Brutal Doom Extended Edition is the definitive enhancement mod based on Brutal Doom and Dox778's personalized Addon, featuring a clean and consistent Doom-like gaming experience similar to the original Brutal Doom and heavily focused on improving overall gameplay.
Brutal Doom Extended Edition is a mod based on Brutal Doom and Dox778's personalized Addon. This .zip file includes the Main Mod File
Version 21.3 Changelog:
- Fixed slow quickmelee on guns with straps option on
Version 21.2 Changelog:
- Fixed boss gun selecting bug
Version 21.1 Changelog:
- Fixed plasma blaster grenade throw bug
Version 21 Changelog:
- New weapon spawning system: Random weapon spawner now checks if the player already picked up a weapon, and if this happens, removes the weapon from the spawning logic.
- Boss guns now have ammo and are deselectable, fixed kicking animations, implemented quick melee
- Minigun: removed primary fire delay for a more realistic minigun behavior
- Buffed nailgun damage
- Refactored weapon menu
- Removed ammo drop menu, quick pull pistol, advanced taunt, one-liners
- Removed +ISMONSTER flag from shootable revenant missiles for compatibility with plugins like Target Spy
- Buffed chainsaw and axe damage
Version 20.5 Changelog:
- Reduced tracer's size 25%
Version 20.4 Changelog:
- Removed Terminator Demon grenade bounce and shockwave
Version 20.3 Changelog:
- Removed grenade launcher projectile from CyberBaron
Version 20.2 Changelog:
- Terminator demon grenade is now the same as grenade launcher's alt fire
Version 20.1 Changelog:
- Changed rifle pickup clip from 1 to 5
- Changed Shootable Revenant Missiles Melee, Cut and Saw damage factor to 0
Version 20 Changelog:
- Added option to make Revenant Missiles shootable
- Added custom keys for selecting Cyberdemon Missile Launcher / Mastermind Chaingun
- Added option for selecting fatality modes: Rip and Tear + Smash, Rip and Tear only, and Smash Only
- Rip and Tear / Smash drops are now equal
- Fixed Mastermind chaingun exploding offsets
- Removed Berserk Pack and Demon Rune on screen messages
Version 19.4 Changelog:
- Increased Demolisher reaction times
- Removed Demolisher step damage because of bugs
Version 19.3 Changelog:
- MES: Fixed Doom II Map 07 center floor elevation
Version 19.2 Changelog:
- Fixed mancubus and volcabus stomp attack bugs
Version 19.1 Changelog:
- Fixed X12 bug while reloading
Version 19 Changelog:
- Implemented pitch and tilt for nearly all weapon animations like firing, reloading, dual wielding, changing weapons, etc.
- Fixed rocket launcher reloading while aiming bug
- Implemented axe berserked hits
- Fists Rip and Tear / Smash mode now only can be changed with weapon special key
- Fixed chainsaw dissappearing bug after cutting monsters with different blood types
- Buffed chainsaw damage a little bit
- Simpler rifle level start animation
- New X12 pump and reload animation + new brightmaps
- New plasma blaster primary (auto shotgun plasma) and secondary fire (flame thrower plasma), faster reload
Version 18.8 Changelog:
- MES: Fixed Doom II Map 24 misplaced texture
Version 18.7 Changelog:
- MES: Removed Doom II Map 07 Fence
Version 18.6 Changelog:
- MES: Fixed E3M1 HellKeep Structure colision
Version 18.5 Changelog:
- Fixed machinegun kicking while reloading grenade
Version 18.4 Changelog:
- Fixed shotgun changing firemodes bug with hold aim mode
- Fixed AA12 bug: reloading with full mag glitchy animations
Version 18.3 Changelog:
- SSG replacer now spawns QSG and ASG if enabled
Version 18.2 Changelog:
- Added powerups icons and timers for Doom classic status bar
- Adapted Doom classic status bar to new disable reloading system
Version 18.1 Changelog:
- Fixed plasma blaster empty mag when picking up
Version 18 Changelog:
- Updated HXRTC Hud for pistol Single Shot / Burst Fire modes
- Updated screen text for pistol Single Shot / Burst Fire modes
- Fixed glitchy sound for assault rifle when changing ammo types
- Updated HXRTC Hud for assault rifle Normal / Heavy fire modes
