Brutal Doom: Kickass Edition is (or Was) A Brutal Doom Fork by Coomslayer15/D Boi, Enhancing Gameplay, making it much more challenging, redesigning the weapons and adding new features to the pre-existing Brutal Doom format
As the summary states, the Final addendum for Kickass Edition has Been released, It is so hard to believe that the mod's development has finally come to an end, but I'm happy and thankful for everyone who has shown their love and support for what was quite literally my first ever mod, I'm so glad that I stuck around with this mod, rather than leaving it on v3 (As I intended to do originally), As keeping myself working on this mod has been a stressful, but rewarding experience.
At this point, I think I've added so much shit, that I don't think I could add anything else to the mod, and if that doesn't tell you something about how much I've added in, then I don't know what will...


We’re very pleased to finally bring Version 0.60 of Dragon Sector (The Remake) to you today! Before we get into the details, we want to share one critical piece of information.
If you have been using Project Brutality and you have been updating from build to build, you will likely run into an issue where upon loading the maps, your framerate will start normally but then begin quickly degrading, slowing to a crawl in performance, within the first few seconds of play.
There seems to be some sort of interaction between our mapset and Project Brutality’s more recent Staging builds. We are aware of it, and so are Project Brutality’s developers. Neither of us have been able to yet, nail down what is causing it.
However, there is an easy fix for this and it should only need to be done once.
Go to your Documents\My Games\GZDoom folder and delete the gzdoom.ini file. GZDoom will create a new one, automatically, the next time you start it. The game should then run normally. Unfortunately, you will need to rebind your controls and adjust your preferred graphical settings, after you delete the old ini file. A bit of a pain, but Project Brutality’s developers are working to find the problem.
Map 6 of Dragon Sector (The Remake) is now ready for release! This is an intricate, yet fast-paced map which will put all of your skills to the test. At the end of it, you’ll be faced with a new Boss Encounter that will make you bring your game, or else! Also, this map is moody, atmospheric, and features some very detailed environmental structures. If we don’t say so ourselves (and we do!), this map is better, visually and mood-setting, by a good margin, than all of the maps in the set which come before it, as good as they are!
Three months in the planning, I, BarefootMapMaker, thought for a long time about what I wanted this map to be, and what I wanted it to look like, feel like, and play like. I did all of this before ever laying the first vertice. Then, once I got started, it was an exercise in meticulously sticking with my plan. I’ll let the results speak for themselves, but I am fully satisfied that most who play this map will find it an extremely satisfying experience. I don’t take making these maps lightly. I love making Doom maps. I want the best. The best play experience for myself, and to no lesser extent, for you. I think you’ll agree that this latest map in our set, will be the best Doom experience you’ve likely ever had.
That’s it for now! We want to thank everyone for the support, and for giving our maps a shot. Making maps with this much detail and intricacy, while still being fun is a real challenge, and it takes a lot of man-hours from both of us to get them to where we feel comfortable releasing them.
Dive into the mapset, immerse yourself, get to know Dragon Sector. These maps are challenging, and will push GZDoom far. But in the end, we think we’ve created something to be proud of.
So, lock and load, Doomers! You’re in for a hell of a ride!
Hello again, good Doomers!
It’s been about a month since the last update to Dragon Sector (The Remake), but we haven’t been sitting idle. There have been a lot of things that we felt needed refining, and we’ve taken that month to do exactly that.
Along with the fixes has come a total rebalancing of all of the maps. They aren’t so stuffed with ammo now, which will make finding the base’s assets and using them to your advantage more worthwhile.
We have also laid the groundwork for Cooperative play. Currently there are 5 player starts per map. We have tested this briefly, and it does work over LAN, but our results were mixed when playing with Project Brutality. Still, if you fancy playing our maps with a friend, let us know how it goes, and we can always work from there.
Here are the changes for this release:
We hope that you enjoy this new update! As always, we want to thank everyone for the support over the years, and we look forward to bringing you more Dragon Sector in the not so distant future.
All the best!
Hello Doomers!
It has certainly been a hot minute since our last update. If you have been following our blog posts, you’ll know that there has been stuff going on behind the scenes, though. Today we’d like to bring you up to speed officially on what is happening with Dragon Sector (The Remake).
Map 7’s concept has not been coming together. Instead of trying to force it, we’d prefer to have the idea, the main flow and the aesthetic in mind before we get going. BarefootMapMaker doesn’t want to put out a map he is not fully happy with and doesn’t enjoy playing, so for now, this release will only include the six maps previously released.

