Fixed Final version (v2) of Brutal Doom Power Fantasy + Brutal DOOM Power Fantasy LITE
What does this mod do?
Brutal Doom Power Fantasy gives most guns a new look as well as increased base damage to say "Hey, you don't NEED the upgrades to kill things." A few weapons have been removed for reasons from too much sprite work (chainsaw with the blood colors) or just simply no feasible upgrade (flamethrower) while the grenade is now a Big Fucking Grenade. A few monsters from the XMVE expansion have been included to provide a bit of extra challenge. Upgrades also consume twice the ammo.
How to get upgrades?
Upgrades can spawn from either the weapon itself, from a backpack spawn or from a chainsaw span.
You can also type "give thegoodshit" in the console to get all guns and upgrades as well as the Ballistic Armor.
What is the Ballistic Armor?
Most of the upgrades will kill you faster than monsters, so there is a chance for it to spawn from the green armor, blue armor and chainsaw. What the armor does is nullify self damage from most of the upgrades. However, you will still take damage from things like fire and impact damage.
Green Berserk Pack/Rune?
Instability pack/rune. It allows you to use an "enhanced" melee attack aside from the berserk one.
What happened to dual wielding?
Simple. I removed it. Why? This isn't Guncaster, meaning you can't dual wield anything and everything. Plus you're already OP enough as is.
How to switch to the upgrade?
Dual Wield keybind.
Final Beta update -
Adjusted ammo counts
Adjusted damage
Changed up the BFG upgrade firemode function
Added a Ballistic Armor that will nullify most upgrade self damage, can spawn off the green and blue armor
Adjusted spawn rates for weapons
Added in some monsters from the xvme expansion
To Do -
New Brightmaps
Changelog -
3-21-21
Fixed a bug where the SSG zombie was invul
Fixed ammo pickup amounts
3-26-21
Removed QuadShotgunZombie as he was too broken damage/distance wise
Adjusted monster variant spawn chances
Adjusted enemy tracer damage
3-30-21
Modified vehicle projectiles
4-7-21
New vehicle firing sounds
Small bug fixes
4-27-21
Added alert sounds for Sniper Zombie when he targets you
More adjusted monster damages (hopefully it works this time)
More vehicle modifications
Fixed pickup messages
5-4-21
Fixed the bug where the weapon disappeared when jumping by a ledge
Boosted base health to 150 (to not get one shotted at the very start of a map)
5-18-21
Gave the Ballistic Armor GLDEFS and shrunk the size up the upgrade light
Pump Shotgun now reloads 1 by 1
6-15-21
Added how to toggle upgrades to pickup messages
Removed Revolver, added Crossbow
Added a final upgrade (no spoilers ;P)
Slightly changed the Nuke Marines
NO MORE UPDATES WILL BE DONE EXCEPT FOR BUG FIXING
Glad you all have enjoyed this little project of mine!
Fixes provided by GOLDƎИ MOBSTƎЯ72, YIFY and JM2098
(buried)
ha furry and you don't even have that deep of a voice which is unfortunate tbh and is pretty sad. No one taking you seriously cause your voice is kinda high pitched and stuff. A serious comment this time: Pretty good mod. How do you get the upgrades cause "give degeneracy" sure as hell didn't give me one. I swear to God if the cheats are in a text file somewhere.
okay and? if that's all you came to say, then please leave. this is meant for feedback, not 5th grade "roasting"
(buried)
Well deserved backlash, I don't really know why I made this comment but I thought it would be funny. But no, I'm sure you're fine with that Vexus. And also the rifle and SMG sometimes doesn't make sound when aiming.
How the **** did you even think that your offensive comment was funny?
Do not judge for the voice
why still 0 review lol
I'll test it and it was ok but that was maps fault.
that map was pretty mid
weapons are cool and fun to use but problem is some of animation are missing
9/10 cool mod keep it work
Which animations are missing?
oh wait that was not so lot
sorry
Project Brutality Pistol
Railgun(maybe)
and that's it
btw i love this new assault rifle sprites
Jesus ****, you guys must really like this version.
