Name changed to Maps of Chaos January 10th, 2015. "Full Package" includes the original and hardcore versions as well. If you thought MoC Hardcore was tough, you haven't seen anything yet. MoC Overkill will throw more at you and will generally won't give you a breather for your trigger finger, let alone using -fastmonsters/-fast. For the bloodthirsty and masochistic players, be it alone or with friends in co-op! Standard and Hardcore editions are on the downloads list on the description.
This is a project that originally stemmed from a file I named "Doom Co-op" which started off way back in 2006 or 2007 with increased monster count more or less plus a few sound and minor graphics visuals but I eventually moved into actually adding new sections to both original sets of maps (except episode 4 of Doom) on top of making it suitable for single and co-op multiplayer.
The biggest difference between MoC Standard and MoC Hardcore is that I fixed up all the unclosed sector errors (courtesy of id that went unnoticed and were extremely minor) and some goof ups of my own (the E2M6 lowering floor HOM near start) when I jacked up the difficulty for Hardcore, on top of additional edits to two later Doom 2 levels.
On a side note, playing this with vanilla Doom or Doom 2 is not recommended as there are some linedefs that utilize Boom style line actions and at times more than 128 sprites visible in really hectic battles so if one must play "pure", use a limit removing port such as Boom/prBoom as the bare minimum.
Note: This is not Brutal Doom exclusive! You can play this with any mod you desire or even without mods!
Second note: This version is an official upload by the author and not by an unauthorized third party.
These are replacement levels only and is not an IWAD, so these cannot be used as an IWAD to circumvent the need for an IWAD to use PWADs.
MoC Standard - v1.02 Final. No longer updated or supported.
MoC Hardcore - v.1666 "Hell on Earth" edition, Last updated 3/3/13. No longer updated or supported.
MoC Overkill 1.28 - Very difficult version of the original maps. Last updated 7/5/19
Overkill: About 85% complete, nearly standstill development. E1M1 through E3M2 and MAP01 through MAP27 are Overkill'ized.
-Fixed second Player 1 start in MAP04. No more potential startup in a hot zone!
-Quality of life fixes in a few areas.
-MAP27 additions are currently incomplete.
11-29-16 WIP 1.28:
-Minor fixes to MAP04 regarding teleport ambush in main corridors.
-Mine-like areas added to MAP26
-Fixed monster stuck in MAP26
-Work on MAP27
What's new in 1.25 to 1.27:
RC 1.26 to 1.27:
-Additional work done on MAP23, MAP24 and MAP25.
-Title picture added!
-Console background added!
RC 1.26 to 1.27:
-Added cover to E3M1's starting area.
-Completed E3M9, using E3M1 as a base and building on top of it.
RC 1.25 to 1.26:
-Modifications to E1M9 to make it the cruelest E1 map so far.
Random Deaths & Decoration - Great alternative to Brutal Doom but maintains classic vanilla gameplay. Alters only monsters and some gore, so use whatever weapons mod that doesn't mess with monster and corpse/gore/tree actors.
Project Doomed - Edit of Silentzorah's tunes to sound closer to the original soundtrack.
Project Final Doomed - Same as above but for Final Doom and those using Evilution or Plutonia IWADs to fire up this level set.
Optional Brutal music - For Ultimate Doom. Updated 3/2/13. Changed some songs around from D2 version.
Optional Brutal music - For Doom 2. Updated 3/2/13
Rock It! 2.5 - For both Doom & Doom 2. Completely new music to use. Uploaded 7/17/13
Brutal Mix Up - For Both Doom & Doom 2. Combines tunes from Rock It and Brutal Music WADs. Uploaded 7/31/13.
Optional third party downloads:
Doom Music Inversion - Changes high notes to low and vice versa. For both Doom games and works on Vanilla DOOM.EXE.
Derivative projects by others: Doom Extended Edition, by Conan - Comment link
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Is this safe for my psyche?
**** Satan, he deserves to die. Rip and Tear until it is done and heresy grows from idleness.
What do you mean by this?
Can he play it and not Go berserk and start ripping of demon heads.
i had a same question
No, you will grab a fking chainsaw and run rampant in your neighborhood, cutting off heads and evicerating your fellow citizens.
K E K
REAL DOOM SLAYERS DON´T ******* KILL NORMAL CITIZENS HES JUST WANNA PLAY DOOM IN THE GENTLEMAN WAY
the reason doom guy got sent to space is cause he shot a military dude who told him to kill abuncha civilians
yup, put his own CO (commanding officer) in a body casket
look like some stupid zombie.
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probably not lol
It's totally fine for everyone's psyche >:D
This is not for pussies.
This is for men who can fight 666 demon hordes!
And those who have nothing to lose. Gameplay is more like the Hell Revealed megawads but without masses of the same enemy over and over. Some later levels for Doom 2 are absolutely ridiculous (MAP16).
