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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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  (50 - 60 of 3,303)
DoomKrakken Mar 23 2015, 2:47am says:

As I seem to have run out of time for my edit, I will have to list this additional problem in another comment:

- Another problem I have is that Doomguy doesn't jump as high as he used to. Please increase his jump height to what it used to be before.

+1 vote     reply to comment
Sergeant_Mark_IV Creator
Sergeant_Mark_IV Mar 23 2015, 3:01pm replied:

His jump height was just modified so the player is not able to jump over a pinky demon. Levels which requires jumping are not affected by this. I'm not going to change it back.

+4 votes   reply to comment
Guest Mar 23 2015, 4:28pm replied:

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

DoomKrakken Mar 23 2015, 3:55pm replied:

But now I can't easily access secrets that I was usually able to before, such as in MAP05 of Doom II... the room behind the exit door, where the Cacodemons come out of.

Why not just change the height of the Pinkies... make them bigger, rather than reduce Doomguy's jump height? That'd be cool. :D

0 votes     reply to comment
Sergeant_Mark_IV Creator
Sergeant_Mark_IV Mar 23 2015, 8:34pm replied:

You know that you were never supposed to use jump in the original games, and they were added by the modern engines, right?
Also, I can perfectly reach the secret room of Doom 2 MAP05 ATM. I don't even know how you were able to notice the difference, because I only reduced the jump height by 5% or 10%.

Also, increasing the Pinky's height is not possible. There are some maps (Such as Ultimate Doom's 4th level) where the pinkies are placed in places with a very low ceiling, and by increasing their height, it would make them get stuck.

+5 votes   reply to comment
DoomKrakken Mar 23 2015, 2:41am says:

There are too many good things to list for this next version of Brutal Doom.

Therefore, I will list on some things I think should change.

- Takes forever to do a fatality with a Baron of Hell. Took me at least a minute before Doomguy got out of chasecam in order to do the fatality in another room.
- When dual-wielding assault rifles, if reloaded manually (as opposed to automatically), then they hold 62 bullets, rather than 60. Can this be fixed?
- I liked it better when Brutal Doom was more, say, "up to interpretation." I liked it when it was less occult. I do not like the little occult pentagrams that teleporting people leave behind, and I wish for that to be removed.

I checked out the punching and kicking, and I found no problem with them. Doomguy looks like he's punching and kicking at the same pace as he used to. If he really isn't doing so as fast as before, then I haven't noticed that yet. Besides, it'd be much more realistic for him to punch and kick slower, anyway.

Although, I do agree that the semi-auto fire for the assault rifle's iron sights should be changed back to standard auto fire. The player would then have that option.

It'd also be nice if weapon recoil was a toggleable option. Not sure if I like the recoil on the assault rifle.

Ok... now for the highlight...

YES! FINALLY, the assault rifle fires like a REAL assault rifle! :D

+2 votes     reply to comment
Sergeant_Mark_IV Creator
Sergeant_Mark_IV Mar 23 2015, 3:07pm replied:

The dual assault rifles can have 62 bullets because of the 30+1 ammo count system. I'm going to add it to the regular assault rifle too.
I will check the fatality script and see what went wrong with the Baron's fatality.

+2 votes   reply to comment
DoomKrakken Mar 23 2015, 3:53pm replied:

Is that so? Well... that makes a lot of sense!

Could you do the same thing with the standard shotgun, where the first shell he inserts gets pumped and cocked into the chamber, and then he loads eight more shells?

+1 vote     reply to comment
Sergeant_Mark_IV Creator
Sergeant_Mark_IV Mar 23 2015, 8:35pm replied:

I will see if it's possible. The shotgun's reload system is more complicated than other guns.

+1 vote   reply to comment
EasedSpice245 Mar 23 2015, 10:59pm replied:

excuse me sir but the barons of hell and hell knights are just very easy to kill, especially when you increase the minigun fire rate, could you make them a little more faster and challenging?

+1 vote     reply to comment
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Release Date
Released Feb 26, 2012
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1013 votes submitted.

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Highest Rated (110 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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