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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New Gibs for V20 New Flamethrower Brutal Doomguy Standing Tall
Blog RSS Feed Report abuse Latest News: Brutal Doom V19 Announced AGAIN!

39 comments by Sergeant_Mark_IV on Oct 3rd, 2013

After many months of delays, version 19 will finally be released at October 31. Watch the trailer now.

Music: Prodigy - Invaders Must Die 
Custom Maps: 00:13 - After the Holocaust/Extermination Day, 00:20 - Neighborhood From Hell/Extermination Day, 00:25, 01:30 and 00:36 - Extermination day,  01:15: unannounced jungle map made by me, 01:35 and 01:39 - Beyond Hell And Earth.

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Classic Pistol for Brutal Doom

Classic Pistol for Brutal Doom

Sep 13, 2014 Sprites 25 comments

Don't you ever feel like that Freedoom Colt.45 doesn't fit Brutal Doom? Don't you just want to get back to that good ol'fashioned feel? Well I have news...

ManAtArms v2.3 (addon for Quaker540's Sub-Mod V15)

ManAtArms v2.3 (addon for Quaker540's Sub-Mod V15)

Sep 7, 2014 Weapons Model 12 comments

I added 7 new guns for the real carnage! enjoy your DOOM! 1. Plasma Spamer 2. Double SMG 3. Smasher 4. Devastator 5. Deviation 6. Eradicator 7. Black...

Quaker540's Sub-Mod V16 - UPDATE!!!

Quaker540's Sub-Mod V16 - UPDATE!!!

Sep 6, 2014 Prefabs 235 comments

IT'S BACK!!! This is the ultimate Brutal Doom experience! The gameplay will behave much more different, varied and BRUTAL!!! Blast your way with 2 new...

BTSX HUD v2.1 for Brutal Doom (Silver + Gold skin)

BTSX HUD v2.1 for Brutal Doom (Silver + Gold skin)

Aug 29, 2014 HUDs 17 comments

This is an updated version I have made recently of the BTSX-Style Fullscreen HUD, focused on use with the existent standard versions of Brutal Doom. It...

Pipebombs, Jawbones, & Flares for Brutal Doom v19

Pipebombs, Jawbones, & Flares for Brutal Doom v19

Aug 23, 2014 Weapons Model 30 comments

Two new weapons and an item for Brutal Doom v19 (ONLY!!) First is a pipebomb. I found the original on Realm667 made by Xaser, tweaked the ever living...

Brutal Doom Iddqd Edition V3.15

Brutal Doom Iddqd Edition V3.15

Aug 7, 2014 Prefabs 17 comments

MAIN CREDITS: Sgt. Mark IV, Quaker540, DoomNukem, SigFloyd's Brutal Doom Sperglord Edition, X Weapon: Helsturm, Brutal Doom Derp Edition,PA1NKI113R,kaos_2211,cortlong50...

Post comment Comments  (470 - 480 of 2,261)
HEVcrab Feb 5 2014, 2:30pm says:

Updated the bug list from the ModDB wall

Sarge, could you post the log of changes/fixes done and planned on Facebook?

+1 vote     reply to comment
ethereal1 Feb 5 2014, 9:41am says:

And I have a strictly technical (but important) question:
The original doom used hitscans to some degree, engine being written in 92' etc. Since this mod introduced hitboxes, only bullets should be used (having mass, velocity, energy etc.). But it appears to me that still sometimes hitscans are used (e.g. for zombieman and this other zombiebaldman:D) Am I correct in my assumption? Anyone knows anything about this?

+1 vote     reply to comment
HectorShiroi Feb 5 2014, 5:15am says:

I'm playing this awesome mod from a lot of time and I have to point only one thing, I don't know who made the HD texture pack pk3 (dunno if it's yours or created for doom a part from brutal mod) but some texture are missing, causing a "movingly randomized textures" effect which really lags the hell out of the game! I discovered this in a late map of TNT, at a certain moment a panel texture was like a flesh moving texture flickering with a panel rotating texture, so a strange thing that made the game go crazy! Is there a fix on the net? :)

+1 vote     reply to comment
HectorShiroi Feb 5 2014, 6:12am replied:

Nevermind just found the official site of HD textures, I have a 1 year old version.
Before I thought HD was your work too because I had the hd pack from a friend and never discovered where it came from ahah :)

+1 vote     reply to comment
ethereal1 Feb 2 2014, 7:11am says:

I found no bugs after I've beaten episode 3 of doom I apart from what I wrote already. Is it possible to make this game run on 125fps? Could you add cg_drawfps so it could be viewed in game? Also com_maxfps would be nice to cap it(as opposed to yes or no now). I think the game dynamism would improve A LOT with this.

On another note, who the hell created Thy Flesh Consumed?:D. The difficulty is sick there, even for me.

+1 vote     reply to comment
S_Andrew_S Feb 3 2014, 1:43am replied:

Was that a pun?

+1 vote     reply to comment
ethereal1 Feb 3 2014, 1:26pm replied:

No, it is considerably harder than first three episodes. I've never played it, because I got so scared when I played original doom that I decided never to play it again:D. Because of that I'm also playing doom 2 for the first time in my life xD.

+1 vote     reply to comment
S_Andrew_S Feb 3 2014, 7:30pm replied:

Well I thought putting hell with any doom episode would call for a pun. Neyh maybe its just me.

+1 vote     reply to comment
ethereal1 Feb 1 2014, 6:53am says:

Is there a way to make marines teleport faster?. There are some funny situation in which a marine you free gets stuck in the maze of the level design. For example teleport after a fixed distance if the marine does not fight?

+1 vote     reply to comment
onebuddha Feb 1 2014, 12:54am says:

Growl! Grrrrrrrrrr!

0 votes     reply to comment
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Release Date
Released Feb 26, 2012
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Highest Rated (94 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.

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