I really really like how almost all of the new sprites fit d64's art style amazingly and the ones that don't make up for it by being pants shittingly terrifying
03:34 I love how the Hellstorm does a spin which gave me a good laugh, and then shortly afterwards the Infernal Ressurector shows up to be in my nightmares.
Wth those demons that didn't appear in Doom 64 and now have been brought back in this mod actually look legit. As if this is what they would actually look like if they were in the game since the beginning
@@acidicreaver3024 It's weird that the reason we lost those two is the same reason we lost the shotgun animations. I played the shareware version, then 64, then 2, and I was confused as hell (ha ha) by the SSG in 64. Once I played 2 it made sense, but wth man.
So almost every monster has a variant now. More nightmare fuel for my inner kid. Can't believe this mod is still so underrated. It's one of the best Doom mods I've found. Keep it up, man!
OMG THIS IS SO COOOL, I always dreamed of playing a doom 64 with more monsters, that iconic dark art style is so awesome, keep up! (It would be kinda cool if you compressed some of the sounds that the new monsters do so they sound like they were on the n64)
Hello Steven, I just downloaded the new version of the mod again and I noticed that many things have changed, sounds, Sprites and the operation of some weapons, at first I didn't like it at all, after playing for a while I changed my mind. I have been working on a sounds addon for a while now, this new update and changes in the mod made me change many things in my addon, I hope I can upload it soon and continue with the mod!! It's on the right track :] PS: forgive my bad English, I use Google translator.
Awesome job!!! 👏 I hope you add transition effects in the form of a red screen like in d64 when completing a level. And another effect when a monster appears out of nowhere. Colored lighting would also be nice to add, at least as an add-on.
Every time I feel that Doom 64, although it was not a sequel, however the designers of the game did want to give it a dark touch, but the budget was not enough, however you are giving it that dark survival horror aura, which I love
It was a sequel, though.... The entire story is Doomguy and co. returning to Phobos to sort shit out due to the demons resurrecting and being more powerful, but in the end locks himself in Hell (which kickstarts DA, Doom 2016 and ET)
@@stevenconnell4222I understand that, also that zombie from PB kills itself so it is better to discard it,But why not add some interesting enemies like... I don't know that Knight that appears in Quake or add a zombie with the railgun
@@J-Salazar, railgun guy maybe possible but it would need to be nerfed to not kill everything in its line of sight. Craneo was looking at concept for that shield monster but it's not finished. For now we want to avoid adding monsters from other games. We can however take inspiration from them to create new monsters in the D64 style.
@@stevenconnell4222 Yes the zombie with railgun would be awesome, or even a zombie with an unmaker sounds strong but could be a possibility,Whether to be inspired by those enemies or even I don't know if you have seen the armored Baron from Doom Eternal
Here are some issues in some levels should be fixed 1: Forbidden Deeper (TC) has an issue where the enemies that teleport in are stuck below. The only enemy that jumps in correctly is Hell Hound. The path and area that has the blue key can be jumped off and you can’t get back up. 2: Breakdown has a missing celling part with floating props in the area in the area that has the Cyberdemon. 3: Shadows Watching (TC) has a damned marine floating on the ground instead of hanging of the celling in the room that is left to the area you get the yellow skull key.
"destoroyar looking ahhh-" In 2012, some scientists mashed togheter some gold ions in like this giant machine, producing the highest man-made temperature on Earth at 7.2 trillion degrees. 200 times hotter than the temperature at the core of the Sun, and that pales in comparison to the amount of hatred that I have towards you right now.
The Arachnotron, Nightcrawler and Impaler could have a left legs blown off version for X death. They could also have plasma death where the legs on both sides are blasted off.
I have this weird sound issue when i play BD64 v2.666. theres a ton of reverb going around most parts of the maps and doom marine footsteps are hard panned to the left and right during strafing making it sound like my footsteps are lagging behind my movements. anyone know a fix for this?
Legit, seeing the thing pop out of one of the first demons I killed scared the shit out of me. Afterwards I said “OKAY, NOT PLAYING DIS AGAIN! I AM NOT PREPARED FOR THIS WHATSOEVER!!!”
