In development since 2010, the 18th Cacoward winner and Moddb 2012 MOTY Editors Choice of Creativity Award Brütal Doom takes Doom into a whole new level. It makes the game much more violent than before. There's much more blood, plus it adds unique gibs, death animations, dismemberments, headshots, executions, fire and explosion particles, flares, shadows over all objects, and much more.
The whole world becomes more real and interactive.You can kick severed limbs and heads (and sometimes, use it to activate some traps in the map earlier, or even kick them against enemies to do some damage), you can shoot enemies' heads to deal more damage (and cause more gruesome deaths) you can destroy most things in the the scenario (trees, lamps, hanging bodies, etc), you can paint the floor, the walls, and even the ceiling with blood, you can push the explosive barrels to make traps, or grab them and use like an explosive weapon, you can silently take down enemies from behind and perform stealth kills, the chainsaw actually cuts the enemies in two. When you find the berserk pack and get super strength, you can perform cinematic executions and RIP AND TEAR your foes with your bare hands. Some enemies will scream in anguish and try to crawl away when near death, and they can be used as human shields, and much, much more

Everything in Brutal Doom is extremely intense. Everything sounds louder, looks bigger, moves faster, and hits harder. You can even fell the impact of explosions. Enemies are harder and smarter, and weapons and explosions are much louder. Your weapons have been upgraded to a deadly arsenal, completely throwing the vanilla Doom's "progressive weapon system" through the window. Every weapon is powerful and have it's pros and cons, a a weapon will never be outclassed when you find a new weapon, but only find a different use for different situations, making Brutal Doom more balanced and more strategic than Vanilla gameplay. You have new abilities too. With any weapon selected, you can press Q (default bind) to kick enemies at close range and send them away.

Brütal Doom will make the good an old Doom have a new and fresh look. It will give you a reason to play all the Ultimate Doom, Doom 2, and Final Doom levels again. This mod also works with almost every megawad and map pack around. Take a breath, and prepare to RIP AND TEAR HUGE GUTS!!!!!

Also Check the Official Facebook page: Facebook.com
And my Youtube Channel: Youtube.com

Before making any questions related to the mod, or problems to make it work, please read the FAQ.
Moddb.com


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It won't take long until the next version of Brutal Doom comes out.


Some of the new features that will be included:

- Revamped blood and gore, better decals, added green blood to Hell Knights and Barons of Hell.
- Option to start with a pistol instead of an assault rifle.
- Return of the Skulltag weapons (BFG10k, Railgun, Grenade Launcher, and a brand new AA-12) as an optional setting.
- First person executions for smaller enemies that doesn't requires Berserk Packs or Demon Strength Runes.
- Several new maps and improvements to the Starter Pack (Now to be called Extermination Day).

Basically all desired features are already added, and it's mostly on bugtesting phase. In a few days I will announce a release date and an official trailer.

I have recorded several dev diaries showcasing some of the new features. Check them out here:



Doom 2016 weapons addon for Brutal Doom is out

Doom 2016 weapons addon for Brutal Doom is out

News 29 comments

Optional addon to add Doom 2016 weapons into Brutal Doom version 20b.

Brutal Doom v20b Trailer, Release Date Announced

Brutal Doom v20b Trailer, Release Date Announced

News 46 comments

Brutal Doom v20b and the Starter Pack maps are coming on December 31.

Detailed Destroyable Dead Bodies

Detailed Destroyable Dead Bodies

News 14 comments

V20b will feature destroyable dead bodies in a similar way of Soldier of Fortune.

Invisibility Power-up returns

Invisibility Power-up returns

News 11 comments

A new CVAR will restore the invisibility power-ups, and now the player will be actually invisible.

Add file RSS Files
Brutal Doom: Hell on Earth Starter Pack (Complete)

Brutal Doom: Hell on Earth Starter Pack (Complete)

Full Version 493 comments

An "unzip and play" pack containing Brutal Doom v20b, GZDoom ready to be played, FreeDoom and the Hell on Earth Starter Pack: Containing 32 new levels...

Brutal Doom v20b (main file only)

Brutal Doom v20b (main file only)

Full Version 214 comments

Brutal Doom v20b (Main file only) Read the manual for installation instructions. Make sure you got Zandronum 2.0, GZDoom 1.8 or higher.

Deep Water

Deep Water

Textures 8 comments

You know how the liquid in classic doom looks flat and bland? Deep water is the mod for you! Deep water adds ankle deep liquid for any liquid surface...

Doom Metal for Final Doom: The Plutonia Experiment

Doom Metal for Final Doom: The Plutonia Experiment

Music

A Music Pack for Plutonia that uses the music from Doom Metal Vol 4 and the IDKFA tracks.

Planet CryptoxV1 3

Planet CryptoxV1 3

Singleplayer Map 2 comments

Hey, after the amazing feedback we all agreed it was just too damned easy. So you ask and you shall receive. I hope this is more of a challenge.