Speaking about Map 16, my game crashes when playing this map in Project Brutality. LoL
I guess too much for GZDoom or Zandronum to handle with all the particle effects, scripts and other stuff going on when you get the skull key by the nukage pond.
but it's not the problem to me.
When i start the map, and the first shot's fired, all monsters attack, and the monsters who have to appear when you get the key, start an infight, i think PB have some bugs from previous BDv20. So when i alert the firsts Imps at the begining, the monsters attack each others and make all of a havock, and the game freeze and crash... so i noclip it to go to the next level.
BD really is a messy mod codewise and could have something to do with that so yea, you could be right on that. In other news, I did some work on E3M9 late last week and did more work on MAP23 and MAP24 over the weekend.
I'm very confident that BD has something about it. Oh, i know, i'll post about it in PB's coments, see if pa1nk1ller can say something about it. since BD don't have this problem when playing MoC in this level, regardless the dificult, Mark don't say anithing about, i guess...
this is not for pussies who types "bind h give_soulsphere" and "bind j resurrect" in console
Uhm, when you install this for Doom I and II, It makes TNT Evilution and Plutonia into Doom II?
No it doesn't, this will not work with TNT or Plutonia because it modifies existing maps that would load instead of original Final Doom levels. Also, there are no plans to do a Brutalized Evilution or Plutonia.
No plans for TNT and Plutonia? Teh suck. I'd pay good money for Chaotic maps of the rest of Ultimate doom. Hell I can't even PLAY vanilla anymore.
Yes, it changes TNT Evilution and Plutonia maps to Brutalized Doom II maps since they have the same names (MAP**).
This was a common issue for me, I didn't know it was due to MoC. I got around it by simply dragging the TNT.wad or plutonia.wad on top of the GZdoom app.
This is not even remotely fair.
I love it.
It's really tough but not impossible. The hardcore and standard versions in the description are there for those who want a slightly lesser challenge or can't handle Overkill.
I was referring to myself playing Overkill with Brutal Doom on Black Metal difficulty. It is truly hardcore, which is goddamn awesome.
Overkill is already pretty hard to average or casual players without BD, I cannot imagine how ridiculous it is with.
Also that was a reference to Nightmare! skill level in original Doom.
Complex Doom + Overkill = ???
+Death wish spawn
+UDV hardcore Difficulty
I tried. I'm convinced that that's actually impossible to beat.
but will it work on final doom
It should work with Final Doom, only the Doom 2 levels tho. However there will be some textures that will look messed up, such as SW1/2SKULL (Seen in MAP11).
If anyone can survive even Knee Deep in the Dead on Black Metal difficulty, I will be astonished.
I did it!!! :) The problem is, I felt a REALLY big pain in my hands... I admit, it was powerful and impossible. I always needed to take covers, crouch and jump to avoid hits like a FREAKIN' MADMAN, goddamnit. I love what you've done on this, Chris :D
I have Autoloaded them.
Done it several times. Shores is tough though, Halls of the Damned normally ends my no death spree.
Inferno might be impossible, there's too much damage you're forced to soak up from lava. If 'Limbo' can be beaten than it's possible, that entire map is MedKit management to compensate for lava.
Rush kick and drop them while they're down.
Did it as well. It was not too bad; definitely easier than DooM 2 with Brutal DooM. I had to use the allmap cheat on a few occasions in order to discover the new secrets.
I did it with nothing more than a touch screen. On a phone.
Props for being bold and brave to do this on a mobile device!
does it work???
That is a silly question, of course it does! More than enough playtesting by myself and several ZDoom forum members can tell you the same answer.
I'm new to moddb do ya know where i can get brutal doom for doom 2 zandronum engine?
Uhm, main page at Moddb.com ?
Yes, this is still being worked on. Progress has been slow.
Keep it up, it's already a HUGE improvement over the vanilla levels, 10/10! Once you start playing this mappack, you cannot go back.
One thing in e3m4: after you collect the blue key and go back to the 3 switches: when you push the switch in the middle then, that door closes and you are stuck. Right after solving the 3-switch puzzle it's not possible to pull the one in the middle, but later on for some reason it is. I tried this in the standart version btw. not sure if that issue is in the oc&hc version too.
Ah! I see the issue now, I placed the switch *before* the shuttered doors. Thanks for finding that out, that will definitely be fixed.
Did the switch in the room past the BFG sub-room not open that?
the switch there opened the door right like it's supposed to. What happaned to me was that I walked back to the beginning, I wanted to collect those health packs packs in one of the two circles where you can get squished (the other one has the invuln.). Then for no reason I tried to move the switch in the middle, the "secret" door to the right closed and I was stuck in that area, since the "secret" door did not open again. So I wasn't able to reach that switch at the BFG at that point. By the end of the day you could say it was my own fault, one the other hand it's strange that you can use the switch in the middle suddenly, because right after pulling the switch to the left and right, you can't.