I wonder if an update of this mod will add it's own versions of the Banshee, Vassago and the Tyrant from Legacy Of Rust, considering that they already have similar new enemies (Plasma zombie, Chaingun arachnotron, Beta lost soul)
wait why was the the sound effects of the Archvile not using the ones by Aubrey Hodges? that was the perfect sound effects for Archvile for his doom 64 style
I haven’t checked, but do Zombie Supershotgunners one hit kill on Hurt Me Plenty!? Also, I like how the acid demons have green blood and the butchers have red blood. BTW: The Forgotten One uses the Flaming Skull scream from the original Mortal Kombat.
Could the Super Shotgun reload animation from Doom 64: Unseen Evil be added? It would also be really cool if the lever action shotgun could be included as an alternate option.
Heya, I've been super intrigued in your version of BD64 since seeing the video of the Butcher. I've had trouble in the past figuring out the files, but I seem to have gotten it worked out. To check, I tried spawning in some new monsters, although I'm not sure what the summon commands would be. When that didn't work, I noclipped to the end of the first map to find the Butcher! Quite frightening. Just to be sure, this version of the campaign has been filled with all the new critters you have listed here? Thanks! Oh, and having some issues with splatter textures showing up through the floor? Not sure what's going on there.
Adding the monster directly to the maps will take time as the map difficulties need to be balanced. For now use the BD64 options and adjust the random spawners. You can set the chance of a new monster replacement.
Could the Plasma Rifle only eject 1 energy cell on the ground when reloading at 20 rounds? It makes sence why the reload loads 2 energy cells at 20 rounds but it should not discard the energy cell on the ground that has not used any rounds.
The Shotgun Zombie uses the SSG Zombie sprites for headshot death. Since the SSG Zombie is bald in a new update, the Shotgun Zombie should gets it’s own headshot sprites.
Sounds fair to me. Why should Doomguy have all the nice goodies. If the UAC only armed people with pistols, shotguns and chainguns then no it's no wonder why they keep being overrun by demons.
@T-Rex914_Official They certainly would be a great addition to the Remaster. For an expanded original game, you should check out "Doom64 Super EX Plus".
A lot of the sprites are edits of extended monsters for Doom but given a D64 style flavour. The new revenant, Archvile and hellhound are originals. The revenant and Archvile was done by Dr.Pyspy and the hellhound and bruiser was done by Team GEC.
is there a download where I can get just the monsters by themself? There is one for 2.5 that I found, but i'd like one for 2.666 with all of the other monsters.
For some reason I cannot find your latest comments to reply to although I got notified. The alt ammo sprite tweaks are now done. We are looking into adding the chaingun deaths (shooting off an arm) for the baron type monsters.
Excuse me friend, is this mod update already available? Where do I download it? Will you make a video tutorial on how to download it and such for people who still don't know how to download it?
Check the description on the video. There is a ModdB link there. On the ModDB BD64v2.666 page is a Google drive link to the mod files and supported add-ons.
Yes, there is a random spawner toggle in the BD64 options. You can tweak the percentage of the new spawns from 5% to 50%. You can even tweak them from random to completely remove certain monsters from spawning. The choice is yours.
@@stevenconnell4222 I saw on another video of yours playing E1M1 and some other level that there was a second options menu that I don't have. I'ma update gzdoom, maybe that's the problem.
It's always very nice to see Doom 64 getting the love and recognition it deserves, this is amazing dedication from the community.
I really really like how almost all of the new sprites fit d64's art style amazingly and the ones that don't make up for it by being pants shittingly terrifying
03:34 I love how the Hellstorm does a spin which gave me a good laugh, and then shortly afterwards the Infernal Ressurector shows up to be in my nightmares.
WOOOOAAAAH
*WOOOAAH*
W O O O O O O O O O A A H H H
AAAAAAAAAAOOOOW
Wth those demons that didn't appear in Doom 64 and now have been brought back in this mod actually look legit. As if this is what they would actually look like if they were in the game since the beginning
The way they matched the art style with all the new additions is chef's kiss. Real top tier.
@@BlazingOwnager Exactly!
The Revenant and Archvile were supposed to be in the game but them pesky cartridge space limitations..
