Prepare to see the most disturbing, sadistic and morbid manifestation of violence that you ever seen in your life. This is the definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Warning: After you see it, it cannot be unseen!

Add addon Report CALL OF DOOM V0.85 : COD Style 70 Weapons for DOOM
Location
Games : Doom : Mods : Brutal Doom : Addons
Filename
CALL_OF_DOOM_V085d2.zip
Category
Weapons Model
Licence
Public Domain
Uploader
Arrowood
Added
Updated
Size
159.03mb (166,758,603 bytes)
Downloads
4,267 (4 today)
MD5 Hash
ee536d446e957a488b28b1fc94ffd48d
Embed Button
Embed Widget
Description

**** 6/13 Ver0.85d2 FILE UPDATED **** This MOD adds 70 Call of Duty Style Guns to your "Brutal DOOM" and "Project Brutality". And you can summon friendly soldiers or girlfriends using Satellite Phone. PLEASE WATCH detailed information and Videos. // If you are enjoying CALL OF DOOM, Please vote for the CALL OF DOOM community. I love all supporters!

Preview
CALL OF DOOM V0.85 : COD Style 70 Weapons for DOOM
Comments  (0 - 50 of 80)
Reactorcore
Reactorcore

: O

SUPER COOL! I love the description images that explain the mechanics, I find them helpful and enjoyable to look at.

Definitely starting my next playthrough with this mod. Thank you making and sharing it man! : D

Reply Good karma Bad karma+3 votes
Arrowood Author
Arrowood

Thank you very much!!

Reply Good karma+1 vote
Carniblue
Carniblue

I love the time and effort put into the description, it looks pretty professional. It's such a fun mod to play, and with so many weapons at that.

But I have a couple things to address:
Was there a new Girlfriend/Waifu implemented? Because after testing, I couldn't find a new one.

The guns sound like they're firing two shots at once but they're not. It can be pretty grating to hear.

Reply Good karma Bad karma+1 vote
Arrowood Author
Arrowood

Thank you for comment.
I'm sorry, Ver0.85 does not yet have a new girlfriend.

However, in the next update, with an excellent animator effort, 3 new girlfriends will be implemented.
And the sprites of the first and second "Black hood Girl" and "Sniper Girl" will also be remade.

Reply Good karma+2 votes
Carniblue
Carniblue

I have a few things to suggest if I may:

After starting up, I keep getting an error to do with the MP40.

The Grenade Launcher doesn't work against the Cyberdemon.

Toning down the ammo drops, popcorn enemies (zombiemen) drop too much ammo at once.

Weapons need balancing some more, that M1911 is utterly lethal for example.

Will you be adding magazines/clips/drums discarding? (Like how bullet casings stay on the floor)

Any plans for the (actual) Death Machine (Or War Machine) off CoD?

Reply Good karma Bad karma+1 vote
Arrowood Author
Arrowood

What is "MP40 error"? please tell me in detail.

For Cyberdemon, "blast damage" to Cyberdemon is invalidated with original DOOM and BRUTAL DOOM.
If I give M320 GLM effective performance against Cyberdemon it becomes a weapon that is too strong for other enemy monsters.

About Ammo drops, when you kill an enemy by the explosion originally with BRUTAL DOOM, there is a phenomenon of dropping two or more guns. I think that it is due to it.

As for M1911, since magazine capacity is inferior to other hand guns, it has high power.
The range is short.

As for "magazines / clips / drums discarding", it is not plan at present.
It is because it makes it difficult to distinguish whether it is an item or garbage.

As for the "minigun", it is not planned at present.
The reason is that Minigun is the original weapon in BRUTAL DOOM, and because Minigun is too convenient, almost all you need to use 70 weapons is lost.

Reply Good karma+1 vote
Carniblue
Carniblue

"can't add non-weapon mp40 to weapon slots" is the error.
It comes up as soon as I start a game.

Blast damage is, but the sheer explosive impact isn't. It's a bit odd having a 40mm be useless against the strongest enemy.

I meant that you pick up so much ammo at once (30 rounds per zombieman kill) is a lot.

It two shots pinkies and it hits as hard as a point blank shotgun blast.

I imagined it as a selectable item to which you won't be able to move at all whilst wielding, more of a portable turret.


Reply Good karma Bad karma+1 vote
Arrowood Author
Arrowood

I have not seen the MP40 error message.
The MP40 is replaces as the basis for making other WW 2 weapons appear, so the player never picks up. (MP40-II uses different data)
Do you use a cheat code that includes "a command to have the MP40 owned by the player"?

I've uploaded a fix file that reflects your some opinion now.
However, M1911 has not changed so much. It is not much fun for me that M1911 is weakened.