As stated, I will be slowly working on the new brightmaps for the changed weapon sprites.
Thank you all for this :P
plllllllllllllllllsssss add chainsawwwwwwww this mod is better then project brutality but project have chainsaw so not so better (sorry for my english)
learn ZDoom decorate.
Read the description
" A few weapons have been removed for reasons from too much sprite work (chainsaw with the blood colors) or just simply no feasible upgrade (flamethrower) while the grenade is now a Big ******* Grenade."
Loading it in GZDoom v4.5.0 on a Mac and it's not working. My first time trying this mode and no idea if I'm doing something wrong. Any help?
Unfortunately I don't know what to tell you since I use Win10 . .
Maybe you have to find "Doom2 data file (.WAD)" and then run through...
Hope it helps you.
I think Nazi weapons (not mp40) infinite bullets are too strong or OP...(after upgrade)
(Hope to have the option of deactivating individual weapons.. )
Sorry i don't speak english
so I don't know if you can't read it ...
But thank you for making this mod .I like this.
It's all good, I've been hunting down small bugs like that and will be updating once more in the near future
Glad you enjoy it!
Thank you I am looking forward to it.
I am the author of the previous post .
I don’t understand the post function and post more posts
very sorry.
excelent addon bro, funny as **** with a beatifull sounds. i have only one complain about it, Why the hitscan enemies deal so many damage? literally a shotgunner deal 160 dmg for close. as i said, despite of that excellent mod
It might be because I used the values that they were given in the xvme monster expansion for damage. I've been lowering the damage slightly a couple of times to see if I can find a "balance" (we all know there's no such thing lmao).
that's good to hear . I also realized that when you already have the asg, the asg that drops the asg guys you can't pick them. Balance and power fantasy is contradictory lmao
This mod is the shizzle. Super fun on all levels I've tried it on. I needed a power fantasy :)
Couple issues: Shot gun and super shotgun use 2 shells each shot per barrel, though you get 8 shells when it says you picked up 4. Can't pick up a 2nd weapon (for just the ammo) for the auto-shotgun and revolver.
Keep up the incredible work you do and thanks much!
Pump shotty should be only using 1 when firing unless you mean the 2 when reloading. As for the ssg, it should only use 1 or 2 shells for buckshot and 2 or 4 with explosive shells.
As for the asg and revolver issue, I'll look into it
You're only firing a single shot with the pump but reloading uses 2 per shell. So, fire one shot, reload and your ammo drops by 2. Fire 10, use 20.
And, you're right, I was using upgraded ammo for the ssg. Coulda sworn otherwise but I was in that level for a while and missed it.
It seems like several weapons are empty when you pick them up and the auto-shotgun and revolver will not let you pick up for ammo only.
Yeah, i'm trying my best to fix these little bugs but it's not going so well as i'm not finding exactly what's causing them
really appreciate the feedback tho!
oh right, were you using the plasmatic shells? those take 2 shells per shot
For the pump? No. Regular ammo. The upgraded do use more as expected (they're so damn powerful, so it makes sense) but this is regular pump shotgun ammo usage. As I mentioned before, you pick up a regular 4 shells, it SAYS you picked up 4 shells, but you actually get 8. Maybe something with that?
Glad to help and thanks again for an awesome mod...I can't play doom on anything other than this mod now!
:-P
Oh, right. People wanted more ammo from pickups to compensate for the usage, guess I forgot to change the messages lmao.