- Updated screen text for assault rifle Normal / Heavy fire modes
- Updated HXRTC Hud for X12 Shotgun Buckshot / Flak shot fire modes
- Updated screen text for X12 Shotgun Buckshot / Flak shot fire modes
- Implemented black shells for X12 Shotgun Flak Shot (with reloading animation)
- Updated flak shot shell icon on BD Simple Huds
- Slightly faster chaingun normal fire start
- Implemented new reloading system
- Even faster chaingun spin alt fire
- Slightly faster BFG10K normal fire start
- Disabled throwables selection via weapon keys
- Cleaner Full Helmet Hud and added selected throwable type and ammo
- Added Drum Assault Shotgun Type Selection: Select between Black ASG and AA12 types
- Added option for disabling Ubersoldat
- Fixed chainsaw and axe throwing animation bugs
- Rebalanced weapon magazine customization sliders
- Fixed bugs on some weapons when reloading was disabled: Pistol, MP40, SMG, Shotgun, Nailgun, Rifle, Rocket Launcher, Railgun
- Deagle now takes 2 clip1 ammo when reloading for each bullet
- Fixed deagle reloading bug on low ammo
- Buffed revolver damage
- Fixed glitchy shotgun pump animation when no more ammo
- Added dual plasma gun no ammo ready state
- Fixed dual revolver select animation glitch
- Changed revolver to a two hand grip with new brightmaps
- Adapted BD original huds to new disable reloading system
- Added some new ammo icon types for pickups (cosmetic) and original BD huds
- Added berserk status to minimal hud
- Added alt fire mode indicator on minimal and helmet huds
- Modified railgun siege mode
- Fixed bugs with changing weapons firemodes while aiming
- Added powerup icons and modified timers location on BD original HUDs
Version 17.5 Changelog:
- Fixed zoomfactor glitch for berserked right kick
Version 17.4 Changelog:
- Changed X12 Shotgun flak shot damage type
Version 17.3 Changelog:
- Fixed short pipebomb quick throw bug: detonator was activating when pipebomb was picked up
Version 17.2 Changelog:
- Rebalanced BFG spawner chances
Version 17.1 Changelog:
- MES: Fixed Doom II Map 01 enable / disable glass windows
Version 17 Changelog:
- Implemented pipebomb damage type for compatibility with Hit Markers Addon
- Fixed bad kick pain sprites for CyberBaron
- Fixed bad kick pain sprites for Ancient Arachnotron
- Buffed Mancubus jump attack distance
Version 16.1 Changelog:
- Fixed ubersoldat minigun death
Version 16 Changelog:
- MES: Added invulnerability sphere to Plutonia Map 04
- MES: Added Radsuit to Plutonia Map 17
- Removed nukage and blood floors particle damage
- MES: Added Radsuit to Plutonia Map 25
- MES: Added Radsuit to TNT Map 14
- MES: Added 4 Radsuits to TNT Map 21
- MES: Added Radsuit to TNT Map 22
- Buffed Watch Me Die and Death Sentence damagefactors to 200% and 400% respectively
- Fixed kicking overlay bug when activating quickmelee and kick at the same time
- Fixed Cyberdemon Lord of Deimos missiles low damage
Version 15.7 Changelog:
- Fixed some glitchy rocket launcher and railgun animations when reloading was disabled
Version 15.6 Changelog:
- MES: Added Demon Strength Rune spawn to maps E2M8 and E3M8
- Fixed SpiderMastermind fatality not triggering level end on E3M8
Version 15.5 Changelog:
- Fixed kicking while reloading bug with Shotgun
Version 15.4 Changelog:
- Small alignment change to HXRTC Hud melee SMASH text
Version 15.3 Changelog:
- MES: added cvar and menu entry to enable / disable extra items
Version 15.2 Changelog:
- MES: added Radsuit before acid pool in map E2M6
Version 15.1 Changelog:
- MES: fixed E1M7 disable glass windows config
Version 15 Changelog:
- Change melee Rip and Tear / Smash also with Weapon Special action
- Rip and Tear / Smash mode is now shown in HXRTC Hud
Version 14 Changelog:
- Implemented kicking while reloading
Version 13 Changelog:
- Several bug fixes
Version 12 Changelog:
- Adjusted level start spawn protection
Version 11 Changelog:
- Improved fatality bonuses
Version 10.1 Changelog:
