Adds new weapons, enemies and items to the game, improves graphics, bugfixes, more options and much more.
For information on latest changes, see the bottom of this page.
This mod aims to extend Brutal Doom with new weapons, items, enemies, bugfixes and balance changes, as well as options to customize the game for your own liking.
I work with the mindset that "less is more", so this mod does not include "a heck load of new stuff" but rather aims to perfect things and make Brutal Doom feel more complete.
Please note that the mod is not playable by it's own, it has to be loaded together with Brutal Doom.
I've been working on this mod for some years just for fun and had at the beginning no intention to release anything of it to the public, therefore there might be some people missing in the credits. I have really lost track of every sprite, sound and mod that I have used in some way throughout the years, so if you find some credits missing, please contact me: daniel.kjellin.88@gmail.com
Also, any of the stuff that I've made are free for anyone to use and modify in any way. No need to ask first.
I would love to know if you've been using any of it in your mod though.
Please note that some sprites are also made by other people that might want to give permission before use. Check the included readme-file for a full list of credits.
If you find any bugs, or have any questions. Just leave a reply below or send me an email.
The two lead words for my mod is Quality and Rebalance.
Quality:
* All weapons should feel complete, have no missing or missaligned sprites, get full brightmaps and feel powerful and satisfying to use.
* There should be as few bugs as possible.
* Items, enemies and FX should have brightmaps and lightning where it fits.
Rebalance:
* No weapon should be too powerful, and no weapon should feel useless. Every weapon has it's place and uses.
* Weapons that share the same ammunition may split in using different ammunition, if it helps the above statement.
* Enemies that feel weak compared to vanilla doom will get buffed, and gets some new tricks to use.
A part from the new weapons this is some of the major things that has been changed:
(for a full detailed changelog, see the readme file)
Some weapons have a few pixels changed in some places. Most noticable is the machinegun.
All weapons have recieved what I call "Smoothed animations" that means that:
These animated gifs shows some of the graphical changes.
They look even better in-game.
A short video made by Lezuum, showing most of the new weapons:
The great 32 map wad Eviternity is supported by the mod. All new enemies has been updated "brutal doom style" and some maps has recieved a few tweaks and updates. If you haven't tried this map pack yet, I highly suggest you go ahead and download it now:
Doomworld.com
The new weapons can spawn in two places:
They replace the chainsaw once you have picked one up.
They have a 30% chance to spawn instead of another weapon. See their descriptions.
Note: each of the new weapons can be disabled in the mods options menu.
The new enemies as well as the zombie variants (SMG zombie, Rifle zombie, Scientist) will start to spawn after you've played a few levels. This can be turned off in the option menu to have them start spawning immediately.
v1.12 2020-07-02
Increased AGL ammo from 6 to 8
Added new sounds to the AGL
The AGL now explodes on enemy contact. Altfire removed.
Increased the area and damage of the AGL explosions.
Increased the chance of finding AGL ammo.
Lowered minigun ammo from 500/1000 to 400/800.
Lowered minigun ammo gained from ammo pickups from 100 to 80.
Lowered minigun ammo gained from weapon pickups from 30 to 20.
Increased the damage of the revolver.
Added a new fire sound to the SMG.
Made the plasma rifle alt fire more powerful.
The BFG9k can no longer one shot Cyberdemons. That was a bug, and was OP. Sorry.
Increased the damage of the BFG10k.
Increased the area and damage of the C-4 explosions.
The flamethrower, nukelauncher, BDrevolver and DSweap are no longer invisible.
You no longer have to wait for the start animation before you can deselect the chainsaw.
The flashlight now works on the latest versions of gzdoom.
The flashlight now provokes enemies.
Lowered the size of explosion sprites.
Fixed some missing brightmaps for the cacodemon.
Added brightmaps to the following weapons:
revolver, smg, automatic shotgun, assault shotgun, rifle,
minigun, machinegun, grenade launcher and revenant launcher.
Added some missing sounds to the baron and hell knight.
Fixed a bug causing barons and hell knights to infight.
Barons and hell knights now have proper green blood when dying of a fatality.
