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: 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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Doomguy low on health Bloody Trails New Gibs for V20
Blog RSS Feed Report abuse Latest News: BD v20 Trailer

36 comments by Sergeant_Mark_IV on Apr 24th, 2015

No more delays, no more speculations! Version 20 will be released on June 5th.

With v20 release there will also be the Starter Pack, featuring a "unzip and play" installation system, and 30 new maps.

Check out some pictures of the incoming maps:



Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Operation: Inhuman (Updated 5/26/2015 Beta Baby)

Operation: Inhuman (Updated 5/26/2015 Beta Baby)

May 26, 2015 Weapons Model 42 comments

The heaviest hitting, most realistic and balanced Brutal Doom weapon/enhancement pack. Period. This is a Weapon/Effects/Sound enhancement for Brutal Doom...

UAC's REX 44 MAGNUM

UAC's REX 44 MAGNUM

May 3, 2015 Weapons Model 62 comments

You are now the proud owner of UAC's finest in Magnum weaponry. The only real thing you need to do with this mod is to make sure you load it last after...

Doom 3 Monster Sounds

Doom 3 Monster Sounds

May 1, 2015 Audio Pack 3 comments

Replaces the monsters sounds with Doom 3 sounds the monsters are: 1. Imps 2. Zombies (AKA Sargents, Zombieman, and Chaingunguys) 3. Revinant 4. Cyberdemon...

CS 1.6 Weapon Sounds for Brutal Doom v20

CS 1.6 Weapon Sounds for Brutal Doom v20

Apr 29, 2015 Weapons Audio 5 comments

This is wepon sounds mod for Brutal Doom v20. In this mod, i try to take sounds of weapons from Counter-Strike 1.6 and put them in Brutal Doom. So, now...

Weapon Sounds beta

Weapon Sounds beta

Apr 28, 2015 Weapons Audio 3 comments

give feed back and tested for gzdoom and zand 2.0 sound files still being work on hope will add more in future

Brutal Grenades

Brutal Grenades

Apr 28, 2015 Weapons Model 75 comments

-UPDATE 27-MAY-2015- Fixed Zandronum compatibility... AGAIN! If you notice any problems let me know! Basically I created these because I like to play...

Post comment Comments  (350 - 360 of 3,794)
FPSNation
FPSNation Apr 14 2015, 7:11pm says:

Can you add the kick to the Purist class?

-1 votes     reply to comment
saegiru
saegiru Apr 14 2015, 9:55pm replied:

That would kind of defeat the purpose of the purist I think lol.

+5 votes     reply to comment
Guest
Guest Apr 14 2015, 5:44pm says:

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Sergeant_Mark_IV Creator
Sergeant_Mark_IV Apr 13 2015, 1:57pm says:

Heads up, new test is up. And now, it has some ******* CVARS!!!!1

Mediafire.com

Changelog:
- Fixed bugs related to dual wielding weapons. Now the ammo is shared with the regular weapons, and by firing the right rifle or the left plasma gun (or reloading them), will subtract/add ammo from the individual guns, and vice-versa.
- Fixed a bug with pinky demons breaking elevators.
- Shotgun will no longer play the pump animation during reloads if you already have a shell in the chamber.
- Added CVARs.
- "bloodammount" 1 to 4 (default 2): Defines how much blood is spawned. 1 is "realistic", with almost no blood, only spawned when there is a messy death, 4 is animu level of blood.
- "lowgraphicsmode" 0 or 1 (default 0): If it's on, projectiles will spawn less particles, and gibs and bloodspots will disappear after 30 seconds. Now you can play stuff like HR2 with acceptable FPS.

If you don't know how to use a CVAR, it's simple: Just open the console and type the cvarname value. For example, to activate the lowgfx mode, just type "lowgraphicsmode 1" (without the commas in the console). Remember that CVARs will remain stored in memory even after you close the game.

+12 votes   reply to comment
Lagahan
Lagahan Apr 21 2015, 2:24pm replied:

Thanks for the CVARs, system chugs a bit with GZ3Doom in VR mode if there's too many gibs n gore on screen! Any chance of some CVARs for the stuff that moves your screen around like the minigun?

