In order to survive this behemoth of Brutal Doom, you need high alertness, accuracy, cover, and a desire for adventure (to find secrets and assets). Without just one of those, you'll die several times.
This is the mod for everyone who craves (or simply wants) a hardcore version of brutal doom since it brings the intensity of Brutal Doom up to a 15 on a 5 point scale of badassery. If Project Brutality is like Brutal Doom on steroids, this version is like Brutal Doom on speed and crack cocaine.
Monsters are up to an extreme level of relentlessness. For instance, the zombies are more accurate, have faster fire rates, and fire faster tracers. Imps can throw up to four fireballs in a single charge and they have a flamethrower attack for close range combat, their balls also scorch the ground for a maximum insult to injury.
Barons and knights can sprint and jump at you, often reaching you sooner than you could imagine, and Barons can throw small BFG rounds at you. Archviles can summon monsters very fast and their fire-rape leaves continuous flames on the ground. I'll leave the Cyberdemons and Masterminds to your imagination since what they do is not pretty at all.
The good news is that the player is given many advantages. Unlike BD Redemption, where Doomguy is weakened to reality, both Doomguy and his enemies are tougher. Doomguy's attacks very efficiently with fast reloading, punching, shooting, and the assistance of an item store.
Some new weapons include the pistol, SMG, Auto-Shotgun, sniper-rifle, Dual-Chainsaws, and Cyberdemon's Rocket launcher (which is only available in the Heavy weapon class). Many weapons have a new tertiary fire; like adjusting the sniper scope, malt-rounds for the minigun, and the dual wielding function was moved to the tertiary fire mode.
Enjoy it, or suggest your improvements. I'll be updating the mod twice a year with new features, bug fixes, graphics, and performance enhancements.
Thanks to olzhas1one, many of the gun sounds in this mod became less earsplitting. He provided me with sounds that I edited even more. Now the guns are more satisfying and user-friendly.
Nearly every clipping glitch has been removed, the player can no longer walk through decorations, enemies, or get crushed by doors. This has been a haunting plague for a year and a half, but it's only been fixed even more since the last teaser trailer.
Another change in the mod's gameplay was the extinguishing of fire over liquid surfaces. Imp/fat-so fire used to confound with water particles, obstructing the player's view, and screwing the performance with too many particles. It was also unfair to get double-burned over nukage pits, but that is gone now.
Also, the grabbed torch's had their trail colors fixed, the mods file size was reduced, and many particles were shrunk for a retro effect.
There are many features that I want to add before the release of v0.7b. Some of them include grabbable candelabras (like the ones at the end of E1M1), an improved medkit system (to prevent waste from picking a medkit at 90% health), a better recoil system for all weapons, and movement animations to various actions like weapon selections and reloading.
Here are the new sounds in action:
Here is the old teaser with the old sounds:
These are some game-play video's from various fans in chronological order from 2018 to '19:
Thank you, everyone, for being patient.
Testing team: Moa_Dixon™, olzhas1one, StormyBlue3044, Angelloproduct, DualPistolPain, KGB Agent Phillip, Your local drug dealer, RichardoTomislav, TootsyBowl, Derek The Blue-White Squirrel, A Fucking Cheshire Cat, Nelson!, Saad356, Ye Illuminator...
Since January 28th, 2019, I have been developing the mod with a great amount of focus. I fixed performance issues, improved designs, added features, and...
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Hi fellow marines, sorry i haven't uploaded in a while. I was working hard on another doom mod and I could not make a video. The new things in this mod...
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