The complete megahit game that set the world afire. Plus All-New Episode IV: Thy Flesh Consumed.The demons came and the marines died. Except one. You are the last defense against these hell-spawned hordes. Prepare for the most intense mutant-laden, blood-splattered action ever! The texture-mapped virtual world is so real, you don't just play DOOM - you live it.The Ultimate DOOM takes you beyond anything you've ever experienced. First, you get all three original episodes - that's 27 levels of awesome, explosive excitement. Then it really blows you away with an all-new episode: Thy Flesh Consumed.Now you're dead meat. Just when you think you're getting pretty good at DOOM, you get hit with Perfect Hatred, Sever the Wicked and seven other expert levels never seen before! They're so incredibly tough, the first 27 levels will seem like a walk in the park!

Description

A few more bug fixes and a lot more polishing. A new cruelty bonus feature with unique health and armor bonus pickup sprites. Completed DragonSlayer and Revolver weapons with alternate fire modes. All weapons (Revolver, DragonSlayer, Nukelauncher and their ammo) can spawn during normal gameplay with any wad. You must use a launcher or write a .bat file to load this with brutal doom (loading 3 or more mods) 1st IWAD, 2nd brutalv21.pk3, 3rd bd21.0.3patch, and then everything else afterwards. This file comes zipped up with the changelog so, you have to unzip the archive first to then use the .pk3

Preview
Brutal Doom 21.0.3 Patch
Comments
injustice667
injustice667

Thank you for the update! I really like to play BDv21 with the weapon & monster mutators you refined and uploaded.

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BLOODWOLF333 Author
BLOODWOLF333

EWM 1.1 is what Im working on now (quickest and easiest) and then will update ME which is the big project.

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BLOODWOLF333 Author
BLOODWOLF333

***Notice*** I just updated the file today I found a bug where the Revolver could continue to fire forever in the "Fan The Hammer" state even after using up it's six rounds because I had an A_Refire("Fire2") as the last line in the Fire2 state so, that is fixed now and the fixed file has been uploaded.

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injustice667
injustice667

Thank you for uploading this! I really didn't expect a giant FFVII-styled sword in this file and it rips anything it touches. Thanks!

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spinvis
spinvis

Thanks for the bug fixes and dedication to making Brutal Doom even better. I am getting a ton of script warnings though, didn't have them on 21.0.2. Not sure if it will affect any gameplay. Nobody seems to have reported it yet. I have tested with GZDoom 3.7.2 and 4.2.0 running Arch Linux, same result. Check the output of the console here: Hastebin.com

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BLOODWOLF333 Author
BLOODWOLF333

GZDoom has broken compatibility with Brutal Doom. I can't fix their port. Zandronum works perfectly with BD btw.

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Guest
Guest

Today at the end of the year 2020 Gzdoom continues to break the compatibility of several other mods that use the latest added features. Embers of Armageddon is the last I saw that did this. I just don't understand why Lzdoom, being a legacy post version, has the same problem.

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gordo.n
gordo.n

This mod throws up tons of script warnings.
Here is how you can resolve them:

Actual errors:
Change "Shells" and "Clips" to "Shell" and "Clip" in DEAD.txt; this allows these decorations to drop the correct items
Remove references to LeftRifleAmmo in Player.txt and footsteps.txt; they are references to nothing.
Change "Mini_gun" to "Minigun" in ChaingunMarine.txt; allows the gun to drop as intended.
Change "CC" and "ZZ" in KeyConfig to "C" and "Z"

Code being picky about syntax (it will run better once fixed):
You will need to run a find and replace of "random (-2.5, 2.5)" to "frandom (-2.5, 2.5)" on the following files:
Burn
Executions
DefaultWeapons
Zombiemen
Sergeants
Commando
Labguy
Imps
Demons
Knights
Baron
Spiders
Spiders2
Revenants
Mancabus
Volcabus
Cacodemons
PainElemental
Archvile
CyberDemon
Mastermind
Ubersoldat
Dyingguys

Hope to see these changes in the next update for a cleaner load.
Great work with the patch so far. Like it so much I included support to the cruelty bonuses in the voxel patch I am maintaining.

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gordo.n
gordo.n

There is a Shells and Clips reference in MapSpecificDec.txt as well.

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BLOODWOLF333 Author
BLOODWOLF333

Yes I loaded up my patch one time with GZDoom and seen all those truncation errors and fixed em a while ago. The impossible to doublebind errors kinda annoy me too but I think I have Z as reload and C as crouch so, maybe I will just clear those out instead to get rid of the startup error messages. I have never seen any errors about "shells" or "clips" before what port are you running? And will fix that LeftRifleAmmo unnecessary actor but, have never received any errors about that one either.

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Estevan_
Estevan_

did you removed the crosshairs ads problem?

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BLOODWOLF333 Author
BLOODWOLF333

What is the crosshairs ADS problem? Once I complete Eternal Doom on my server (how i test each release before uploading) I plan to upload my current version. I dont think anyone has mentioned this and I haven't seen a problem yet.

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Guest
Guest

When I pick up the Megasphere, my Armor Reduction becomes 50% rather than 80% in this patch where the Blue Armor is supposed to give out 80% armor reduction. Is that intended?

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Guest
Guest

When I have the Regular Blue Armor with the 80% damage reduction that is below 200 armor, the megasphere replaces my damage reduction to 50%.

EDIT: Nevermind. Tomfetar's Extension was loaded after this patch and interfered with your armor changes.

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Guest
Guest

I was at the group when you shared the contents by discord and I want to get all the files from brutal doom
where shoud U get all of them i download this but there are files I donnt have

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