Isn't bugfinding just fun
I tested the mod out an I wanted to share my feedback, the weapons feel great to use and they can kill demons rather quickly (Its power fantasy afterall!!) which is always neat when you are tucked in a corner and need to get out of a tricky situation usually most weapons will help you. The aditional bestiary is neat too and they kinda compensate for the OP guns because they are stronger variants but the hitscans are so daam powerfull and can kill you in a matter of seconds or in case of the shotgun zombies they can kill you instantly if you dont have full armor and health which in my opinion ruins the flow of gameplay since you cant just run and gun in most situations and feel like a bad *** (I thought this was power fantasy dam it!), it feels like the player NEEDS to adapt to a peek around the corner and shoot kind of style and that is so boring IMHO, if you aimed for that type of gameplay then I dont get why you called the mod power fantasy as that is the exact opposite, I would suggest to lower the damage output values of ALL the hitscan enemies so they cant insta kill the player and that would easily solve the gameplay flow issue. One more thing is the dark revenant that dissapears is one of the most annoying enemies ive ever had the unfortunate pleasure of killing, he disapears and even if you stand in a corner or wall you dont really know where he will be appearing next as you are busy killing other demons as well and when he appears again he ussually does so right next to you and he will connect a few punches which makes him a very cheap and annoying enemy to deal with, I would say to just get rid of him or apply a cvar that can enable/disable specific enemies. Overall this mod has its great moments but is held back by the issues I mentioned before. I know you have been working very hard on this mod and you are probably still in the balance stage of your mod but I just wanted to give you my honest opinion and hopefully helpfull feedback.
very helpful!
as for the peek-n-shoot you mentioned, i was more hoping to develop a sense of power difference by essentially giving players the option to either use the big power shots to clear a room of small demons or to use on a group of cybers up ahead. to be quite honest, i got kinda tired of the run-n-gun unstoppable man trope. i'm not sure if the xvme monsters had damage increases or not, so i'll check that out as well.
i have tried lowering the tracer damage from monsters but nothing seems to happen so i'll be decreasing the number of tracers from the gunners next.
as for the death incarnate, once you learn his "pattern," he's easy to deal with. land a good shotgun blast on him and down he goes. corners are a good friend as it forces him to appear in front of you most of the time. another thing (if you have the room) is find a decent open/clear area and run back and forth for a bit while watching for the smoke puffs that give away where he was last and then you can predict where he'll be next. tho i might do what i recently did with the sniper zombie where a sound will play right before they actually attack.
as for the cvar, i tried my best with replicating it for the extra guys but some seem to work and not others.
actually this gave me an idea for a video. showing how to deal with certain enemies
I found a bug; sometimes when you fall from somewhere high you lose your weapons, and you can do nothing but load your game again ...
I've noticed that as well but haven't found what's causing it yet. I have an idea or two but I'm not 100% sure if it's even it.
Rather than loading the game again, use the drop weapon keybind for the time being
been suffering the weapons disappear bug since v11 , thanks for letting us know the temp fix for it, the drop weapon keybind works
Why doesn't the crosshair go away when you aim down the sights? I thought that was fixed.
Just updated and solved the disappearing weapon bug and the ads crosshair should be gone now
Hello,
to play this do i need to load this AFTER normal Brutal Doom v21 in my ZDL?
or does it run on its own and doesnt need the Brutal Doom v21 pk3 loaded?
Thank you!
v21 is no longer required to run it. You can use either the full version or the LITE version with monster addons
I don't mean to bug you, but the crosshair still remains on the screen when you go into ADS mode.
xd
naic
Es copiar de project brutality
Found a bug where the SuperShotgunZombie becomes unshootable.
What I want to say is that the mod is really not bad, like project brutality, only slightly reduced. But one bug: when I try to make a fatality on new monsters, my gameplay switches to chasecam, which cannot be turned off (although this is not critical, you can just stop with the phrase "don't do fatality", but I'm just used to doing this and in my opinion the best way to get health is \_(ツ)_/)
A heads-up
Now that I have my new laptop, I'll be overhauling BDPF completely over the next few months.
I plan to bring back things like the revolver and the revenant missile launchers as well as add more toggles for certain enemies and their abilities.
Some "balancing" will also be attempted.
Excellent!
Its really good to know this mod is not dead
Why the mod does bot work on zandronum?
Seeing people get a*s hurt over a simple comment in here is more fun than playing the mod itself lmao. Sensitive people who get easily offended are pathetic. Maybe when their testicles drop they'll get over it. Might fix the voice thing too 😂
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