That isn’t to say that there is nothing new. All six of the maps have received substantial additions, rebalancing of both monster and item placement, and in some cases, completely new areas. So, if you’ve already played through them, it will feel much different now, especially given the recent changes to Project Brutality.
Unfortunately, this also means that savegames you made previously will not be compatible with the new version. So if you have a playthrough going, maybe finish it up before starting fresh with the new version.
There has also been a lot of work done to other aspects of the mod. Several of our monster variants have been tweaked. We’ve also added a new beastie to fight, the Behemoth. Thanks Amuscaria for that one.
Last, but not least, are the changes to the Security Bot. This is the initial implementation of inkoalawetrust’s KAI library. Now, the bot is much better at finding its targets, and much more reliable when it comes to following you around. No more spinning around like a top and veering off at random.

As we continue to move forward, more features will be added, and KAI will be implemented on other actors, like the Drone, or some monsters. It’s taken a lot of work and brain numbing trial and error to get here, but DarynS feels pretty good about what the bot is capable of now, and looks forward to improving it in the months to come.
Here is the full list (that we can remember) of changes to v0.65.

Thank you all for your support and for playing and enjoying Dragon Sector (The Remake). We’re far from done, so keep an eye on this mod page and on our ModDB blogs.
Those of you who have made content featuring the mod, with the amount of changes and improvements that we’ve made, you might find it worthwhile to revisit the mod.
That’s it for now. Download and let rip!
Good Day, Doomers!
After several months of work, we're finally ready to release Dragon Sector (The Remake) version 0.40. With @BarefootMapMaker's hectic work schedule, this update has taken longer than we'd expected. He's been getting a bit done whenever he wasn't too wiped out from driving all day or night to concentrate on it.
For my part, I've been going back and forth with him over the phone, bouncing ideas between us, and implementing what I can. This is a work-in-progress for both of us, and we're both learning new things as we're making this mod. So, while not everything we want to do is possible now, as we learn more, it will be.
Okay, enough with the preamble. Let's get to the update itself.
First and foremost is the release of Map 04, the “Fuel Refinery”. It's an engineering level that draws inspiration from “The Focus” from Doom II. The most obvious of these nods are the shutters at the beginning of the map. These are decidedly more violent than those in the original, setting the tone that something Very Bad has happened here.
The map's key progression is also similar to The Focus, where only the Blue and Red keys are required to progress through the map. However, the Yellow key will let you gain access to supplies that will make things much easier for you.
Dealing with fuels and other toxic materials is not a clean job. The map starts to take on a darker and more dirty aesthetic in the deeper sections.
We've also got a tweak to the friendly drone and turrets. Both of them are more reliable allies, now, since we were able to dial in their behavior. However, you don't want to shoot them. You are not cleared to be on this base. Shooting the drones and turrets will cause them to see you as an intruder, and you'll be forced to destroy them if that happens. There is a threshold, so it shouldn't happen accidentally. It's another fun little wildcard element that you'll need to pay attention to.
Finally, we'd like to say this is our most intricate and detailed and technically advanced map yet. We added in some special lighting effects to enhance the atmosphere, and unique fixtures like the toggleable doors and cyclable airlock. There is also a ton of complex layering of 3D Floors happening here. I tried to look at how it's done, but my brain wanted to explode when I looked at the map in UDB. Still, @BarefootMapMaker can understand it, and boy, has he done something impressive.
All of this stuff is added to meticulous monster placement, to create some fun, challenging encounters. If you haven't picked up on it by now, setting up monster infighting is a key strategy to our maps. There are numerous opportunities in this map to do exactly that.
Okay, we know you want to go play the maps now, so we'll leave you with one more thing. We hope you enjoy these maps. They're a ton of fun to make, but they also take a ton of time to do so. So please, watch this mod, share it, talk about it to your friends, make YouTube videos about it. Help us get the word out. We'd really appreciate it.

Above everything else, though. Have fun, and stay safe!
And here's a video I just recorded of this awesome map!
@BarefootMapMaker & @DarynS
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