Added brightmaps to the phantom.
Changed the sounds for the phantom.
Rewrote the AI for the phantom. He is now more intelligent and less anoying.
Added some blood, gibs and death animations to the phantom.
Made some slight changes to the Ifrit AI.
Fixed a bug causing infinite sound loops when the ifrit died.
Fixed a bug causing the imps to infight.
Added the option to turn off dynamic weapon spawn for playing those huge 1-map wads.
The player will no longer moan like a maniac when walking down stairs.
The purist class can now throw grenades.
Fixed a bug with BDv21 causing some maps custom scripts to fail when picking up items.
v1.11 2019-12-22
Added two new weapons: Automatic grenade launcher and Spiderman auto cannon.
The automatic grenade launcher has a chance to spawn in place of a rocket launcher.
The auto cannon will drop from spider masterminds.
Added a new enemy: Phantom
The Phantom will replace Spectres and are a sneaky bastard that will hide from sight and try to ambush the player.
Added new explosion sprites.
Added support to dual wield the SSG and machinegun when having the Bloodrush sphere.
Added an option to select pumping animation for the shotgun aim down sight.
Added new sounds to the Ifrit.
Fixed some bugs causing the Ifrit sounds not to play.
Increased the damage of the sniper when zoomed by 25%.
The sniper now uses it's own ammunition.
The invisibility powerup is now more powerful.
Added an altfire to the BFG9k.
Greatly increased the direct damage of the BFG9k.
Fixed some bugs related to the green blood.
Reduced the smoke emitted from the minigun.
Added some missing sprites to the machinegun.
Reduced the recoil of the revolver.
Added support for the map pack Eviternity.
The mods new enemies has been updated "Brutal Doom style" and there's a new weapon exclusive to this mod.
Doomworld.com
v1.10 2019-04-06
The mod now works on the latest version of Brutal Doom. (BDv21RC9)
The automatic shotgun can now be unloaded.
The sniper rifle now holds 6 bullets. 5 in magazine, 1 in chamber.
The assault shotgun now uses the new BDv21 sprites.
You can now dual wield the plasma rifle.
You can no longer damage yourself with the BFG10k.
Added some new FX for the BFG10k projectile explosion.
Added dual wielding sprites for the pistol without attachments.
Added some missing sprites for the chainsaw.
Fixed a bug with the mancubus flame cannon causing it to not alert enemies.
Fixed a bug related to BDv21RC9 causing you to shrink when using the SMG.
Fixed a visual bug where the shotgun would briefly show the wrong weapon sprites.
Added support for smart ammo for the C4 ammo pack.
The ammodropper will now drop lesser ammo ammounts for the revolver and minigun.
Fixed some sprite issues with the green blood.
Added a new improved headshot system to hellknights and barons.
Improved the death animations for the ssgzombie.
Added destroyable bodies to the ssgzombie.
Added an option to select to either spawn the original BD monsters or my updated variants. (Hellknight, Baron, Cacodemon)
Added information to the mods option menu that explains some settings in more detail.
Added brightmaps and some improved sprites for some Doom1 decorations.
Fixed a bug when selecting to start with the rifle you needed to pick up an additional 2 rifles before you could dual wield. (3 total)
Added a new enemy: Ifrit
This magical hellspawn will sometimes replace pain elementals on later levels. It also replaces the ifrits for Scythe2.
Average
9.667 votes submitted.
Oh - ho man. this is great. Can I get permission to release a seperate addon for project brutality from this that just gives the barons green blood?
This mod is only designed for BDv21. It will not work for PB.
Surething. Go for it :)
I like now all we need is a no reloading add-on.
BD already has a no-reloading feature built in its options.
Kind of...
It does require no manual reloading and gets rid of the reloading animation, but there are still clips. There could be some ammo in the chamber of the SSG, and whatever is in that gun is not available for the regular Shotgun to use.
Since getting rid of clips, magazines, etc. is the whole point of a player choosing the no-reloading option, the option may as well not exist at all in its current state. Oh, and let's not forget that if the Shotgun runs out of ammo, two precious seconds are lost on the "out of ammo" animation.
its like PB lite, i love it
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Finally Green blood
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it dosent work on zandrom
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Im going to rate it zero if you dont fix it for zandronum
Pretty rough?
