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.

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New Gibs for V20 New Flamethrower Brutal Doomguy Standing Tall
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32 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.

Media RSS Feed Latest Video
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DoomGuy Pain Sound Effects

DoomGuy Pain Sound Effects

Jan 26, 2015 Players Audio 0 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 7 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 15 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 2)

Brutal Doom MLG Pro (Version 2)

Jan 15, 2015 Effects GFX 32 comments

All of the Zombieman has turned into MLG Pros and are 360 noscoping you. Use your intervention to quickscope your enemies before they kill you, so you...

PSX Doom fully compatability

PSX Doom fully compatability

Jan 6, 2015 Singleplayer Map 28 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...

Default Weapons Pack

Default Weapons Pack

Dec 21, 2014 Weapons Skin 74 comments

Default Weapons Pack for replace in Brutal Doom (it allow pistol too) Password: predaaator studio

Post comment Comments  (850 - 860 of 2,937)
RufflinJ Jul 23 2014, 6:22pm says:

Hey guys I'm new to mods with Doom. I just installed Brutal Doom but I don't know what I should set my controls to. I saw Total Biscuits video on Brutal Doom and it looked like he had some good controls set on it. Can anyone help me with the best control layout for Brutal Doom? I currently set movement to WASD and set mouse aim but I really need help with the rest, if anyone has a good layout for the controls I would greatly appreciate the help. Thanks :D

+1 vote     reply to comment
DarkKnightGareth Jul 29 2014, 4:14am replied:

I use mouse look to aim, arrow key up and down to move forward or backward, left and right arrow key to strafe, what the guy below or above me has good stuff too I would just change Q to delete for kicking, insert for reload, right mouse click to jump, pg down to crouch and end button to taunt. Secondary is what you would like ^_^. More important than anything else be comfortable and enjoy the ride. ps if you like metal get the metal add on you will not regret it \m/ \m/.

+1 vote     reply to comment
Quaker540 Jul 28 2014, 5:19pm replied:


F for "Use" - Open doors, use switches, and activate lifts.

Space for "Jumping" - Some WADs require it.

E for "Kicking" - Kick out enemies with ease.

Q/Undefine for "Next Weapon" - Switch to the next weapon much faster so you'll not die in the middle of a fight.

T for "Chat" - See good old times.

Y for "Team Chat" - Because reasons.

+2 votes     reply to comment
TheOneMuffin Jul 24 2014, 12:17pm replied:

GZDoom and ZDoom usually auto set the controls I thought.

Space is good for action button (pressing buttons)
Shift is good for running
Q is for Kick
Mouse wheel up and down for weapon change.
Secondary Fire Right Click

+1 vote     reply to comment
killbotvii Jul 25 2014, 1:46am replied:

I think setting activate to E rather than Space would be a better idea, because you'll be using Space for jump.

+2 votes     reply to comment
TheOneMuffin Jul 25 2014, 8:48pm replied:

Who the hell jumps in a Doom game?!

-1 votes     reply to comment
killbotvii Jul 26 2014, 7:07am replied:

Some wads require it, a good example being some of Sarge's wads. It's better to have it ready in case you need it so you don't have to set a button for it later when you're in the middle of a map.

+2 votes     reply to comment
Calvinic Jul 23 2014, 5:38am says:

Based off of what I've seen in the gameplay, Brutal Doom has improved massively in v20. The combat looks smoother and more chaotic, the animations are better, the AI seems better. (Eg. The rifle zombieman fires at a more full auto rate rather than small rapid pop shots.)The blood has a more sticky fluid look to it. The ragdoll effect got my attention especially as this really gives the shotgun a bigger punch effect with each shot. And I'm glad that Sergeant_Mark_IV is trying to make the mod more flexible with systems so that everybody can play without the need of a supercomputer. It was always a bit of a buzzkill when the mod would slow to a crawl whenever there was too much blood on screen. Perhaps that was just an engine strain rather than my computer? But in any case, its good to know he addressed the issue. I can't wait to play Sarge, it looks awesome!

+1 vote     reply to comment
DragonStar325 Jul 22 2014, 7:44pm says:

This is a standalone right?

+1 vote     reply to comment
Guest Jul 22 2014, 9:43pm replied:

No sorry you need at least one of the two doom games.

+2 votes     reply to comment
Sergeant_Mark_IV Creator
Sergeant_Mark_IV Jul 22 2014, 10:01pm replied:

v20 will possibly feature FreeDoom compatibility.

+8 votes   reply to comment
Darklord42 Jul 22 2014, 10:04pm buried:



-5 votes     reply to comment
killbotvii Jul 22 2014, 10:06pm replied:

Umm... Do you have ANY idea AT ALL who you're talking to? You're talking to the creator of Brutal Doom. You literally couldn't have a better source. You have to be trolling.

+8 votes     reply to comment
Darklord42 Jul 23 2014, 3:03pm replied:

Actually didn't read the name, sorry.

+3 votes     reply to comment
Darklord42 Jul 23 2014, 3:18pm replied:

That really sounds amazing. I have done sprite work before - porting Freeverse's Xbox Marathon 2 hi-res sprites over to marathon infinity, and it took me weeks! That was just adding a few collections of photoshoped images to fill in the holes. (Although Marathon has different set of sprites for each player color holding each weapon) I can only imagine what is entailed in the ridiculous number of animations in brutal doom and porting it over to freedoom.

+2 votes     reply to comment
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Release Date
Released Feb 26, 2012
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989 votes submitted.

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Highest Rated (105 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

The creator is really messed up.

Sep 4 2013, 2:37am by Sgt.Shivers

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