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

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

Preview
Brutal DOOM - Mutators 1.5.4b | For v21 version
Post comment Comments  (0 - 50 of 68)
XV117 Author
XV117 - - 178 comments

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.

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DyerLighter
DyerLighter - - 2 comments

Still having issues with the wad even with the extention wad. What's wrong?

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Skylarkoverthesunset
Skylarkoverthesunset - - 361 comments

Great mod, thank you. :)

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IDDQD_1337
IDDQD_1337 - - 314 comments

No Color Light from UDV but nice mutator.

I modified your addon adden Color Light Mediafire.com

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XV117 Author
XV117 - - 178 comments

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.

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HKGMINECRAFT
HKGMINECRAFT - - 29 comments

More stuff from skulltag pls (Max Health Bonuses, Max Armor Bonuses, Time-Freeze Sphere, Guard Sphere, Invisibility Sphere, Random Sphere, Skulltag Runes maybe?) Thx 😄😄

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XV117 Author
XV117 - - 178 comments

I'm not going to add a lot of skulltag, but I'm considering the runes and other things.

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arthoriusb
arthoriusb - - 210 comments

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

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XV117 Author
XV117 - - 178 comments

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.

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Demirgon
Demirgon - - 225 comments

Nice mutator, I always need variety in BD. Thanks a lot <3

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XV117 Author
XV117 - - 178 comments

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.

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Guest
Guest - - 689,470 comments

pls add quad damage sphere and health bonuses from project brutality mutators 1.4.5, also MonstersDrop_MorePowerups.pk3 would be great

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XV117 Author
XV117 - - 178 comments

Well I will see, but it depends on what power and balance they have.

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XV117 Author
XV117 - - 178 comments

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.

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Carniblue
Carniblue - - 103 comments

Great mod, but could you add an option so that Soul Spheres/Mega Spheres/Invul spheres don't get replaced?

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vlkaduts
vlkaduts - - 1 comments

When will the new version be uploaded? The Sergeant Mark IV's main mod was upgraded on August 9
Patreon.com

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CaptPatrick01
CaptPatrick01 - - 124 comments

There is no bindable key option for the proximity mines, trying to use them with the "use item" key just gives an error.

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Razor-Wind
Razor-Wind - - 239 comments

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.

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XV117 Author
XV117 - - 178 comments

Solved

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NeroMaximusIII
NeroMaximusIII - - 91 comments

I get script errors every time I try to play with this. Can someone please help me?

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XV117 Author
XV117 - - 178 comments

Solved in the new version

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Razor-Wind
Razor-Wind - - 239 comments

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.

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XV117 Author
XV117 - - 178 comments

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.

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Razor-Wind
Razor-Wind - - 239 comments

Trying, the problem stay the same.

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XV117 Author
XV117 - - 178 comments

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

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Razor-Wind
Razor-Wind - - 239 comments

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.

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Razor-Wind
Razor-Wind - - 239 comments

I note another bug.

Triple shot with the quad shotgun deal more damage than the quad shot (tested with the hellknight and baron).

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XV117 Author
XV117 - - 178 comments

I'll check and I'm going to readjust this powerful weapon

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IDDQD_1337
IDDQD_1337 - - 314 comments

Hey where is Color light on new version??

You removed this feature.

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XV117 Author
XV117 - - 178 comments

It has not been deleted, I have temporarily disabled it to repair the ACS of some errors

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IDDQD_1337
IDDQD_1337 - - 314 comments

Hmm okay.

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ate0ate
ate0ate - - 14 comments

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

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XV117 Author
XV117 - - 178 comments

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.

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ate0ate
ate0ate - - 14 comments

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.

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XV117 Author
XV117 - - 178 comments

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.

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ate0ate
ate0ate - - 14 comments

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:(

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MickeyYoofers
MickeyYoofers - - 47 comments

I found a bug: Meatshield shows up after reloading your pistol paired with a riot shield.

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Doomer!!!
Doomer!!! - - 7 comments

Can you make a note about what added / improved / excluded?

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Guest
Guest - - 689,470 comments

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janice3468
janice3468 - - 7 comments

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...

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XV117 Author
XV117 - - 178 comments

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.

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doomguy343
doomguy343 - - 3 comments

that good mutator hears why you do not add in a new update the knife that is used in project brutality

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MickeyYoofers
MickeyYoofers - - 47 comments

lol

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zaxzasdczxs
zaxzasdczxs - - 16 comments

Xd do not know how to install it: 'v

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HKGMINECRAFT
HKGMINECRAFT - - 29 comments

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

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Razor-Wind
Razor-Wind - - 239 comments

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.

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XV117 Author
XV117 - - 178 comments

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.

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NeroMaximusIII
NeroMaximusIII - - 91 comments

Why is there 2 files instead of one?

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NeroMaximusIII
NeroMaximusIII - - 91 comments

Where can I get the Monster Expansion?

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Vancer2
Vancer2 - - 445 comments

I cant tell if this is working. My load order is Brutal Doom. BD21Mutators154b.pk3 and then bd21_xvme21_rspawner.pk3 is this correct?

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