Your idea for "DEATH MACHINE" may be implemented in a future update.
Thank you.

Reply Good karma+1 vote
Carniblue
Carniblue

No, it just happens when I make a new game. It's there, but it doesn't affect gameplay as far as I'm aware however.

Reply Good karma Bad karma+1 vote
Arrowood Author
Arrowood

I see.
As of now, there are no countermeasures to me.
I'm sorry, you only have to ignore that error message.

Reply Good karma+1 vote
doom3pokemon
doom3pokemon

nice mod

Reply Good karma Bad karma+3 votes
ts879
ts879

Cool mod. Just wish it had launchers too for one of the weapon slots...

Reply Good karma Bad karma+1 vote
Arrowood Author
Arrowood

Thank you for comment.
If weapons increase in future updates, "launchers slot" may be implemented.

Reply Good karma+2 votes
bjspartan0
bjspartan0

I noticed that nazis don't seem to spawn in as often with regular zombies do they still show up or do the only appear on the secret doom 2 levels?

Reply Good karma Bad karma+1 vote
Arrowood Author
Arrowood

When activating this mod with "Project Brutality", it had a bad influence on the enemy appearance program, so it was removed once.
Now I uploaded a modified file containing Patch to restore random NAZI.

Reply Good karma+1 vote
Guest
Guest

I can't play this with custom-maps.

Allways getting the error

Script error, "zzbrutalxcod_bcoding_b3V85b.wad:DECORATE" line 386:
Unexpected 'HERO' in definition of 'RGAPlayer_HERO'

PLEASE HELP!

Reply Good karma Bad karma0 votes
Arrowood Author
Arrowood

This error is caused by the order in which files are selected.
Please select "BRUTAL DOOM data" => "CALL OF DOOM data" in that order and start up.
You can not start up unless BRUTAL DOOM data is loaded in GZDOOM.exe first.
Please try it.

Reply Good karma+1 vote
Someone64
Someone64

I would suggest allowing most of the equipment to be used as an inventory instead of a separate keybind (specially for laptops with a more limited set of keys).

Also, would it be possible for you to make a universal version that could be played with a variety of monster only mods so this can be played without project brutality or brutal doom? It would be fun to combine this with things like colorful hell or smooth doom or even the DRLA monster pack.

Reply Good karma Bad karma+2 votes
Arrowood Author
Arrowood

Thank you for your comment.

It is not impossible for me to update other equipments to put in "inventory slot".

However, since "Stun Grenade" already uses "inventory slot", if put other equipments in the "inventory slot", players may be troublesome to switch and may cause misoperation.

Since key operations can be changed at any time with OPTION, if can not use KEYPAD, better assign some alphabet keys instead.

Regarding the combination with other custom MOD, you can start with this version of CALL OF DOOM if the MOD only changes monster.

After selecting the files "Brutal DOOM" and "CALL OF DOOM", please select the monster change MOD you want to use and start the game.

Then you can use the weapon of CALL OF DOOM to fight against the changed monster.

Reply Good karma+2 votes
Reactorcore
Reactorcore

"Regarding the combination with other custom MOD, you can start with this version of CALL OF DOOM if the MOD only changes monster."

Thank you for mentioning that, I didn't even consider it. I'm pretty excited, as it means I could mix CoD up with all sorts of monster mods and have even more possible ways to enjoy this mod. : O

Reply Good karma Bad karma+1 vote
ImpSlayer04
ImpSlayer04

*presses the download button 87000 times*

Reply Good karma Bad karma+2 votes
Saladofstones
Saladofstones

I have a question, for some reason when I use the maps of chaos and load the pit (which I think is map 10?), there are default project brutality rifles that I can pick up, but I Can't switch from them to other weapons nor can I reload them.

ALso the m1911, while pretty meaty in real life, seems a bit OP in here. A big advantage it had was raw stopping power, so much so it could stop a person running at full speed, but not so much with penetration.

Perhaps against enemies it has a better chance to stun, but not so much armor penetration?

also I wouldn't mind weaker weapons, it would make it more fun to have runs where you have weapons that require more patience or careful use of ammo, but its up to people.

Reply Good karma Bad karma+1 vote
Arrowood Author
Arrowood

Thank you for comment.

Since I have not played "maps of chaos" yet, I will consider measures for that trouble after I play it later.

Regarding the performance of the real gun M1911, I know it in detail as if I had compulsory education,
To be honest, 45 ACP is considerably less advantageous compared to 9mm.
The magazine capacity is low, its range is short, and the actual stopping power of 45 ACP is not so noticeable. (Especially against the human body)

I hope that "45 caliber myth" will shine even in the world of the game alone.

