A submodification that will fill your Brutal DOOM with steroids with various inventory items, objects, armors, spheres of power, fog, light level, weapons, etc. More functions and more power for your Brutal DOOM
WARNING !: Not compatible with Ultimate DOOM Visor
Brutal DOOM - Mutators | v1.5.4b for v21
Tested on ZDOOM LE 2.8.2b, Zandronum 3.0, GZDOOM 3.5.0 and QZDOOM 2.1.0
This is a sub-modification of brutal doom that is designed to add more features, objects and functions, such as inventory items, spheres, armor, and other functions.
This addon has many items, inspired by hexen and project brutality, many are useful and others are very important for survival when we have little life.
Note: The submenu of the mutators is now in the menu of gameplay options of Brutal DOOM Options.
You use many features like the armor system starting from the weakest to the most durable.
Special Armors
New spheres, although some of Skulltag, will fill with more power your brutal doom with many skills from "Double damage" to "Regeneration".
New articles and inventory items, a large number of items such as flares to illuminate dark places, and emergency supply packages.
New features, some from Ultimate DOOM Visor, such as Dark DOOM effects, Fog effects, Ambient Ligh Color and auto-save level settings.
Captured Marine, Support Beacon and a deployable Sentry Gun
A combat demonstration with a sentry gun and a hud on which I am working.
Armor Bonus pickups from Infernal DOOM
Improvements for current items such as radiation suit and infrared vision glasses, now with just a press of a button will activate and deactivate.
How to load this in your Brutal DOOM
To use it simply upload it to work with brutal doom with / without Tomtefars Extension.
While the other part "Enhanced Weapons Mutator" is in charge of giving some touches to the current weapons of Brutal DOOM v21 like a throwable axe and include new weapons like a Riot Shield that is very useful to block the attacks of enemies like commandos, it is It is highly recommended to use this part together with Monster Expansion for a better experience and greater appearance of new weapons thanks to the implementation of an internal support system in Monster Expansion, load this after monster expansion.
for those who complained that the gun ammunition was too rare, this will save them since now the gun ammo has a small percentage of replacing rifle ammunition with a pistol ammo.
4 is better than 2, but because it can not be the same with weapons, then Quad-Shotgun is better than Super Shotgun.
You will no longer need to cover yourself every moment thanks to this defense device
Less dispersion, single bullet, more precision, more damage, although of course the upgrade is too rare
Silent but deadly now will have a new meaning after getting a silencer for your Compact MG
Credits:
- Sergeant_Mark_IV - Original Weapon Code and Sprites
- Doomnuken - New Shotgun Sprites
- Saegiru - Some Functions from UDV Hud
- mryayayify - Riot Shield Sprites
- Mike12 - Compact Machine gun v2 Sprites
- XV117 - Decorate, EWM, Sprites, Articles and Sprites
I just received an error report, but I fixed it so I updated the add-on, I added several missing files, but now it's fixed.
For those who do not know how to make it work, they have to load this after tomtefars extension to work together.
Still having issues with the wad even with the extention wad. What's wrong?
Great mod, thank you. :)
No Color Light from UDV but nice mutator.
I modified your addon adden Color Light Mediafire.com
Thanks for your help, this feature was planned, now it will be added in the next version.
For now I am making some adjustments in some actors of the items.
More stuff from skulltag pls (Max Health Bonuses, Max Armor Bonuses, Time-Freeze Sphere, Guard Sphere, Invisibility Sphere, Random Sphere, Skulltag Runes maybe?) Thx 😄😄
I'm not going to add a lot of skulltag, but I'm considering the runes and other things.
Could you make the bfg weapons use bfg cells instead of the plasma cells? its very annoying that so many weapons share the plasma cells ammo
I can not, since that would break compatibility with other versions of BDv21 and weapon addons. This is designed to expand the brutal doom with improvements and other things.
Nice mutator, I always need variety in BD. Thanks a lot <3
You're right Brutal DOOM v21 needs more variety, that's why I did this because brutal doom is always the same and that's boring, now with this experience improves.
pls add quad damage sphere and health bonuses from project brutality mutators 1.4.5, also MonstersDrop_MorePowerups.pk3 would be great
Well I will see, but it depends on what power and balance they have.
The mutators are going to have an update soon, I think that for about 7 or 6 days they will be ready, I will divide them into several separate .pk3 as the spheres that will be in said .pk3 "bd21mut_spheres.pk3".
I have not added much, and include an adapted version of smart scavenger for the BDv21.
Great mod, but could you add an option so that Soul Spheres/Mega Spheres/Invul spheres don't get replaced?
