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
This version contains the same maps as the PK3 Only version, but bundles in GZDoom, KAI, and Project Brutality to make it easier to get up and running on Windows.
So this isn't an update from the last upload right?
No update in the Maps themselves. But we came across some weird behavior with the Destructable Decorations. So 0.53a Full Pack just removes those. Other than that, it's the same as what's in the PK3 we released 2 weeks ago.
Youtube.com
Modification "Dragon-Sector-Remake" of the classic game "Doom II" from 1994 and I must say that it is a really sensational experience. The level of attention to detail in this modification is impressive, and the updated graphics and sound effects greatly improve the overall quality of the game.
What I liked the most were the new weapons, enemies and levels that were added in this mod. This gives the game a new life and feels like a whole new experience. The gameplay was challenging but incredibly fun, and kept me engrossed for hours.
Overall, I recommend "Dragon-Sector-Remake" to anyone who is a fan of the original "Doom II" or FPS games in general. It's a fantastic update to a beloved classic, and I can't wait to see what the developers come up with next time!
I hope you got to see our maps. I saw your video on YouTube, but you were playing Project Brutality with the original Doom wad. To get our maps, you need to choose the Doom 2 wad, because our maps are based on Doom 2's map numbers.
Still, I am glad you like Project Brutality. The folks that work on that have done a wonderful job.
Thank you very much for the hint and I'm starting to mount the .WAD file from doom II and play. Regards :)
Glad you got it working right. I wrote a tutorial on how to start both editions (PK3 and Full) which helps, but it is easy to miss on the page. The next release is going to have complete documentation included in the download. In the meantime, have a look at the link below if you run into issues, and I am always happy to answer any questions.
Moddb.com
The post above has been corrected :) Thanks for the information. and best regards
Is asking for a devversion of gzdoom and the provided one just crashes so hard there are not logs, so i can't play this at all. Gotta wait for the 4.11 gzd release
completely my fault, scaling set too high from previous settings. asked for too much resource that way.
will finally try the mod :)
Using the Flashlight, which is necessary, drops the fps big time
Sadly, not much we can do about the fps slowdown with the flashlight. Just an artifact of how GZDoom works and processes lights. Future versions of GZDoom may help this, but there is a lot of work to be done, so I have no idea how long it may take to break GZDoom free of being single core limited.
Hey guys, funny issue I ran into - and a friend reported the same thing. Ammunition seems much, much more scarce since the .61 update! It feels pretty hard to play. Is this intentional, or have we messed up our settings somehow?
Thanks again for this incredible mod, some of the best work that's ever been done with DOOM.
Ammo is more scarse now, yes. BarefootMapMaker went and tuned the drops so it's more of a challenge. But, if you make use of the base's assets, you can save a lot of ammo.
Well, and another issue we had, too, was Project Brutality's random spawn function. In order to try to get players the kinds of weapons, ammo and backpack pickups I wanted, I had to pretty much place an inordinately large number of items around in the maps.
But DarynS figured out how we could customize pickups. After he did, I started fine tuning the maps to be more about what I had originally envisioned for them. Namely, scarcer pickups, making finding ammo a challenge and encouraging players to seek out and use the base's assets.
My vision was to make Dragon Sector a set of maps that not only gave players a heaping dose of Doom fun, but to also encourage exploring, being especially mindful of hints and clues, and often times, thinking outside the box. And as a nice side advantage of that, to also make the maps as replayable as I could; miss something the first few times through, keep trying until one finds it all. It was a formula which worked awesomely well for the Original Doom. I hoped, very much to recreate that experience here. :)
The addon freeze and crash
Could you provide a bit more information on the system you are running on, what WAD, and how you are starting the mod?
Thanks!
is this just a map, or a map and a mod all in one pk3??
This pack contains everything needed to get started. It has GZDoom, Project Brutality, Dragon Sector, and a .cmd file to load it up.
Dragon Sector itself comes with 6 maps, custom powerups, and custom monsters.
There are currently 6 large maps, and we're working on the next one.
If you've already got a GZDoom 4.11 installation and want to play it with another mod or no mod at all, check the addons section which has just the Dragon Sector pk3.
Whoah! The amount of work and care for detail is impressive. Normally I avoid Brutality cause it breaks most of map designs and fights, but the maps are throughly designed to work with it. The places are so cohesive that it really feels like a real place.
Awesome job! š¤š¼
Thank you! It's always great to know people are still finding this mod and enjoying it. It has taken a lot of work to get to this point, and we are nowhere near being done.
Keep an eye out for future releases, and give us a follow if you haven't!
Hahaha! Thank you very much, MacDoom81! It really means a lot to us when people say they enjoyed their experience so much! Just so many things, so many considerations, and just so much THOUGHT went into the maps' design, just so we COULD make a cohesive, and therefor, immersive experience! To us, video games that draw you in AND you have fun playing them WHILE being drawn in, is what good video game design should be all about!
So once again, thank you very much. That you enjoyed playing as much as you did, is just the reward we were looking for for our efforts!
This latest version seems to be crashing shortly after the first map loads, or during loading. I didn't really do much customization, I just launched the batch file and started. Got an appcrash event in event viewer, referencing GZDOOM and some AMD dll. System: Ryzen 5900X, 32GB RAM, RX 5700XT (latest drivers). Running currently on 1080p 60Hz fullscreen on Vulkan. Folder is on an SSD.
Thank you for the report. I'm not able to get this to happen, though. I have been told by someone that ran intoa similar issue that they were able to get past it by first loading GZdoom on its own and loading into a Doom 2 game. Then quitting out and trying the batch file again. I'm not sure what it is with AMD and GZDoom but they sometimes get a bit weird.
Seems to be something to do with the Vulkan API as well, I tried the OpenGL renderer and it did not crash.
Try replacing the version of GZDoom I shipped with the full pack with the latest devbuild.
Devbuilds.drdteam.org
It's possible that the updates to GZDoom brought over from dpjudas's VKDoom might help here, as he has been focusing on Vulkan primarily.
Sadly I canĀ“t play that, my GZDoom version is 4.7.1 and this mod only works with 4.11, the latest... I have win 32 machine so I canĀ“t update my GZDoom anymore...
Sorry to hear that. Sadly, we're using a lot of new functionality that GZDoom has added since 4.7.1. So trying to backport it wouldn't be possible. I don't know what CPU you have, but it is likely it could run 64bit.