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 loud as fuck. 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, and a weapon will never be outclassed when you find a new weapon.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. Press F (default bind) to taunt enemy players, and Z or X (default binds) to wave to other players in cooperative modes.
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:
And my Youtube Channel:

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

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Bloody Trails New Gibs for V20 New Flamethrower
Blog RSS Feed Report abuse Latest News: Brutal Doom news on January

38 comments by Sergeant_Mark_IV on Jan 24th, 2015

User Posted Image

Check out this new video showcasing the latest advancements on gameplay and gore effects, and also, the return of the shotgun's wooden grip.

This video is running a modified version of FreeDoom that will be featured on the "Starter Pack" when BDv20 gets released.

I have completed almost everything required to record the official trailer and decide the release date. Expect big news soon.

BDv20 is also going to be 100% compatible with wads that uses custom graphics such as FreeDoom and Back to Saturn X.

User Posted Image
How many new death animations are enough? I say it's not enough yet.

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Simple Hud V1

Simple Hud V1

Feb 5, 2015 HUDs 26 comments

MAKE SURE TO SET THE FOLLOWING OPTIONS: - Screen Size is set to 11. - Alternative HUD is set to OFF.

DoomGuy Pain Sound Effects

DoomGuy Pain Sound Effects

Jan 26, 2015 Players Audio 3 comments

6 New Pain Sound effects I made for DooMGuy when Injured. Open for modders use, just give credits.

Ultimate Doom I and II Metal Rededited

Ultimate Doom I and II Metal Rededited

Jan 17, 2015 Music 9 comments

Metal music by elguitarTom, xelteckon, XGamingPhunX - OCRemix Team (Either or) From YouTube. Metal music also by Andrey Avkhimovich From ITunes..

Half -Assed More Ammo

Half -Assed More Ammo

Jan 16, 2015 Prefabs 19 comments

Tired of running out of ammo? Wish you could carry more then the same old ammount? Try Half-Assed More Ammo. (Load before or after Brutal Doom) (Fixed...

Brutal Doom MLG Pro VERSION 3

Brutal Doom MLG Pro VERSION 3

Jan 15, 2015 Effects GFX 42 comments

AIM FOR THE HEAD!!! Get psyched for a dank adventure! All of the Zombieman has turned into MLG Pros and are 360 noscoping you. Use your M200 Intervention...

PSX Doom fully compatability

PSX Doom fully compatability

Jan 6, 2015 Singleplayer Map 29 comments

I took some time out of one of my days to patch up all that might conflict with brutal doom (terrain like water, etc. will not absorb blood, instead will...

Post comment Comments  (20 - 30 of 3,314)
Sergeant_Mark_IV Creator
Sergeant_Mark_IV Mar 29 2015, 6:44pm says:

New BD test is up. I think I fixed basically everything reported on the previous threads.

- Fixed many bugs introduced on last test, specially the bugs of gibs breaking elevators.
- Improved kicks. They deal more damage, and have a better feel.
- Remade the "head soccer" system. It looks and sounds much better now. Just test it sometime.
- After you remove the arm from a Pinky demon, it will have a 50% chance of not dying and keep fighting you. He will move faster, but will eventually bleed out.
- Removed head bobbing effect from weapon reloads.
- Added 30+1 reload system to the assault rifle.
- Changed the way nutkicks works. Regular kicks won't hit Hellknights and Chaingunguys on the nuts. You must be looking at the ground at the moment you do the kick.

Also, if you are a Zandronum user, remember to update to Zandronum 2.0, it got updated today. Zandronum 1.3 can't run the "Black Metal" and "Realism" difficulties properly.
- There are both semi-auto and full-auto fire mods for the Assault Rifle. You can quickly tap the fire button to fire in a semi-auto mode with perfect accuracy, or hold the fire button to fire at full-auto mode.

Again, please do not reupload this file, neither repost the download link. If you are working on one of BD's branches (Sperglord, Project Brutality, BDJ, etc.) please do not use this version as a base for your metamod and wait for the official v20. Also, remind that using this version for your metamod will just give you more bugs to fix later anyway.