@@acidicreaver3024 It's weird that the reason we lost those two is the same reason we lost the shotgun animations. I played the shareware version, then 64, then 2, and I was confused as hell (ha ha) by the SSG in 64. Once I played 2 it made sense, but wth man.
The archvile. Wonderful. Pain Elemental already gave me nightmares as a child.
The agony elemental is even more terrible.
Infernal Ressurector is scary wtf
I think it's the coolest looking one.
es una maldita pesadilla deja al cyber como niño pequeño
@@duendecocacola4099totalmente mi estimado...
Desenme suerte :'p
rather big loud and fugly
It never ceases to amaze me how players can create these custom assets. Fantastic 👍
All you need this an artist with a passion
Missed opportunity to call the Butcher a Sawcubus
On the discord server, it has also been called a Sawcubus.
Lovely custom sprite work and sound design! I can recognise where some of the sound choices came from.
The Infernal Resurrector. Nuff said
Some of these concepts are just downright terrifying. Even a lowly enemy like The Thing just gives me the creeps.
So almost every monster has a variant now. More nightmare fuel for my inner kid.
Can't believe this mod is still so underrated. It's one of the best Doom mods I've found. Keep it up, man!
Good God that is a lot of monsters that have been added. I need to play this.
OMG THIS IS SO COOOL, I always dreamed of playing a doom 64 with more monsters, that iconic dark art style is so awesome, keep up! (It would be kinda cool if you compressed some of the sounds that the new monsters do so they sound like they were on the n64)
Yeah. The more monsters the better.
They are so cool!
I love the inclusion of Doom 3 demons like the Wraith and Trite in this
Demonic roster keeps getting bigger with every passing month.
Yooo some of these demon concepts are SICK. Love it!
All the cool kids are here!
Hello Steven, I just downloaded the new version of the mod again and I noticed that many things have changed, sounds, Sprites and the operation of some weapons, at first I didn't like it at all, after playing for a while I changed my mind. I have been working on a sounds addon for a while now, this new update and changes in the mod made me change many things in my addon, I hope I can upload it soon and continue with the mod!! It's on the right track :] PS: forgive my bad English, I use Google translator.
Thank you very much. There are many people adjusting to the changes.
P.S. Your English is absolutely fine ;)
Holy fuck have I been sleeping on this mod for way too long.
Time to wake up and give it a try.😅
Super shotgun zombie idea is terrifying. One wrong move and you’re dead
BFG or Plasma Zombies would be even worse
3:37 why did he decided to do a spin
Special whirlwind attack.
@@stevenconnell4222makes sense
This looks great!!! 😮
Awesome job!!! 👏 I hope you add transition effects in the form of a red screen like in d64 when completing a level. And another effect when a monster appears out of nowhere. Colored lighting would also be nice to add, at least as an add-on.
This looks so cool!
Forgotten One, Trite, and Bruiser from Doom 3? Great.
The sound of Pestilence dying reminds me of one of powerups you encounter in Jason's Hell WAD for Doom 2.
These monsters look cool!!!!!
Great roster of monsters.
Every time I feel that Doom 64, although it was not a sequel, however the designers of the game did want to give it a dark touch, but the budget was not enough, however you are giving it that dark survival horror aura, which I love
It was a sequel, though....
The entire story is Doomguy and co. returning to Phobos to sort shit out due to the demons resurrecting and being more powerful, but in the end locks himself in Hell (which kickstarts DA, Doom 2016 and ET)
@@lambda-m1676not really, it was made by a different dev team supervised by id, fortunately nowadays it is made canon.
@@xuanthanhnguyen4856 No, it is actually canon. Doom 3 is the non-canon one
@@lambda-m1676 yeah that's why i said it is made canon now
The flesh wizard is absolutely terrifying.
Dude I love this Flesh wizard design 3:28
DOOM 64 had the scariest versions of the demons out of all the DOOM games
0:11 you can't fool me, thats a mind coral proxy.
I just looked it up from your comment. They do indeed look similar.
I think it's time I revisit Brutal Doom 64 on my channel...
Damn, that's great, this mod never ceases to surprise me, now they need to add Rocketgunguy
We probably won't add a rocket zombie. We did some testing and they ended up blowing themselves up and friendly monsters too much.
