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More than a simple mod, it is a thematic expansion of weapons of DOOM 2016, each of these have been polished in its animations, it has a system of mods, parkour elements, elusive function as in DOOM Eternal, Grenades Syphon and Hologram, etc. This changes the gameplay of Brutal DOOM to follow the same rules of DOOM 2016 as the armor absorbs all the damage but decreases very quickly, staying in continuous mobility is the tactics of survival in the game, and yes, it has Glory Kills (They can be alternated between BD Black Edition or DOOM 2016 Arsenal).
For starters, the monsters now have more dangerous and aggressive new variants, so it makes the game more difficult, but it also makes it interesting. There is no longer a single grenade like BD because now there are the Frag Grenades, Syphon and Hologram, each with a special function and good for the player's survival tactics.
It is recommended to use the new keys of the mod, since they have the special functions such as changing the type of grenade, the quick punch that also serves to detonate the Glory Kills and the weapon improvement selector.
The mod works correctly in Deathmatch mode and Zandronum modes, the arsenal of weapons has been correctly balanced in these mods, since it has been optimized for these. But cooperative support that solves problems with functions has also been implemented.
New special animations that are present in the game, like the helmet that Doomguy puts helmet on when starting a game or the animation that appears every time the time of the demon rune morph ends when it returns us to humans.
New animations for the functions of kick, aerial kick, sliding kick, throw grenade and insult, will look much better during the game, I especially thank Tomtefar1988 as part of the code that controls these functions come from its Tomtefar's Extension mod.
New Functions such as the Side-Step (works by pressing the front, back, right or left button twice) followed by the DOOM Eternal Trailer that will help the players to push themselves laterally and help him to avoid the damage, this will be another survival mechanic for the players that play in a high difficulty in the game.
Note: Do not redistribute or take anything out of the content without my permission, it really took me a week to do it.
Screenshots
The map that appears in most screenshots is Diabolus Ex - a recreation of Deus Ex on a large map for GZDOOM.
Credits:
Average
9.315 votes submitted.
Cool i like it. What Wads are shown in the Screenshots?
is Diabolust Ex
Here is the original link:
Forum.zdoom.org
Thx alot, 'preciate it
Is this installed BEFORE or AFTER Brutal DOOM v21?
After
yay, somebody cared and made doom4 weapons for bdv21!
thank you so much!
Can you change the SSG of this mod for SSG in insanity's brutality?
I can not, because I would have to also change the dual sprites to be even, but make the shooting function look like IB's like that.
ok
Looks interesting...
Script error, "bd21test-jan02.pk3:modeldef.blood.txt" line 307:
MODELDEF: Unknown actor type 'TankStep'
I see that you are using an outdated version, this has only been tested in version Test April 25 of Brutal DOOM v21.
Use a newer version to work correctly.
thanks i can unpload a video of your addon?
You can do it if you want, I do not see why not.
A small update to correct this critical error in the runes.
The dual wield is bugged man, please fix the mod
I have several things to recommend with the mod. first of all, it is a great mod, but there are things i wish to change or add. firstly, can you change the ssg sprite? i've always hated that version of the ssg sprite, so if you could use any other sprite than that, it would be nice. secondly, we obviously need glory kills, (you can take a brutal doom version glory kill out of brutal doom black edition). and lastly, make an even more effective double jump. I mean, make the player go a bit higher! also, if you can, can you change the hud to the doom 2016 hud? thanks!
I see your recommendation and I'm taking into account some of that, the sprite of the ssg and dual ssg I think it will not change, as for the glory kill it would take a lot of time but I can punch while using a weapon like in DOOM 2016 but I would need berserk for that, as for the double jump if it is very effective, at certain times I have jumped very high with that, as for the HUD I think I can rip it from the Argent mod since this is not very complicated and it could be exported but the hud would be integrated as an integrated add-on in another .pk3.
Please don´t change the skin of the ssg. I love it!! The sound and the look of that beast is one of the things I like the most of this mod :)
can someone tell me the runes so i can toy with them in weapons test .
i need the in game name so in a summon command it would look like :
summon ________
The appearance commands are these
"Summon D4RuneBaron" To make the Baron transformation rune appear
and
"Summon DemonRuneMix" To make the rune appear, it has a certain percentage of transforming into a Revenant or a Baron
thx , also are you gonna add runes in to match the ones in reg D4?
i had an issue when i tried to use it again: , "a.pk3:actors/d2k16arsenal/weaponspawners.txt" line 546:
Unexpected '32' in definition of 'MP40Clip'
had the same issue
Make it a separate class,like WeaponForge v21 did...