+12 votes   reply to comment
The-Bright-Side Mar 31 2015, 9:48am replied:

Hey Sarge! When I played in coop on Zandronum yesterday, I noticed that sometimes, when you kill an imp, he briefly disappears and then re-appears, kneeling and holding his stomach.

I'm not 100% certain on this. My eyes may have betrayed me in the chaos of battle, but I believe I saw it happen more than once and I do believe it happens with the kneeling/stomach animation I mentioned.

Regarding performance, and this is just out of curiosity. While v20 runs perfectly on my desktop PC, on my laptop (which is weaker, but still has a 1GB GeForce mobile card), it does get a bit laggy sometimes. Do you know any graphics settings that one can turn down to improve performance by a big margin while still keeping a good look and feel? I've already gone down to 1280x720 and turned off a lot of anti-aliasing and filtering stuff.

+1 vote     reply to comment
Calvinic Mar 30 2015, 6:28pm replied:

What I liked: (March 29th 2015 Test)

The gore effects are absolutely amazing. Lag free, chaotic, and messy. Every time I look behind me after a fight, I practically see a warzone.

The ragdoll effects are well done and add punch to your weapons and the explosions. Especially when the corpses slump against a wall.

Thank you for improving the fire mode when aiming the rifle. Much better than strictly having semi-fire.

While I didn't like the cropped speed of the kick. After seeing the improvements done to it in this test release, if these improvements stay on the final product. Eh, I can live with it.

Like the last stand on the pinky demon when you blow his arm off.

For now. I can't think of anything negative about this test release. Good work Sarge and to those that helped.

Bug report: (For the March 29th 2015 test.)

Last stand for Shotgun Sargent doesn't seem to work properly. It's like he doesn't see me when I'm in clear view and doesn't shoot.

The legshot glitch still is present with zombie rifle man. The zombie rifle man will disappear when you shoot his leg off with a shotgun. Though this time, it occurs at complete random.

Sometimes the legshot animation will play, sometimes it won't and he'll disappear. This causes the kill not to count.

I should note I'm using the latest version of the GZdoom port.

+2 votes     reply to comment
Max312 Mar 30 2015, 12:05pm replied:

"-Added 30+1 reload system to the assault rifle" It's... beautiful... all hail the mighty Sergeant!

+2 votes     reply to comment
saegiru Mar 30 2015, 10:29am replied:

First off the good:

LOVE the new kick feel... that really feels solid and awesome now. Also, seriously love the new Pinky last stand... that adds a whole level of awesome!

The bad:

Not liking the new nutshot mechanic. That was a good technique for big dangerous demons like the HellKnight and Baron, but having to look at the ground to do it really nullifies the helpfulness. Having to take your eyes off a monster like that, especially in the harder difficulties makes it next to useless, especially since it doesn't always get you a nutshot. I think that should be worked on before you commit to that change.

Otherwise, I am loving it. I also would love to see you potentially use the idea from Pa1nki113r's submod for the dual wielding option. Having a separate key for switching to dual-wield instead of it being in your weapon rotation. My main reason for that is that I created an ACS script that you could use that will allow you to carry over weapon ammo from your single weapon, into the dual wield, and vice versa. The reason is that as it is, when you switch to Dual-Wield, it's like you're carrying 2 extra rifles on top of your single rifle... carrying 3 rifles or plasma rifles doesn't make sense.

With the script I made, say you have a Rifle with 15 ammo, and you switch to dual... you would have one rifle with 15 ammo, and another with no ammo. You reload both, and fire until you have 15 in the left, and 15 in the right - when you deselect the dual-wield, then it unloads the right ammo - places the 15 ammo back into reserve, and leaves the 15 in the single rifle. The only caveat to that is that it requires it to be set to a command rather than in the weapon rotation, or I can't get it to give/take at the correct times.

If you are interested in the script, let me know.

