Let the Obsession begin. Again. This time, the entire forces of the netherworld have overrun Earth. To save her, you must descend into the stygian depths of Hell itself! Battle mightier, nastier, deadlier demons and monsters. Use more powerful weapons. Survive more mind-blowing explosions and more of the bloodiest, fiercest, most awesome blastfest ever! Play DOOM II solo, with two people over a modem, or with up to four players over a LAN (supporting IPX protocol). No matter which way you choose, get ready for adrenaline-pumping, action-packed excitement that's sure to give your heart a real workout.

Description

Players can fight DOOM monsters with high quality firearms imported from the Call of duty universe. Enjoy the greatest violence based on Brutal DOOM.

Preview
*BRUTAL DOOM ver* CALL OF DOOM:BLACK WARFARE
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Longshoreman_X
Longshoreman_X - - 28 comments

FINALLY!

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mariohector
mariohector - - 51 comments

best of luck sir Arrowood i hope you keep going and nothing stops you and don't fall for the bad comments of people i wish you the best and never give up on your dreams good luck

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Valherran
Valherran - - 2,443 comments

Nice, it's finally out!

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w0relof
w0relof - - 68 comments

Thanks sooooo much Arrowood !

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Morter
Morter - - 44 comments

Amazing stuff.

Out of curiosity, is there a function to unload ammo from a gun? That might add to the immersive factor of scavenging weapons for ammo. I feel like I might be missing that feature somewhere.

If it is not in the mod, are there plans to make it?

No mean to complain, just want clarification please. :)

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Arrowood Author
Arrowood - - 187 comments

I've been requested several times in the past for the unload function, but I decided not to include it.
It requires a lot of adjustment.
That feature is useful for ammo management, but I need to add a lot of scripts to avoid unloading and wasting ammo when the player has the ammo to the limit.
If the player unloads all the commonly dropped weapons such as MP5 and M870, he will always get a lot of bullets, which will upset the game balance.

It's fun to think about whether you should replace the gun after running out of bullets in the magazine, or replace the gun immediately.

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Morter
Morter - - 44 comments

I see. Thanks for the quick response! This has been a lot of fun so far. The lower weapon capacity modes are really game changers! πŸ‘

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Guest
Guest - - 689,315 comments

Finaly good work:)

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Guest
Guest - - 689,315 comments

great mod! good to see i was one of the first to download it! runs well on my phone

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Guest
Guest - - 689,315 comments

Congratulations
Question, this AMAZING MOD working with LZDOOM???

PLZ 😟🀘😟....
GREETINGS FROM BOLIVIA πŸ‡§πŸ‡΄

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Wally0222
Wally0222 - - 65 comments

Best "real life guns" mod ever in GZDoom for now, even better than original CoD games for me.
This mod works well with LZDoom, although it's laggy.
I really liked it when players can do "quick melee" with Katana/Samurai Sword (if they have one) while they holding any weapon (except Garand rifle which are already have bayonet).
My favorite weapon in this mod is AKS-74U (called AK74u in original CoD series).

By the way, this mod seems have conflicted with some PWADs and addons which are really annoyed me (worse than get killed in-game), even the VANILLA Version of this mod.
Example: Getting stuck at somewhere (then ruined the gameplay after I forced to typing "noclip" command to skip that place which I really don't want to do), no recoil when firing, and the messages appeared every time when trying to do knife attack because both of this mod and PWAD were already have SAME number of ACS scripts such as 700, 800 and 900.

I think those scripts are based on the older mod named Real Guns Advanced series, and it's should RENAME to "named script" which are less likely to conflict with PWADs and addons.
Example: Rename 800 (maybe?) to "CoDRecoil" (with quotes), as well as rename ACS_Execute to ACS_NamedExecute in both Decorate and ACS Script files.
Not sure if the latest Brutal Doom (V21 Gold) still have same issues...

Mind if you can fix these issues if you have time? Arrowood?

Sorry if my english is bad because I am Malaysian Chinese (and I'm new in this website)...

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Arrowood Author
Arrowood - - 187 comments

Thank you for your very interesting feedback.

I've never had a problem with it because I like old school custom maps, but COD: BW scripts can conflict with innovative maps that make heavy use of new scripts. I knew.