I do not see any need in that since this only replaces the weapons of Brutal DOOM with those of DOOM 2016, maybe that would be in a Standalone but for now I am adding improvements and I am trying to carry some weapons of D4T and none works as it should, although I have rewritten the code of the hellshoot but it has errors.
very well made as usual .... tho I think it would be kind of cool if the default BD grenade, pistol, and rifle sprites were replaced with the beta versions from doom 2016 as optional extras with a random chance of spawning.
grenade
Tcrf.net
pistol
Tcrf.net
assault rifle
Tcrf.net
Maybe, but I needed the sprites and recoded the weapons that use those sprites to work as they should.
it shows up only the weapon on the left when dual wield selected, needs to be fixed
How can i add first person execution for my custom weapons ?
You would have to adapt the weapon to version v21 of Brutal DOOM to work properly.
Like glock 17 in moddb
Can you check this i ported for bdv21 if you have time can you edit ? Yadi.sk
Hello! Love your mod, makes playing BD a bit easier because of how mobile you can be because of this mod (Double Jump, Ledge Grab, and Infinite Sprint are simple enough mechanics yet they open quite a few possibilities in terms of dodging and gunning demons like a True Crazed Marine), however, I'm really curious about the changes you made between versions, is there a changelog somewhere in the files? Or can you add them?
Hello xv 117 can i use Compact machinegun and monster expansion (just DarkImps and Plasma zombie)
For my modpack ? Please let me use i will add you in credits
You can not use my weapon, but the only enemies that can be exported from my monster expansion and work correctly are these:
Super Shotgun Zombie, Wraith, Trite, Terminators, Suicider, Shadow, Saw Zombie, Zombie Sniper, RiotShield Guy and Rocket Guy.
They are the only ones you can use, most brutalize them.
I can't for the life of me figure out how to make this work.
I'm getting the message
Script error, "BD21_D2K16Arsenal-Beta4.pk3:actors/d2k16arsenal/weapons/bfg9k.txt" line 3:
'@property@weapon.ammouse1' is an unknown actor property
every time I try to use it, even with DB21 April 2018.
Hi, hello
I've been trying to get this addon to work on the newest, August version of Brutal Doom v21, and no matter what i do, i keep getting this:
Script error, "BD21_D2K16Arsenal-Beta4.pk3:actors/d2k16arsenal/weapons/bfg9k.txt" line 3:
Unexpected '50' in definition of 'D4BFG'
It's probably something to do with the version of v21, but i am still unsure.
Would love some help.
Curious Question is there a Way to Change Weapon Mods for each Gun or is there only one Mod Per Weapon, or am i just using the Wrong Key i use the Key that i have bound for Special/Dual Wield and it doesn't seem to change the Mod unless i am using the wrong button. or there is only a singular mod for each weapon any Clarity would be extremely Appreciated. Other than that tiny Confusion The Mod is Awesome Dual Wielding the Blasters feels awesome.
Script error, "bd21_D2016Arsenal-b5.pk3:actors/d2k16arsenal/weapons/bfg9k.txt" line 3:
'@property@weapon.ammouse1' is an unknown actor property
Looks like i don't know what to do, Tried the old version of this addon still not.
This is because you are loading this before Brutal DOOM.
Can you make this mod work with Project Brutality?
Maybe but it will take a long time to make the adjustments, besides that I would have to rewrite the code of the weapons, I still have no reason to make a version compatible with Project Brutality.
PB has different monsters so it would be interesting to try these weapons on those demons. Anyways, keep up the good work.
is there any way possible that u could make this as a separate class for bd?
That would be very swell.
sorry mi english is bad i use a translator :/
hey man this mod is very good I see the effort that took to create it and so that the weapons had a behavior similar or equal to d4 the truth its mod is good I could execute well b3 and b4 and I see the good evolution in these but in b5 it looks very polished but everything works fine until I find an idendical weapon for duald wield and it works well and at the same time no example if I am using the gun and find another works well as in the previous versions until I decide to use the gun again and dual attempt only one of these comes out and you would not like it if you helped me thank you
NOTE: i use brutal doc rc1 and the other rc1fix (the one that came up more recent)
Script error, "bd21_D2016Arsenal-b5.pk3:actors/d2k16arsenal/weapons/bfg9k.txt" line 3:
'@property@weapon.ammouse1' is an unknown actor property
someone can help me?
Any chance of changing the shotgun pump sound? It's kind of grating to listen to when you're firing quickly.