Description

This brutalv21.pk3 replacement has been rebuilt, tweaked, sanded, and polished to a mirror-finish over the course of almost four years. Every bug you encountered in the past has been fixed. All BrutalDoom-specific features have been fleshed-out and fully realized with the combined efforts of the BrutalDoom community's many modders while keeping compatibility with zandronum and multiplayer at the forefront.

Preview
Brutal Doom v21.13.3 Expansion (Stable)
Post comment Comments  (0 - 50 of 65)
Guest
Guest - - 690,365 comments

Feature request: I want to use the enhanced OG maps, but the mod conflicts with Project Brutality. Having two separate files for gameplay and maps would be useful for those times I want to experience the abstract OG campaign, but prettier. I am guessing that the upcoming Brutal DOOM v22 won't have the enhanced standard campaign, as I recall MKIV feeling that people won't care.

I think it was called "Recurring Nightmare"?

Reply Good karma Bad karma+1 vote
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Project Brutality? Brutal Doom and PB aren't compatible theyre both gameplay mods doing the same thing it's redundant to use them together and there will be conflicts. Have to use one or the other. And the only maps that BD adds are the test map and the deathmatch levels, everything else is done through scripts with modifying the vanilla campaigns. I dont play or develop PB so, I cant help with this I focus solely on brutal doom only.

Reply Good karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

BROS_ETT_311 says his mod does exactly what you are asking for:
Moddb.com

Reply Good karma+2 votes
Guest
Guest - - 690,365 comments

This is exactly what I wanted. Thank you very much. :)

Reply Good karma Bad karma+1 vote
Vertelame
Vertelame - - 438 comments

it wouldnt be easier to play Extermination day? Its a pretty good wad that goes through the whole doom timeline using the enchansements from gzdoom and brutal doom.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,365 comments

I played 6 mission and I saw no slug shell box in this version. It was removed or something? Btw the changes to m79 is awesome

Reply Good karma Bad karma0 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

No slugs are there you might have just been unlucky with the RNG. Changemap test in the console to go to the test map and you will see.

Reply Good karma+2 votes
sugmacocke
sugmacocke - - 1 comments

This **** is amazing. Just imagine this on Doom 64

Reply Good karma Bad karma+2 votes
Guest
Guest - - 690,365 comments

Hey man. I don't know if this is intentional or not, but the screen does not flash yellow when picking up items. What can I do to fix it?

Reply Good karma Bad karma+1 vote
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Yeah I disabled that on purpose it was giving me a headache. The wife and I play each night on multiplayer and go to the test map to load up before warping back to the map we left off on the night before so, running across all those tables picking up all the guns and ammo with the screen blinking constantly is annoying and headache inducing.

Reply Good karma+2 votes
brayantpacheco2003
brayantpacheco2003 - - 15 comments

Man, excellent work, the only complaint I have about the mod, is the design of the assault rifle, honestly I like the original better than this one, I don't know if you are going to bring it back to its old skins

Reply Good karma Bad karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I don't plan on bringing the old one back, I chose this PB G36K because it already had sprites made for a scope and some Cacoward winner WADs have huge maps where a x4 scope is useful to have. If you compare the old single assault rifle to the old dual rifle sprites they dont look like the same weapons, the sprites dont match and that always bothered me.

Reply Good karma+1 vote
Guest
Guest - - 690,365 comments

oh ok, I only have 2 questions, are you going to keep updating the addon? (and what do you plan to add in the future?), is there any way that the revolver can spawn naturally in the game? or is there an option inside the mod?

Reply Good karma Bad karma+1 vote
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Yes I will keep updating the mod, the wife and I play online every night so I'm always playtesting it.

I have no plans to add anything in the future, I want to avoid feature-creep and have this turn into Project Brutality, I only plan to continue fixing any bugs and polishing things up.

The revolver will spawn in the game currently, it just has a low % chance of replacing the single-barrel shotgun on maps since it's supposed to be a secret weapon. Maybe not in vanilla Doom but a lot of the Cacoward winners and community-made WADs out there have bigger maps and more weapon spawns and you have a higher chance of seeing every weapon since there are more chances for it to roll a revolver instead of a shotgun. Can always just warp to the test map before playing as well and pickup every weapon you want, thats what the wife and I do before playing each night.