Reply Good karma+2 votes
Saladofstones
Saladofstones

For the automatic Luger, couldn't the C-96 full auto carbine be used?

I know the back 2 fronts mod has a lot of neat world war 2 era weapons that could probably be implemented using the same methods as existing

And is it possible to have an addon that is only the girlfriends? I am wanting to try it with other weapon mods to see what happens and because its honestly a lot of fun

Reply Good karma Bad karma+1 vote
Arrowood Author
Arrowood

Normal 9mm Semi-Auto P08 is too weak against monsters, so I can not find reasons to use, so "Prototype Automatic Luger" instead appeared.

However,In the future update, many variation models will appear for one gun.
For example, the following model will be added in the future for C96.

RED NINE - C96 converted to 9mm caliber
Type17 - C96 converted to .45ACP caliber
M1932 MP - C96 converted to Full-Auto
DL-44 - C96 converted to Blaster

Although girlfriends MOD will be released even by itself, it will be after completion of CALL OF DOOM. sorry.

Reply Good karma+2 votes
Saladofstones
Saladofstones

No need to apologize! It seems to be fair to me.

Also the idea of all the new variants seems fun

Reply Good karma Bad karma+1 vote
Guest
Guest

This work whit zandronum? (Tell me yes please, I cant use GZDOOM)

Reply Good karma Bad karma0 votes
Arrowood Author
Arrowood

This mod can be started with zandronum.

Does "you can not use GZDOOM" mean that you can not start the game with an error at startup?
There is a script BUG in "BRUTAL DOOM".
"Blood.txt" containing an incorrect description may prevent the GZDOOM from starting up.
I am publishing Brutal DOOM's modified file "BRUTAL DOOM v20b R (" GZDoom 3.0.0 "Ver)", so please try using it.

Moddb.com

Reply Good karma+1 vote
Kelevra_Nod
Kelevra_Nod

Very very cool!!! thanks! :)

Reply Good karma Bad karma+2 votes
Guest
Guest

Gzdoom 1.9.1 is necessary to play with doom 2 final doom ?

Reply Good karma Bad karma0 votes
Arrowood Author
Arrowood

Usually, original DOOM is necessary to start up the game.
It is the same for any DOOM engine.

If you do not have DOOM you can buy it with Steam.
Or download the free "FREE DOOM", you can use it as a substitute for the original DOOM.

Freedoom.github.io

Reply Good karma+1 vote
Reactorcore
Reactorcore

I've played about 25 maps so far with this mod and its fantastic. I have to say that the new updates that came in 0.85 were spot on, as the damage balance, limited slots to carry weapons and the new content make a huge difference. Having a lot of fun playing this! :D

I did notice one minor bug: The name for the PPSH-41 says that its M4A1 via "Options -> HUD Options -> Display Nametag -> Both".

Reply Good karma Bad karma+1 vote
Arrowood Author
Arrowood

nonono.
Nametag should not look.

Thank you for playing!

Reply Good karma+1 vote
Reactorcore
Reactorcore

Haha, alright fair enough. I guess I was looking places I was not supposed to.

Still its easy to fix. In the file W_PPSH, in 'actor "M4A1" : RGUWeapon', it just needs this line:

tag "PPSh41"

Thats all. No need to rename every piece of the weapon (which would be time consuming, I see, yes). I already did it for my copy of the mod, so its ok.

Reply Good karma Bad karma+1 vote
Eisenberg
Eisenberg

I've got to admit, the m1911 is fun, even if it doesn't launch bodies back that way in real life. Still though, a .45ACP is a big slug and does tend to knock most folks down. I'd lessen the distance they fly back, but not that they fly back. Damage is fine.

Reply Good karma Bad karma+1 vote
Arrowood Author
Arrowood

Thank you for comment.

.45ACP has a characteristic that it is good with a silencer.
Because the bullet is heavy and the flight sound is quieter than 9mm, it is still favored by special forces.

I'd like to make an update that takes advantage of this feature.

Reply Good karma+1 vote
Saladofstones
Saladofstones

Isn't something like cold-loaded ammo designed to be fired at sub-sonic speeds?

Reply Good karma Bad karma+1 vote
noctiferousxuchilbar
noctiferousxuchilbar

is there any chance of being able to pickup all weapons? for thos of use who want to carry it all?

Reply Good karma Bad karma+1 vote
Arrowood Author
Arrowood

Thank you for comment.
When CALL OF DOOM becomes "Ver 1", I plan to release "Weapon unlimited version" at the same time.

Reply Good karma+2 votes
Ecthel
Ecthel

Deserves a playthrough for sure!
I have to say i never get tired of M1 reloading sound!

Reply Good karma Bad karma+1 vote
themarine141
themarine141

Arrowood is it possible that on the next update you will make this one compatible to smooth doom?

