to kill.

The value of my country's money plummeted due the crisis. So for now as long as I can have 350 dollars a month I can keep my bills paid and food on the table at least for now (don't know when this will start to affect gas prices and inflation, but everything  here is normal for now). More money than that goes to be stored on my emergency funds. I'm doing well, and if you need to remove your support to attend to your needs, seriously don't worry, I will be fine. By the time I am writting this post, the pledges are at 402 USD, and I can comfortably let it drop to 350 USD.

I won't be leaving my home for anything that isn't going to buy groceries, and I will use this extra time to speed up my projects.

Thank you all for your support.
Stay safe.

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VietDoom weapon sprites

Going to start posting publicly the sprites I make so people can re-use them on their personal projects.
If you open the file in Fireworks you can access the sprite layers and modify moving parts (magazines, bolts, etc.)
All my sprites are free for use on non-comercial projects. Doom related or not.

On this image, sprites for the M16, AK-47, M14 (can also be used as a M1-Garand), M60, RPD, Stoner, M1911, BAR 1911, China Lake, M-72, RPG, Flamethrower, DSHK, SKS, Ithaca, PPSH, and MAT-49.

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VietDoom Alpha 0.1 Released

It can be downloaded here:
https://www.moddb.com/mods/vietdoom/downloads/alpha-0112

Videos:
https://www.youtube.com/watch?v=IDvsUE-HUrE

https://www.youtube.com/watch?v=6YazcpASjxE

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Discord rewards

Now all $5 and above patrons have access to Discord rewards, which grants you a special title in the Brutal Doom Discord, and the ability to change your nickname at will.

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Brutal Doom v21 Official Trailer

 https://www.youtube.com/watch?v=iPyq0jFgVjI&lc=UgxlYjlSznxj2dLZXZZ4AaABAg

Sorry for the lack of new content lately, I have been quite busy. Brutal Doom v21 was already released three weeks ago, but now I finally got the trailer done.

I also want to thank everyone who contributed so far, and now that I am finished with this trailer, I can`t wait to start making new and fresher content.

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BDv21 Gold coming later this month, and the future

Hey everybody, thanks for another month of support.
Brutal Doom RC10 is out, and now there is a solid release date for V21 Gold: May 17th.

I am still not sure if Extermination Day will be able to be released on the same date, but worse case scenario, it can be released a week later.

Right after both projects are out, this will be my work schedule:

- A monsters-only version of Brutal Doom v21, that can be loaded with other weapon mods.
- An update to Bolognese to feature the latest gore improvements.
- A version of Extermination Day that can run with other mods, or without mods.
- A "Classic Version" to celebrate the mod's development 9th birthday, taking out most of gameplay changing features, making something closer to the v1.0 experience.
- An update on Brutal Friends to feature the latest fixes on the friendly AI.
- An update for Brutal Doom 64.

Afterwards, I will start working on Brutal Heretic.


RC10 of Brutal Doom has been released, you can either download it at moddb, or download it here:
https://www.mediafire.com/file/y6zd57c242tbhys/bd21RC10.rar/file 

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[New Video] Bolognese (the sucessor to Ketchup Gore Mod) released.

https://www.youtube.com/watch?v=xW07VJBTjME

Download link:
https://www.mediafire.com/file/hw7vu7f7qoas42m/sm4BBgorev1.zip/file

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A new version (Release Candidate 2-B) was released today.

 


Direct download link:

https://www.moddb.com/downloads/start/95667…

These are the changes:

- Map Enhancement System is finished for Doom 1.

- New Assault Shotgun sprites.

- Non-monster objects will no longer show health bars.

- New brightmaps and better light effects for all firearms.

- Fixed an old bug that caused imp and pinky demons melee attacks to be impossible to sidestep away.

- Reloading the shotgun during the pumping animation will skip directly to the reloading sequence smoothly (only with BD's own reload button)

- Playing on higher levels of blood settings now increases the amount of blood decals.

- Kicking windows no longer kills the player.

- Improved the footstep system to make sounds be played closer to the player.

- I have opened a bug reporting forum on Moddb. Post any of your bug reports and suggestions there, and do not message them to me on social media, because I am not able to track them if you do.

https://www.moddb.com/…/brutal-do…/forum/board/bug-reporting

- Several bugfixes I forgot to mention.
- Added a CVAR to disable rocket backblast (bd_rocketbackblast)

- Added a CVAR to disable voxel decorations spawned by the Map Enhancement System (bd_voxeldec) because Voxels causes Android users to crash.

