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 10 on a 1 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, Rocket launcher grenade mode, 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.

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This update will be quite a different experience from basically every other version before it. I'm excited to see you all experience it for yourselves.


Here are the major changes to the mod:

--The shotgun slam-fires like it should in a modern FPS game.
--The Pistol is forever silent and has a red dot site
--Kicks and punches have been expanded to every weapon, no matter how heavy
--The item store was revamped by IDDQD_1337 and you can now defend yourself when ambushed.
--The Rocket Launcher can now be charged up and fire
--The ABD OPTIONS menu has been organized

Ali's Brutal Doom v0.8b



Of course I must share some Lucky Fan Game play Videos:


Awesome testers, fans, and supporters:
warriorbug, Xenolix, Moa_Dixon™, A_Fricking_Heretic, GOLDƎN-MOBSTƎЯ72 , JMartinez2098, Saad356, TheOldKingCole, popguy12, olzhas1one, APM (Alex Mueller), Goldsteed (Anime Tiddie Expert)


Ali's Challenger (v0.8b): Ultra-new Ultra-Violence!

Ali's Challenger (v0.8b): Ultra-new Ultra-Violence!

News 11 comments

A lot of new changes to the upcoming update will come to blow you a new one!

Ali's Challenger v0.8 RELEASED!

Ali's Challenger v0.8 RELEASED!

News

After six months of changes, this mod is closer to completion. It still will evolve for sometime though changes will be more focused on the maps which...

Ali's Challenger News: Release date (0.8) + Future plans!

Ali's Challenger News: Release date (0.8) + Future plans!

News

So it's been a long ride with many ups and downs throughout the development of this Brutal Doom sub-mod. Let's find out where it's headed :)

Ali's Challenger: Major enhancements + Music

Ali's Challenger: Major enhancements + Music

News 9 comments

Ever since MrIcarus's review of the mod, major work has been done to improve the experience.

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Ali's Brutal Doom v0.8b

Ali's Brutal Doom v0.8b

Full Version

A pretty huge update to the last version of the mod. Notable improvements include: --Allowing the Kick and Punch to be used with heavy weapons --allowing...

Ali's Challenger v0.8

Ali's Challenger v0.8

Full Version 27 comments

A better balance of spices and ingredients to the last version of this quick-load simulator. Just kidding, you'll enjoy this one a lot more than the last...

Ali Addons: Small Stuff for Ali's Brutal Doom

Ali Addons: Small Stuff for Ali's Brutal Doom

Other

Because everyone needs Add-ons. Albiet, Maybe the Brutal Gloves are more of a remedy than an add-on

Ali's Brutal Doom v0.7b

Ali's Brutal Doom v0.7b

Full Version 31 comments

A major update to the last version of Ali's Brutal Doom. It is far more playable and has more features.

AlisBrutalDoom 0.7

AlisBrutalDoom 0.7

Full Version 15 comments

A long awaited update for Ali's Challenger. New features include Throwing torches, fire modes, sniper zooming etc. enjoy it!

Ali's Brutal Doom v0.6

Ali's Brutal Doom v0.6

Full Version 13 comments

The latest version of Ali's Brutal Doom. Get ready to have your ass kicked.

Comments  (0 - 10 of 65)
jankespro12
jankespro12

Can you give me a link to your server? because i want to test private builds of your mod!

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lucassantiagososa
lucassantiagososa

Did you know why your mod works better than BDv21? Because you know how to balance the whole thing up.

Brutal Doom it's beign heavily unbalanced since v20b, Mark it's messing the things up with so much unnecessary content, and the headshot mechanic it's pretty broken (but that thing beign already broken since v19).

Your mod and the Johnny's BD are my favourites! You really know how to solve the flaws that it have the main Brutal Doom mod.

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Ali_Jr Creator
Ali_Jr

I didn't know that at all. Almost everyone claimed that my mod was unbalanced, so this is reassuring

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lucassantiagososa
lucassantiagososa

Well, that's kinda true, but your mod it's more glitchy rather than unstable, and BDv21 it is unstable and the dificulty its extremely unbalanced.

Your monsters and guns are equally strong, and in the main BD there's some few moments when you are absolutely OP (such like when the monsters are open for a free headshot or the moments when you use the flamethrower on slim corridors) or some other moments you are surrounded by monsters to death (that ******* demons' trap on D2 MAP08).

BDv21 it's unbalanced because its difficulty it's unstable, it's constantly changing from the unfair to forgiving, even with that "Brutalized map enhancement" (that it's not a great enhancement, the most of the changes are only aesthetic, not in monster placement or other things, that sistem could balance those huge flaws).

Your mod it doesn't have that flaws, or I just doesn't feel them so cheeky like on main BD. I feel that some changes were unnecessary on that mod, starting up from BDv18, when the things started being broken.

Anyway, it's just my opinion. I think that I expatiated myself enough. Thanks for answering my comment!

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Babushka11231
Babushka11231

Ok first this mod is hella good! And second i might have found a glitch while killing some imps when im headshoting them (the normal state) some corpses appear out of nowhere of doomguy that got headshoted and sometimes appear more than one corpse and after the death animation of doomguy got headshoted the corpses disappear.
I hope i had helped with something
Thats is all for today
Thank you!

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Ali_Jr Creator
Ali_Jr

Thanks man. I have been reported that quite a few times but I don't know what the Hhell is causing it. The sprites for the doomguy corpses are not referenced in Gibbed or dead enemy actors at all.

Reply Good karma+1 vote
lucassantiagososa
lucassantiagososa

Whoa, I remember now which could be the problem, and it's by one simple word: inheritance.

Some Actors maybe has states that aren't mapped and heirs the states from a some father actor which spawns the doomguy corpse. That was my case.

I had so much actors that progressively them had inherited the states form their father actors. I solved that thing simplifying the corpses and, eventually, deleting that father actors. I didn't realize of that the first time, but looking back it's pretty clear. I have confused the engine because of my clumsiness using the inheritance.

So I recommend you to check the father actors of your monsters, maybe there's something wrong that you couldn't saw before. I'll try to do my part backtracking that error by myself (I'll try to do it when I have time, so could take me a while). If I find something I will make you know.

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lucassantiagososa
lucassantiagososa

Maybe the actors are overlying each other or there's something in the flags or in the TIDs that are messing the things up.

I had a similar problem with a private mod that I was working on (which was scrapped). In my case the problem were in the TIDs because I made so much corpse actors with almost identical scripts which, by some whatever reason that I can't remember now, made the engine get confused.

I remember fixing the problems simplifying the corpses and making less actors, that's by beign less aggresive with the engine resourses and to make the mod more functional in "medieval" computers.

Maybe your problem it's other, but try simplifying the corpse actors and the actor's states. Just try to not be like me and confuse the engine.

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PlombirmanTerracotta
PlombirmanTerracotta

Hey Ali, I want to report a bug. I love to use the grab attack and use enemies as shields, however when i throw them the console opens up and I'm sent back to the menu.

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PlombirmanTerracotta
PlombirmanTerracotta

ok I tested it out. So the crash happens when the enemy is automatically thrown, when the gun ammo depledes. If I throw it by switching weapons, there's no crash.

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Ali_Jr Creator
Ali_Jr

Thank you. Will pin this

Reply Good karma+1 vote
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