Reply Good karma Bad karma+1 vote
themarine141
themarine141

Arrowood is it possible that on the next update you will make this one compatible to smooth doom?

Reply Good karma Bad karma+1 vote
toshiaki2115
toshiaki2115

Weapon Wheel Compability?

Reply Good karma Bad karma+1 vote
doomsguy215
doomsguy215

"Thank you for comment.
When CALL OF DOOM becomes "Ver 1", I plan to release "Weapon unlimited version" at the same time."

Will Desperately wait for "Weapon unlimited version"

Reply Good karma Bad karma+1 vote
themarine141
themarine141

Arrowood is it possible that on the next update you will make this one compatible to smooth doom?

Reply Good karma Bad karma+1 vote
Arrowood Author
Arrowood

Regarding compatibility with "smooth doom", because the system is different from BRUTAL DOOM, it is not currently planned.

As for "Weapon Wheel", I think that it will be incorporated as part of the system of this mod in the next update.

Reply Good karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

doomguy214
doomguy214

Thanks for Giving this mod. I am currently playing version v0.81 using patches of project brutality of v0.85.

Will they break in gameplay any way.

just wanted to know if yes so i can modify patches to make them work for v0.81.

Will still wait for version 1 unlimited weapons version.

Best of luck for version 1 unlimited weapons version

Reply Good karma Bad karma+1 vote
CantFailNow
CantFailNow

Hey there :D

So I've played with this mod for a bit, and I admit...I'm utterly addicted!

That being said, I've realized there are a few issues, just want to help the mod be the best as it deserves.

- The M1911 is wayyy too strong: I've seen this in other posts, I'll explain. Ammo is really easy to find, unlike many other calibers. With 1-2 shots, I can take down most human sized opponents (accurate in terms of lethality)

The gun itself isn't so much a problem, it's just scaling. Where 1-2 from a .45 kills mooks, it takes like 2-4 rounds from larger weapons (AK-103 for example) to kill the same baddie. For the expense of using bigger guns, the yield is fairly unsatisfying.

The .44 Magnum weapons in particular sadden me. For the slow rate of fire of a Desert Eagle, there's no reward. I might have to dump 2 rounds to kill a zombieman...versus one .45. Again, with the expense and rarity of .44 magnum, it becomes a novelty, rather than anything I could count on here.

Not even gonna mention the M1911's accuracy. I feel its hipfire aim needs to be nerfed a bit.

All these facets of great damage, great economy of ammo, and great accuracy lead to me running through like 80% of the game using that exclusively. The only real reason I had for using other guns was for cool factor.

That being said, I love the other guns to death! You clearly showed great passion for this, it definitely shows. The M1911 in its state, however, removes the purpose of using any other toy. :(

That KRISS Vector in a tight corridor though...vicious. Love that.

Also, this is a bit game breaking, so heads up :o

The ACR-762 has a glitch. Say I have 330 rounds, my total capacity 400. If I throw the gun down then retrieve, it'll give me 30 new rounds. This occurred every time I threw it. TLDR: Unlimited ammo

I tested it on other guns of its caliber and haven't found such an issue. I could refill 7.62 NATO indefinitely, long as I kept tossing the gun.

So yea, I hope this helps an artist like you :D I deeply enjoy the mod, and curse you for finding a way to distract me so well.

Reply Good karma Bad karma+2 votes
VicRattlehead
VicRattlehead

The Desert Eagle seems more powerful than the M1911 to me. It always kills zombiemen in one hit whereas the M1911 can occasionally take two. The Desert Eagle also kills imps in one shot more reliably than the M1911. The M1911 has slightly better hipfire accuracy, but the Desert Eagle has slightly more range, one extra round in the magazine and a higher rate of fire so I can consider it an upgrade even ignoring the difference in damage.

I agree that its ammo is too difficult to come by though. In my current playthrough of Going Down, I'm at MAP18 and I've maxed out all my other ammo at one point but I have yet to max out .44 magnum despite never having used a .44 weapon once.

Reply Good karma Bad karma+1 vote
Arrowood Author
Arrowood

Thank you for your support.

The file has been updated.
The handling of the M1911 became a bit more difficult.
And, Ammunition BUG of ACR7.62 was fixed.

In addition, the amount of acquisition of ".44 Magunum" and ". 410 Gauge" has doubled.

Reply Good karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Doom
Game
Doom
Contact
Send Message
Release date
Mod watch
Follow
Addon
Browse
Addons
New
Add addon
Report
Report
Share
Community Rating

Average

8.2

16 votes submitted.

You Say

-

Ratings closed.

Related Games
Doom
Doom First Person Shooter