A Brutal Doom experience featuring 9 levels containing unique events, detailed maps and custom content such as Music, Monsters and Textures. Expect exciting Bosses and triggers taking advantage of Brutal Doom's mechanics.
There are 3 difficulty settings that will alter your experience;
- Hurt Me Plenty and Lower = Minimal Monsters and Encounters
- Ultra Violence = Standard Monster Count and Added Traps
- I Am Super Bad and higher = Maximum Monster Count with Lethal Traps and Challenges
Notes:
- RealismMode is not supported
- Jumping and Crouching Required
Requirements:
Game: Doom 2
Mod: Brutal Doom v20B
Source Port: Zandronum & GZDoom
Issues:
1. GZDoom may require 64bit version to run
2. A few minor Slopes not functioning in Sewers when running with GZDoom
3. Saving during second Boss encounter may cause exit door to jam
can i use project brutality with it and can i use ZDL ?
Good Question - I never tested it.
However I can't recommend it, or at least not with the alternate monsters. Reason being, there are various triggers that rely on specific monster actions. If these monsters were to become a different model then not only could it cause odd results it could potentially create game breaking bugs.
You can always play Project Brutality in Classic v2.0b mode, that shouldn't break the game, I guess.
Or even play with project brutality, and just set the monster spawns to v20b...
I'll test that and see if it works.
It does not work as i had predicted.
i play with project brutality v2.03 using gzdoom the only issue i encountered was at the first level the door doesnt blow and you cant get through then you get stuck and cant proceed the way to solve this is only using the command console and put the cheatcode ''noclip'' and then now you can go through so far this is the only one ''problem''i get playing with project brutality.
THIS IS GREAT!
I've played only through the first level so far, but from what I've seen it has really good level design and lot of suprises.
Can't wait to play more of it, but IRL problems call upon me... I'll surely rate it once I'll play through whole campaign.
Played a few levels... Yeah, thats great, one of the best WADs ive ever played.. Lets make more man...
I got stuck in the first room.
10/10 someone help me
Interesting. I know one way the first room could break - that being the triggers with the door exploding not registering. Any cheats or non supported mods may cause these issues.
If you were playing exactly as intended and the issue still occurred, please let me know with any details.
Nice map and I love design and concept.
I was also stuck in the first room using Zandronum Alpha 3 and using UDV as my HUD. But after removing the UDV_v1.85_B_MOD_BDv20.pk3 from my load order the door explodes as expected. I only played the first level using Doom Foretold Mod, I finished the first map with it.
Going to play through the level with BD, Again Awesome work.
Nevermind, seems Zandronum didn't want to work and I didn't have a 64 bit GZdoom D:
Anyway, this is easily one of my favorite mappacks ever. The things in the sewers scared the hell out of me, good work man.
Amazing!
Wow that was great! Very nice map design and use of some special engine and brutal doom features.
Amazing experience there. Awesome work!
I have a game breaking bug to report though. At the last fight, I got killed and loaded a quicksave I made during that fight. The health counters were stuck and prevented the final door to open.
Thanks for the bug report. This will be something I have to look into. I will double check if the scripts are based on the Bosses reaching health 0 or on killed.
I can also confirm that this is a bug.
Great map pack but felt incredibly ammo starved.
I designed the maps to be little on the exploration side. Without carefully searching around corners (or even inside broken crates or on top of them) you may be struggling on the ammo side of things. Alternatively, recognizing the powerful nature of Brutal Doom's Chainsaw and Grenades - you can save lots of ammo utilizing these tools in the right situations.
Too bad there is no option to make a review for a download.
For me, this map pack is DooM at its finest. Exactly the way I like it.
Ammo pickups are rare and that's absolutely great - I made DooM 3 mod that acts in similar way, making the player think before every shot.
With such limited ammo pickups I felt almost like an action hero from movies such as The Purge - fighting stronger, more numerous enemies with only the tools I had at my disposal at the moment. And that really makes the atmosphere great - I truly cherish all those silent moments in between gunfights, when I'm just reloading my weapons, checking out equipment, thinking about my next step.
The level design is also top notch, with some non-trivial secrets, extremely cool in-game cut scenes (best taste IMO) and overall interesting layout.
I gave it a 10/10 due to this, altough I have some problems with it:
1) Sometimes maps feel a little bit empty in certain areas. I understand that these are large outdoors, and I get all DooM engine limitations, but there's a lot of room for little tiny details nevertheless.
2) I hate this moments ( in EVERY DooM game ) when bunch of monsters teleports everywhere around the player whenever major pickup or key is acquired. Those are just annoying for me. And I know that's largely a matter of taste, but for me - the moments when I crawled through an airduct to meet single enemy, or the moment when I fought two chaingun guys with my last clip in the machinegun - those moments yield much more adrenaline for me than the jump-scares and massive enemy waves.
Thanks for this map pack. It was really good fun.
My setup: UDV + Realistic Reloading + Nice Blood On Walls, Ultra-Violent difficulty.
Thank you very much for the kind review, I really appreciate it.
Indeed the whole ambush on key card collection is so Doom Cliche it becomes too routine. I should consider mixing things around in the second chapter.
Out of curiosity, what difficulty did you play it on?
UV, of course
Nice, you get most of and the best content this way.
If you ever feel like replaying the wad - try I am Super Bad. You will get more challenges and new hidden rooms.
I loved this! Amazing work bro!, I'll wait 'til episode 2 comes out!. I did like that it felt ammo starved, because it actually made you think about your actions, and it's part of the difficulty and the experience.
Wanna see more soon!
