***PROJECT BRUTALITY 2.03 IS NOW LIVE*** Project Brutality is back and it is bigger, better, and more badass than ever before. This is the highest quality expansion of content for Brutal Doom v20b that capitalizes on breaking new ground in terms of gameplay, features, weapons, enemies, balance, visuals, sound, and so much more. Now with Zandronum 3.0 support, multiplayer is a feature. Each weapon and monster was carefully chosen, edited, programmed, and animated to feel alive and fit perfectly and consistently into the lore and world of Brutal Doom. And the best part- YOU choose how you want to play. With a wide variety of options, presets, and game modes, Project Brutality has something to offer to any and all Brutal Doom fans out there. Refer to the detailed, NEW AND IMPROVED, easy-to-follow PDF guide to setting up your Project Brutality experience! I plan on new content updates and add-ons releasing periodically so make sure you track this mod's page and follow it closely!
USER NOTICE: Do NOT load the compatibility patches unless you are choosing to play the respective wad. For example, only use the VALIENT PATCH when you play the full version VALIENT wad. Else you will have bugs.
Introduction:
It is a new year, and a new version of Project Brutality is now available for the DOOM community to enjoy. This is the ultimate Brutal Doom expansion pack, that adds tons of new content into the game that infinitely increases replay value. Every single feature- weapons, monsters, player abilities, sound, visuals- were all carefully developed and crafted to guarantee the ultimate brutal doom experience. Project Brutality is the single most extensive mod that stays true to the lore of Brutal Doom and lets the players themselves choose however they wish to experience Brutal Doom.
Menu, Features, & Information:
Project Brutality allows the player to choose however they wish to play brutal doom. With a wide variety of options, presets, game modes, you’ll never experience the same play-through twice. Let’s first discuss the new Menu Options and Features:
The “Project Brutality” option in the main menu or option menu will take you to exclusive settings from where you can customize many features that affect your game.
This is where you can customize your game from a number of ways, ranging from visual effects, to gameplay features, and even what you’ll encounter in the game world. Refer to the following for information on the settings that this sub-menu consists of, starting with the spawn presets.
You can even customize individual monster spawns, abilities, and weapon spawns as well!
2. Game Settings- These various options are here for you to configure and toggle things to your very own preferences.
3. Rendering Settings- Here you can select the amount of decals that will appear throughout a level, or set it to no limit. You can also toggle off the blood, liquid, and pain effects that appear on your screen in-game.
Customize Controls
Before starting your game, make sure you set your key bindings, as Project Brutality features new hot keys for grenades, quick punching, throwing proximity mines, and, most importantly, WEAPON SPECIALS! (More into this later).
Starting a New Game
Project Brutality features 3 different game modes: “Project Brutality”, “Classic v20”, and “Traditional”
Project Brutality
The first game mode option is the full Project Brutality experience, with no restrictions on the weapon spawns, the monster item drops, the player, nor the player’s weapon arsenal. This is recommended for first-time players who wish to experience all of the unique weapons, features, complete Project Brutality experience!
Classic v20B
The second game mode changes everything into an enhanced edition of the Brutal Doom v20b we’ve all played. This mode uses exclusive weapons restricted in the player’s arsenal to match the feel and balance of Brutal Doom v20b. Additionally, this prohibits the player from performing many of Project Brutality’s advanced player and weapon features, such as double-tap dodging, weapon specials and new secondary firemodes, proximity mines, etc. This is for those that prefer a more classic Brutal Doom experience.
Traditional
The third game mode takes Doom back to what it originally was: you, your guns, and your speed. This is strictly the classic Doom arsenal (balanced to fit the mod) with all of the advanced features of Brutal Doom and Project Brutality stripped away. This means no reloading, no ADS, no weapons specials, no kicking, fatalities, etc. This is designed to by a classic-style experience and remain true to what Doom stands for.
***Note that game modes do not directly effect spawn presets, which means you may still fight Project Brutality monsters and what not, just their weapon drops will be designed to fit the game mode.
Weapon Information (Details in PDF)
With the expanded variety and enhanced abilities of the monsters in Project Brutality, it is only fair that you’ll be using the most advanced, balanced, and powerful arsenal to ever grace the face of the Doom universe. Each weapon was carefully edited, modified, balanced, stress-tested, and programmed to be the most badass, visually consistent, and heavy-hitting arsenal to ever be featured in the Brutal Doom lore. The look, sound, and overall feel of the weapons feel “alive” in a sense, and are guaranteed to be satisfying.
Each and every weapon in Project Brutality has a secondary fire mode as well as a brand-new “Weapon Special” function. This is unique to every weapon, and can range from dual wielding, selecting fire-modes, tertiary fire, etc. Do take note of this, as this will greatly increase your odds of survival against the hell you are about to face.
