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.

Description

Brutal Doom Extended Edition is a mod based on Brutal Doom and Dox778's personalized Addon. This .zip file includes the Main Mod File

Preview
Brutal Doom Extended Edition
Post comment Comments  (100 - 130 of 130)
L30B3ndy
L30B3ndy - - 16 comments

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..

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ZVX Author
ZVX - - 82 comments

Hi! Can you send a video of the issue so I can take a look? Thanks in advance

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JKGAMER1337
JKGAMER1337 - - 3 comments

can you make all the pistols firing at the same time?

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Guest
Guest - - 698,076 comments

great mod better than daniels brutal doom

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Guest
Guest - - 698,076 comments

Latest GZdoom, Latest BDEE, Weapons testing map is missing textures on the terrain and the buildings.

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ZVX Author
ZVX - - 82 comments

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

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XoomRanger
XoomRanger - - 31 comments

add big gun

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zhnigo
zhnigo - - 12 comments

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!

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ZVX Author
ZVX - - 82 comments

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

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zhnigo
zhnigo - - 12 comments

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!

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ZVX Author
ZVX - - 82 comments

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

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Rainbowdash98
Rainbowdash98 - - 207 comments

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"

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AgisXYX
AgisXYX - - 8 comments

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.

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Guest
Guest - - 698,076 comments

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!

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AlfredJR2K
AlfredJR2K - - 53 comments

Hello there ZXV. Sorry I know it's 1st anniversary of your mod. I am very forgetful.

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Aeron216
Aeron216 - - 4 comments

Would it be possible to add an option to disable the new camera tilt on weapons?

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Guest
Guest - - 698,076 comments

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!

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ZVX Author
ZVX - - 82 comments

Thank you for playing!

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Guest
Guest - - 698,076 comments

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!

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ZVX Author
ZVX - - 82 comments

Fixed slow quickmelee on weapons with straps option on.

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Empanadas(fool)
Empanadas(fool) - - 1 comments

It no longer runs in my poor range 😿

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Guest
Guest - - 698,076 comments

Hey, I have bug where when summon the regular pump-action shotgun it immediately turns into shotgun ammo.

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Guest
Guest - - 698,076 comments

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 :)

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Guest
Guest - - 698,076 comments

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?

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Guest
Guest - - 698,076 comments

How to get the Cyberdemon missile launcher and Spider Mastermind Chaingun?

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hexaae
hexaae - - 49 comments

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.

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Guest
Guest - - 698,076 comments

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.

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JuliJulian164
JuliJulian164 - - 46 comments

how i can activate the preview image hud?

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Guest
Guest - - 698,076 comments

No carga se qué en negro la pantalla

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ahmedhanafy2070
ahmedhanafy2070 - - 27 comments

Is this for gzdoom 4.1.3 delta touch 2.2.1 version

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