Project Brutality 3.0 Monsters for Brutal DOOM v21 Gold, with both GZDoom and Zandronum for Multiplayer support. Excludes the zombies from Project Brutality 3.0. This mod was made by me and my brother. Few creative liberties were taken with this mod: -Afrit is now more like Scythe2 Afrit than PB 3.0 Afrit -Cyberpaladin, Cyberknight and Cyberbaron explosive projectiles do 150 dmg -Flesh wizard no longer goes invincible -Big enemies scaled down for teleporter closets -Certain enemies drop certain weapons upon death This mod requires Brutal DOOM v21 Gold to play. Make sure brutalv21.pk3 is on top of this mod for load order. Special credits to the Project Brutality Team for Project Brutality 3.0, Eriance, Blue Shadow, MagicWazard, Ghastly Dragon, Dreadopp and Keksdose for the Overlord from Realm667, and BLOODWOLF333, XV117, Pa1nk1ll3r & PB team, GameDude2 for the BD21 XVME 1.3.1 brutal doom 21 monsters addon, which served as an inspiration. Some assets were also used from this mod
Hello Doomers!
It has certainly been a hot minute since our last update. If you have been following our blog posts, you’ll know that there has been stuff going on behind the scenes, though. Today we’d like to bring you up to speed officially on what is happening with Dragon Sector (The Remake).
Map 7’s concept has not been coming together. Instead of trying to force it, we’d prefer to have the idea, the main flow and the aesthetic in mind before we get going. BarefootMapMaker doesn’t want to put out a map he is not fully happy with and doesn’t enjoy playing, so for now, this release will only include the six maps previously released.
That isn’t to say that there is nothing new. All six of the maps have received substantial additions, rebalancing of both monster and item placement, and in some cases, completely new areas. So, if you’ve already played through them, it will feel much different now, especially given the recent changes to Project Brutality.
Unfortunately, this also means that savegames you made previously will not be compatible with the new version. So if you have a playthrough going, maybe finish it up before starting fresh with the new version.
There has also been a lot of work done to other aspects of the mod. Several of our monster variants have been tweaked. We’ve also added a new beastie to fight, the Behemoth. Thanks Amuscaria for that one.
Last, but not least, are the changes to the Security Bot. This is the initial implementation of inkoalawetrust’s KAI library. Now, the bot is much better at finding its targets, and much more reliable when it comes to following you around. No more spinning around like a top and veering off at random.
As we continue to move forward, more features will be added, and KAI will be implemented on other actors, like the Drone, or some monsters. It’s taken a lot of work and brain numbing trial and error to get here, but DarynS feels pretty good about what the bot is capable of now, and looks forward to improving it in the months to come.
Here is the full list (that we can remember) of changes to v0.65.
Thank you all for your support and for playing and enjoying Dragon Sector (The Remake). We’re far from done, so keep an eye on this mod page and on our ModDB blogs.
Those of you who have made content featuring the mod, with the amount of changes and improvements that we’ve made, you might find it worthwhile to revisit the mod.
That’s it for now. Download and let rip!
Things have been a bit hectic for us, as of late, but we wanted to release this update to address some outstanding issues and feedback we've received.
This update contains a number of fixes and tweaks to many aspe cts of Dragon Sector. We really hope you enjoy what we've put together!
There was a pretty significant performance issue on Map 5. We've made some changes to help improve the resource usage.
It's only been a week, but we had some things we wanted to clean up, so here is another update to Dragon Sector!
Project Brutality 3.0 Monsters for Brutal DOOM v21 Gold, with both GZDoom and Zandronum for Multiplayer support. Excludes the zombies from Project Brutality...
Hello! I have a problem with Project Brutality 3.0 Weapons. I tried to play Scythe 2 with Project Brutality 3.0, but I noticed that if I load the Original Mancubus Dual Flame Cannons, Project Brutality 3.0 BFG is permanently disabled. The Load List I used is:
echo OFF
GZDoom -file PB.zip -file DualFlameCannonsPB.pk3 -file Scythe2.wad
I don't know how to create a customized mod or how to change the weapons slots. Can you tell me how can I play Project Brutality and have both BFG and Original Mancubus Dual Flame Cannons at the same time?
You need to load brutalv21.pk3 first then the pk3 you downloaded from here
It cannot run in my qzdoom.