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.
(for Brutal Doom v20b. Newer version PSX-BD-PSX-BDBE). Adds a PlayStation Doom and Final Doom. The music is now the PlayStation doom music as well as an echo effect. Colored lighting. Darker places. Maps replicating the PlayStation doom maps. Levels added like the marshes and club doom. New enemy the nightmare specter and reverbs. Works only with Doom 2 wad. (Lost Levels are Officially completed)
Well hello, what have we here? This looks promising.
Really cool with this mod everything is much more Sinister, the lights the music just perfect.
Yeah but needs a bit of work on the status bar for the Doom Marine's face
Very nice! I realy like PSX Doom.
LOL!! Wait, are you Carbine Dioxide on ZDoom forums?!
Great mod! But some of the Doom 2 sprite are inviable.
Still have to work on it also I'm trying to Put the Arch-vile in the game but the Arch-vile is a bit buggy
o: Would this work on Zandrounum as well?
Looks very, very nice thus far. :3
I'll have to try it out first
Sorry I was unable to run it with Zandrounum :/
:c Awwhhh... It's okay. Don't worry about it yet. :3
does it work on gzdoom
Use GZDoom 1.8.6 and up or you can Zandronum 3.0
i have a copy of this that works much better than this version. ive done some tinkering around with one other sub-mod for brutal doom relating to PSX.
Where is that version?
You mean this version?
Forum.zdoom.org
oh, i didnt know people wanted it out. i can send you a copy if you like? i just removed a bunch of features that make it extremely difficult to play, (mostly the psx locks and psx keys, which arnt given by default playing with brutal doom)
Prime79, can please I have a copy of what you made as well?
His is the 10th one from the top
hey guys, how do I start this? I tried to drag it into gzdoom but nothin happened :(
Try using this Mediafire.com
thanks bro, but I have absolutely no idea how to use that :D
It's easy to use first click on the tab that says settings, and the box that says Source ports/engines, then click on the add button then use gzdoom, then on the box that has IWAD's, then put in doom 2, then on the main tab put in the brutal doom 19 pk3 file then add this mod then you want to select your gzdoom source port then select the doom 2 wad. and you can add the mutators if you want.
ow man, u r just great! Ill try it
Now this is a mod, Violent and Gory..The way DooM should always be
But it's also a bit harder Because of the Archvile's replacing the Bloody Chain.
Nice mod, especially with the Archviles added. It is similar to another Brutal PSX doom project without the Archvile but now unsupported.
I noticed that in the PSX version that blood & decals does not appear on walls. I encountered this as well on the other mod. There is a file in the .pk3 called ANIMDEFS where for each texture the text needs to be added to allow decals, see example below:
before:
texture 64DOOR01
pic 1 tics 9
pic 1 tics 9
after:
texture 64DOOR01 allowdecals
pic 1 tics 9
pic 1 tics 9
Everything else looks good so far.
Thanks! Your the man!
Hi Brutaldoomisawesome,
Been playing your your Beta 6, just noticed the in load up log. I get this line
ANIMDEFS: CAN'T FIND GREY 17ALLOW DECALS
I just had a look at the ANIMDEFS file, on line 602 there is a texture GREY17 but no space inbetween allow decals. If you add a space there it should sort out that error.
Fixed it and it will be up when the full version of Brutal Doom 20 comes out if not a day later.
Thanks, thats great.
Playing through the game Map24: Hell Beneath has an awful lot of Archviles. 2 at the starting room and many more throughout the rest of the level.
Propbably worth having a look over the level and reducing their numbers.
Thanks, thats great.
Playing through the game Map24: Hell Beneath has an awful lot of Archviles. 2 at the starting room and many more throughout the rest of the level.
Propbably worth having a look over the level and reducing their numbers.
Yeah, that's what I have been trying to do. But I need an editor for the playstation doom maps.
What about those problems asociated with PSX Brutal Doom that the other no-longer-supported mod already fixed, like ( taken from Forum.zdoom.org)
1: The monsters in the PSX Doom were actually much smaller than their PC counterparts (92% of their original scale) and some of the PSX levels were designed with this sizing in mind. Using the full sized PC monsters (Brutal or original Doom monsters) in the PSX levels would cause issues and monsters to sometimes not fit with the levels. ..
2: On some levels Archviles would appear (often TONS of them) which would render the game almost unplayable. On the original PSX Doom the Archvile was not in the game but was replaced by a bloody meat hook decoration instead. ...
3: In many cases the new and improved PSX Doom sounds were being overriden and replaced by the original PC Doom sounds when using Brutal Doom layered over PSX Doom.....
4: Some of the lighting effects added in Brutal Doom interfere with the PSX Doom lighting. A perfectly good example of this is the 1st level of Doom 2, in the main corridor connecting all the rooms. Brutal Doom added some lighting effects which made the ceiling appear brigther but PSX doom had this sector relatively dark and bluish ...
5: The PSX specific nightmare spectre would just be it's normal (non brutal) self upon loading the two mods together. This mod merge makes the PSX Nightmare spectre behave more like the Brutal Doom Spectre, and makes it so that it does not seem out of place in the game. The only feature currently missing on the PSX nightmare spectre is that it cannot be involved in a fatality; trying to do a fatality move on it currently will result in it exploding in a pile of gib (not a bad outcome).
6: The mugshot on the PSX Doom HUD would be misplaced when loading the Brutal Doom mod over PSX Doom. This mod fixes the positioning of the mugshot. This mod also fixes other problems with weapon selection on the PSX Doom HUD.
7: Brutal Doom added two new special weapon slots (number 9, and 0) but the PSX Doom HUD only had 8 slots for the standard Doom/Doom II weapons. This mod adds two extra slots on the PSX Doom HUD for the new additions.
8: On the menus and end of game screens for PSX Doom, the Brutal Doom low-health/blood-drip effect would play unintentionally....
This is a fantastic mod and I would love to see it worked on, my ideal DOOM experience would be a combination of all those incredible mods:
- Brutal Doom
- Quaker 540 submod
- Playstation Doom For Brutal Doom
- Ultimate DoomVisor HUD
That would be my dream team coming true he he he....
Arm73
Well you're welcome to help work on it. Becasue I would really like some help with the fatalities, and the mugshot
Haha I will check this out! If there's any bug you are trying to fix, then just PM me!
Wait doom is on playstation!?!?! How will I put this on the playstation version? How will the PS1 or PS2 handle this???
Doom.wikia.com
They won't. It's a PC port of the PSX version, adapted for Brutal Doom.
I would love to finish this game, but it's still somewhat buggy. Also, why in fresh hell did you removed Doomguy's face?! Seriously, you have to work on that. I will not finish the game till I see his face. -_-
That's what I have beeen trying to do but I'm busy with other stuff. like trying to get funiture for a new house that were going to put on the lot after we knock the old house down after a fire we has in 2012.
Dude that is terrible. Hope that everything is well with you now and that life goes good for you :)
well after reading that comment i am going to not be pestering you about the NightMare Imp.
Don't worry We've been back since August 2015
Its too dark to see how can i see better?
In what levels?
All levels!
It's suppose to be like that the playstation version has darker places.
Nice, i realy like the Flashlight. ^_^
Thanks ^^