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

37 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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Enhanced Metal Compilation for Doom

Enhanced Metal Compilation for Doom

Jul 20, 2014 Music 7 comments

ANOTHER MUSIC WAD!! Oh great. Well, while my other project is just... I don't know. I haven't updated it in a long time. So why not try this music compilation...

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this WAD was made using actual songs, all pure 666% pure Metal. bands include Amon Amarth, Metallica, Pantera, Slayer, HeXeN, Ghost, and maybe a few others...

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Jun 7, 2014 Music 29 comments

Replaces all the music in Doom and Doom 2 with a selection of fast paced techno bangers. A great musical accompaniment to Brutal Doom. Just add the .wad...

Post comment Comments  (760 - 770 of 2,125)
HEVcrab
HEVcrab Sep 28 2013, 3:35pm says:

Sarge, please enable damage and aggression between enemies of the same kind (which is disabled in original Doom). It will add brutality + it's really strange when a shotgunner takes no damage from another shotgunner, for example.

P.S. How do decals behave, for instance, if a plasma ball hits a narrow threshold on the floor, width of which is less than the burn decal diameter? In v7832 the part of the decal outside the threshold hangs above the floor, which looks like a bug.

+2 votes     reply to comment
mastermaniac
mastermaniac Sep 28 2013, 5:24pm replied:

Ummm, possessed humans of all kinds can hurt/kill/retaliate against each other, even those of the same enemy type. It has been this way since...well, forever. You're thinking of the other monsters.

+2 votes     reply to comment
HEVcrab
HEVcrab Sep 29 2013, 3:46am replied:

Well, I saw the opposite when playing the test version. A sergeant was caught between me and some other sergeants, thus getting their buckshot in his back and stayed unhurt(I was holding a meat shield).

+2 votes     reply to comment
mastermaniac
mastermaniac Sep 29 2013, 1:29pm replied:

Oh, I gotcha. Wonder why he'd disable that? I mean, there's the obvious factor of making the game harder - keeping the enemies focused on you - but human enemies that aggressively retaliate against each other is just...Doom, you know. Weird move.

+2 votes     reply to comment
HEVcrab
HEVcrab Sep 29 2013, 3:58am replied:

Observed the same in a corridor full of minigun dudes.

+2 votes     reply to comment
VGames
VGames Sep 28 2013, 3:53pm replied:

Definitely want damage between same species of monsters. Then everybody will blast everybody if accidentally hit.

+2 votes     reply to comment
mastermaniac
mastermaniac Sep 28 2013, 5:27pm replied:

Too much chaos. And *yes* there is such a thing as too much chaos...sometimes. I personally think it's just fine as it is.

I guess *certain* species could be made to retaliate against one another. It fits the personality of Hell Knights and Barons. But there are way too many Imps for retaliation among their kind - not to mention they attack way too often.

+3 votes     reply to comment
HEVcrab
HEVcrab Sep 29 2013, 4:30am replied:

Extending your within-the-species-retaliation list: Cyberdemons should take damage from each other's rockets, pretty cool if Mancubuses fry each others' fats, Revenant kung-fu duels...in fact, every kind with the exception of maybe imps and cacodemons (or without any exceptions).

+2 votes     reply to comment
VGames
VGames Sep 29 2013, 3:13pm replied:

Everybody should attack anybody that hits them by accident. They're demons, they're all about chaos. Theres never too much chaos. Maybe they should be "taught" to not get in front of each others' fire or move over when one of their buddies gets in their line of sight.

+3 votes     reply to comment
mastermaniac
mastermaniac Sep 30 2013, 4:18pm replied:

"Too much chaos" in the sense that, after a point, the game might essentially begin to play itself. Enemies attack with greater power and frequency in Brutal Doom - which is two-thumbs-up-way-awesome - but there's no AI checks for 'is something in my way or not.'

Massed groups of similar enemies - with the exception of possessed humans - are unable to hurt each other for a reason. If they could, the challenge would evaporate quite quickly.

+5 votes     reply to comment
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Platform
Windows
Game
Doom
Developed By
Sergeant_Mark_IV
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Release Date
Released Feb 26, 2012
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Highest Rated (90 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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