+1 vote     reply to comment
jammy2k87
jammy2k87 Apr 15 2015, 3:04pm replied:

Hi sarge as the blood clumps witch stick to celling changed they look a little different

+1 vote     reply to comment
mumblemumble
mumblemumble Apr 14 2015, 10:22pm replied:

*Whispers of satan map 31 you instantly die at the start for some reason, only in brutal doom.
*Dying with duals out means your corpse can fire the right gun until it runs out. (actually pretty funny)
*Plasma headshotting does a bullet / shotgun headshot death on barons occasionally (was using duals)
*Zombies burned who die crawling end up very glitched if in stealth or notarget mode
*People can endlessly target zombies that burned them if the zombies are effected by the above glitch, even after they die.
*Cacodemons are not effected by bloodamount cvar.... sadly no giant blue clouds of blood for me on 4 =<
*revenant dumbfire attack mode doesn't work, alt fire seems to of vanished.
*targeting with rev missles with no target makes the sprite thicker on the left barrel. (similar glitch with 2 rifle reloading while full, and rocket launcher reloading while running)
*mancubus riddled with bullets corpse is inappropriate as the new default corpse, because now melee attacks and everything else cause it. looks really ******* weird to punch a mancubus to death and his belly is full of holes... or infighting from melee attacks
*Barrel light effects are too resource intensive now (barrels of fun it chugs, might be 2.0 zandronums fault.)

+2 votes     reply to comment
mumblemumble
mumblemumble Apr 14 2015, 8:09pm replied:

*doom marines can be trampled by player, sometimes killing them (more likely in realism, but this whole trample mechanic seems to cause lots of problems, line marines trampling gibs, or tightly packed enemies accidently trampling each other starting infighting)
*Chain-gunned apart bit by bit enemies have some invincibility frames in them right as they are hit. most noticeable in realism, where 2 bullets can gib them further, but full auto takes more since several bullets hit them during the invincibility frames right after being hit. Also applies to shotgun deaths, zombie missing limb deaths, rifle injuring an imp death, ect... Would be nicer if a flurry of bullets mowed them down faster, and would make chaingun SEEM stronger without making the damage more.
*Not a glitch, but lost soul gibs marine on kill in realism... maybe a fatality might be more appropriate.
*Brains and smeared gibs stick to walls, even if the wall goes away (opening doors for instance. I realise this might not be fixable)
*Lost souls bleed against walls when shot.. so do revenants, but they have slightly more blood so I suppose.
*nut kick just smashes dismembered arachnatron heads rather than launching them
*ssg becomes automatically reloaded upon pickup of shells. Can theoretically fire single barrels like a machinegun so long as you pick up shells between each shot
*imps sometimes try slaying tied marines even if not alerted (map 06 in speed of doom start)
*MDK and chainsaw get endless blood fountain deaths while in notarget mode.
*pathfinding errors for summmoned friend in gzdoom
*Summoned marines don't give ammo when they say they are giving you ammo.
*purist doesnt get pistol ammo from rifles grabbed.

+2 votes     reply to comment
mumblemumble
mumblemumble Apr 14 2015, 7:03pm replied:

*Doom marines who are rescued are so badass they break lamps by looking at them wrong...literally.. small trees as well O-o
*Doom marines briefly try fighting bodies leaning against walls.
*Doom marines briefly try to punch your gibs when you die (via kill in console, when you explode they attack the flying gibs)
*doom marines try to endlessly try to kill dead via headshot chaingunners. this stops if their bodies are damaged by an explosive (also effects dead shotgunners and others)
*Rocket jumping seems...very less doable compared to v19
*Upon starting, occasionally the line "c_backupdemocvars: too many cvars to save (64)" comes up. doesn't do much but crash the main menu but still annoying.

+3 votes     reply to comment
Guest
Guest Apr 14 2015, 5:47pm replied:

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prime79
prime79 Apr 14 2015, 3:06pm replied:

great work! somewhat issue though, im sure its just a test bug but theres stutter every few seconds with this version, some, not much. could be due to vsync

+1 vote     reply to comment
Willow.
Willow. Apr 14 2015, 9:50am replied:

You're doing iD's work Sarge, keep it up! :D

+2 votes     reply to comment
Guest
Guest Apr 13 2015, 10:15pm replied:

There's one more bug:

The bullet ammo is bugged at 10, yet i had like 570+ bullets in my rifle and minigun.

+3 votes     reply to comment
ChaddyGibbs
ChaddyGibbs Apr 14 2015, 5:30pm replied:

Are you running the test version of Brutal Doom alongside other mods?