I thought the only solution was to "respect the map author's uniqueness and not mix any mods with it", but it's interesting that there was a way around that as much as possible.

However, I'm so busy in real life that I can't afford to rewrite all the scripts and test compatibility. (The Call of Doom project also took four years to complete)
It's completely undecided when I can work on the update.

If you agree, I can provide you with pre-PK3 development data so that you can use your good scripting skills to fix it.
That way, you'll soon have a CODBW with the great compatibility you want.
If you wait for my update, as I explained, I can't promise the update time. (I'm an amateur, so I might bring in new bugs)

What do you think?
Of course, it's okay to decline the proposal.
You and I are working for free.

Thank you very much.

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Wally0222
Wally0222 - - 65 comments

Really? I can't believe that you can provide me these development data to fix it (it's way too sudden for me)...

But I'm an amateur too, and I'm still learning some coding/scripting knowledge from zdoom.org...however, I will fix these pk3 file (and trying not to mess up the gameplay experience) if you provide me these files.

I like old school custom maps too, especially train fight maps (sadly that type of this maps are rarely), as long as these maps does not contain any scripts.

I'm apperciate it if you could send me these pk3 files, since you are busy in real life.

Honestly, your mod is amazing, have a good day!

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Arrowood Author
Arrowood - - 187 comments

Thank you!
Your spirit is wonderful.

Moddb.com

Now I have published the developer data to MODDB.
You can download it from the link.
I also added an explanation.

If you are ready to officially update the mod or have any other questions, please send me a message. (I think it's probably difficult to answer a technical question ...)

By the way, I also love train combat.
I know three DOOM custom maps with train combat are "Mogor's Winter", "Bloom", and "Hell on Earth Starter Pack", but if you have other maps, please let me know.

Thank you for your help.

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Kruncher
Kruncher - - 100 comments

What version should I download, if I want play this with custom enemies from other wads, like colorful doom?

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Wally0222
Wally0222 - - 65 comments

Vanilla version, I'm currently playing Knee-Deep in ZDoom (KDiZD) with that version of this mod.
It seems that you cannot encounter custom enemies with Brutal Doom version (and the original v21 Gold) since it's already replaced these enemies with decorate files, unless these BD enemies are standalone decorate files.

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JDICK
JDICK - - 28 comments

Awesome mod. One of my favorites. I know this wouldn't be too functional but it would be cool if you hit crouch twice, and the player lays down. I was surprised that wasn't included. Otherwise, awesome job.

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Nightmarekiller
Nightmarekiller - - 250 comments

Thanks dude !!!!

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Mackery
Mackery - - 42 comments

The long awaited arrival of this mod is here! Thank you so much Arrowood for your dedication to this mod and your willingness to give us a polished and far more complete release.

Whether this is all you have planned or you may someday come back to this gem of yours and add some more or you're leaving future updates to fans willing to do learn how to mod themselves... I wish you the best!

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Valherran
Valherran - - 2,443 comments

Got another VM Abort, this time with LAW + Claymores:

VM execution aborted: M72LAW.statefunction.91 called without valid caller M72LAW expected

Called from PSprite.Tick at gzdoom.pk3:zscript/actors/player/player.zs, line 2605

Called from PlayerPawn.TickSprites gzdoom.pk3:zscript/actors/player/player.zs, line 402

Called from PlayerPawn.PlayerThink gzdoom.pk3:zscript/actors/player/player.zs, line 1631

Called from state M72LAW.91
Called from PSprite.SetState [Native]

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punkymonsterart
punkymonsterart - - 4 comments

Really fun mod,

I wanted to ask a question about something in the V2 version,

In the V1 version the anime soldiers would stick with you even when you beat the level while in V2, once you beat the level you have to summon them again. Is this a bug or a added feature because I liked how in V1 you could keep all 6 of them once you summoned them all to help you on the levels.

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Valherran
Valherran - - 2,443 comments

Good question. Though I never use them because they are OP and never seem to die. lol

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Guest
Guest - - 689,315 comments

I am so grateful for your work Arrowood. I love playing with this mod. V2.3 alternative HUD wont show ammo count but normal HUD does.

