In development since 2010, the 18th Cacoward winner and Moddb 2012 MOTY Editors Choice of Creativity Award Brütal Doom takes Doom into a whole new level. It makes the game much more violent than before. There's much more blood, plus it adds unique gibs, death animations, dismemberments, headshots, executions, fire and explosion particles, flares, and much more.

The whole world becomes more real and interactive.You can kick severed limbs and heads (and sometimes, use it to activate some traps in the map earlier, or even kick them against enemies to do some damage), you can shoot enemies' heads to deal more damage (and cause more gruesome deaths) you can destroy most things in the the scenario (trees, lamps, hanging bodies, etc), you can paint the floor, the walls, and even the ceiling with blood, you can push the explosive barrels to make traps, or grab them and use like an explosive weapon, you can silently take down enemies from behind and perform stealth kills, the chainsaw actually cuts the enemies in two. When you find the berserk pack and get super strength, you can perform cinematic executions and RIP AND TEAR your foes with your bare hands. Some enemies will scream in anguish and try to crawl away when near death, and they can be used as human shields, and much, much more.

Everything in Brutal Doom is extremely intense. Everything sounds louder, looks bigger, moves faster, and hits harder. You can even fell the impact of explosions. Enemies are harder and smarter, and weapons and explosions are much louder. Your weapons have been upgraded to a deadly arsenal, completely throwing the vanilla Doom's "progressive weapon system" through the window. Every weapon is powerful and have it's pros and cons, a a weapon will never be outclassed when you find a new weapon, but only find a different use for different situations, making Brutal Doom more balanced and more strategic than Vanilla gameplay. You have new abilities too. With any weapon selected, you can press Q (default bind) to kick enemies at close range and send them away. Every new feature and weapon is cautiously balanced, and added in a way that makes sense in the universe of Doom. Many of the features can also be disabled/enabled to provide the best personal experience possible.

Brütal Doom will make the good an old Doom have a new and fresh look. It will give you a reason to play all the Ultimate Doom, Doom 2, and Final Doom levels again. This mod also works with almost every megawad and map pack around. Take a breath, and prepare to RIP AND TEAR HUGE GUTS!!!!!


Also Check the Official Facebook page: Facebook.com
And my Youtube Channel: Youtube.com

Before making any questions related to the mod, or problems to make it work, please read the FAQ.
Moddb.com


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I am proud to announce that today, Brutal Doom v21 has reached the Release Candidate phase. Which means the mod is basically finished, no new features will be added, and now there are only bugtesting left to do.
There are still some minor cosmetic things left, such as extending the Map Enhancement Script support to the late Ultimate Doom and Doom 2 levels, but these kind of stuff wont even require testing. If you want to use the current version to play stuff such as the upcoming DoomSlayer Chronicles coming up next week, just do it. This version is rock solid. But if you plan to make lengthy playthroughs such as playing Doom 1 and Doom 2 all over again, I would still recommend to wait for the final release.

Mountains of improvements have been added since the last April version, new fatalities, new and better blood graphics, new sound effects, new balance changes, bugfixes, new weapons, and so much more.On top of that, the performance gains are unlike anything I did before, now late levels of Scythe 2 and Hell Revealed, which were previously considered unplayable with Brutal Doom, can run smoothly on any descent computer. (there is a video of me testing it on Scythe 2 Map 28. I mostly get 100 fps (for reference, my computer is an i3 2120 with a GTX 750ti). While my computer could not handle this level above 40fps on version 20b.

Check the Files section for download links. Have fun.

Here you can have a sneak peak at the new features.



Version 21 Public Beta is Out Now

Version 21 Public Beta is Out Now

News 65 comments

It's not THE final v21, but already a huge update to v20b.

V21 is still going to take a while, but it will be worth the wait

V21 is still going to take a while, but it will be worth the wait

News 49 comments

Reports on the latest progress of the upcoming release.

Brutal Doom v21 draws closer

Brutal Doom v21 draws closer

News 87 comments

Great improvements on blood and gore, new weapons, better maps, and so on.

Doom 2016 weapons addon for Brutal Doom is out

Doom 2016 weapons addon for Brutal Doom is out

News 43 comments

Optional addon to add Doom 2016 weapons into Brutal Doom version 20b.

Add file RSS Files
Brutal Doom v21 RC1 Quickfix Beta August 29 2018

Brutal Doom v21 RC1 Quickfix Beta August 29 2018

Demo 752 comments

Release Candidate 1, which means its basically completed and no new features will be added, only bugfixing from now on. Now it's just a matter of time...

Astonhud

Archive Tool 7 comments

this is the most mysterious mod and hard to find the mod of hud

Wow a gun that shoots legs!?!?(NOW WITH MORE GUN!)

Wow a gun that shoots legs!?!?(NOW WITH MORE GUN!)

Demo 9 comments

Swaps that boring old minigun with a weapon of mass Destruction

Dark Sector V0.0.4 (WAD Name Subject to change)

Dark Sector V0.0.4 (WAD Name Subject to change)

Demo

This is an Early Alpha build, it is for testing purposes only! THIS IS NOT A FULL WAD

Brutal Doom v21 Chex Quest Patch

Brutal Doom v21 Chex Quest Patch

Patch 12 comments

This patch fixes a Brutal Doom v21 keys/doors and armors animations bugs that happen when you load it with a Chex Quest IWAD.

enhanced quake shit 2.5

enhanced quake shit 2.5

Demo 28 comments

I went like SHOOP and then a little WHOOPIDOO and this came out. I do not own the original Quake Stuff mod.