Running the latest Brutal Doom test version, it seems Sarge has increased the default bullet reserve to 400, and 800 with an ammo backpack. I'm running Brutal Doom on the latest GZDoom beta (April 13th) with Ultimate Doom Visor 1.50 test version, and if I max out the ammo with a backpack I run into the bug you're talking about where the reserve ammo counter for bullet based weapons lowers, but the inventory stays at 800 and you cannot pick up new ammo supplies from dead enemies or bullet boxes/clips. Once your bullet ammo reaches zero, you can start picking up ammo again but the reserve limits to 10 rounds and you can't pick up ammo again. Additionally, the 1.50 version of this HUD can no longer accurately count dual wield ammo counts in each gun. However, running Brutal Doom completely by itself or with the Simple HUD mod eliminates the problem.

Just play the test versions by themselves, they're not meant to be run alongside other mods and Sarge has warned continuously to wait for final versions to be released, otherwise new and unnecessary bugs will be created during playtesting, and you may end up asking for a 'bug' to be fixed with it's a premature mod conflict.

+1 vote     reply to comment
ChaddyGibbs
ChaddyGibbs Apr 14 2015, 2:24am replied:

Can confirm. Just happened to me. Bullets counter @ 400 but can't reload bullet based weapons, can pick up ammo but caps at 10 afterwards.

+2 votes     reply to comment
Sergeant_Mark_IV Creator
Sergeant_Mark_IV Apr 14 2015, 2:16pm replied:

Care to elaborate? I have literally no idea of what you mean.

+1 vote   reply to comment
mumblemumble
mumblemumble Apr 14 2015, 3:19pm replied:

Type give all in the bullets will go to 400 in the hood while you will actually have 800 bullets in your chain gun

+1 vote     reply to comment
mumblemumble
mumblemumble Apr 13 2015, 9:34pm replied:

*tightly packed enemies have some vanish when fire is set to them.
*stompable gibs are now broken, can't stomp on arms / legs when I could in last test.
*Slime is so deadly in realism it breaks most maps with slime, or lava.
*Dual rifles have slower fire rate than single rifle.
*Any burning enemy if launched by an explosive turns into a burning zombie man.
*many bodies don't have gib hitbox, or cannot be crushed by doors. (of demons, barons, knights, ect. its a lot missing them)

I have plenty more I pm'd you, both on fb and here... might want to check those. 1000 char limit really makes bug reporting hard.

Also guys, don't take a quick look at the test version and say everything works. Bug testers are supposed to seek and find bugs =P

+3 votes     reply to comment
Sergeant_Mark_IV Creator
Sergeant_Mark_IV Apr 14 2015, 2:21pm replied:

*tightly packed enemies have some vanish when fire is set to them.
I don't quite understand what you mean.

*stompable gibs are now broken, can't stomp on arms / legs when I could in last test.
I had to disable the collision for some gibs on this test version, I will enable it again later.

*Slime is so deadly in realism it breaks most maps with slime, or lava.
In realism mode you are meant to keep jumping from the slime to reduce damage, because there is no way to define what will cause more/less damage.

*Dual rifles have slower fire rate than single rifle.
No, they don't. Their code have the same delay time.

*Any burning enemy if launched by an explosive turns into a burning zombie man.
*many bodies don't have gib hitbox, or cannot be crushed by doors. (of demons, barons, knights, ect. its a lot missing them)

I'm working on it

+2 votes   reply to comment
mumblemumble
mumblemumble Apr 14 2015, 3:50pm replied:

For the fire bug, try going near map16 exit with all the imps, fireball 2 of them at once, they might vanish. I think its because the "burning to death state" hitboxes block each other while spawning. Could also stack imps with summon to test.

You sure duals are? I think you are forgetting the recent single rifle change which upped the fire rate. Idk but a single dual sounds slower than just a single.

+1 vote     reply to comment
ChaddyGibbs
ChaddyGibbs Apr 14 2015, 12:29am replied:

I'm almost positive that many of these new bugs are the result of making elevators work with gibs (hitboxes) present or balancing the weapons/code optimization to allow for unlimited blood decals. If I'm just playing through levels without specifically testing the experience feels very fluent with the latest release, but bug finders like you make the world go around. ^^

To be fair though, that one difficulty IS called 'realism', I'm not entirely sure my moon boots would last long in actual lava or acid much longer than a few seconds, even if they were designed for use on Phobos/Deimos.

+1 vote     reply to comment
mumblemumble
mumblemumble Apr 14 2015, 1:25pm replied:

Also iirc the elevator gib glitch is cause by +ACTSLIKEBRIDGE. Bdj claimed that anyway.