+3 votes     reply to comment
mtencza Mar 30 2015, 7:17pm replied:

another problem is some elevators don't work

+1 vote     reply to comment
The-Bright-Side Mar 30 2015, 9:32am replied:

Awesome, Sarge! You're on fire! Quickly tried it in coop on Zandronum 2.0 this morning. No problems encountered, but one thing struck me as odd.

When you collect the plasma gun, it disappears and no other players can pick it up.

This happened in level 1 of the "3 Heures D'Agonie" megawad. All the other weapons stayed. I'm new to Zandronum, so perhaps it has something to do with the source port?

+1 vote     reply to comment
Fastclick Mar 29 2015, 7:26pm replied:

- bug with belphegor death animation (presents sinse v19).

- looks like water splashes missing NOTELEPORT flag. Load doom 2 map21 them walk\run in water (or just shoot) near teleport.

- exiting level while reloading double plasma\rifle causes bug, now you can use only 1 gun, until reload.

- railguns trail starts "right out of your face". please, lower it a bit.

- start game as Purist, use IDKFA cheat (or use give\summon commands to obtain weapons). Now you have grenade launcher in every slot.

- explosion radius of an explosivebarrel seems too small to perform "chain explosion" on some maps. Example: Doom2 map02 "bluecard location".

- invulnerable zombie bug. To reproduce: use "notarget", take SSG, aim a bit above zombieman head, shoot very carefuly so blood apears. 2-5 shots makes him invulnerable and non-solid to other actors. (also works for Purists SSG.)

- paint barrel with blood, then shoot at it. blood desappears until you kick\punch it.

Tested on zandronum 2.0

+2 votes     reply to comment
S_Andrew_S Mar 30 2015, 1:31am replied:

"invulnerable zombie bug. To reproduce: use "notarget", take SSG, aim a bit above zombieman head, shoot very carefuly so blood apears. 2-5 shots makes him invulnerable and non-solid to other actors. (also works for Purists SSG.)" This is a bug that I've noticed for some time in test versions I play of a different version that I've been trying to figure out why it happens. Thanks.

+1 vote     reply to comment
jammy2k87 Mar 29 2015, 7:15pm replied:

Thus runs awesome really smooth all bugs with elevators gone nice work sarge

+1 vote     reply to comment
Guest Mar 29 2015, 6:53pm replied:

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Larz1695 Mar 28 2015, 1:50pm says:

The new 21MAR15 test build is looking AWESOME. Keep it up!

+2 votes     reply to comment
Jrmyxd Mar 28 2015, 10:22am says:

I cant pass the Ep3 of The ultimate Doom, i beat the mastermind but the level never ends

+2 votes     reply to comment
khornz Mar 27 2015, 7:13am says:

I need some help guys trying too fix a error in a code for a weapon the mancubus flame cannon it does not deal any damage too the player it deals damage too other demons around but not too you. This is also see when you control the flame cannon you can torch every thing but no flame damage is done too yourself which file can I go into and fix it.

+1 vote     reply to comment
Screwdriver1977 Mar 27 2015, 10:10am replied:

Fireball(blast) and flames(on the ground) hurtz player. You can found it at Extra/FlameCannon.

+1 vote     reply to comment
khornz Mar 27 2015, 5:43pm replied:

Ok well I looked at fireball and it seems too have a damage value but still does not do any damage too the player.

0 votes     reply to comment
Screwdriver1977 Mar 28 2015, 2:35am replied:

0 votes     reply to comment
khornz Mar 28 2015, 5:36am replied:

THis is for Brutal Doom Johnny version 20 the issue is.

0 votes     reply to comment
Guest Mar 28 2015, 11:23am replied:

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Released Feb 26, 2012
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1014 votes submitted.

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Highest Rated (111 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, 11:57am by Manny_F.

Lowest Rated (2 agree) 1/10

A god-awful one-shot gimmick. Overhyped and overpraised. Bother yourself with higher quality mods like DoomRLA, Russian Overkill, and more. Not worth any MOTY.

Dec 20 2014, 12:24am by SArais

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