The first version of Brutal Voxel Doom. Headshot, disintegrate and gib enemies in those nice chunky voxels! Thanks to Cheello for the base voxel models, Led's weapon mod and Nashgore.
The first version of Brutal Voxel Doom. Headshot, disintegrate and gib enemies in those nice chunky voxels! Thanks to Cheello for the base voxel models, Led's weapon mod and Nashgore.
Run the bat file to quick load the mod. If you want to load it with other mods, make sure you include both files that come with the zip. I recommend you use a mod launcher for this, to reduce confusion, but you can also ctrl click and drag them on to gzdoom. You can also edit the bat file if that's more to your liking.
It's not working:
"6 errors while parsing DECORATE scripts"
Make sure to run both pk3 files together otherwise it won’t work
it works for me using gzdoom
I think its pretty important to explain that you don't use this WITH Brutal Doom but it replaces it. If you do you get the DECORATE scripts errors.
I'd also like to suggest that you have a version that does work with Brutal Doom (preferably v22) and just adds all the voxel models and doesn't change the gameplay. You've done some great work here but I'd suspect many, many more people would like to have voxel models for all objects and not fork BD.
It would also be great if you could provide a status/TODO list. For example, many animation frames are still missing.
Great work.
Thanks, included a readme file for more clarification to future users.
Does this include any of the XVME/Project Brutality extra monsters?
Hi. Thanks a lot for the great work you have done. I was looking forward to having voxel models fully compatible with Brutal Doom gameplay (the Cheello patch for BD21 was nice but rather uncomplete). Moreover I love your models and animations, and following your YouTube channel, was wandering when this great work of yours would be available :)
Unfortunately, for those of us who, just like me, use some (common) mods with Brutal Doom, your mod creates some big issues:
- it breaks parallax of HD textures
- it breaks Brutal Doom weapons skins and mods
- it is not a an addon for Brutal Doom, but replaces it, but without providing the same level of options and customization as Brutal Doom
- More generally the weapon mod you added differs significantly from the Brutal Doom gameplay, making it less compabible with other mods designed for BD
So, let me beg you for a lighter edition of your mod as an addon for Brutal Doom which would only provide monster & pickup voxels + a menu option to disable parallax.
If I can help in any manner or if you need a beta tester, please tell me, I am your man.
Thx again for your dedication to the best game ever :)
Can I request to add a SMG and USAS-12?
I mean... There is ~400 of 9mm bullets that is almost never used due to Automatic Rifle and Minigun. With SMG this caliber may become more used.
And SSG is good, but sometimes there is so many monsters in the closets that entire situation is moaning about having something like Automatic Shotgun.
P.S.: Not sure about nerfing Revenants (it is almost impossible to avoid double missiles, that is twice more fast and have twice less size + always homing), but I think that Lost Souls and Pain Elemental can have less HP, because first one is too furious with its leaps and another one is spitting out so many of the fire skulls within so little window of the time...
P.P.S.: It is better to reduce a radius of Zombie Tank a bit, since it can stuck on some maps and also it is better to cap the number how many alive Zombiemans it can have around, because infinite spawn can cause really huge troubles...
P.P.P.S.: For some reasons, keys are not showing up on automap even with two options enabled (that is forcing keys to do so). And anti-RAD suit is broken, since picking up new one doesn't resetting timer of this powerup, not to mention that its effect isn't showing up while using mods that is showing a timers for active powerups.
P.P.P.P.S.: "Mixed" setting for explosive barrels doesn't working at all. There is always usual ones that is spawning.
Ok will see what I can do, thank you for the feedback
Seems works good, have recorded gameplay: Youtube.com
Is this mod for gzdoom 4.1.3 because I playing on delta touch version 2.2.1 because my phone is Samsung Galaxy A04S
can you make a monster mod only without WOS? i cant seemt o be able to run the mod with only enemeis
there is an only enemies version now
I have a question...I was trying to look at the weapon roster by using the idfa cheat code but this way the player is granted not only the Led's weapons, but also original doom weapons and some voxel weapons...is there a way to avoid this and stick to the Led's weapons only? I couldn't even find where the voxel weapons code is
Yeah I'll fix it in a patch soon
fixed now
much appriciated
What games does it support? Does it support ultimate doom, doom 2, tnt and plutonia?
any doom wad.
Nash has released his brand new "NashGore NEXT".
Do you gonna replace old "NashGore" with the new one?
I am asking because this time there is an official voxel pack for it (not fan-made one).
for sure yes in the next update
it doesn't work for me unfortunately.
Error: Render threads did not finish within 5 seconds!l_StartupRawPS2
Love your project.
Be an excellent idea if some how every square voxel was its own gib. So when you blast a monster when its on its last health percent the voxles will blast away from its body leaving a hole on what ever part if the body you blasted the enemy.
that would be cool yeah, though that would require some crazy engine magic for sure
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