Monster Information (Details in PDF)
The monsters in Project Brutality were designed to bad-ass, consistent with Doom, fair & balanced, challenging, and smart. The monster AI is unlike anything you've seen from regular brutal doom.
- New variants of every creature in doom, all fully brutalized with unique deaths and fatalities, and all have unique and deadly abilities
- Imps can climb on ceilings and ambush you, Mini-gun Commandos will duck and allow enemies to shoot over them while they provide cover fire, Archviles can heal an area of enemies, the Revenant has the ability to use a jetpack (inspired by the Doom reveal), Pinky Demons and Lost Souls will attempt to flank you, and this is barely scratching the surface of what the AI can offer to challenge the player
- Well over one-hundred new deaths, fatalities, brutalizations, and more for each and every creature featured in this mod.
- And the best part, you can choose what you'll face. You decide fight from just classic v20 monsters, to all new varieties of monsters.
Demonstrating the dual wielding mechanics
Aiming down the sights of the UAC Compact SMG
Slide Kicking to avoid enemy fire
Heavy grenade launcher vs. two Cyber Baron of Hells
New Plasma gun vs. a revenant using his jetpack
Shot-gunning dark imps in a cave
Ceiling Imps
Hell Knight Charge/Pounce Attack
Traditional Mode
I really hope you enjoy this mod as much as I have making it, and explore all of the features it has to offer.
Hotfixes for version 2.03:
- Fixed unintentional secondary explosion from frag grenades
- Fixed unintentional secondary damage radius from proximity mines
- Fixed an issue with monsters attacking proximity mines that damaged them
- Fixed the issue with shooting the dual auto-shotguns while reloading would make the other one disappear
- Fixed the inconsistency with Dual SSGs and the single SSG in Project Brutality
- Fixed an issue with the BFG MKIV light tube displaying incorrectly when switching to and from the gun
- Fixed weird footstep sounds
- Fixed revolver disable option not working
- Fixed not autswitching when picking up a single revolver/carbine
- Added chainsaw wall mark decals for when you hit the wall with a chainsaw
- Added more shrapnel to the Fragmentation Rounds of the Heavy Grenade Launcher
- Fixed minor visual glitch with the silenced pistol
- Removed the "MissileMore" flag from brown imps (less spam now)
- Reduced the max damage on all former human tracers by 1 point
- Fixed an issue with the Kamikaze being unkillable with non-hitscan weapons, reduced his health, and reduced the damage inflicted from his suicide bomb explosion
- KNOWN ISSUE: Zandronum multiplayer weapon pickups not respawning. This is because Project Brutality has a spawner actor that spawns weapons in the place of where normal weapons in a level will spawn (in order to determine the correct item for the spawn preset or game mode) hence, that is the issue. I'll look into it later. Just be aware of it for now though.
Project Brutality artwork credits: Black Metal Chainsaw
Average
9.6492 votes submitted.
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!
indeed.
Our efforts have been worthy of this mod. Good work team. (epic lol)
reminds me anhul pack voice
Had to refresh the link and update the description, everything should be a go now!
Hey mate. I'm playing the custom WAD 20 years of Doom and I can't see any new weapons or monsters, except marines and axe guys. IS it normal? When I launch normal Doom or D2, there are new monsters. Does it mean, the new spawns don't work with custom WADs? I have the default settings reccomended in your read me rtf file. I also enabled the Brutal doom options in options screen. Please answer my question.
The spawn setting is on dynamic progression. this means the harder level you r on the worse monsters apear
change your setting to random
For some reason the mod worked yesterday, but now I get a "very fatal error"
titlemap-Introduction
Unknown floor texture TM_SMOKE' in sector 5
Unknown Ceiling texture TM SMOKE in sector 5
Unknown floor texture TM SMOKE in sector 6
and it goes on to TM PALM 3 TM PALM 2 TM PALM 1 and then to TM PALM NAMES with 3 errors.
I really love your mod and I would love to get it back up and going. Please help!
And one more error: R_InstallSpriteLump: Bad frame characters in lump ATFSA00.
Any chance for a random Monsters spawner mod from this, would love to just play with the changes to the monsters only, thanks if you do :)
have u tried setting spawn preset to default random ?
i got script error. Named Gameinfo line:3 *Excepted identifier but got *true* instead
Same here. You can try fixing it by yourself.
Found a bug: Imp impaled on a rocket side sprites are mirrored
I.imgur.com
On this screenshot I froze time. Misile came from the left but the imp looks like it came from the right (still flies to the right direction though).
Another thing: crosshairs on UAC LMG/SMGs are very intrusive and obscure the target. Alternative solution would be to force a special crosshair to enable during zoomed-in mode with A_SetCrosshair.
How do you impale them with a rocket?
Shoot demons in the stomach I guess.
