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

Check out new original maps being made specially for Brutal Doom:

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Doomguy low on health Bloody Trails New Gibs for V20
Blog RSS Feed Post news Report abuse Latest News: Brutal Doom version 20 released!

80 comments by Sergeant_Mark_IV on Jun 5th, 2015

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After long 18 months of development, Brutal Doom v20 is finally here!

Unfortunately, only the main mod was uploaded. I was not able to finish all the promissed maps for the starter pack, so I decided to postpone the release of the Starter Pack, and not delay the release of Brutal Doom v20. I will release the Starter Pack on the following weeks. I will also upload a Game Manual on the following days.

Here is the changelog for the new version:

  • Headshot system was completely remade. This fixed a bug causing headshot kills to not contabilize to a player's score on a multiplayer game, and has a better way to calculate damage input, making every attack deal a fixed double amount of damage.
  • Added uncountable new attack, pain, fatality, and death animations for all monsters.
  • All gore and blood sprites from other games such as Blood were completely removed, and new ones, better fitting Doom's art style, were added.
  • You can now dual wield the assault rifles and plasma guns.
  • Many sounds for gore and environment were changed, to add more variety.
  • Fixed a bug causing the Revenant Missile Launcher's projectiles to not lock on enemies.
  • Blood pools will form around a killed monster.
  • Greatly improved driping blood effects.
  • Improved bullet decals.
  • Every projectile such plasmaballs and fireballs will leave decals on floor and ceiling.
  • The Spidermastermind's collision and movement was completely remade. Now the players will be able to walk under it's legs, but if you run directly into it's moving legs, you will be stomped.
  • Fixed explosive barrel's colision. Now you will able to pile up barrels and use them to climb places.
  • When shooting a cyberdemon, the bullets will also ricochet on his steel skeleton.
  • Fixed Player's sprites flickering on Player Settings menu.
  • Explosions over natural surfaces such as grass or dirt will launch lots of dirt and dust, into the air.
  • Explosions over liquid surfaces will launch the liquid over the air, and will leave it smearing on the walls. (currently only for water)
  • Mancubi will use a flamethrower alt attack when the player is too close.
  • Recoil for all weapons remade.
  • Updated weapon sprites.
  • After a player dies, Demons and imps will pile up on it's body to eat it.
  • Gibbing a monster, or exploding its head near a tree or barrel, will leave the object smeared with blood.
  • Fixed many missing dynamic lights.
  • Restored and improved old Plasmagun alt-fire.
  • Restored old Plasmagun sprites.
  • Chainsaw completely remade.
  • Mancubus Flame Cannon has new skins, it's projectiles are no longer affected by gravity just like the Mancubi ones, and now the player can use a flamethrower alt fire.
  • Stealth Kills on zombies and imps were improved. Even if you alert the enemy but is able to punch him before he turns, you will able to perform a stealth kill.
  • Added stealth mechanics to AI, see video for more information.
  • Compatible with Freedoom.
  • Much improved most fire deaths.
  • Fixed a bug making the Super Shotgun display its reload animation after the ammo runs out.
  • Fixed a bug that allowed the player to fire the Super Shotgun with both barrels with only 1 shell remaining.
  • Changed the internal code name of the RevenantMissiles to RevenantBalls because why not?
  • Fixed a sploit that allowed players to jump over Pinky Demons, rendering their cornering abilities useless.
  • Improved teleport effect.
  • Zombies and the Mastermind now have vertical spread on their guns.
  • When shooting trees, it will spawn wood chips.
  • Restored shotgun's wooden grip and added DoomNukem's shotgun side sprites.
  • Added an option to play with Vanilla Doom weapons.
  • You will leave blood footprints after you step in a blood puddle, Duke Nukem-style.
  • When you kill a zombie or imp with the shotgun, and sends it flying, it will get slumped if it hits a wall.
  • Fixed a bug causing the Chaingunguy to have a vanilla Zombieman XDeath animation when killed by the SSG.
  • Changed the way the Assault Rifle looks and works. It now uses Mike12's sprites, fires faster, and is meant to be fired in bursts. (Holding the fire button for too long will cause it to spread a lot)
  • Added "Sling physics" to shotgun's animations.
  • Fixed a bug causing the Archvile's body to block things even after death.
  • Improved kicks. They deal more damage, and have a better feel.
  • 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.
  • Shotgun will no longer play the pump animation during reloads if you already have a shell in the chamber.
  • Added Grenades. They can be picked up with Backpacks. You can either use a bind quick-toss them, or select them as an individual weapon on Slot 0.
  • Added Friendly Marine variations. After rescued, they can either come up with a rifle, shotgun, minigun, plasmagun, rocket launcher, or BFG. You can now also release marines by pressing use near them.
  • Marines can follow orders. Press the Use button in front of them to change between "Follow" and "Hold Position" modes.
  • Added ammo counter for SSG.
  • Added a script will detect automatically if you are playing on SinglePlayer/Coop, and will automatically make your rockets and plasmaballs pass through other players/marines. This will also make any projectile of friendly marines to pass directly through you too.
  • Friendly marines can't be killed by friendly fire.
  • Bodies and gibs are no longer shootable.
  • Barons and Hellknights get knocked back by kicks, no more stun by a kick to the balls.
  • Reinstated combat rolls
  • Reduced the duration of the camera shake caused by explosions by 50%.
  • Fixed a bug causing stealth kills/fatalities to not happen if the player selected the fists where aiming down the sights with rifle/shotgun.
  • Improved performance on maps that have lots of candles.
  • Infrared will allow you to see Spectres like translucent pinkies.
  • Fixed some bugs related to lamps. Also improved their destruction animations.
  • Added map replacements for Doom 1's E2M8 and E3M8 featuring new boss fights.
  • Added an unload function to remove ammo from the rifle, shotgun, and super shotgun.
  • Added CVARs.

