

It was really freaking weird, considering I'm not prone to motion sickness otherwise. I am honestly not sure if it's convergent evolution or if the people at Midway borrowed a trick or two from fan WADs.Įdit: On the subject of motion sickness, Jacob and Torp reminded me, when I first started playing Doom 64, something about the slightly different perspective and field of view compared to Doom and Doom II caused it to give me terrible motion sickness, unless I sat back like six feet from my monitor. The amusing thing is, as I understand it, the basis of all that is a bug with raising and lowering floors that fan maps started exploiting to make bridges and stuff, not too long before Doom 64 was released.

The room upstairs from that point (from about 7:00-8:00 in the video) crosses over the hallway leading out of the beginning area twice, as well.
#Brutal doom 64 wad mod
Unlike Brutal Doom itself, the mod only focuses on remaking Doom 64 with. In regard to the game, I remember reading about the level Breakdown in particular because it was kind of a flex by Midway, being all "holy crow, look what we can pull off with the Doom engine!" There's a bit of it in prior levels, but this one is just full of room-over-room layouts and drastic alteration of the map as the level progresses-a particular example being that when you leave the room Jacob is in at about 6:30 in the video, the hallways outside it have flipped around and it's no longer possible to backtrack to the beginning of the map. In November 2016, a remake of Doom 64 called Brutal Doom 64 was also released. Don't know how obvious it is that I had two espressos before this recording session.ĭon't know that I would have guessed without you saying anything, but now I'm just imagining you, like, vibrating in your chair the entire time.
