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kalensar

Brutal FreeDoom v4( GZD/LZD)

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Yes this warrants a new topic rather than an update. New version. Old version Brutal FreeDoom v3 is still available. Anyways onto the show.

 

DOWNLOAD: https://www.moddb.com/mods/brutal-freedoom-gzd/downloads/brutalfreedoom-v4

 

DEMO Video beating E1M1 of Doom with all kills. 6 minutes long due to 2 deaths. 

 

 

 

 

 

Brutal FreeDoom GZD V4

Intro

Welcome to the new update to Main line Brutal FreeDoom GZD now at V4. The Combat and Guns have all been switched around again, for the better and better balancing. Mainstays such as the Steve's Flashlight, Tilt++ and Nashgore are still implemented. We are now back to more vanilla styled looking guns but they are from the latest autobuild dated of 10/19/23. The Combat has also changed and better balanced. Zombies are not grenade chuckers any longer, but the tactics have completely changed as well. Theres a few more guns. We now have Normal throwing grenades rather than Duke styled Pipe Bombs, g-button throw or whatever you want. Please note that Gun Switch after the throw usually goes to a Pistol, FreeDoom Guy is a quickdraw mcgee now too! Reloads are generally slower but fire rate and weapon switch speed are very high. As usual Altfire on all guns is a Melee, now as a punch that hits hard enough to deal with low tier enemies and Slime Worms fairly quickly. Also along in this package is a Doom styled version called Kal's XIV Doom, as this is also become a tradition of sorts now of making a Doom art style friendly version.
 
 (please note this is based on Exkalibered at it's Core, but has been refined to a higher extent for style and polish)

With Love I present this FreeDoom(and Doom of course) mod as personal achievement in Gameplay Modding, and hope it brings as many smiles to others that it did for me.

Kalenser.

 Ammo Types:

Civilian Rounds: Used by Security Pistol and the UAC M16--- max 200, max backpack 400
AGM Military Rounds: Used by Colt 45 and AGM Rifle-- Max 100, max Backpack 200
AGM Navy Rounds: Minigun. max 200, max backpack 400
Plasma Rounds-- Vanilla amount
Rockets-- Vanilla amount

Weapons:
ALL GUNS ALTFIRE IS PUNCH except  AngleGrinder. Punch is active when berserk is found on all guns. Duke Nukem 3D adopted mechanic.
THERE ARE NO ZOOM on any weapon ala Vanilla homage and safe to use vanilla autoaim!
All bullet weapons have tracers and so do Zombie enemies too. Tracers deal zero damage and are just there for show.

  Player.WeaponSlot 1, Fist,Flamer,chainsaw
  Player.WeaponSlot 2, revolver,Colt45,Pistol
  Player.WeaponSlot 3, Shotty,SSG1 
  Player.WeaponSlot 4, AGMrifle,M16
  Player.WeaponSlot 5, chaingun1
  Player.WeaponSlot 6, RocketLauncher
  Player.WeaponSlot 7, PlasmaRifle1
  Player.WeaponSlot 8, BFG9000

AGM Security Pistol--- No magazine ammo shown because its old school and doesnt sync to the HUD. Fires fast.16 shots before reload. 
Colt 45-- Hits hard -- No magazine shown but still reloads-- 7 shots per reload. Hits very hard. Usually first to be drawn after throwing a grenade.
UAC M16-- Low damage but high fire rate, accurate and has ammo type shared only with Security Pistol. 35 round mag.
AGM Rifle-- High Damage, accurate, good  fire rate. Read ammo type above. 30 round mag.
Minigun--- Realistic fire rate!!! so be easy on the trigger finger. no reload needed, for better or worse.
Plasmarifle-- vanilla but pretty. Fire Damage(yup, burn deaths!!)
BFG-- Big Freeze Gun 9000. Hits as hard and just like classic BFG, but Freeze enemies + Shatter.
Flamer--- An infinite ammo flamethrower. Balanced out by the fact it can hurt YOU too. Be careful. It shows Plasma ammo, but does not use it.
Chainsaw--- Angle grinder, but yeah. Hits hard and causes bloody messes on anything that dies to it. +Extreme Death.
RocketLauncher--- Nothing to say here. Performs its job to vanilla standards which is good enough.
Grenades are not loud and do not alert enemies unless with damage. They are incendiary grenades and done need a
   loud boom to be affective. 


MONSTERS!!!
All Monsters have close to vanilla health values. All Zombies will back away from you if you get too close.
Shotgunner, Chaingunner and Baron of Hell ARMOR HEALS! so stay on them or use heavy weaponry.  