- Fixed trample sprite bug for ZSpecOps and QSG Zombie brutalized corpse
Version 10 Changelog:
- Fixed axe disappearing from inventory bug
Version 9.9 Changelog:
- Fixed some weapons not firing when fast switching weapons with primary fire pressed
Version 9.8 Changelog:
- Restored Cyberdemon, Annihilator, Demolisher and Mastermind original sizes (change does not apply for E2M8 and E3M8 bosses)
Version 9.7 Changelog:
- Fixed dual pistol selecting animation glitch
- Changed x2 plasmagun HXRTC Hud icon
- Added knockback for fatality type punches for some monsters to match Smash melee mode
Version 9.6 Changelog:
- Little less spread for machinegun, MG42 and minigun
Version 9.5 Changelog:
- Fixed some weapons glitchy animations with some throwables
- Implemented throwable animation for revolver / dual revolver
Version 9.4 Changelog:
- Fixed volcabus pain and death animations
- Faster volcabus balls for unmaker secondary
- Buffed pipebombs explosion and void grenades damage
Version 9.2 Changelog:
- Fixed third person camera not starting for some player explosive death types
Version 9.1 Changelog:
- Nerfed revenant seeker missiles speed
Version 9.0 Changelog:
- Fixed some zoomFactor bugs with some chainsaw firing animations
- Fixed bloody axe bug when changing blood color stains by attacking different monster types
- Reworked firing zoomFactor for slot 3, slot 4, slot 5, slot 6, slot 7 and slot 8 weapons
Version 8.0 Changelog:
- Changed X12 Semi-Auto fire mode to flak shells type shot
Version 7.8 Changelog:
- Reduced X12 Shotgun Semi-Auto mode firerate
Version 7.7 Changelog:
- MES: Replaced Doom II Map 28 FIREBLU1 and FIREBLU2 (fire blue) textures with SP_HOT1 (Red bricks)
Version 7.6 Changelog:
- Disabled volcabus pain animation
- Reduced some special enemies variants spawn rates
- Modified Flamethrower's gas canister to match Pyrosergeant's one
- Reduced damage radius for Mancubus and Volcabus stomp attack
Version 7.5 Changelog:
- Removed damage from TinyBurningPieceInfinite actor
Version 7.4 Changelog:
- Faster dual plasma gun reload
- Implemented new BFG9000 alt fire: mini bfg balls with fast fire rate
Version 7.3 Changelog:
- MES: Replaced E3M2 water ponds FIREBLU1 and FIREBLU2 (fire blue) textures with FLAT5_7 (dark stone)
Version 7.2 Changelog:
- Changed slug reloading frames (now with green slugs)
- Faster pump shotgun reloading animation
- Faster pump shotgun ADS fire rate
- Buffed SSG buckshot damage
- Faster SSG fire rate
Version 7.1 Changelog:
- Nerfed aracnorbQueen and aracnorb health
- Reviewed extremePunches and fatality damagefactor for all monsters
- Less Hell Knight recoil when punching with berserk smash
Version 7.0 Changelog:
- Nerfed some monsters fastSpeed projectiles in higher difficulties
- Buffed berserked punches and kicks
- Improved janitor disabling gfx's and changed janitor BD menu description
- Faster player weapon tracers
- Fixed some monsters using wrong tracer classes
- Fix flame trails spawning before green plasma ball and fireball
- Added smoke trails to cacodemon balls
Version 6.0 Changelog:
- Fixed Rocket Launcher ADS going to red with aim toggle option enabled, now it's green and consistent with hold to aim option
- Added and fixed some missing weapons brightmaps: Assault Shotgun, SMG, Dual revolver, X12 Reload, Rifle, Plasma gun kicking, Dual plasma gun idle, Flamethrower idle, BFG
- Modified original BD weapon muzzle flashes dynamic lights
- Added some missing muzzle flash effects for weapons
Version 5.5 Changelog:
- Fixed small monsters disappearing when Demon variants killed them
Version 5.4 Changelog:
- Fixed some bugs
Version 5.3 Changelog:
- Restored Customizable Weapon Mags Menu Option (Extended Gameplay - Weapon Options)
- Implemented Customizable Weapon Mags for new guns with magazines and shotguns
Version 5.2 Changelog:
- Fixed MG42 slow fire rate
Version 5.1 Changelog:
- Refactored MG42 accuracy
Version 5.0 Changelog:
- Fixed first person legs bug when changing levels
- Removed some unused actions menu entries