Reply Good karma+2 votes
Guest
Guest - - 690,365 comments

I don't know why but chaingun marine always chase the giant cyberdemon in extermination day map eday23 and get killed. Others stand still if I command them to stay

Reply Good karma Bad karma+1 vote
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Ok Im seeing some weirdness with the guarding marines so, yeah this is a bug and will be fixed in the next update. Thanks for catching and reporting this.

Reply Good karma+3 votes
Guest
Guest - - 690,365 comments

I notice a few things:
MG42 can replace BFG spawn, but BFG spawn in MG42 location, thus making it much harder to obtain
Friendly marine often jump down to dangerous position below and not stay in the high ground, this is suicidal if gravity dmg on
Imp in leaping attack animation is 3 times tougher to kill than normal, idk if it's intended or not
Cyberdemon's stomp attack have no effect on spider mastermind at all, thus making mastermind win in any close combat
New glowing effect on liquid is beautiful, I like it

Reply Good karma Bad karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

The MG42 replacing the BFG rarely is on purpose. Its a secret weapon and it should be rare. And it was added to the BFGSpawner so that you can find the MG42 on any megawad you play with brutal doom and not just on maps that specifically have it placed.

I've never seen or noticed a friendly marine die from falling damage before (Eday is the only wad I have played with falling damage on) but was able to duplicate this and it is fixed now for 21.13.2.

There is no way for the Imp to be an arbitrary 3 times harder to kill during leaping. It's hit points dont change and no flags or damage resistances are changed. Its not spawning a new actor either so, just kick them in the face I guess but, nothing in the code is making them tougher during the LeapAttack state.

Verified the cyberdemon stomp issue and that is now fixed for v21.13.2 as well.

Thanks for catching all of these, glad you like the liquids they are taken from ProjectRemap's HidefLiquidTexturePack v4.0 (v6.x is out now). He does great work.

Reply Good karma+2 votes
Plissken.
Plissken. - - 10 comments

v21.13.1 Expansion (Stable) is the latest version right? Do I have to use it with the old 21 or can it be played alone? (called an "expansion").
I've been playing for weeks with v21 (older version I think...it's 86Mb) and I'm really happy to see that the project continues,unfortunately I'm an old man and I don't understand English well sorry (I use google translator) it's great how have you improved a 1993 game (I was 20 years old) you did a superb job!! it's really fulfilling and FUN even after almost 30 years. I renew my heartfelt congratulations to those who put effort and PASSION to entertain us you are really good, I envy you because you know how to do all this !!!!! thank you thank you!

Reply Good karma Bad karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

This is a brutalv21.pk3 "replacement" to be used instead of the old brutalv21.pk3. And thanks I'm glad you enjoy it. I still would give Sgt_MarkIV all the credit since this is his baby.

Reply Good karma+3 votes
Plissken.
Plissken. - - 10 comments

More I play with BD the more I am convinced that it is the most BALANCED of all the "brutal" projects..... I love it more and more Thank you very much Sergeant !!!

Reply Good karma Bad karma+2 votes
asawwa7
asawwa7 - - 1 comments

In this version, on the Gzdoom3.1, the game dyes from a shot from BFG

Reply Good karma Bad karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Update GZDoom to 4.10.0 then

Reply Good karma+2 votes
innerethos
innerethos - - 11 comments

AWESOME! If I am looking for some classic arcade fun with modern enhancements, it's time for BRUTAL DOOM!

Reply Good karma Bad karma+2 votes
Guest
Guest - - 690,365 comments

The explosive Barrels seem to be lower than in normal Doom or brutalv21. Is it done that way on purpose?

Reply Good karma Bad karma+1 vote
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

What do you mean "lower"?

Reply Good karma+2 votes
floder
floder - - 15 comments

Here's a comparison:
Pasteboard.co

Reply Good karma Bad karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

my barrels have the same sprite offsets as the vanilla barrels in the Doom.wad as well. this is a sprite clipping issue so, go into options>display options>opengl options>adjust sprite clipping>always or smarter and that will lift them out of the floor.

Reply Good karma+3 votes
floder
floder - - 15 comments

Thank you. It worked.

Reply Good karma Bad karma+2 votes
floder
floder - - 15 comments

In vanilla Doom this parameter has no effect on the position of the barrel at all. In your version, it is better to use "smarter". With "always" some sprites float in the air.

Reply Good karma Bad karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

What do you mean by vanilla Doom? Like software render? I know the mancubus sprites look like theyre floating in air with opengl and have asked the zandronum devs about it, its just how the render engine works compared to software render vs opengl and I cant fix that. What specific sprites are you looking at?