Zombieman--- moves faster than vanilla by a small amount. Agressive and shoot triple burst.
Shotgunner--- Moves very fast. They will surprise you quite often. This is an Armored Zombieman! He can survive if his armor is destroyed.
Chaingunner--- This is also an Armored Zombieman with a chaingun. Armor is heavier than Shotgunner and can still break.
IMP--- First enemy change. This guy is all new and made used by AGM Navy Revolverfrom FreeDoom material! He performs just like a normal imp, but is harder to see due to his coloring.
Pinky--- Classic Worm and same for brother Spectre.
Hell Knight and Baron are 2 monsters in 1! The Baron is the exosuit, and the "hell knight" is the smaller biological pilot
Pain Elemental--- Very fresh coat of pain....t. See Credits. Performs Vanilla
Lost Soul--- Fresh coat of paint. Performs vanilla.
Archie--- Looks excellent-- has a complete overhaul. Becareful and shoot every chance you get. Does NOT have his normal attack. Hes a summoner.
Revenant--- new Vanilla. Looks awesome imo/
Fatso-- hes the freedoom version but looks great. Vanilla performance.
Arachnotron--- FreeDoom but looks fantastic. Vanilla Performance
CacoDemon-- Fresh sounds but FreeDoom vanilla otherwise.
CyberDemon-- Fresh coat of CHANGE-- Super Demon upgraded in code to be more deadly. Yes yeah yes. It is the Super Demon because BIG HEART. 
SpiderMasterMind-- Is now FreeDoom Assault Tripod ART, but performs exactly the same as a normal Spidermom.


The real bread and butter--- CREDITS!!!

1.FREEDOOM PROJECT--- Guns and MONSTERS, textures, sounds
2.Liquid Texture Pack 5.0-- for them awesome splashes
3.Cryonaut--- Original Contribution to Brutal FreeDoom GZD For all the pretty fireballs and plasma!!!
4.REALM667--- SuperDemon, UAC Battle Rifle, EMS Rifle, UAC Plasmatic Rifle, Colt SA, SeekerBazooka, Glock21, XMShotgun,
              Daggerfall Skeleton,
5.Cryonaut--- YAFT: Yet Another Flame Thrower contribution! AKA Flamer
                                                            Decorate: Brett-Bot The Cryonaut
                                                            GLDefs: Xim
                                                            Sounds: Id Software, FreeRadical, Croteam
                                                            Sprites: Jimmy Beaubien, The Innocent Crew, Id Software
6. Nashgore Vengeance Edition Hotfix-- Nash Muhandes. 
7. Rachel-- ZDoom Forum for her liquid texture code that looks amazing. Fluids.pk3
8. RWMM Reloading System--- Some art and sounds from the downloaded pack. ZDoom Forum.
9. FREEDOOM base sprites and textures from latest 10/19/23 autobuild for Phase 1 and Phase 2.
10. Weapons of Saturn-- Reload animations for Pistol and UAC Rifle.
11. Zandronum for GLDEF Doomdefs.
12. BLASPHEMER PROJECT: Sky boxes--- Those things are awesome. Blasphemer is the FREEDOOM equivalent for Heretic.
13. Loaded in Immerse mod for Tilt, Lean, and footsteps.Immerse: a combined movement and camera immersive effects mutator for GZDoom
    -Leaning and RealAim code by Joshua Hard.
    -Immerse uses (a lot of) code from:
    -Tilt++ by Nash Muhandes
    -Footsteps by Benjamin Moir
    -It's as much their work as my own; I just stitched it all together and made them
    all play nicely with one another.
    -Footsteps Credits:
    Ral22
    Supplying the vast majority of default sounds
    
14. - Liquid Texture Pack 4.0 by Project Remap 
15. - More Lights v1.3 by SnakieJakie
16. PalPlus by Sigvatr
17. Map name script - Kipo

Intermission Break...Inhale.
 Kalensar--- 1.Better Blood for GZD and Zandronum at ZDoom-- gore mod base and alt death states
               2. Brutal FreeDoom GZD main compiler
               3. DBMB- Doom But More Build-- Main compiler and main base for this mod
               4. Code Zleek Doom-- Full Author, and used heavily for Monster and Gun code. Gun Tracers    
               5. Kal's Silly But Accurate Recoil code. 
               6. All Decorate code deviation from originals, original code for project, art modification, and sound placements
                  in this project.
                  
Permissions--- 

All material used in this project was sourced from open to use material, donated material, or used for non-profit purposes. 
This project may be used for reference purposes or recycled for other uses due to the nature of its contents as already open material.
Any other questions can be relayed to me. Kalensar.