- Added AA12 shotgun to weapons pack
- Nightvision addon added to base mod file
- Improved BD original HUDs: Simple 16:9, Simple 4:3, Minimalist and Normal Status Bar
- Removed some unused assets from base mod file
Version 4.9 Changelog:
- Fixed reloading while firing bug on some weapons
- Implemented two new frames on shotgun pump with green slugs
- Added particles and tracer effect on shotgun slug fire
Version 4.8 Changelog:
- Fixed some pistol firing sprites missing left hand
- Fixed bug when going to ADS with hold aim type after changing fire mode for shotgun
Version 4.7 Changelog:
- Removed Pinky Demon and Spectre jump bite attack
Version 4.6 Changelog:
- Changed yellow front light for green in plasma gun alt fire animation
Version 4.5 Changelog:
- New kicking animations for Assault Shotgun and Plasma Gun
- Small changes in kicking animations for SMG and Assault Rifle
- Option to enable / disable Hellish Missile Launcher Jetpack
First Changelog:
- Only one starter class with rifle and pistol
- Implemented general changes for all weapons: autofire, no recoil
- Melee autofire allows faster chained fatalities and combos
- Reworked fatality animations to be faster and smoother
- Refactored pump shotgun: tighter spread, higher damage, glass shells changed for single slug with green casing and high damage, faster inserting shells animations, green front sight, changed some brightmaps
- Faster demon based monsters (demon, mech demon, spectre)
- Fixed bug with fatalities: moving while executing fatality
- Fixed ceiling imps bug: imps crawling on ceiling even if bd_ceilingimps was 0
- Simpler menus
- Fixed bloody hands climbing bug: when having a ranged weapon it showed stained hands on final climbing frames
- No ammo on guns goes to reload automatically
- Implemented reloading while ADS
- Fixed bug: going to ADS automatically after reloading if pressing ADS while reloading animation
- DemonStrengthRune now heals 100 hp
- Fixed remember dual plasma rifle
- Refactored bosses speed / height / health, bosses are much more aggressive and harder
- Buffed monsters projectiles speed
- Fixed monster drops
- Implemented assault shotgun based on PB 2.03 auto shotgun with two ammo types: buckshot and wide spread frag shells based on Dox778's Assault Shotgun Redone by Internethetzer
- Changed Unmaker pickup sprite based on one taken from realm667 (by Scuba Steve), alt fire projectiles are now VolcabusBalls, also fixed primary / secondary fire problems when holding fire and alt fire buttons at the same time
- Fixed some projectiles missing flares and modified some projectiles for better looks
- Disabled stealth kills and meat shields
- Added some monsters from XVME Monster Expansion Addon
- Implemented desert eagle based on Dox's Deagle for Brutal Doom v21, disabled ADS, nerfed damage a little bit
- Axe primary fire does a two swing combo
- Implemented Fist combo: hold primary for combo jab, right jab, upper, cross
- Disabled grabbing
- Removed unload for weapons
- Removed rifle bash and dual wield
- Removed dual flame cannon
- Fixed primary / secondary fire problems when holding fire and alt fire buttons at the same time for nail gun and grenade launcher
- Removed plasma needles from plasma gun
- Removed pistol silencer
- Removed plasma cooldown animation
- New pistol grip with two hands
- Removed BFG10K idle movement
- Removed boss health bars
- Changed rocket launcher alt hud icon
- Added grenade name change on screen
- Removed BFG10K player damage
- Implemented improved nightvision addon
- Fixed fatalities for base mod (courtesy of Dox778)
- Added brass knuckle icon for melee
- Fixed nailgun hud icon
- Less spread for dual weapons, pistol and smg
- MG42 (Buzzsaw) now uses the same ammunition type as minigun, machine gun and rifle and spawns if enabled replacing minigun
- Nerfed MG42 damage to match slot 4 weapons
- Modified dual plasma gun front button from yellow to green to match single wielded plasma gun, blue when firing