Zandronum Only:

  • "bd_bloodamount" 1 to 4 (default 2): Defines how much blood is spawned. 1 is "realistic mode" with almost no blood, only spawned when there is a messy death, 4 is anime-like level of blood.
  • "bd_lowgraphicsmode" 0 or 1 (default 0): If it's on, projectiles will spawn less particles, and gibs and bloodspots will disappear after 30 seconds.

Both Zandronum and GZDoom:

  • "bd_nobulletpenetration" 0 or 1 (default 1): If it's on, removes bullet penetration mode.
  • "bd_classicmonsters" 0 or 1 (default 0): If it's on, enables the Classic Monsters Mode. In this mode, monsters have the same behavior of their vanilla counterparts, and advanced features such as alt attacks and enhanced AI are disabled.

Known issues:

  • People that can't find the Brutal Doom Options: Read the .txt file that comes with the zip. Zandronum doesn't supports custom options, and they only show up if you are playing on GZdoom. If you are playing on Zandronum, you need to set up these options manually on the console (the readme file explains which commands you must use)
  • If you can't reload your weapons, it means you have binded the wrong reload key (yes, there are 2 reload keys in the menu. One is a generic one used for other mods, and one is dedicated for Brutal Doom). Go to the bottom of key bindings and find the Reload function that is under "Brutal Doom - Advanced Actions". If nothing works, then press ' to open the console, and type the following: bind r "reloader"
  • If you receive this error message when loading the game
  • Script error, "brutalv20.pk3:spiders.txt" line 244: Replaced type 'PlasmaBall2' not found in EnemyPlasmaBall
  • It means that your sourceport is outdated. Brutal Doom v20 requires Zandronum 2.0 or GZDoom 1.8 to run. Download it here

Brutal Doom version 20

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HXRTC HUD 3.0 for Brutal Doom v20 (GZDoom/ZDoom)

HXRTC HUD 3.0 for Brutal Doom v20 (GZDoom/ZDoom)

Jun 25, 2015 HUDs 37 comments

Here you have an updated version of my HXRTC HUD, dedicated exclusively for working with Brutal Doom v20. Enjoy a new and more fresh experience through...

Brutal Pack! (V4.5)

Brutal Pack! (V4.5)

Jun 23, 2015 Audio Pack 150 comments

(Updated to V4.5! Check Read More for changes! Sorry for those Bugs!) Hey all, I have expanded the sound mod into something more than just a weapon sound...



Jun 19, 2015 Models Pack 4 comments

Gives you more Ammo space for Brutal Doom V20 (The Clips are still the same for BD20 since I'm haveing a bit of problems with it)

Fraggin Doom Music Edit V1

Fraggin Doom Music Edit V1

Jun 18, 2015 Music 8 comments

My first (and probably last) music addon for Ultimate Doom and Doom II. Basically it's a compilation of my fav remixes of classic Doom songs.

undead003's Marine Voices

undead003's Marine Voices

Jun 17, 2015 Audio Pack 11 comments

A voice pack made by undead003, in hopes to create a different experience with the marines' sounds.

Project Brutality Rifle Pack

Project Brutality Rifle Pack

Jun 15, 2015 Weapons Skin 28 comments

This weapon pack restores beta versions of the UAC-30 (with colored ADS) and UAC-41 (with colored ADS) this pack is STILL a WIP (some sprites need to...

Post comment Comments  (20 - 30 of 4,670)
LVGaming Jun 26 2015, 10:00am says:

How to play this as single player ???

-4 votes     reply to comment
GaySteamBath Jun 26 2015, 3:50pm replied:

Break up

+1 vote     reply to comment
oliacym Jun 26 2015, 6:57am says:

Don't know if anyone else is having this problem, but I seem to be unable to complete the boss levels, E1M8, E2M8 and E3M8. Basically on killing the boss, nothing seems to trigger and the level won't end, or in the case of E1M8, the walls never lower after killing both Barons. Is it just me or is anyone else stuck here?

+2 votes     reply to comment
Smajda Jun 26 2015, 5:11am says:

hello fellow marines, since I played the original brutal doom campaign like hundreds of times, I am looking for some additional maps.. is there any way where to download them and how to combine them with brutal doom? :)

anyway, Sgt Mk 4 has done a HELL OF A WORK with this.. thank you with my whole heart!! y r DA BEST

+1 vote     reply to comment
Smajda Jun 27 2015, 10:43am replied:

thanks guys! will take a look :)

+1 vote     reply to comment
MaxDickings Jun 26 2015, 10:08pm replied:

I highly recommend Hellbound. Its a huge megawad that has been kicking my ***, in a good way.

As for how to play, I'm only familiar with GZDoom so in that folder you create one called "skins" and put the wad(s) in there. Easy as that.

+1 vote     reply to comment
Dingoshalomo Jun 26 2015, 6:23pm replied:

While it hasn't been released yet, I suggest you keep an eye on Extermination Day. It's specially designed to work with Brutal Doom, and is worth a look.

+1 vote     reply to comment
Guest Jun 26 2015, 2:14am says:

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broofpewdiepie Jun 25 2015, 7:39pm says:

Here's something someone should do make 3d models that works for this or somehow make the fatalties something like that first person.

0 votes     reply to comment
broofpewdiepie Jun 25 2015, 7:41pm replied:

Just an idea.

-1 votes     reply to comment
Guest Jun 25 2015, 7:34pm says:

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Release Date
Released Feb 2012
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1149 votes submitted.

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Highest Rated (134 agree) 10/10

BrĂ¼tal 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 (5 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, 9:56pm by mrthejoshmon

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