A bunch of addons I made combined into a singular addon with some gameplay changes for a more varied weapon roster as well as the usage of a couple more enemy variants to balance it out.
Over the years, I made several addons with tweaks for Brutal Doom's weapons, big and small, and as my changes grew, I wanted to pack it all into a single expansion for Brutal Doom.
All the tweaks and changes to the base gameplay will be in the text file included for guidance.
Load right after brutalv21.pk3
NOT COMPATIBLE WITH:
- OTHER HUD ADDONS: THERE ARE SPECIFIC FEATURES IN SIMPLE BD HUD THAT ARE NEEDED FOR GAMEPLAY
- BRUTAL DOOM PLATINUM/DOX OR OTHER ADDONS; INTENDED TO WORK ONLY WITH BDV21
Gameplay and weapon changes for this mod (READ IF YOU WANT TO MAKE THE MOST OUT OF THIS EXPERIENCE!)
UPDATES:
2023-2-11
- Fixed Heavy Assault Rifle's Toggle mode
- Fixed Deagle's Toggle mode
- Added a better sniper animation for the HAR
- Hitler's Buzzsaw overhauled into the MG 42, complete with very different mechanics except for how it fires.
2023-2-18
- Complete rework of the revolver to remove its very prominent repetitiveness
- Added in its own unique ammo type
- Created a new tweak to the simple HUD; an indication of your max health so you're aware of how much you can pick up and conserve.
- Armor stacks up to 400 instead of 300 now
- Revolver now properly uses toggle/hold function in both ADS and fan firing.
- Plasma Rifles when dual wielded can now use the alt fire for the plasma rifle in single rifle mode
- Rocket Launcher can't use homing missiles until it gets the upgrade pickup. It's rather overpowered anyways.
2023-2-21
- Updated the reload system of dual wielding, allowing shorter animations if one of the weapons is already fully loaded; to be more specific, if only one of the weapons needed to be reloaded
- Increased Phased Plasma Rifle reload speed by completely updating the animation; now has variants for either mode
- Locked the Incendiary bullets mode of the machine gun to an upgrade.
- Fully updated both modes of the Revolver to match hold/toggle system. There are more reload animation interruption triggers.
- Heavy Assault Rifle mode switch animation completely removed as it is unnecessary
2023-5-13
- Minigun bullet spread is decreased; considering the ammo per damage efficiency of the shots, this balances out the more powerful weapons as well as the machinegun's damage
- Firing the rocket launcher charges up a pressure tank, and the charges are displayed on a bar on the right. In the first mode, looking through the scope allows you use these charges and fire a faster rocket that has less damage radius but more impact damage
- Dual wielding changes the primary fire of the chainsaw to just holding it in front of you Doom 2 style
- Updated how the marines work; they give you teleport beacons instead of spawning them at the beginning of the new map. That is, at least it's a work in progress
- Fixed the Revolver ADS sprite so it's actually centered
- Rate of fire for Shotgun in Full Auto configuration is boosted
- Sniper Mode for Heavy Assault Rifle now can fire much more quickly, completely skipping the bolt animation, so it's more viable in the heat of battle
2023-6-12
- Updated the weapon system so that it would allow a cleaner transition between weapons
- You can choose to use whether to use the HAR's underbarrel grenade launcher with the grenade button key in the menu.
- The Minigun alone can milk more health bonuses out of brutalizing most enemies (holding the fire button on them until they're completely dead before they fall down)
- Railgun ADS glitch fixed
- Fixed the glitch for the revolver's lack of bulletpuffs due to its railgun type attack code
- New weapon! Lever Action Magnum Rifle
- - better for sniping with a 10 round tube magazine using the same rounds the revolver uses.
- - used best for more singular targets, though it can still shoot through 3 enemies at once
- Deselect animations for Dual Deagles when swapping to other weapons is now available
- Cruelty Bonus system refined and is guaranteed to drop from enemies
- Added additional HUD indicators for weapon modes that are not immediately obvious for some particular weapons.
- Arachnotrons have a chance of ejecting from their chassis as arachnorbs to attack the player
- Arachnotrons now have a proper chance of spawning as their ancient variants
2023-6-20
- Made the weapon upgrades more obvious by the indicator arrows
- Added more information to the pickup messages
- Expanded the arsenal of a few friendly marines
- Made BFG and Rocket marines less harmful to player and other Marines before adding them into the rotation of captured marines
- New Marines:
- - Hellish Missile Launcher Marines
- - Railgun Marines
- Axes can be stored up and thrown, with 3 being the max capacity without the backpack, and 6 with the backpack. The berserk pack axes have also been bolstered.