Reply Good karma+3 votes
floder
floder - - 15 comments

No. Vanilla Doom is also under OpenGL.
There also in "sprite clipping>always" mode, some sprites float in the air.
But there for some reason any change in "sprite clipping ..." has no effect on the position of the barrels at all. It's like the barrels are fixed all the time.
In your "v21.13.1" mod, changing the "sprite clipping ..." parameter also moves the barrels.
But that's not a problem, the "sprite clipping>smarter" setting looks quite good. The barrels only go to the floor a little bit.
Thanks for your work, I prefer to use your "BD-Expansion" mod, especially since it has a good addition "Compatibility Patches".

Reply Good karma Bad karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

You must be playing GZDoom then. With zandronum the sprite clipping option moves the barrels without brutal doom but I see in GZDoom they do not move with only vanilla loaded. *shrugs* I mainly care about zandronum since I play this on online coop with the wife each night. I will add/try to keep GZDoom compatibility if possible but there are things Graff has changed in GZDoom that break things in Brutal Doom and are out of my hands. I will always maintain zandro compatibility over GZDoom.

Reply Good karma+3 votes
floder
floder - - 15 comments

Yes, I played through GZDoom.

Reply Good karma Bad karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

The barrel height in this mod is set back to vanilla Doom at 42. Brutalv21 it was at 32.

Reply Good karma+2 votes
Guest
Guest - - 690,365 comments

yo this still got the updated gore system from Gold?

Reply Good karma Bad karma+1 vote
floder
floder - - 15 comments

You mean "brutalv21 Gold"?
Yes, but by a different author, "BLOODWOLF333".
Corrected some errors of the original.
More balanced version, in my opinion.

Reply Good karma Bad karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Yeah this is brutalv21gold with mainly bug fixes and very few additions.

Reply Good karma+3 votes
Guest
Guest - - 690,365 comments

hell yeah brother, downloading

Reply Good karma Bad karma+1 vote
DHOC_TAZH_NJ
DHOC_TAZH_NJ - - 18 comments

How can I hide/remove Doomguy so only the kitty is visible? Running the Stray Doom cat mod with Brutal Doom expansion. This is a phone shot, running GZDoom in Kubuntu LTS.

Gyazo.com

Reply Good karma Bad karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

The mods are not compatible most likely. You can try loading the cat mod after brutal doom maybe, mods that are loaded after overwrite what is loaded before if they both contain the same actor definitions or sprite names. And the player sprite changes depending on the weapon selected so if that cat mod is only changing the PLAY sprites then this isn't going to work with brutal doom.

Reply Good karma+3 votes
DHOC_TAZH_NJ
DHOC_TAZH_NJ - - 18 comments

That worked, thanks. Modified the gzdoom.ini file under [Global.Autoload] and made sure the cat mod was the last Path= line.

Reply Good karma Bad karma+2 votes
Loginrob97
Loginrob97 - - 23 comments

Excellent work on the original. I especially like the updated berserk, or rather rip and tear mode. It was always annoying that a right-handed punch instantly killed monsters with low HP. However, I noticed that the corpses of zombies and imps sitting against the wall were missing. I have never seen them during my passage. Is this a bug, or did they have to be removed on purpose?

Reply Good karma Bad karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

They're still there, only changes I made to them is that they now periodically thrust backwards (in the case of them landing against a door) and if you open the door behind them they will fall over. I will check them tonight and see if something is broken.

Reply Good karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I touched up their code and they seem to behave correctly now so this is fixed for 21.13.2

Reply Good karma+1 vote
Loginrob97
Loginrob97 - - 23 comments

Good. And when will this newest version be released approximately?

Reply Good karma Bad karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Around Feb 27th I release a new version after playtesting and working on it for two months at a time.

Reply Good karma+3 votes
floder
floder - - 15 comments

Are you planning to remove fatality? Maybe fataliti can be disabled in the settings?

Reply Good karma Bad karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

No. Press reload with fists selected and it will change to normal vanilla berserk attacks without doing fatalities. So many people would be ****** if I removed that, just no.

Reply Good karma+3 votes
floder
floder - - 15 comments

What can a lagging step sound do?
I have now turned off the step sounds in the settings.

Reply Good karma Bad karma+2 votes
BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Honestly thats how I play, I turn them off I find the footsteps annoying. But, I just fixed them and made them less sensitive to the player's velocity so this will be fixed in v21.13.2.

Reply Good karma+3 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: