The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.

Description

Updated XV117's ME1.2.0 to work with the modern version 21 of Brutal Doom. Removed several of the magical/cartoonish monsters that I am of the opinion would fit better with the Brutal Heretic project (data is saved with the monsters still updated to v21). Load Order (launcher required): 1. IWAD (Doom, Doom2, etc) 2. brutalv21.pk3 3. bd21_xvme1.3.0.pk3 4. bd21_xvme1.3.0_respawner.pk3

Preview
BD21 XVME 1.3.0
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WolVexus
WolVexus - - 80 comments

Yeet! Definitely using this in the 132 classic map no death run I'll be doing!

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CamaradaNimble
CamaradaNimble - - 42 comments

very good work, will there be more updates in the future?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Yes. I kinda dont like the sniper zombie and will reorder him to be more rare in the spawner. Will revamp the cruelty bonus feature in my next bd21.0.3 patch and will have to do all that for ME as well.

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zeref-nightmarestar
zeref-nightmarestar - - 6 comments

it's better add up with different Monsters spawners it makes it more harder

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Dracologist
Dracologist - - 139 comments

i still have one of the versions with me
i slightly tweaked a few things like the terminator's HP

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Guest
Guest - - 689,045 comments

Script error, "bd21_xvme1.3.0.pk3:chainsawzombie.txt" while using custom wad

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Gonna have to be more detailed than that.

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Guest
Guest - - 689,045 comments

no problem while using doom2.wad but with mapofchaos i have this error and I m using Gzdoom.
i try with Zandronum and it works with custom map.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

What is the actual script error? This is still too vague for me to diagnose man. ***Note the latest version(s) of GZDoom have broken compatibility with various things in Brutal Doom (it's optimized for Zandronum) so, if you are using the latest version of GZD try rolling back to around 3.7.1 or around there since you said it works with Zand correct?

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emit800
emit800 - - 199 comments

great work!!in the next update:¿you make very differents variants for bosses and sub bosses?.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I wasn't really planning on that. I might take a look on Realm667 and see what they got. But, I want to keep them the Doom-style as much as possible which is why I took out the magical ones in my opinion(Satyr, Shadow, etc) because I felt like they didn't fit.

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C4RNAGE6
C4RNAGE6 - - 153 comments

You know when you gib a dark imp? will you make its decapitated head more detailed, like the current imp?

Also, i think the sniper zombie is kinda weak, maybe buff his damage a bit?

And, will all monster have fatalities? like both player on monster and monster on player?

Overrall, this mod is awesome!

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I'll take a look at the dark imps head gib.

I honestly don't like the sniper zombie, his projectile does 45 damage IRC but, I'm seriously considering removing him.

Most of the monsters do have fatalities but, I am not a sprite artists and do not plan on making more myself.

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J.F.Crimson
J.F.Crimson - - 36 comments

I know this is probably a stupid question but Is this able to be run with the BDv21 Monsters only Mod or just with Brutal Doom itself.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

This is designed to run with Brutal Doom. Has not been tested with and I imagine it would fail with Monsters Only.

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Guest
Guest - - 689,045 comments

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FPSNation
FPSNation - - 306 comments

My only suggestion is to maybe make an addon that allows for the "magical/cartoonish monsters that I am of the opinion would fit better with the Brutal Heretic project" to be added back in.

Especially since Doom: Eternal, will contain Heaven, Hell, and maybe even a third faction.

And on top of that, I like fighting magical/cartoonish monsters/demons. It mixes it up a bit besides the boring drab grey.

Maybe it's because I grew up with Serious Sam II, but I don't mind silliness here and there.

:P

Just a suggestion. :3

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C4RNAGE6
C4RNAGE6 - - 153 comments

More suggestions....

I think the special zombies drop their weapons too often, like the flamethrower zombies, they drop one of the most powerful weapons in the mod, maybe if they dropped a manbucus flamethrower or just a gas can, i think it would be more fitting, same goes to heavy machinegun and auto shotgun zombies.