- Added cyberdemon rockets and mastermind chaingun to hxrtc hud with each timer for ammo
- Removed altfire from cyberdemon rockets
- Removed freeze nades for full compatibility with XVME Monsters
- Changed BFG 9000 sprite models to BFG from Blackmore's 1014 Alternative SSG and BFG for v21 addon by Blackmore1014
- Changed SSG icon based on Blackmore's 1014 Alternative SSG and BFG for v21 addon by Blackmore1014
- Changed pistol icon based on Tomtefar's Resources and Pistol v1.5
- Faster BFG 9000 projectile speed
- Added X12 shotgun (from X12 Shotgun for Bdv21 by FedeN05), mirrored X12 shotgun reload animations, changed switch fire modes to dual wield key, semi-auto fire is a slower but more powerful version of full auto
- Changed SMG model for Schism's mod version (by TSF)
- Disabled fidget and inspect animations
- Less nails gravity
- Disabled funny reloads
- Disabled dual plasma gun cooldown
- Fixed glitched red pixels around finger in pistol reload animation
- Implemented imp sounds from Doom 3
- Mirrored mancubus flame cannon and revenant missile launcher icons
- Changed harder difficulties to be more challenging: player takes more damage, monsters are much more aggressive
- Added chaingun sound to juggernaut boss
- Added missing tags for some monsters
- Rocket launcher ADS with guided missiles changed to green for better aiming, changed fire mode toggle animations to be consistent to this change
- Implemented railgun quickscope fire
- Higher SMG and MP40 damage, less spread for MP40
- Reworked spread, fire rate and damage for machinegun, minigun and MG42
- Doom II Map 30: Icon of Sin now kills all monsters on death
- Reordered weapons priorities: higher DPS weapons have higher priority (can be customized in KEYCONF.txt file inside mod’s .pk3 file)
- Annihilator drops Cyberdemons Missile Launcher
- Demolisher drops Mastermind Chaingun
- Implemented X12SG Guy variant of ASGGuy, drops X12 Shotgun
- Fixed reloading with full magazine while ADS bugs
- Fixed ASGGuy dropping two auto shotguns in some death animations
- Slowed down nazi soldiers strafing left / right speed
- Nerfed cyberdemons missile launcher firerate and mastermind chaingun damage
- Scaled down pistol and deagle pickup sprites
- Implemented semi-auto heavy impact ammo for battle rifle (switch ammo types with dualwield key)
- Changed mancubus flame cannon icon
- Revenant hellish missile launcher gives 30 ammo for each pickup
- Modified plasma gun altfire to a shotgun-like behavior, holding altfire will autofire 10 plasma balls
- Fixed some MES badly trimmed textures
- Fixed some MES badly placed objects
- Added Extended Level Settings to customize MES content (enable / disable several MES objects)
- Fixed kicking while ADS bug when hold to aim is enabled
- Implemented quick melee feature (left cross) for all weapons except boss weapons
- Implemented kicking while moving feature for more dynamic melee combat experience
- Implemented new BFG9000 alt fire: mini bfg balls with fast fire rate
- Implemented new BFG10K alt fire: shotgun like BFG10K balls
- Implemented railgun siege mode: more damage per shot, double ammo consumption, more cooldown time, less ADS zoom factor
- Modified some weapons base magazine sizes
- Removed weapons second special for consistency
- Fixed chainsaw reverb sound issues
- Removed healing when entering See state from Baron, Hellknight and Annihilator
- Implemented reloading while firing: pressing reload while firing will stop fire and enter reloading state
- Implemented “Death Sentence” difficulty
- Nerfed Super shotgun zombie reaction time
- Implemented 3 second spawn protection on level start, useful for maps with complicated starting spawns like E4M9 or Alien Vendetta Map 26
- Modified plasma zombie shooting behavior
- Refactored nearly all monsters health values and attacks damage
- Reduced sound volume for bullets hitting dirt / nukage
- Modified machine gun and BFG10K spawning rates
- Teleport freeze time reduced to 0