@@stevenconnell4222I understand that, also that zombie from PB kills itself so it is better to discard it,But why not add some interesting enemies like... I don't know that Knight that appears in Quake or add a zombie with the railgun
@@J-Salazar, railgun guy maybe possible but it would need to be nerfed to not kill everything in its line of sight.
Craneo was looking at concept for that shield monster but it's not finished. For now we want to avoid adding monsters from other games. We can however take inspiration from them to create new monsters in the D64 style.
@@stevenconnell4222 Yes the zombie with railgun would be awesome, or even a zombie with an unmaker sounds strong but could be a possibility,Whether to be inspired by those enemies or even I don't know if you have seen the armored Baron from Doom Eternal
@@stevenconnell4222 están buenas las ideas del muchacho este
Here are some issues in some levels should be fixed 1: Forbidden Deeper (TC) has an issue where the enemies that teleport in are stuck below. The only enemy that jumps in correctly is Hell Hound. The path and area that has the blue key can be jumped off and you can’t get back up. 2: Breakdown has a missing celling part with floating props in the area in the area that has the Cyberdemon. 3: Shadows Watching (TC) has a damned marine floating on the ground instead of hanging of the celling in the room that is left to the area you get the yellow skull key.
@@stevenconnell4222 BD64 maps
These are now fixed. The maps and game files are now updated.
I will check the compatible D64 retribution maps as well.
@@stevenconnell4222 The D64 retribution map Holding Area has Lost Souls that are unkillable and not moving in the area with the blue key.
@@ingejohansson3456,
Fixed
1:38
Man, top notch paying omage to Mortal Kombat
Damn Steve,your still doing this? Great dedication
I didn't know about this version! 😮
I've played doom 64, now I kinda want to add this mod to my game to make it more like a horror game than a rip and tear game
Yep, I am more for survival horror than action rip and tear.
Oh hey, the Carrion zombie uses sounds from the Bomber in Dying Light
I'm pretty sure they lifted said sounds from Project Malice which I think was the only Doom mod before this to use the Bomber sounds
This mod does indeed pull sounds from different sources, this one included.
The Husk Zombie also uses sounds from Quake.
That Ressurector looks scary as F- , and the same time wants to hug you at the same time 😈😈😈😈😈🥶🥶🥶🥶🥶🥶
the archville looks so fucking cool
@bitterman7258 , Thank Dr Pyspy. He did the sprite work.
3:53 destoroyar looking ahhh
"destoroyar looking ahhh-"
In 2012, some scientists mashed togheter some gold ions in like this giant machine, producing the highest man-made temperature on Earth at 7.2 trillion degrees. 200 times hotter than the temperature at the core of the Sun, and that pales in comparison to the amount of hatred that I have towards you right now.
New monsters!!
👻
Nothing can beat the fallen. Never.
Best addition to the game.
"Nothing can beat the fallen!"
Optimus prime:
That's just a recolor of a hexen enemy
@@panthekirb7561 So? It is still damn cool
Someone make classic Doom remakes of the sprites for most of the unique Brutal Doom 64 monsters.
The Arachnotron, Nightcrawler and Impaler could have a left legs blown off version for X death. They could also have plasma death where the legs on both sides are blasted off.
Wow, finally you fixed sound cyberdemon's rocket launcher on original, thanks. Btw, i can't add master levels in doom 64 till nowdays. Unfortunately.
Thanks. I will do a video on how to use Wadsmoosh all the levels together, including the master levels.
@@stevenconnell4222 thank you. I,ll watch it. Maybe you will create ready complete archive with that variant game including all necessary files.
@@александркрючков-ь6б,
I found this video.
Watch from 10:19 for Wadsmoosh stuff.
m.ua-cam.com/video/SGv9UOngXJs/v-deo.html&pp=ygUJV2Fkc21vb3No
Hellish roster. BTW music is familiar, can't remember where it was.
It's the PSX Doom credits music.
The Flesh Wizard is such a pain in the ass to fight, like holy shit
I remember you originally called it Nightmare Elemental before you were suggested calling it the Agony Elemental. ;)
This shit looks nightmare fuel
I have this weird sound issue when i play BD64 v2.666. theres a ton of reverb going around most parts of the maps and doom marine footsteps are hard panned to the left and right during strafing making it sound like my footsteps are lagging behind my movements. anyone know a fix for this?