New monsters?

i think Diabolist (with some changes made to him to fit more brutal doom), Hell's fury, hell's warrior, Roach (firing acidic attacks).

I was thinking, you remember those old impaled marines from the previous brutal doom versions? they like gasped while they were skewered, you could mercy kill them or gib them for small items, could you add them back?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I think the powerful monster's rarity balances it out. Like the pyrosergeant is awful rare; 2/256 chance of spawning and I usually maybe see them twice at the most over a 32 map megawad. Sometimes I never see the quadshotgunzombie. But, I want them to drop their weapons.

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C4RNAGE6
C4RNAGE6 - - 153 comments

Found more bugs, when you kick a chainsaw zombie, he gets up and uses a rifle to shoot you, he only switches to chainsaw when he gets close, same thing happens when he gets stunned by getting hit in the face by something that doesn't deal too much damage.

I think dark imps fireball doesn't look that HDish for brutal doom, maybe give them some eye candy effects? like project brutality's?

Is it like, normal for the Zspec ops zombie to turn invisible? Also, when you grab him with berserk, he turns into a chaingun guy.

Maybe add an option to gib dark imps further? like normal Doom's imp?

Fatalities for bruiser demon?

Terminator (the baron of hell variant) doesn't shoot you further with his machinegun in order to tear you in half, also, maybe add some more explosions to him when he dies? only blood spurts out of him.

Aracnorb doesn't spur out too much blood when you execute it, and his corpse seems to float afterwards.

Superdemon is kinda weak for a cybey class demon, maybe give him a buff?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Yeah the chainsaw zombie inherits from the normal zombieman so there must be some unexpected inheritance that is going on.

Yes there is a stealth version of the zspecops zombie that will also drop the silencer for the compactMG and he inherits from the chaingunguy so is why that happens during the meatshield. I could probably just make the grab state goto pain instead to prevent that inheritance (im not a sprite artist).

TerminatorDemon doesn't shoot you further? I dont understand. But, yeah I dont like their death effects with all those huge blood spurts looks kinda dorky and will fix that.

Will take a look at the Aracnorb.

The old Superdemon was worse. This one should be firing a lot faster but, I still don't like that it will go into the pain state when it charges it's triple fireball attack. I'll see what I can do.

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kaviarmackan
kaviarmackan - - 210 comments

Can you add a random enemy skins option like how it is in Smooth Doom?

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freehotdawgs
freehotdawgs - - 1 comments

Is there a way to keep the original zombieman sounds from brutal doom? I'm not a fan of the doom 3 stuff. I deleted the new zombie voices out of the pack but then they are just silent instead of reverting to how they are without the pack.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

would have to compare the monster files in brutal doom to this mod and see what their see,active,death,etc sounds were changed to in decorate and just change the text to what the sound file is called in Brutal Doom if they were renamed. I don't notice any Doom3 sounds except for the zspecops zombie which came from Doom3.

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carlosanimax
carlosanimax - - 83 comments

Thank you. :3

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ZeroElite
ZeroElite - - 1 comments

We really need to correct the size of the man-zombies because they are much larger than the originals.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I guess....I liked them being a little bit bigger and having more hitpoints than their vanilla counterparts (larger enemy = more hitpoints made sense to me) but, yeah your not the only one who didn't like this.

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C4RNAGE6
C4RNAGE6 - - 153 comments

Imo, they look alright being big, makes them stand out more and look more menacing.

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Guest
Guest - - 689,045 comments

I don´t speak english , donde pongo el archivo para que funcione correctamente

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

I only understand English.

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Guest
Guest - - 689,045 comments

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Slydk1982
Slydk1982 - - 35 comments

Will this only work with launcher?? Can I not load it in my ini file??

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

If you know how to do it with the ini file then I guess it will work. I use RocketLauncher 2.0 life is just easier with it but, you all can do it however you want. Drag and drop method though will not work for this since you cant do that for multiple addons.

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OMXGAMERZ
OMXGAMERZ - - 298 comments

Hi will you fix the missing script?

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Guest
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