FREEDOOM is Freedom. 
 

 

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17 minutes ago, zhushen482012 said:

the new archie make the game with pistol starting unplayable. what an unfair monster

 

 

Hardly. He's an homage to D4V summoner and uses pretty much similar tactics. By comparison, D4V guns are weaker than Brutal FreeDoom V4. If you need practice then go to Map16 of Doom 2 on HMP. Theres only 1 archvile and you can play however you like. 

 

Video played on Default difficulty on Map16 Doom 2.

 

Edited by kalensar

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4 minutes ago, zhushen482012 said:

ok, i defintely need practice. i cant even play through doom enteral in nightmare

 

 Posted up a video in the previous comment for ya so you can see it in action. Lag included, haha.

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freedoom phase 2 map 11. This part shocked me, as I originally thought this project was made for Freedoom, so I've been playing Freedoom all along. But having said that, Freedoom Phase 2 inherently has a lot of unfair aspects.

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25 minutes ago, zhushen482012 said:

freedoom phase 2 map 11. This part shocked me, as I originally thought this project was made for Freedoom, so I've been playing Freedoom all along. But having said that, Freedoom Phase 2 inherently has a lot of unfair aspects.

 

This project is made for everything Doom and FreeDoom. It works on anything with mostly vanilla assets as long as the monsters and weapon spawns are based on vanilla sets. It'll even replace the textures properly just like FreeDoom does, as wel,l regardless of it being Doom 1, Doom 2, Plutonia or TNT base wads. 

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freedoom phase 2 map 15 and 23. As the game progresses, the frame rate will decrease until it becomes unplayable.

Edited by zhushen482012

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I thought this was related to the number of monsters that have appeared in the game. but in the level with more monsters, there is no such problem. and it does not happen everytime.

Edited by zhushen482012

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3 hours ago, zhushen482012 said:

I thought this was related to the number of monsters that have appeared in the game. but in the level with more monsters, there is no such problem. and it does not happen everytime.

 

 

Thanks for the feedback. Was able to find one type of this lag happening in Map 23 after mowing down a lot of enemies. I'll get a fix whipped up. 

 

Edit Followup: So this is a bit more complex than meets the eye. Basically the only version of GZD that I experience that type of bad slow down is on GZDoom 4.11.3.

 When I tested under GZdoom 4.10 using OpenGL ES I dont experience it anywhere to the same extent that GZD 4.11 is producing. On LZDoom I dont experience the continuous lag at all., as in none at all.  So its mainly a GZDoom 4.11 problem, and I tested all the rendering API of Vulkan, OpenGL and OpenGL ES with the same results. So I'm going to try some type of fix for GZD 4.11, but the best temporary advice is use GZDoom 4.10 on OpenGL ES api or use LZDoom.

Edited by kalensar : update

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Changelog:

Nov 9/23: Did some cleanup due to lag issues happening in GZD4.11.3. Updated Textures to work better. Nashgore menu in Options has Gore cleanup function. Use it if it gets too gorey with lag, That fixes most issues with lag. Made Grenade throw animation slightly faster.

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play with gzdoom 4.10.0, the issue still exists in map 15. when the lag starts, it will get wrose and wrose even do nothing

 

Edited by zhushen482012

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2 hours ago, zhushen482012 said:

 

play with gzdoom 4.10.0, the issue still exists in map 15. when the lag starts, it will get wrose and wrose even do nothing

 

 

In the Options down at the bottom there is the Nashgore options. You can clean up the gore and even put it to a key bind. I tested this problem out thoroughly before I updated the download. Please redownload the mod, and also follow the advice of using the clean up option. I did way more on the update than just make sure the options menu works properly. I also cleaned up the files for the graphics to help counteract the issue. 

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Bro, it's been tough, but the problem still exists. I think it might be a texture issue. Every time the lag starts, I pass through a room with computers or walls that have circuit boards.Before the update, the lag started at 9 minutes, but now it starts at 17 minutes.

Edited by zhushen482012

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41 minutes ago, zhushen482012 said:

Bro, it's been tough, but the problem still exists. I think it might be a texture issue. Every time the lag starts, I pass through a room with computers or walls that have circuit boards.Before the update, the lag started at 9 minutes, but now it starts at 17 minutes.

 

 

Thats unfortunate. I cleared the Map15 on Default Difficulty on GZD 4.10 on OpenGL ES api and had zero issues. I also did the same with map 23 as well. Its not a mod problem on my side of things. As for hardware, I run a 2013 i3 equivalent AMD Radeon APU running Gnome 3 Unbuntu setup. I build stuff on a potato so that it has good compatibilty with almost everything. 

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