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BDv21 RC1FIX

 http://www.mediafire.com/file/n4efvcvkt4oo18h/bd21rc1fix.zip/file  

August 29 2018 Release Candidate 1 Emergency Quickfix:

- Fixed a code error that caused a bug with the latest version of Extermination Day making the keys not teleport in EDAY28.

- Fixed a bug that caused the Archvile's dead body after a fatality have a clone of the player ridding it.

- Fixed a bug that caused Pinky demons to desync online after attacking a player, and another bug that caused them to

unable to attack players after being taunted.

- The Flamethrower now leaves better leftover flames after burning stuff, they also cause damage for some time.

- Fixed a bug that caused Doomguy to wear it's boots on the wrong feet.

 - Fixed a bug that caused first person executions to not count as kills in the endlevel score screen. 

- New sprites for the Purist's chaingun, featuring the missing link belts.

- New feature: You can bind a quick pistol draw button which selects the pistol (if you have one) faster. Check control options.

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Brutal Doom v21 Release Candidate

Brutal Doom v21 is "basically finished". Now all it needs is a final testing for bugs before the final release. There are still some small things I am going to do, like extending the map enhancement system to later Doom 2 and  Ultimate Doom levels, but these are really minor things.
From now on, I will start focusing my time on finishing Extermination Day, so a new Starter Pack release becomes possible on the release day.

http://www.mediafire.com/file/ap139a8wg1rz595/bd21testRC1.zip/file

Changelogs included in the file.

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Brutal Doom v21 August 09 Backup

This is a "kind of closed" beta test version, as I am publicly uploading the link to this file here, but not announcing it anywhere (my YT channel, FB groups, Moddb, etc.), because I want only a small amount of people to have access to it right now. This version can almost be considered a "release candidate", which means its basically complete, and now just need testing.

http://www.mediafire.com/file/8o45kck4xtgz2ii/bd21testaug09.zip/file

This is a list of the things changed:

- Added first version of Brutal Doom's manual. The version included on this zip still has not been revised for spelling errors as the changelog indicates.

- You can perform fatalities on the Spider Mastermind.

- New Weapon: Flamethrower. Rare replacement for BFG. (I am still thinking about making it a rare replacement for Ammo Backpacks)

- Rebalanced Grenade Launcher, added more impact damage (can kill Pinkies in a single hit).

- New animations for the Machinegun's underbarrel grenade launcher. Reloads faster, can be reloaded with the Reload key.

- New blood particles.

- Added Hell Knight and Baron of Hell's crotch pain animation rotations. (thanks to Dox).

- Better shotgun reloading frames (thanks to Tootsybowl)

- Killing an imp with an axe or vertical axe cut will show a new animation.

- Changed Axe's damage from 50 to 90.

- An axe attack will deal 150 damage when the player has the Berserk (can chop a hell knight or mancubus head off with a single strike).

- Tweaked green and blue blood codes to behave more like the original blood (thanks to Cacodemon345)

- Added new lava fall textures.

- Improved optimization on wall decals generated by killing small enemies with the SSG.

- You can cancel the recoil/reloading of many weapons by switching to different ones. This can make gun combos such as firing a rocket, imediately switching and firing the SSG, then switching to a submachinegun.

- When cancelling the SSG reload, when you switch back to it, the raise state will start mid way through the animation of putting the shells into it, making

it much faster.

- Purist can now use the MG42.

- Revenant Missile Launcher greatly buffed.

- Fixed missing Romero head easter egg.

- Indexed all gibs into the sv_corpsequeue cvar. This means better performance for slaughtermaps as you can get rid of gibs easier.

- Added shootable Icon of Sin boss fights for TNT, Plutonia, Plutonia 2, Plutonia RCP, Epic 2, Whispers of Satan, Doom 2 Reloaded, and Alien Vendetta. Still needs some work.

- Indexed all Final Doom maps into the Map Enhancement System. Now all maps features better skies, and will play the correct music when playing with Doom Metal Volume 5 (also released on this date).

- Now all trees and plants can be burned with napalm or plasma.

- Detailed Credits lump being re-worked, nearly finished.

- Killing a Pain Elemental with a fatality will leave a destroyable and pushable body that can work like an explosive barrel.