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carlosanimax
carlosanimax - - 83 comments

OMFG! Need test this. <3

I hope my computer run this beautiful mod. <3

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carlosanimax
carlosanimax - - 83 comments

Sorry, what mod is the map in image of entryway? See very cool. n.n

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Wally0222
Wally0222 - - 65 comments

I think the mod (custom maps) is "Doom 2 Project Remap".
Moddb.com

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Guest
Guest - - 689,315 comments

So it's odd to aim down the sights and the crosshairs are still there. Is there a way to make it so the crosshairs are only on when I'm "hipfiring"? Or would it be possible to make this mod so it has its own crosshairs that only show up when you're not ADS'ing? Still kinda used to RGH.

Correction: It seems that this happens with SOME guns, but not others. The bug only occurs with guns that use iron sights.

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zherean
zherean - - 50 comments

Is this Free Call Of Duty modern warfare 2 unlimited ammo, armor, health and granade (including the grenade launcher) (And no viruses😎)??????????

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FeliDeath124
FeliDeath124 - - 1 comments

i have an error if i loaded A+B correctly and this happens
(I have GZDoom 4.7.0)

Script error, "CODBW_FileB_HD_v2.pk3:zzbrutalxcodbg_bcoding_b3.wad:SBARINFO" line 49:
Unknown font 'INDEXFON'.

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Wally0222
Wally0222 - - 65 comments

I think GZDoom 4.7.0's font system is overhauled, so it doesn't recognize INDEXFON (recognize INDEXFONT instead)...

Drive.google.com
Here's the fixed one, it should can be played with 4.7.0, load the "bcoding" after "FileB".

Moddb.com
Moddb.com
If you experienced your keybindings keep reset every time, download these 2 data packs (make sure the HD sprites pack replaces the LW one).

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Guest
Guest - - 689,315 comments

Execution could not continue.

Could not realloc 5680440 bytes

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Guest
Guest - - 689,315 comments

Is there any perfect hud for this mod?

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Guest
Guest - - 689,315 comments

How to aim scopes and holo sights on mobile? and how to add crosshair? also
Is it compatible on zandronum?

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tstreamer
tstreamer - - 5 comments

This mod is cool and all and I've been playing an old build for sometime now. The problem is, the game is even worse with newer versions than with the old ones.

The screenshots posted look good, sure.... If I wanted to play with a HUD that doesn't show how much ammo I have. On max window size (like the screens) no ammo count is present. One notch lower, the bottom of the screen is now filled with this ugly HUD the mod have (sorry), with big white letters and ugly icons on top of the hand and gun models. Using gzDoom internal alternative HUD is out of the question since that no longer works because ammo count have been removed from there too. The HUD doesn't obey gzDoom scaling definitions, which means if I want to reduce the ugliness, I can't.

Status of button bindings? Completely FUBAR. There is clear conflicts with Brutal Doom (which I still don't understand why mentions of it still remain visible in user interface), that forces me to remap keys every time I want to play. Someone have suggested to use a gigabyte sized download just to bypass this issue which is a very bad advice.

PS: If someone is reading this, update your gzDoom to 4.8.X or above to solve "INDEXFON" error at launch.

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FloritzNeuswanstein
FloritzNeuswanstein - - 90 comments

wow, you are developing a new project!! this is cool, I only play with the CODoom mod! I look forward to wishing you good luck!!

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Guest
Guest - - 689,315 comments

good friend where can I get this mod but for mobile or can you send me the link of the version? please

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Guest
Guest - - 689,315 comments

i Can Barely Read The Text Is There A Way To Fix The Problem

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Guest
Guest - - 689,315 comments

If using zdoom or gzdoom, use the search feature in the options menu to "adjust message scaling"
Default values are small for 2k and 4k, so just drag the sliders to fit.

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Atomixe
Atomixe - - 71 comments

Does this include Maps of Chaos by default?

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thedoomermighyslayer
thedoomermighyslayer - - 59 comments

no unfortunately

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TheyAreIdiotModder
TheyAreIdiotModder - - 188 comments

so, when escape from Tarkob doom mods?

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ExpiredMilk
ExpiredMilk - - 8 comments

me hapi

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Sgt_Viktor_mark_III
Sgt_Viktor_mark_III - - 62 comments

you can release a version of this mod but with less memory(mb,gb)?

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