I'm a programmer, musician, and a gym rat. I love making content, making others laugh, and sharing amazing gaming experiences. Favorite games currently: - Planetside 2 - Brutal Doom - Far Cry 3 - Far Cry 3: Blood Dragon - Unreal Tournament

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Team Brutal

Team Brutal

33 members Fans & Clans

a fan-based team who work, enjoy, and chat about Brutal Doom (summary is a total WIP)

Hardcore Doomers

Hardcore Doomers

25 members Fans & Clans

We are the fans of doom. we played it in 1993, we play it still today. We are the Hardcore Doomers! We played doom, we made wads, we made contributions...

Comments  (0 - 10 of 94)
DoomGuy66
DoomGuy66

I'm not one to make suggestions and I know it may be too late to put in final update but the mod in itself is full of holes. So here are some bugs and suggestions I have.

.I think we all would love destroyable corpses
.Some guns cut off taunts / one liners Ie: Chansaw, Dmr, minigun
.We should be able to throw grenades and flip people off as we use revenant missle launcher
.The rocket-launched imp is pretty funny, but if you look at it from the left it apears as if you are looking at it from the left and rice versa
.I think we all want the original faster weapon switching back from 2.0
.The baron and knight should have green blood, but that's my opinion. Some prefer the red blood
.This shouldn't be a problem but could we have some more sprites/frames for flipping off? If it was doubled it would look more convincing
.Just an idea - Different crosshairs for different weapons
.Small issue, but when you open project brutality there's this split second where you here some other music before the soundtrack, sort of gets on your nerves after a while
.A near fatal shot to an imp or zombie should stun them and knock them over on their back for a second. Some addons already did this, but I would like it to be in the original gamplay.
.Last one. If you could put some more monsters in the gameplay that would be amazing. I know how many there already are, but more just adds to the fun.

Not to say that I don't like the game. Best mod ever created. i hope you will implement some of my suggestions to lead project brutality to a better future. Good luck!

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Quantum3113
Quantum3113

Hey pa1nki113r ive been looking for the sprites for the lesser demon and greator demon energy pickups in PB and cant find them anywhere. Im looking to change the sounds and maybe sprites for them.

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shotfan
shotfan

Is there any way to ride Arachnotron's chassis in Project Brutality? It is mentioned in the manual, and I have found some sprites within the mod files that make it look that it is possible. But fatalizing any of the Arachnotron variants does not enable me to ride their mechs. So how it is?

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AbdullahTshabal
AbdullahTshabal

The LMG upgrade should be reserved for the DMR instead of the Carbine. It even resembles the DMR with a blue paintjob, and a similiar holo-sight in red.

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beto2501
beto2501

i have project brutality and udv loading correctly in gzdoom 0.58 for mac, i play doom EP1 & EP4 without a problem but EP2 & EP3 go straight to the end, how can i solve this problem???

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shotfan
shotfan

Regarding Project Brutality bestiary: can Flesh Wizards spawn more greater demonic essence when killed? Also, is there a way to make Overlords drop it? Both of those monsters are boss-level threats in my opinion, so it would be nice if you got that guaranteed refill of ~30 HP and AP that slain Cyberdemons and Spiderdemons provide.
(BTW: demonic essence spawned amounts could depend on difficulty level, so for example you could get none on Last Man on Earth, similarly like in the Painkiller game you got no souls on Trauma, the highest difficulty there)

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TheLostSabre
TheLostSabre

Hey pa1nki113r, have you tried this new megawad by skillsaw (who also did Valiant) yet?

Doomworld.com

Note to members who happens to see this: Do not ask for compatibility patches there; the authors are not obligated to make one for PB.

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Talic
Talic

PBValianFinalBoss is propably not supposed to spawn randomly with progressive based spawning?

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Talic
Talic

Killing the last version of the Pain Elemental (Multiple arms version) finishes any stage, can you fix it? Project Brutality & Hell on Earth Starter Pack btw.

I have progressive enemies on so it makes playing stages annoying when you have wall of those enemies that you have to avoid killing so you wont miss out on the rest of the map.

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Captain_Xavious
Captain_Xavious

So I'm not real keen on making requests, I know its hard to prioritize other people's ideas over you own, but the melee combo key sort of makes fists and the chainsaw pretty dang obsolete. Is there any chance you could add in a few melee weapons to help keep the slot relevant in late game? Maybe a weapon that has a wide swing arc that uses similar effects to kicking an enemy, only applied to a wider area?

Brutal Doom sort of made the chainsaw less powerful on its own by giving the fists considerably more power/usefulness, and I think that's kind of a shame. Would love to see some viable variety when it comes to melee combat.

I still absolutely love this mod though, you did pretty damn awesome with it. I'm currently rolling up random maps with OBLIGE to make something of a roguelike out of it, the expanded weapon and enemy lists makes it that much more exciting.

Thanks for your time!

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