- New HUD sprites for the Tank. Now you can see the lower part better, so you can have a better idea of where the base is currently facing.

- Now the Radsuit powerup will protect you both from nukage, splashed lava, fire hazards, and flamethrower splash damage (both yours and from Mancubi).

This is the Doom Metal Volume 5 version which now features metal remixes for TNT Revilution. Still going to upload this file to Moddb later including details and credits.

http://www.mediafire.com/file/llyc03kk84ccbcu/DoomMetalVol5.zip

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New version of BDv21 test

April 25's changelog:

http://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-v21-beta

- Players can kick zombie heads by walking over them just like in Blood (only works on Singleplayer for performance measures)

- Fixed lots of bugs related to weapons.

- Destroyable bodies now works on multiplayer. Theoretically there should not be any increase in net traffic.

- Added muddy blood pools for both blue and green blood types when falling over liquids.

- Added a key binding (default O) to select the ammo drop function.

- Player's health and armor can no longer go past 300.

- Fixed a bug causing a dying imp to spawn infinite head hitboxes.

- Health and Armor bonus won't respawn in multiplayer to prevent players from abusing it and slowing down Survival games.

- Increased player's resistance to shrapnel damage, so the extra damage caused by barrels wont cause unintended deaths and prevent maps that heavily relies on barrels and voodoo dolls from breaking up.

- Fixed meatshields for all zombies (Still missing a few sprites/placeholders).

- Fixed a bug that didn't allowed the player to rocket jump.

- Added new weapon icons for dual wielding.

- Fixed missing evil marines on A.L.T. wad, and Mr. X on Scythe 2.



A new version of Extermination Day will also be uploaded later tonight.

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This month's schedule.

First of all, I want to thank everyone for another month of support and for allowing me to keep working on everything on the daily basis.

As you can see on the latest Extermination Day build released, all maps are finally finished and all maps borrowed from FreeDoom have been removed. And now, the only thing needed is the new final boss battle, which will be the last thing to be added as I want to keep the surprise until the final release. Also I am till going to do some last touch ups to add new secret areas and easter eggs.

BDv21 is basically finished, with the only feature that still needs to be re-added are the first person executions, and the rifle/shotgun melee attacks, some minor bugfixing, and more details for maps on the Map Enhancement Script. With the introduction of Materials to GZDoom 3.3 (https://forum.zdoom.org/viewtopic.php?f=39&t=59473) soon Material Texture Packs will start showing up, and it will be for everyone's benefit if I make the Map Enhancement Script have dynamic lights spawned on all the Vanilla Doom maps.

So with everything considered, I believe it is entirely possible for me to release the trailer this month, and the actual release of BDv21 and Extermination Day scheduled to the next month. And I will start working on the new versions of BD Monsters Only, Ketchup, and then Brutal Heretic right after it.

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New test versions of BDv21 and Eday (March 27)

Now the tanks and appropriate maps to use them is finally playable.

BD21:
http://www.mediafire.com/file/yk892g3ckybcd26/edaytestmar27.zip

EDAY:
http://www.mediafire.com/file/81jc1goyscq0568/bd21testMar27.zip


Extermination Day changelog:

Mar 27:

- Remade several parts of Map11.

- Remade Map18 almost entirely.

- Added colored lightning to city levels.






BD changelog:

March 27:

- Tanks entirely remade. They were rebalanced, now have 3D models, works both on first and third person mode, and in case the tank is destroyed, the player is always safely ejected Necrodome-style.

- Improved the way some enemies reacts to tanks, like the cyberdemon won't try to unneficiently stomp it, and imps and pinkies wont suicidally run under its threads.

- Zombie tanks code also remade. Now they behave like actual tanks and added weak points on their rears.

- Player can now roll left/right by holding the Shift button and pressing A or D.

- Rocket backblast now working properly.

- Improved railgun wall piercing code.

- New explosion particles.

- Fixed a bug related to MP40's ammo.

- Rebalance: The SSG can no longer instakill Barons with a single headshot. You need at least two perfect headshots to kill a Baron.

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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.

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New Backups of BDv21 and Extermination Day... and happy new year.


First I need to mention that Brutal Doom won this year's User Choice Awards on the 1st place. I want to sincerely thank all of you for all the support you gave me this year. This achievement wouldn't be possible without your help.