+1 vote     reply to comment
mumblemumble
mumblemumble Apr 14 2015, 1:12pm replied:

I kinda thought that too, and i REALLY hope we can get both shootable and crushable gibs together , but i sense they might not work together.. Still, being able to gib anything higher than my boots would be awesome, so if it came to choosing, definitely shootable bodies.

Also my game has an error within minutes of starting booting me off main menu saying cvar limit exceeded. I can still play but yeah.

+1 vote     reply to comment
Calvinic
Calvinic Apr 13 2015, 7:56pm replied:

So far nothing I could see in terms of bugs. But, was it intentional that the Pinky Demons are significantly slower now?

If so, you really should consider rebalancing it. Because the Pinky Demons are hardly a threat now. If this was meant for the more easier difficulties, then it would've been understandable.

Though since it's on harder difficulties as well, like Black Metal for instance. It contradicts the whole "Much Faster Enemies" factor.

+3 votes     reply to comment
ChaddyGibbs
ChaddyGibbs Apr 14 2015, 12:31am replied:

Probably slower to balance out the slower shotgun reload/dual wield firing rate. It feels like Sarge is going out of his way to focus on gameplay balance a lot more with this release.

I've found that pinkies are still very much a threat in high numbers, particularly in the higher difficulties.

+1 vote     reply to comment
mumblemumble
mumblemumble Apr 14 2015, 12:55pm replied:

Honestly i feel the shotgun nerf was too much, particularly nerfing fire AND reload speeds, it feels kind of pathetic compared to ssg in terms of fire rate (when accounting for reloading) . Even though pinkies were slowed, their last stand also buffed them, making a pinky occasionally take 3 shots(4pinkies can almost guarantee damage if cornered, which is common) . I can understand slower reload(but maybe slightly less slow) , but not BOTH slower fire rate and reload. In tense situations with shotgun and rifle as your only guns, it underperforms compared to advanced bd enemies. Sure it still fires 3 more pellets, but i think the fast fire rate but slow reload is a bit better, since shotgun is now crippled midfight if you need to reload, because reload speed and fire rate nerf stack, making your fire rate when reloading abysmal, way more than before . It might be realistic yes, but it also breaks maps having it be that much (any map where you do any significant shotgun combat) .

+1 vote     reply to comment
Sergeant_Mark_IV Creator
Sergeant_Mark_IV Apr 14 2015, 2:43pm replied:

The shotgun was not nerfed, I only increased the reload time in 2 tics per shell.

+1 vote   reply to comment
Calvinic
Calvinic Apr 14 2015, 12:40pm replied:

Eh, it depends. If the map is small and there isn't much distance to get away. Then yeah. But, if you're able to get some breathing room. Then you can pick them off at your leisure because of the cropped speed.

+1 vote     reply to comment
hallin
hallin Apr 13 2015, 3:57pm replied:

what is the animation with shotgun after you shoot? like something moving around the pump

+1 vote     reply to comment
saegiru
saegiru Apr 13 2015, 4:15pm replied:

That's the carry strap for the shotgun... it's there for just a little bit of style.

+3 votes     reply to comment
Fastclick
Fastclick Apr 13 2015, 3:30pm replied:

- monsters still trying to shoot mastermind between his legs, so they cant hit him.

+2 votes     reply to comment
mumblemumble
mumblemumble Apr 14 2015, 1:22pm replied:

Confirmed as gamebreaking bug. Getting the spidermastermind to **** off everything in go 2 it is hysterical, bennyhill music worthy.

+1 vote     reply to comment
Fastclick
Fastclick Apr 13 2015, 3:00pm replied:

some bugs fixed, some are not + some new.

NEW:
- some of "cacodemon's blue blood" splats are appears as sprites. To reproduce: kill cacodemon with rocket-launcher\grenade-launcher.

OLD:
- looks like every player class can pickup and use every class weapon (grenadelauncher\railgun\bfg10000). We need some restrictions for multilayer.

- bug with belphegor death animation (presents sinse v19). To reproduce: "summon belphegor", kill it.

- 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.

- 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.

+1 vote     reply to comment
Fastclick
Fastclick Apr 13 2015, 3:08pm replied:

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

Same with gibs and grenade-launcher's projectile.

+1 vote     reply to comment
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Platform
Windows
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Doom
Developed By
Sergeant_Mark_IV
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Release Date
Released Feb 26, 2012
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9.7

1071 votes submitted.

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Highest Rated (123 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 (4 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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