PlanetCryptox1 1

PlanetCryptox1 1

Singleplayer Map 14 comments

My first DOOM map. I have around 26 hours into this. Not sure if that is good or bad lol. Check it out, hope you like it. Leave some feedback. I made...

Comments  (0 - 10 of 6,677)
hepe512
hepe512

would it be possible to make blood decals on living enemies when you shoot them? somekind of bullet holes or something? just curious :)

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doomslayer99
doomslayer99

Any ideas when we can expect it to be released? I can't wait to try it out.

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Thorir
Thorir

Sometime in May, far as I know.

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doomslayer99
doomslayer99

Thanks.

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nikolaevous
nikolaevous

Current v21 changelog i wrote down:

Brutal doom will have a script that detects which map you're playing, which makes
the game add decorations, change the enviroment, enemy placements etc accordingly
to make stuff look better and feel better. These changes are insane btw.

Weapon visuals and sounds have been changed.

Minigun has increased fire rate.

Better smoke effects.

Rocket launcher has a backblast.

You can have a class where you get a (modified) pistol instead of the rifle.

There is now an automatic shotgun (AA-12), which can be only found in the Skulltag difficulty (25% change to replace SSG).

Enemy eyes glow in the dark (and certain textures also glow in the dark using brightmaps.

You have a flashlight now.

Barrels have better explosions.

You can pickup barrels.

New HUD features, like seeing how much time it takes for a powerup to wear off, grenade counter, better ammo counter.

You can now disable reloads.

First person executions exist now (press E on enemies on the floor)

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BluB0x
BluB0x

And new barrel sprite!

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thehgslug
thehgslug

release brutal doom v21 please

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fr1dd
fr1dd

Recently tested Brutal Doom v20b with the latest stable release of GZDoom(v2.4.0)
and experienced a rather strange bug(only Brutal Doom) that doesn't occur in GZDoom(v2.3.2).

- Tree sprites(Doom 2 map 11 tested) move around if you shoot at them :) hmm...

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Korell
Korell

I've had a bit of an investigation and it is due to the trees being damageable. They have a very large mass, though, which clearly prevented them from being moved in earlier GZDoom versions, so I've no idea why they are now moving in 2.4.0 and later.

However, reading up on the DECORATE scripting, it suggests that using very large mass is not recommended and that +DONTTHRUST should be used instead. I've tried this by adding this actor flag to the trees beneath each +SHOOTABLE flag (which indicates that the trees can be damaged and makes them able to be moved). With the +DONTTHRUST flag present the trees can be damaged but cannot be moved, so that fixes it. :)

Oh, it seems to be present in all Brutal Doom submods as it is in Johnny Doom too (and presumably BDJ, which is Johnny Doom's precursor).

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Korell
Korell

I can confirm this, but it isn't just Brutal Doom as Project Brutality 2.08 is also affected.

I'm wondering if it is related to how the trees can be set on fire and damaged to break them into just a stump. Once in the final damaged state they seem to become immovable.

I tested with both GZDoom 2.4.0 and the latest dev build (2.5pre 135 as of today) and both showed the same behaviour.

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Community Rating

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9.6

1517 votes submitted.

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Ratings closed.

Highest Rated (185 agree) 10/10

Brütal Doom clearly deserves a 10, for several reasons: First, it has been developed almost single handedly by a goodwill individual, who clearly has shown the outmost dedication and perseverance through 2 years of continued development, besides from being always open-minded and patient, hearing suggestions and criticism and enduring ludicrous amounts of flame-wars on some of the forums where the project was being discussed. Such professionalism must be taken in note. Second: the level of compromise…

Jun 9 2012 by Manny_F.

Lowest Rated (19 agree) 1/10

Brutal Doom is an over the top (and OVERRATED) mod for the classic DOS Doom games. The weapon sprites look nice and smooth... That is where the positives end I am afraid. The sounds within this mod are terrible (excluding voice acting), the weapons sound like water guns compared to the sounds of the enemies screams of pain (Seriously are you into sadism and shit bro?), the screaming blasts over every other sound going off, it is pure ear hell! The balancing of the mod is absolutely shagged: More…

Oct 31 2013 by mrthejoshmon

Twitter

Latest tweets from @brutaldoomguy

Starting to test my level revamp script on Plutonia since yesterday. Welcome to the jungle. T.co

Mar 28 2017

The script can also redirect players to other maps without conflicting with other pwads. Now the possibilities are… T.co

Mar 24 2017

So, I found out that you can change a lot of stuff in a map without having to actually edit it. v21 will be a bigge… T.co

Mar 23 2017

Changing to Zandronum 3.0 and making use of the new features. Now barrels can cause bigger explosions depending of… T.co

Mar 22 2017

I was so drunk when it happened that I only acknowledged it now. T.co

Mar 19 2017

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