Is it not working at all? Are you getting an error message?
I don't use Zandronum myself, so I might need help with this one.
Chill im sure they will figure it out.
Dude, just use GZDoom or ZDoom.
Boi, can you help me with something? The flashlight is not working for me for some reason
(Late reply) type IDKFA or IDFA then select your pistol and press the "Toggle Flashlight" key bind.
After playing some maps, this is what I've got to say:
Excellent mod, giblets are working well and everything is smooth. Also digging the green blood.
Guns:
Revolver - Ammo is scarce which is fair and it hits like a truck, love using this.
Automatic Shotgun - I feel for this ammo is a little too scarce, it almost always has no ammo, at least for me. Otherwise, I love using it.
Sniper Rifle - Very nicely designed, love almost everything about it except the damage. It doesn't seem to hit very hard in comparison to the other rifled weapons.
Railgun - Great looking weapon but doesn't tend to hit very hard, same with the Sniper.
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how do you got this to work?
If you play software (like me), I use Zdoom 2.8.1 for this. It should hopefully work fine.
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The dev should make it so it work on gl
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and also Whats the best settings for Zdoom?
Whichever you feel like, I just run it as it is aside from altering the aspect ratio. Works perfectly fine for me.
Thanks for the kind words and the feedback.
I agree about the shotgun ammo. It's a hard thing to balance tough since I don't want the weapon to completely replace the other shotguns - which it would do if you constantly have ammo for it.
Yeah, the sniper needs a buff in damage, but I'm not sure what to do with the railgun. It already does 25% more damage per unit of ammunition compared to the plasmarifle.
Maybe speed things up a bit and make it more like the Shock rifle from the UT-series? That would also make it less in competition with the sniper rifle. Or should I buff it and give it it's own ammo type?
More testing needs to be done...
I had thought the Railgun would be similar to that of Project Brutality, very powerful (enough to kill a Rev at chest height) but has a cooldown between each shot.
I found it more efficient to use the Plasmarifle than the Railgun, it kills faster for less, although I'd say the Railgun is better for ranged targets. The Shock Rifle sounds like an awesome idea, if I recall I think it used "Shock Cores" as ammo, I could be wrong.
I look forward to the next update!
I agree.
Green Blood has returned on the cows? Me likie.
you just made my day :D
Looks pretty good
I don't want to be that guy but it's spelled "chance". Nice add-on though!
English isn't my native language :) I'll go and change it right away. If you hadn't pointed it out I would probably keep on spelling it wrong.
dosent... work... for.... GZDOOM 2.3.0
can you please make it work for that version of gzdoom, keep in mind that you need to make both the normal red blood and green blood work correctly.
I'll look into that.
Which version of GZDOOM it uses? I have 1.8.2
GZDoom 1.8.10 or GZDoom 2.3.2 would be better, depending on your hardware.
1.8.10 can be found here.
Forum.drdteam.org
2.3.2 can be found here.
Gzdoom.drdteam.org
Well **** i cant play on those ones.
But good mod.
If you can tolerate it, you could try running ZDoom. It is a software renderer, so you'll lose a lot of the cool GZDoom specific effects, but, otherwise, it is identical.
ZDoom can be found here.
Zdoom.org
Keep on trucking, friend.
Thanks mate!
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and will their be a zandrinuim version?
I would like to see that sniper rifle in project brutality
Great work, can see a lot of effort went into this, which definitely stands out among other addons here! (Not bashing others work indirectly, but this addon is worth a look at for sure)
Which version of GZDoom do you use to run this mod?
I have tried using 1.8.10, 2.3.2 and the development builds.
I have also tried using Zandronum 2.1.2 and it's development builds.
None of those have worked.
Sorry if I come off as rude or negative, just looking for info so I can try this out.
I'm currently working on making the mod compatible with the latest versions.
However, I couldn't find any errors when using gzdoom 1.8.10. Are you sure you are loading the mod directly after brutalv20b.pk3? Are you getting any error messages?