Well that's just... ABSOLOUTELY COOL!
Great work!
so there is a little bug i found, its small but super annoying. if i strafe left and slowly turn my view to the right, as if to track an enemy in front of me, the screen jitters a little. happens when i do it in the opposite direction too. i have a feeling it might be from the way your view tilts depending on which direction your strafing. is there any way to turn this off.
Hey, I notice this also, it's driving me mad lol. Doesn't feel smooth at all. :(
I fixed it. Just comment out line 17 (strafetilting) in the LOADACS inside project brutality's pk3. It's smooth again.
:D
I like strafetilting. Reminds me of Quake:)
Hi is there a way to merge the current Brutal doom 20b with the one in project brutality? I ask cause one playthrough once I experimented with them I was mauled and eaten by pinky's this happened in brutal doom but it does not seem to happen in project brutality.. I love everything that is in project brutality how ever brutal doom has a few things that are not in project brutality.. I love the weapons and feel of project brutality but it is missing some of brutal dooms gore.. is there a way to merge them?
this addon makes map chaos impossible
That insane?
Mr pa1nki113r, would you like to tell me how to upgrade the weapons in your mod? Because the description was unclear to me.
I'm getting an error that says this:
------------------------------------------------
Execution could not continue.
Script error, "brutalv20.pk3:cvarinfo" line 1:
cvar 'bd_bloodamount' already exists
------------------------------------------------
And yes, I placed each of those .pk3 files in the correct order through ZDL
you dont load it WITH brutal v20, this is a seperate mod.
Thanks, that's why I wondered why that error was popping up.
It's not working. GZdoom 2.0.
Error log
Script error, "Project_Brutality_Final.pk3:cvarinfo" line 1:
cvar 'bd_bloodamount' already exists
that means your source port is trying to load it twice, make sure that only one "Project Brutality" is running
I'm having an identical problem. but I'm 100% positive no other instances of Project Brutality are running
cant you guys read?
quote: "you dont load it WITH brutal v20, this is a seperate mod."
the fact that its listed as add-on to BD might be a bit confusing, but it has all the files already included, you don't need Brutal Doom to run it.
Yes, it's confusing to say the least, especially since the intro to the mod refers to "Brutal Doom v20b" and "Brutal Doom expansion pack". I just learned about Doom mods and just barely got ZDL working on my own and I couldn't make heads or tales of it, and from the little I know (this is my first PC, bought 3/4 years ago) an expansion pack usually means 'an add-on to the original content', i.e. I can't play a Diablo 3 Expansion Pack without having Diablo 3. And yes, the author puts in the pdf 'don't load with brutal doom.pk3' but with this and the above mentioned it's like giving driving instructions and saying something like, "...at the next intersection make a left, but no matter what, stay on this street." It would help those that are not tech savvy or just learning to not even mention Brutal Doom.
dercyphox
He probably new to Doom modding,so forgive him.
If you placed brutalv20 in ZDL, it won't work since you're basically using two of the same mod together. Remove brutalv20 from ZDL and it should be fine.
only use project brutality dont add brutal doom pk3
So, all this does is give me a script error when using Project Brutality.pk3.
upgrade your GZDoom and read description. Zandronum is not supported currently if you are loading it with zandronum.
I got it working now.
We're all waiting Zandronum version, cause our company like to play Doom in suvival multiplayer mode. ^_^
works fine on my version of zandronum.
3.0 Alpha, yes?
Apparently there is 50 errors in the DECORATE scripts and tried to register class "RailgunInfrared" more then once. Also there is an error with the "Project Brutality Final.pk3:saw.txt": line 2118
unknown identifier
what are you loading with it, what are you loading on. these questions are important
I'm also getting the 50 errors while parsing the DECORATE scripts error. I just installed gzdoom 2.0.0.1 and trying to load the first DOOM's IWAD. Not loading with anything else, just the Project Brutality .pk3
I get the same thing with Zandronum too, regardless of what other WADs or .pk3's I use.
I saw the same thing with the railgun. I also saw unknown a lot of times, but it's mostly working.
What are the map packs you have for these screenshots?
those are all TNT i believe.
Those are the top four.
I'm talking about all the rest of the screenshots, since most of those don't look anything like TNT, especially since they don't seem to be using stock Doom textures.
Are they FreeDoom?
That's me testing out Sgt. Mark IV's starter pack with Project Brutality
The Project Brutality readme says that it is standalone and shouldn't be run with Brutal Doom v20b. How can I play Sgt. Mark's Starter Pack maps with Project Brutality?!
^
The maps pack is hellonearthstarterpack.wad. You Just need to load with orther gameplay mods not just Project Brutality. Don't load it with Brutalv20b.pk3 if you want play with project brutality (Load with project brutality pk3 file). That's it
Finally got around to doing this. Thank you.