Brutal Doom Classic Edition v18
Full Version 15 commentsSome enemy AI enhancements, added bright maps, dual wielding is back again, added proper credits, e.t.c. Full list of changes will be in the changelog
A more classic version of brutal doom, taking elements from v18, v20, and v21 for the best possible brutal doom experience.
NOTE: Brutal Doom v21 is now required to run the latest version of the mod
Features:
- updated version of v18 kick physics
- added v18 screen effects (can turn off in Brutal Doom Options)
- added different options for ADS
- v18 kick sprites
- v18 rifle
- v18 minigun
- v18 shotgun
- removed scientist zombies
- no more zombieman/shotgunguy last stand
- added RC1 level enhancments (mostly just replacing lights with breakable versions)
- mancubus flame cannon's altfire is like the flamethrower
- added v18 corpse kicking
- added v19 armour sprites
- added v19 difficulties
- default GZDoom jump physics
- intermission screen explosion sound effect replaced with v18 explosion sound effect
- replaced classic plasma rifle cool down sprites with smooth doom sprites
- removed tactical mode
- removeed flamethrower
- removed smg
- removed auto shotgun
- removed machine gun
*note: bloodsplashing is basically how it was for BDv18, but the fundamental difference in gore physics makes it a little different
Credit goes to:
-Tomtefar for the code for visible weapons while kicking, as well as several sprites
-IKDFA for some of the code and some sprites
-Ali JR./BLOODWOLF for enemy side roll code
-Ali JR. for help with muzzle flashes
-D00Dguy for some of the sprites used
-goldenmob72 for one of the sprites used to create the dual v18 rifles
-DERO, Lord Lothar, Demon Slayer, and DogeLord for a lot of sprite help and code
Cover art by Frinfrosk
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Unknown player class 'Doomer2'
Unknown player class 'Purist'
Execution could not continue.
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This is great for bringing Brutal Doom closer to the vanilla gameplay!
Can I make a few suggestions for the Vanilla Monsters mode if you ever make an update?
-Remove last stand/severely injured states for other monsters (especially those that can attack in their injured state like revenants and pinkies) as well as zombiemen
-Remove 'meat shield' animations that soak up automatic fire
-Revert monster melee range to vanilla doom
-Revert pistol and minigun to vanilla firing speed (may require a damage buff to cope with BD's increased monster health)
-Restore vanilla revenant missiles (BD revenants never shoot unguided missiles)
-Make headshots deal the same damage as body shots
These are just my personal suggestions to make this the ideal way to play vanilla doom with all the enhancements of BD, and I have no coding experience to understand how much work those changes would take, so I appreciate that if these aren't issues you care about you won't spend your free time implementing them
why remove auto shotgun
Because it just bloated the arsenal. There was really no point for it.