It would seem that loading the mod with ZDE is the cause of these errors.
I am unsure as to why this is, as ZDE loads mods based on two configurations (ascending and descending). I use descending, which loads Brutal Doom first, then your addon.
However, if I load the mods via a Skins folder, they work as intended (good ******* work btw).
So, you see, I am befuddled, to say the least. The problem is on my end.
barons and knights bleed green!
finally!
That sniper is looking sleak, Good work! and thank the lord there is green blood i cant believe it :o
New thoughts:
Solid update, enjoying this a lot.
Revolver and the Autoshotgun are fantastic weapons, powerful, efficient, similar and yet have their own niche.
Unfortunately I still found the Sniper Rifle to be lacking, its only use is picking off low-mid tier enemies at very long ranges which is very rare. On UV, it takes down a Rev/Caco in 3 shots whereas the standard shotty takes 2-3 at close to medium range at a much quicker rate and more of an abundance of ammo. The Revolver does its job with much greater efficiency for the most part.
The Railgun with its added ammo type adds more to the game, since I can stock up cells for Dualplas/BFG for an added advantage, which is very nice. But for an endgame weapon, it doesn't do well taking out higher tier enemies. I found its niche for taking out pockets of smaller-medium tier enemies, which helps conserve grenades or other ammo. I noticed it doesn't "char" the enemies anymore, but perforates them. As well as the actual rail sprite changes.
All in all, it was a blast. Hope to see more.
Thanks again for the feedback.
The way you describe the Railgun is exactly how I wanted it to be: a weapon to take out small-mid tier enemies at medium to long range. It's my weapon of choice when fighting Cacodemons. They are such a hassle at mid-long range when the shotgun won't do it, and they dodge everything else.
It did perforate enemies before as well. If the damage rolls in your favor you can kill up to 5 enemies standing in a line with one shot.
Yes, the sniper rifle is a very situational weapon. It kinda doesn't fit the game because not that many doom-maps have "rooms" of such proportions. But if you find yourself getting mowed down by commandos from long range, which is not that unusual in the BD20 Starter Pack, the sniper rifle becomes your best friend. Comparing it to close-range weapons such as the shotgun and revolver doesn't seem fair ;-)
We'll see what the future holds for the weapon.
I have some more additions for the mod, but I think the next update will be after BD v20c
I think I found an issue regarding the new weapons and weapons selection in general:
As I observe it, the new mod weapons take first priority to be selected in their respective weapon slots; however, once a mod weapon runs out of ammo (for example, the auto-shotgun), then switch to a different weapon and then decide to use the regular shotgun (or the double barrel), you have to first cycle through the now-empty auto shotgun. Which raises two of my concerns:
1. In the heat of a battle, this can range from being an inconvenience to being fatal, especially for players who are used to the traditional Doom weapons selection system. It often comes to me as a surprise when I end up holding a revolver when what I had in mind was to equip the minigun.
2. More often than not, ammunition used by the mod weapons aren't as abundant as the vanilla ones, and so for the ammo-conscious people, there's the extra need to check the weapon they're currently using more often than needed.
Really good points there, and it's a big issue indeed.
I actually tried to make the new weapons get last priority in each group, but I just couldn't get it to work. My theory is that it has something to do with the new weapons being loaded into the game after the vanilla ones. (as they are from two different pk3)
I have to experiment more with this. See if I can get it to work properly.
Thank you so muuch for making it compatible with GZDoom and Zandronum, now more people can enjoy your mod. Keep up the good work with this mod, it's great for people that want good small addons to their gameplay (like me, for example) :D
How to roll grenades? I select grenade then press reload, nothing happens. Can I roll grenades without selecting them?
I'm not sure how this feature works.
Are you perhaps using GZDoom 2.3.2 ?
I just got aware of a bug that my updated hand grenades won't load correctly on that version.
Try using 1.8.10 or Zandronum and the hand grenades should roll when you press reload. (The Brutal Doom-reload)
Currently I don't know how to fix this, but I'm not the one who gives up.