- Reduced sound volume for water splashes
- Fixed trample sprite bugs on some brutalized monsters
- Flamethrower and flamecannon’s ammo consumptions are now proportional
- Fire barrels are now shootable with any weapon
- Reduced flamethrower particles damage radius
- Candelabra shootable flag removed
- Removed “River Styx” print on screen with MES activated on TNT Map 29
- Fixed some zombies rolling even with rolling zombies option disabled
- Added configuration to enable or disable custom weapons spawns
- Added flame rounds for Grenade Launcher
- Added new empty ammo sprites for Machinegun, MG42 and BFG10K
- Faster kicks with zoomfactor hit effect
- Fixed several kicking bugs
- Added quad shotgun and new combat rifle
the mod looks very very good, but when i reload, it makes the animation of reloading but it didnt reload, and also, if the main mag depleats and i try to reload, nothing happens..
Hi! Can you send a video of the issue so I can take a look? Thanks in advance
can you make all the pistols firing at the same time?
great mod better than daniels brutal doom
Latest GZdoom, Latest BDEE, Weapons testing map is missing textures on the terrain and the buildings.
That's probably because you are loading the test map with the Doom wad instead of the Doom II wad. Test map must be loaded with the Doom II wad
add big gun
Hello and thanks for your work!
I'm new to doom modding, so I was hoping you'd point me in the right direction. I'd like to make some tweaks for myself but I'm kind of struggling on where to start. How do I:
- disable randomized pickup sprites
- dial enemy stats and weapon damage back to BDv21 values
- rearrange weapon order within slots, so that for example pressing the BFG slot button will select BFG9K first, not BFG10k
-- same with shotguns, I'd like the order when selecting to go ssg->sg->assault/auto, the way it was in BDv21
- make the machinegun reload grenades when the reload button is pressed (currently only reloads on secondary fire when empty)
- make the statusbar not disappear when opening map screen
If you would point me towards how and where to tweak it, it'd be much appreciated. Cheers!
Hi, first of all you need the Slade app to open the mods .pk3 file.
Then I'd recommend you start reading some decorate documentation as to understand how the mod works.
As for your specific items:
- disable randomized pickup sprites: I assume you are refering to the new ammo pickup sprites, that is configured in the DECORATE/ITEMS/Ammo file
- enemy stats and weapon damage: you should modify each enemy file and each ammo file for the values you want (DECORATE/MONSTERS and DECORATE/WEAPONS)
- rearrange weapon selection order: that is done in the KEYCONF file in the root directory.
- machinegun reload: you should implement a RELOAD state in the machinegun file
- statusbar: this is done in the SBARINFO file
Again, doing all this requires understanding on how things work in DECORATE, so I highly recommend you take your time reading and learning that and you would be able to modify anything you want.
Best regards
Thanks a lot! The tweaks are going smoothly.
One more thing I wanted to ask is that I've noticed that your mod has very smooth ADS mechanics, with guns being able to go in and out of ADS while firing full-auto, as well as the default crosshair disappearing in ADS. How did you achieve that? I honestly want to just put this feature on top of vanilla BDv21, can you give me some pointers?
On top of that, I can't seem to find what variable in SBARINFO - if any - makes the status bar disappear when the map open. I assume it has something to do with the statusbar not having the green overlay to the sides of it like in regular doom.
Thanks for your help!
The ADS mechanics are not mine, they were already implemented in Dox Edition. The crosshair is set for example with the A_SetCrosshair function.
Check the ZDoom Wiki and the ZDoom forums for more information on how to implement things for the source port.