Now, unfortunately I was not able to finish and release BDv21 and Extermination Day before the New Year's Eve, but I am releasing another beta featuring lots of new stuff as seen on my most recent tweets.
Brutal Doom:
- Fixed several weapon bugs.
- Re-introduced the Evil Marines. Now they can either have a rifle or plasmagun and have the ability to jump over obstacles.
- Archviles no longer kills captured marines, instead, turns them into Evil Marines.
- Fixed some bugs necessary for the latest version of Extermination Day beta to work. http://www.mediafire.com/file/1a4cpb3px0a2b1j/bd21test-jan02.zip

Extermination Day:
This backup features tons of new textures, new skyboxes for Mars and Hell levels, and several new areas (specially a big rooftop fight on Dis, better connections between the end of Dis and the start of Cathedral, more natural cliffs on Gates of Hell, punji traps on Blood Swamp and Gates of Hell, a totally new area on Nuclear Powerplant introducing the new Evil Marines). http://www.mediafire.com/file/jlgvt7f4nminqek/edaytestjan02.zip


Old music file (no need to download again if you already have it)
http://www.mediafire.com/file/nt66bh74b132pj6/edaymusictestdec09.zip


Happy New year everyone.

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Extermination Day Dec 16 Backup

This backup features a revamped Necropolis map. Map still is WIP (ammo was not rebalanced yet). Also added some new areas to Dis.
Most importantly, this version fixes a bug that caused the game to lag on the battle against the  Inferno Demon on Eye of the Storm.

Use the soundtrack file provided on the latest post.

http://www.mediafire.com/file/99kwkwcy8mhzx1w/edaytestdec16.zip


Don't forget to download the latest Brutal Doom test version, so you can have the Unmaker secret on the Necropolis map.

http://www.mediafire.com/file/h10q4ft061i45rc/bd21testdec16.zip

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Extermination Day December 09 Beta

Extermination Day is Brutal Doom's canon campaign. The first beta was formerly released under the name "Hell on Earth Starter Pack". You will notice thousands of new additions:

- Every map was modified heavily, many new secret areas, new textures, alternative routes, special effects, and whole new areas have been added.
- Whole new maps.
- Bosses have shared health meters for multiplayer.
- Destroyable cars, trees, driveable tanks.
- Interactive items (you can turn on/off showers, eat food items or drink water from any faucets to recover health).
- Many bugs fixed.

I really couldn't make a list of everything.

Main file:
https://www.mediafire.com/file/fklq8us6u21fpt9/edaytestdec09.zip


Music File:
http://www.mediafire.com/file/nt66bh74b132pj6/edaymusictestdec09.zip
You only need to download it once. I decided to make the music file separated so it won't bloat the filesize of the test files.

Remember that this still isn't finished, and this is just a beta. Many more things are yet to come.

This file REQUIRES brutaldoom v21 latest public test version to work. It will not function properly without it, or with other mods.

The first map is EDAY01 instead of MAP01. When you load the game with Brutal Doom v21, there will be a an option to choose to start on Extermination Day's campaign on the episode selection menu 

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What should I do after I release Brutal Doom v20c?

Around the end of january/middle of february I will release Brutal Doom v20c and Extermination Day (the finished version of the Brutal Doom Starter Pack), after that, what should be my primary project?
PS: All others will still be secondary projects.

Project classification:
(Easy Project) - Would take a month.
(Hard Project) - Would take several months.
(Very Hard Project) - Would take up to a year.

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Brutal Doom v20c in the works

As most of you know, I am working on a new update for Brutal Doom. This will include some new levels, and extended areas for some levels. As soon as I can get something stable working, I will post a backup here. Thanks everyone for all your support.

Some screenshots:

https://postimg.org/image/f7xj63lb1/

https://postimg.org/image/47694wfx1/

https://postimg.org/image/xw7wt5shx/

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Brutal Doom 64 is Released.

http://www.moddb.com/mods/brutal-doom-64/downloads

Brutal Doom version 1 was finally released. I would really like to say thanks for the support that all my patrons gave to me.

Now I need two or three days of rest, after that I will switch back to regular Brutal Doom development (expect new builds to come up this weekend), and in a month or two, start working on Brutal Doom 64 V2.

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Brutal Doom 64 mod

Current Main Project: Brutal Doom 64Expected release date: Early or Mid September (official date will be later confirmed in a trailer) http://www.moddb.com/mods/brutal-doom-64

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