- Fixed the upgrade system with the heavy assault rifle
2023-6-25
- Reworked how the dual wielded pistol works as well as some tweaked animations so that it retains its semi auto firepower and fire rate with double the output
- Made certain weapon upgrades accordingly unload weapons that they would replace so the player does not need to worry about it. This happens upon pickup.
- Streamlined the reloading system and eliminated extra unused frames in the code
- Added in Doom Marines; a class of marine that has the full arsenal of weapons in the game. Does not spawn in naturally.
- Fixed an exploit where depending on the angle you fired it, the pyrocannon's primary fire projectiles could be extremely overpowered
- Edited the rifle sprites to be more accurate to the handheld sprite model
- New big armor pickups
- Fixed some dual wield weapon fire functions
- Added proper military-like weapon names into the pickup messages of the weapons
2023-7-18
- Returned the old pump shotgun in order to use the new shotgun as an upgrade module
- Removed the Purist and Tactical classes because they're not compatible with the gameplay, make the weapon states too complex, or the upgrades just will not work
- Advanced Backpack now has a chance to spawn into the game, disabled by default in the options
- Revolver reload speed boosted
- Pickup message optimized for the accurate count of ammunition
- Increased Cyber Cannon accuracy
- Increased accuracy of dual wielded plasma rifles
- NEW MENU BASED WEAPON PROGRESSION SYSTEM:
- Located in Level Options
- Default : Spawns weapons with preset varying probability levels (like before)
- Inventory-Based Spawn : Checks player inventory first before spawning a weapon that is next on the list
- Randomized Inventory-Based Spawn : Same as Inventory-Based Spawn but has a 50/50 chance between spawning weapon next on the list or spawning a non-upgraded weapon
- Chaotic Random : Everything this weapon replacer can spawn has an equal chance of spawning
Does is work standalone of need Brutal Doom v21
It does need brutal doom v21
Script error, "HyperExia'sBrutalExpansion.pk3:cyberdemonsmissilelauncher.txt" line 4:
'@property@weapon.ammouse' is an unknown actor property
Same
If anyone gets a error try swapping load worked for me and good mod HyperExia good idea of putting all your mods into one mod
Say, how many weapons are on this expansion? (curious)
...I completely lost track lmao
Hello, please fix Heavy Assault Rifle's Toggle mode.
Which you posted separately from the assembly.
I have my own large mods assembly, all I need is this miracle automatic gun)))
That wasn't me, that was just someone else doing that for me lol.
...i forgot to say this a LONG while ago, but it's fixed now lmao
"The file you have selected (HyperExiasBrutalExpansion.6.zip) is not available via any mirrors. Please check back shortly as our servers update every 5 minutes. To access more file mirrors we encourage you to join the community, otherwise please be patient and keep trying."
I'm going to take a guess and say you JUST uploaded it and it hasn't been put on the mirror for download yet?
UPDATE: It downloaded now! I'm guessing that's all it was, but I just wanted to be sure!
great addon! like that you havent added bd21 into your mod. been using bd2103patch(not sure if this is necessary but placed before your addon), and xvmemonsters130 (placed after your addon or the 3rd person fatalities **** up). these usually work with addons like these until they get combined with bd21 then they usually have problems like the one mentioned above. anyway, really enjoy what you got here!!
Everything works great! Only exception is that the pyrocannon upgrade module can not be picked up. For some reason it also doesn't have the green arrow above it like the other upgrade modules.
That's kind of a spriting issue. And if you already have the upgrade module, that's usually the reason you can't pick it up
Nice dude hope you figure out how to do progressive System as that sound like a good idea
newest version(6/7/23) giving me this...
script error, "HyperExia'sBrutalExpansion.pk3:defaultweapon.txt" line 831:
Weapon BrutalWeapon doesn't define a ready state.
no addons just bd21 and gzdoom410
version 10 fixed it! thank you for this! really enjoy this mod, that heavy pistol is great! cant help but hope for dual wield! thanks again!
No Dual Wield; thing is, that's basically the power of two pistols in one, so there's no need to dualwield.
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Fantastic mod! Any plans to update for v22 on release?