Comments  (0 - 10 of 7,764)
Guest
Guest

Hi there,

A hopefully relatively simple request.
The idea that we could have the damage of realism, with the monster count of one of the easier difficulties.

I was wondering if it's possible for brutal doom, or if I should be asking one of the other modders for sub-mods.

Basically I'd be playing the +700% damage to me and +50% damage to monsters
with fast monsters enabled. It's quite impossible to play the current realism mode with faster monsters on as the sheer number of monsters and things to dodge gives me an almost heart attack. However I am quite unsatisfied playing on any difficulty that doesn't require me to dodge as if my life depended on it.

Regards

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Korell
Korell

It sounds like you'd just need to add a new skill setting to the MAPINFO file inside the Brutal Doom PK3. Currently it has the following skills defined:

easyhard : name = "Power-Fantasy"
easy : name = "I'm Too Young To Die"
normal : name = "Hurt Me Plenty!"
Hard : name = "Ultra Violence"
HyperHard : name = "Nightmare!"
BlackMetal : name = "Black Metal"
Brutal : name = "Realism Mode"

So for what you are looking for, it would need a new skill defined that matches that of Brutal but just with the SpawnFilter value set to easy or normal instead of hard (which Brutal uses). So say a BrutalEasy skill, with all the difficulty of Brutal but the spawns of Easy (like the opposite of the easyhard Power-Fantasy which has easy difficulty and the spawns of Hard).

Note that the Brutal skill already has the FastMonsters setting commented out, so it may be making the monsters faster in a different way (but I've not looked into it).

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ReaperAA
ReaperAA

So basically u r asking for a "Hey not too Rough" or "Hurt me Plenty" variant of Realism difficulty as current one has UV number of monsters. Maybe u could message/request SgtMarkIV to add these difficulty modes. However he may probably not do it now because BDv21 is going through final bugfixes (feature freeze mode)

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Korell
Korell

I'm not so sure about the "final bugfixes" feature freeze status of the build, considering that he is currently working on new brightmaps hopefully to be implemented for RC2.

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TheSonicMaster
TheSonicMaster

Can you please set the Spider Mastermind HP back to 6000 and the Spider Mastermind Boss HP back to 30000? It makes more sense to have the Spider Mastermind to have more HP than the Cyberdemon and the Spider Mastermind will need to be taking less damage from getting hit on the brain than before because the Spider Mastermind is weak when there's so much damage done on the brain part along with lower HP than the Cyberdemon. The attack of the Spider Mastermind (both normal and boss versions) needs to be buffed a bit while the Cyberdemon's rocket damages will need to be nerfed a bit.

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Korell
Korell

Do you mean the Arachnotron (a regular enemy) and the Spider Mastermind (a boss enemy)? Only they aren't both Spider Masterminds.

Anyway, I've taken a look inside the decorate code for the monsters and Brutal Doom v21 RC1 has the following:

Actor Name - Tag - Health
=========================
Arachnotron1 - Arachnotron - HP 500
Arachnotron2 - Ancient Arachnotron - HP 1250
TheSpiderMastermind - Spiderdemon Mastermind - HP 4000

Whilst the two vanilla monsters are as follows:

Actor Name - Health
=========================
Arachnotron - HP 500
Spider Mastermind - HP 3000

The vanilla values can be found within the GZDoom PK3 file under zscript/doom/ with the arachnotron.txt and the spidermaster.txt files, and mirror the values from the Doom Wikia site:

Doom.wikia.com
Doom.wikia.com

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TheSonicMaster
TheSonicMaster

I don't mean the arachnotron. When I said boss versions of the Spider Mastermind and Cyberdemon, I meant the stronger counterparts of the two monsters that replaces the regular versions of the Cyberdemon and Spider Mastermind in E2M8 and E3M8.

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Korell
Korell

I've just checked in game and E2M8 has Cyberdemon Lord of Deimos, with 20000 HP, and E3M8 has Great Mastermind Invasion Leader, with 10000 HP, so they are indeed different monsters, possibly specific to those two occurences within the Doom 1 episodes.

Checking inside the PK3 they are under a different text file named SpecialDoom1Bosses.txt as actors CyberdemonBoss and SuperMastermind. There's also a GreatCyberdemon actor that has 10000 HP (in comparison to the regular Brutal Doom Cyberdemon with 5000 HP and the vanilla Cyberdemon with 4000 HP).

So you could change their health by editing the values inside SpecialDoom1Bosses.txt in the PK3. Their attacks are also listed in that file should you want to alter the damage they cause, too.

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Jules.Winnfield
Jules.Winnfield

Can I suggest an addon?

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contrazombie4
contrazombie4

It'd help if you posted the suggestion, you know?

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Highest Rated (205 agree) 10/10

Brütal Doom clearly deserves a 10, for several reasons: First, it has been developed almost single handedly by a goodwill individual, who clearly has shown the outmost dedication and perseverance through 2 years of continued development, besides from being always open-minded and patient, hearing suggestions and criticism and enduring ludicrous amounts of flame-wars on some of the forums where the project was being discussed. Such professionalism must be taken in note. Second: the level of compromise…

Jun 9 2012 by Manny_F.

Twitter

Latest tweets from @brutaldoomguy

Hopefully all the new brightmaps will be implemented on RC2. T.co

Oct 18 2018

Map Enhancement Script now applied to E3M1. T.co

Oct 6 2018

Work in progress.. T.co

Oct 6 2018

Finished adding the Map Enhancement System to all E1 and E2 levels of Doom, which I focused on making the levels mo… T.co

Sep 28 2018

New Berserk-powered punch and kick kill animations. T.co

Sep 24 2018

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