Man, it's like Litdoom's enemies, but in D64!
Legit, seeing the thing pop out of one of the first demons I killed scared the shit out of me. Afterwards I said “OKAY, NOT PLAYING DIS AGAIN! I AM NOT PREPARED FOR THIS WHATSOEVER!!!”
Nice to hear that this mod brought the intended horror effect ;)
The Flesh Wizards sounds like squidward screaming 😂
I wonder if an update of this mod will add it's own versions of the Banshee, Vassago and the Tyrant from Legacy Of Rust, considering that they already have similar new enemies (Plasma zombie, Chaingun arachnotron, Beta lost soul)
Is that supposed to reference the movie? 0:42
Correct :)
@@stevenconnell4222 I love that movie
@@doominickjackson5359ok
превратили игру в чуть ли не в хоррор, мне нравится очень крутая и брутальная получилась игра
Awesome 🔥
Thanks 🔥
Micolash liked it i asked him personally
Great team
wait why was the the sound effects of the Archvile not using the ones by Aubrey Hodges? that was the perfect sound effects for Archvile for his doom 64 style
@@SneakyGreninja , I noticed that the PSX archvile sound effects are quite similar to the motherdemons's hence needing to use something different.
Doom for the Gamecube
0:45 the thing (1982) mentioned??!
Yep :)
I haven’t checked, but do Zombie Supershotgunners one hit kill on Hurt Me Plenty!?
Also, I like how the acid demons have green blood and the butchers have red blood.
BTW: The Forgotten One uses the Flaming Skull scream from the original Mortal Kombat.
Not one hit kill unless you are point blank without armour.
@@stevenconnell4222I see.
Could the Super Shotgun reload animation from Doom 64: Unseen Evil be added? It would also be really cool if the lever action shotgun could be included as an alternate option.
For now Dr Pyspy has restricted use of Unseen Evil assets.
WHAT IS THAT SOUND AT 3:53
@TadeoArellano-w3b ,
It sounds like the boss death from Duke Nukem 3D.
@@stevenconnell4222ok
@@stevenconnell4222ok
A stock dinosaur roar
@@Squirrel-w3 , Duke Nukem 3D boss monster sound.
Far out is !!!!! there a monsters only version?
The monster only version is only at v2.5 with nightmare monsters. After the v2.666 monsters are complete I shall update the monsters only version.
Some of the sounds of the custom monsters are a bit too loud
Could you elaborate which ones?
Heya, I've been super intrigued in your version of BD64 since seeing the video of the Butcher. I've had trouble in the past figuring out the files, but I seem to have gotten it worked out. To check, I tried spawning in some new monsters, although I'm not sure what the summon commands would be. When that didn't work, I noclipped to the end of the first map to find the Butcher! Quite frightening.
Just to be sure, this version of the campaign has been filled with all the new critters you have listed here? Thanks!
Oh, and having some issues with splatter textures showing up through the floor? Not sure what's going on there.
Adding the monster directly to the maps will take time as the map difficulties need to be balanced. For now use the BD64 options and adjust the random spawners. You can set the chance of a new monster replacement.
some of the sounds seem too high quality
BFG Zombie!?! Well, those aren't gonna cause any rage or broken keyboards...
The plasma zombie is more likely to cause broken keyboards.
Could the Plasma Rifle only eject 1 energy cell on the ground when reloading at 20 rounds? It makes sence why the reload loads 2 energy cells at 20 rounds but it should not discard the energy cell on the ground that has not used any rounds.
I gotta try this!!
Is there a mod or campaign where you can face all these new enemies?
You have to use the random spawners options and set them to random. You can control the percentage at the bottom.
The Shotgun Zombie uses the SSG Zombie sprites for headshot death. Since the SSG Zombie is bald in a new update, the Shotgun Zombie should gets it’s own headshot sprites.
I have added new shotgun guy headshot sprites.
@@stevenconnell4222 The damned hanging bodies have a glitch where they are small in size. They only have the correct size when they are killed.