Best regards
Hey man in Project Brutality 3.0 there had an option called "Carbine as DMR replacement" can can add that to your mod ???
"https://www.moddb.com/mods/brutal-doom/addons/carbine-for-brutal-doom-v21", "https://www.google.com/url?sa=t&source=web&cd;=&cad=rja&uact=8&ved=2ahUKEwjBoLi3vaaAAxVqmlYBHQXyALEQFnoECBQQAQ&url=https://www.moddb.com/mods/brutal-doom/addons/doom-movie-rifle-for-brutal-doom-21&usg=AOvVaw3w66b7Y_V_rVVKlw8XlbaZ&opi=89978449"
In Brutal Doom Extended Edition, I do not know how to turn off new, redundant enemies so that they are not in the game. I play dbp10 (Author : Doomer Boards community) map01 2 bosses at once :D Download from "https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dbp10" and test with Brutal Doom Extended Edition map01 : ) Weapons, items like "+" and enemies "-" to remain as Doomer Boards community put together. Unable to delete enemies put together by Brutal Doom Extended Edition level maps.
thank you for this! love your work! always enjoy checking out your new updates. anyone who is new to brutal doom I highly recommend checking this one out!
Hello there ZXV. Sorry I know it's 1st anniversary of your mod. I am very forgetful.
Would it be possible to add an option to disable the new camera tilt on weapons?
WTH! Does ModDB is not pinning updates anymore!? Noticed lots of updated stuff just for coincidence by browsing the mod!
Thanks to keep improving it even more btw!
Thank you for playing!
Hi there, just noticed that the Quick Melee is very slow with the Shotgun, looks like it has some kind of cooldown.
This also happens when the player switch to the Grenade Launcher, however only at the begin of frames when is selected, it work as usual otherwise, unlike with the Shotgun that is slower full time.
Btw, do you considered to increase the amount of times that the grenade launcher could fire before reloading? Actually it works kinda like the SSG but is totally eclipsed once the player get the Rocket Launcher and could wish to just turn the GL off from the selection, due is a "slowdown" to obtain the RL sooner.
I mean, i like this weapon but at this point the only real difference with some utility is the bounce grenade function.
The mod is so damn well made and fixed, Thank you for your time and your efforts!
Fixed slow quickmelee on weapons with straps option on.
It no longer runs in my poor range 😿
Hey, I have bug where when summon the regular pump-action shotgun it immediately turns into shotgun ammo.
Hey man, ever thought to do a collab with the author of BD Platinum? Take the best from both BDEE and BDP and another Epic Mod will come out!
Just a thought :)
You mentioned something about the Cyberdemons' and Spider Masterminds' weapons having their own ammo, but for some reason, when I got the Mastermind's chaingun, it seemingly had infinite ammo. What's up with that?
How to get the Cyberdemon missile launcher and Spider Mastermind Chaingun?
POSSIBLE IMPROVEMENTS
1) What about "normalizing" sound effects volume, and fixing some of them? Some sounds are deafening.
E.g. 1st level of DOOM: splash in the green mud too loud, breaking windows too loud, flys sound too loud, bad alarm sirens (sounds like a turkey cry!), fire torches too loud... or in 2nd level, the sewers/sink room you can hear its ambient sound far from behind the wall, way too loud....
I've done it myself and is way better now.
2) axe (weapon) hit range is too long. Stand in front of a wall and move back and hit: you'll see axe hit range is exaggerated and should be much shorter
3) faster step sounds when running (SHIFT+W)
BUG: sometimes there are multiple player step sounds (= too much, even after you stop moving). Randomly happens, and then while playing disappears.
Hello there!
Hope you are ok since there are no more signals from you...
I was wondering if is possible to export the Icon of Sin from this mod and make it standalone, it will be nice to use it universally, instead to have the vanilla lazy one.
I know there are few other versions/addons like that, but this one respect te vanilla map and i believe is pretty close to how the boss should have be for real.
Thanks and take care.
how i can activate the preview image hud?
No carga se qué en negro la pantalla
Is this for gzdoom 4.1.3 delta touch 2.2.1 version