When will the new version be uploaded? The Sergeant Mark IV's main mod was upgraded on August 9
Patreon.com
There is no bindable key option for the proximity mines, trying to use them with the "use item" key just gives an error.
Nice mutators to use, some bugs to solve however especially in terms of inventory and its display (see screenshot), some objects being displayed out of frame.
Noelshack.com
By cons, know that overall, the difficulty is increased with these mutators: it happens sometimes that some important objects are replaced by less powerful alternatives, and the player can suffer the consequences. It's double-edged, so here you are.
Solved
I get script errors every time I try to play with this. Can someone please help me?
Solved in the new version
Mutators that do not get started or very hard because of several error messages at launch, whether with GzDoom or Zandronum.
Messages may vary depending on the files chosen: one, the other, or both at the same time.
It is impossible, in any case, to start both PK3 at the same time, and these are the latest versions for GZDoom. And the last build of BD 21 (August 29).
Noelshack.com
Noelshack.com
Noelshack.com
This obviously concerns the update of September 7th.
And these are not the only error messages I can receive.
I have researched and it turns out that you are loading this before Brutal DOOM v21 that is why it gives that error, the solution is to load it after Brutal DOOM so that it works correctly.
Trying, the problem stay the same.
try changing the name of the file to C-Bd21_mutators154.pk3 and load it with Brutal DOOM, GZDoom should load it after Brutal DOOM automatically.
This method only works if you use the drag and drop method, the most useful is to use a launcher
I will watch, thank you.
I noticed that I managed to launch the files with ZDL, previously. But there were some command bugs, apparently. To check.
Edit : nothing about the command for the moment.
I note another bug.
Triple shot with the quad shotgun deal more damage than the quad shot (tested with the hellknight and baron).
I'll check and I'm going to readjust this powerful weapon
Hey where is Color light on new version??
You removed this feature.
It has not been deleted, I have temporarily disabled it to repair the ACS of some errors
Hmm okay.
Thank you for updating! I was wondering what the intended load order is for mutators when used with tomtefars extension as well as your monster expansion? should mutators be last to load or should it go...
0. Extermination day, bd21, etc etc
1. Tomtefars ext.
2. mutators
3. weapon mutators
4. monster exp base
5. monster exp spawner
6. monster exp tomtefar patch
Weapons mutators must be loaded after monster expansion so that internal actors do not conflict and work as they should, which means that new weapons could be thrown by enemies when they die, weapons mutator is not compatible with Tomtefars Extension because the replaced actors are different from the actors of Tomtefars Extension, it is not recommended to be used with Tomtefars Extension because it could cause errors during the game, weapons mutator has its own spawners that may conflict with Tomtefars Extension.
Anyone noticing the shotgun vanishing from inventory at times? I've lost it twice now on map 01 of Doom 2. Each time I've pick it up from outside, then switched to the chainsaw inside for a brief kill, then its gone. Seems to just go poof. This is using TE and the monster expansion.
the Enhanced Weapons Mutators module is not compatible with Tomtefars Extension, and that's because the shotgun spawners are replaced by the new Shotgun and the Compact Machine Gun spawners in weapons mutator.
Oh, okay. That fixed things it would seem. Sorry about that. Thank you very much for the update. Very nice work:)
Though I must admit I am now struggling with abandoning Tomtefars Extension to get the Quad shotgun and Axe throwing lol:(
I found a bug: Meatshield shows up after reloading your pistol paired with a riot shield.
Can you make a note about what added / improved / excluded?
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How do we get the Riot Shield?
Using your monster mod, with the mutators loaded after them, the zombie marines with riot shield still don't drop the Riot Shield...
That's a common mistake when loading something with gzdoom and I'm solved this, for now the solution is to load this before monster expansion and work properly.
that good mutator hears why you do not add in a new update the knife that is used in project brutality
lol
Xd do not know how to install it: 'v
Remember the guard spheres in Skulltag? I believe that it could be useful because the gameplay of Brutal Doom make you to take damage more...
Edit: Oh and the runes should randomly replace berserk or super super rare drops from strong demons
The newer version is better, but again I have some remarks to make about the quadruple shotgun.
The single shot (a cartridge) is really powerful since it allows one shot some enemies like cacodemons and pinkies long distance.
On the other hand the quadruple shot lacks a little power, since it does not even seem to equal two double shots.
I think a serious rework of this weapon is needed, and then it will have quite a place in the mutators.
I'm already in that, but I had not noticed the quadruple shot and I'm going to adjust a little so that the shot feels even stronger.
Why is there 2 files instead of one?
Where can I get the Monster Expansion?
I cant tell if this is working. My load order is Brutal Doom. BD21Mutators154b.pk3 and then bd21_xvme21_rspawner.pk3 is this correct?