Im sorry but for the spider mastermind why was the edd ed n eddy pig sound used?!?!
This is the normal sound. This is the same as in the PSX version of Doom.
This means final version.
Maybe. I am thinking of cleaning things up for a proper release.
I'd love to see this added to the official remaster by Night Dive.
There are projects that add content to the Doom 64 EX.
Imagine playing this mod as doom fan and for the first time you see a zombieman shoots you with a bfg 9000 💀💀💀
Sounds fair to me. Why should Doomguy have all the nice goodies. If the UAC only armed people with pistols, shotguns and chainguns then no it's no wonder why they keep being overrun by demons.
Can I download and edit the video for myself? (not gonna upload it elsewhere)
@@saadmohammedshaji7776 sure, go for it..
nice.
Odd how it took some time before modders finished the roster for this
The roster is still not finished. Sprites take time to draw. People have jobs and families outside of modding. What's odd about this?
Man, I wish the Revenant was in DOOM 64, same with the Chain Gunner, they would add a lot of more challenge to the game!
@T-Rex914_Official They certainly would be a great addition to the Remaster. For an expanded original game, you should check out "Doom64 Super EX Plus".
Were all the monster sprites made for the mod or were they not used in the original ?
A lot of the sprites are edits of extended monsters for Doom but given a D64 style flavour. The new revenant, Archvile and hellhound are originals. The revenant and Archvile was done by Dr.Pyspy and the hellhound and bruiser was done by Team GEC.
is there a download where I can get just the monsters by themself? There is one for 2.5 that I found, but i'd like one for 2.666 with all of the other monsters.
I can't update the monsters only pack as there are still changes in progress. Once they are 100%, I can break off the monsters into a separate pack.
@@stevenconnell4222 thank you, I wasn't expecting a response so soon.
Eager to see that pack👌
Can smoke be added to shotgun casings like it is in regular BD?
I can certainly look into this.
This is now complete.
For some reason I cannot find your latest comments to reply to although I got notified.
The alt ammo sprite tweaks are now done.
We are looking into adding the chaingun deaths (shooting off an arm) for the baron type monsters.
Some of the demons were utterly terrifying! Are they all from Doom 64 originally and just not used?
There are some monsters that were intended but not used. Other monsters are from the Doom (64) Absolution TC and many other ones are new.
@@stevenconnell4222 It's what I like about Doom 64, it's such a creepy game
Excuse me friend, is this mod update already available? Where do I download it? Will you make a video tutorial on how to download it and such for people who still don't know how to download it?
Check the description on the video. There is a ModdB link there. On the ModDB BD64v2.666 page is a Google drive link to the mod files and supported add-ons.
Does anyone know what song was used in for this credits? I cant seem to find it.
aubreyhodges.bandcamp.com/track/doom-playstation-credits-demo-2
@@stevenconnell4222 Eyyo thanks man, appreciate it!
Can i took some inspiration from this?
Of course. Go for it ;)
i made the impaler
You certainly did.
Cool
So how do the new enemies spawn? I'm assuming you can't encounter them when you play the original Doom 64 levels? Or are the spawns randomized?
Yes, there is a random spawner toggle in the BD64 options. You can tweak the percentage of the new spawns from 5% to 50%. You can even tweak them from random to completely remove certain monsters from spawning. The choice is yours.
@@stevenconnell4222 nice, thanks!
your mod page says you can toggle new monsters in the options, i dont find that. where is that?
Monster spawner options.
@@stevenconnell4222 I saw on another video of yours playing E1M1 and some other level that there was a second options menu that I don't have. I'ma update gzdoom, maybe that's the problem.
@@WearyWatcher that's usually not a gzdoom problem that's a mod update problem
@@lambda-m1676 ya having latest gzdoom didn't change it, I guess I'll try to download the mod again
@@WearyWatcher I think you maybe referring to the WadSmoosh options. You have to use Wadsmoosh to compile the original iwads into one pk3.
What kind of a head does rhe carrion zombie have?
I don't see a head ;)
@@stevenconnell4222 what's it got instead?
@@ThePaudiaz Well, the head is still sort of a head but it is now more like a mess of flesh.
3:28 🐓🐓