This mapset is ******* glorious and has great replay value, but i wish it had more levels (i know, mapping takes quite sometime), so when more levels will come? 10/10
I'm glad you loved it. I have to admit I haven't started the second set of maps yet. But these kind responses are motivating.
How do I put this in Brutal Doom?
Generally you will need to create a 'skin' folder inside your Doom's source port folder (where the execute is) and place Brutal Doom and my Map Pack inside the skin folder. Or you can have either one of the two mods in the skin and simply click + drag the other item into the source port.
I was actually gonna say nevermind because I put the Brutal Doom and the map pack together in ZDL and I made it work.
Does it work with PB?
I believe it will run but it is not advised. Reason being PB has randomized monsters. I have very specific triggers and events that need the right monster for the right moment. However you may be able to try with the monster swap feature switched off. If you try it please let me know how it went.
*SPOILERS AHEAD*
I played on Super Bad
Fantastic work. The maps are well designed with great attention to detail, enemy placements and encounters are great. I'm glad you didn't make a slaughter wad, too many of those nowadays. Very good weapon and item placement, cool scripted events, excellent storytelling techniques and good music choices. Ammo was a little scarce, which I liked, I didn't have any issues so long as I was being smart about my weapon usage and utilizing monster infighting. However, on the last map, after the stealth section, I had practically no ammo. Very few rockets, no cells, no bullets, no shells. It made the fight against the Juggernauts nearly impossible.
I won't consider it a flaw, perhaps I didn't use my ammo well in that level, but maybe it's something to be tweaked.
Great work, Chezzlor. This is the kind of stuff I want to see, maps made specifically for brutal doom, utilizing all the power of the GZDoom port and brutal doom changes, very much in the vein of the Starter Pack by the Sarge.
I'm glad you liked it. Yeah I definitely encourage exploring and utilizing all of Brutal Doom's mechanics to maximize your ammo. But I may consider adjusting it a bit more.
For example, a grenade lob can kill most of the largest hordes I send at the player. And with smaller encounters, small minigun bursts in stronger enemy heads will end them quickly with minimal ammo loss.
Pretty nice wad. I had quite a few script errors with certain events not triggering or doors not opening like the very beginning for example. Although it was most likely because of the mods I was using on it.
Impressive. I really like when people use features that sourceports like GZDoom offer. Music was pretty good, and sometimes really added something to the atmosphere. Some parts were really creppy, like lights going off on Map08. The only thing that I didn't like was the stealth part section. It felt like Call of Duty. If you are planning to make more stealth levels/sections, take a look at Doom2 Reloaded's Map18: ''Warehouse Siege''
Anyway, this was really good and enjoyable wad. 8/10
Yeah the stealth bit has a mixed response. I probably will limit the stealth segments. I may have one more planned in the future but with some more freedoms to the player movement. Thanks for the review mate!
Very cool architecture, AWESOME (!) scripts. Claims only a few meager effects. The atmosphere should be more improved, imo.
9.5 (rated: 10) / 10.
Here are some screenshots with small mistakes ( Hkar.ru ) ( Hkar.ru ). Continue in the same spirit, I wish you success :). If you are interested in mapping, appreciate my work plz: Moddb.com
I liked the custom monsterns. I was always looking for a wad that has the doom3 wraith since I saw it in realm667 monster depository lol.
Excellent maps. Well done. Doesn't seem to work with the Ultimate Doom Visor hud though which is the hud I like to use.
I can't play it can you give me a kind of setup tutoriol?
I'm assuming you have Brutal Doom v20B. If you do I'm guessing you drag the mod onto your Sourceport's execute? And your Sourceport is either Zandronum or GZDoom? (make sure you have 64bit of GZDoom if you are using that).
If you do, all you need to do is simply create a new folder named "skins" where the Sourceport / execute is and place my wad inside it. You could even place Brutal Doom in there too - it should automatically load the addons when you launch the Sourceport.
I use SSL stable
Pls make chapter 2 the story was good and the boss battle were challengeing which made it really fun
Amazing work!
I, like alot of other people, had trouble with certain triggers not, well, triggering.
That is because I used project brutality.
The best wad i've played in a while, its really hard to find good wads with story, and bosses like this one.
I eagerly await chapter 2!
Delicious! Waiting for the continuation!
I would like to know the tracklist that you used in the first part!
Sure thing - although I think the download includes a text file that tells you in the credits.
Intermissions: Doom 64 Metal Theme - Jonathan McCann
Map 01: The Waste Tunnels – Andrew Hulshult
Map 02: Dark Halls Cover – Jose Beausejour
Map 03: Pokémon Mansion Remix - GlitchxCity
Map 04: Iron Cathedral - Prophecy
Map 05: Underhalls - Lashmush
Map 06: Redemption - Lorcan
Boss 01: Death Angel - The Engima TNG
Map 07: Imp Song – Andrew Hulshult
Map 08: E2M2 - Tom Gruz
Map 09: Release - EagleGuard
Boss 02: Apocalatia - The Enigma TNG
Many thanks! I could not see the text file as downloaded game already set up with the mod.
That was a great experience! Thank you very much for your work! Wasn't ready for such an intense Brutal action... managed to finish the finale in about six or seven tries)) Any ETA for Chapter 2, by the way?)
It may be a while sadly, it's lots of work and I still feel like more improvements are needed in the first chapter - I have received lots of criticism for poor use of lighting effects. It may need an overhaul.
Not from here - from Doom World members.
I'm new to this mod, and I can't seem to figure out how to add your map to Brutal Doom. I saw the "skin" folder comment, but I tried that and I still can't seem to make it work.