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.
Adds new weapons, enemies and items to the game, improves graphics, bugfixes, more options and much more.
For information on latest changes, see the bottom of this page.
This mod aims to extend Brutal Doom with new weapons, items, enemies, bugfixes and balance changes, as well as options to customize the game for your own liking.
I work with the mindset that "less is more", so this mod does not include "a heck load of new stuff" but rather aims to perfect things and make Brutal Doom feel more complete.
Please note that the mod is not playable by it's own, it has to be loaded together with Brutal Doom.
I've been working on this mod for some years just for fun and had at the beginning no intention to release anything of it to the public, therefore there might be some people missing in the credits. I have really lost track of every sprite, sound and mod that I have used in some way throughout the years, so if you find some credits missing, please contact me: email@example.com
Also, any of the stuff that I've made are free for anyone to use and modify in any way. No need to ask first.
I would love to know if you've been using any of it in your mod though.
Please note that some sprites are also made by other people that might want to give permission before use. Check the included readme-file for a full list of credits.
If you find any bugs, or have any questions. Just leave a reply below or send me an email.
The two lead words for my mod is Quality and Rebalance.
* All weapons should feel complete, have no missing or missaligned sprites, get full brightmaps and feel powerful and satisfying to use.
* There should be as few bugs as possible.
* Items, enemies and FX should have brightmaps and lightning where it fits.
* No weapon should be too powerful, and no weapon should feel useless. Every weapon has it's place and uses.
* Weapons that share the same ammunition may split in using different ammunition, if it helps the above statement.
* Enemies that feel weak compared to vanilla doom will get buffed, and gets some new tricks to use.
A part from the new weapons this is some of the major things that has been changed:
(for a full detailed changelog, see the readme file)
Some weapons have a few pixels changed in some places. Most noticable is the machinegun.
All weapons have recieved what I call "Smoothed animations" that means that:
These animated gifs shows some of the graphical changes.
They look even better in-game.
A short video made by Lezuum, showing most of the new weapons:
The great 32 map wad Eviternity is supported by the mod. All new enemies has been updated "brutal doom style" and some maps has recieved a few tweaks and updates. If you haven't tried this map pack yet, I highly suggest you go ahead and download it now:
The new weapons can spawn in two places:
They replace the chainsaw once you have picked one up.
They have a 30% chance to spawn instead of another weapon. See their descriptions.
Note: each of the new weapons can be disabled in the mods options menu.
The new enemies as well as the zombie variants (SMG zombie, Rifle zombie, Scientist) will start to spawn after you've played a few levels. This can be turned off in the option menu to have them start spawning immediately.
Increased AGL ammo from 6 to 8
Added new sounds to the AGL
The AGL now explodes on enemy contact. Altfire removed.
Increased the area and damage of the AGL explosions.
Increased the chance of finding AGL ammo.
Lowered minigun ammo from 500/1000 to 400/800.
Lowered minigun ammo gained from ammo pickups from 100 to 80.
Lowered minigun ammo gained from weapon pickups from 30 to 20.
Increased the damage of the revolver.
Added a new fire sound to the SMG.
Made the plasma rifle alt fire more powerful.
The BFG9k can no longer one shot Cyberdemons. That was a bug, and was OP. Sorry.
Increased the damage of the BFG10k.
Increased the area and damage of the C-4 explosions.
The flamethrower, nukelauncher, BDrevolver and DSweap are no longer invisible.
You no longer have to wait for the start animation before you can deselect the chainsaw.
The flashlight now works on the latest versions of gzdoom.
The flashlight now provokes enemies.
Lowered the size of explosion sprites.
Fixed some missing brightmaps for the cacodemon.
Added brightmaps to the following weapons:
revolver, smg, automatic shotgun, assault shotgun, rifle,
minigun, machinegun, grenade launcher and revenant launcher.
Added some missing sounds to the baron and hell knight.
Fixed a bug causing barons and hell knights to infight.
Barons and hell knights now have proper green blood when dying of a fatality.
Added brightmaps to the phantom.
Changed the sounds for the phantom.
Rewrote the AI for the phantom. He is now more intelligent and less anoying.
Added some blood, gibs and death animations to the phantom.
Made some slight changes to the Ifrit AI.
Fixed a bug causing infinite sound loops when the ifrit died.
Fixed a bug causing the imps to infight.
Added the option to turn off dynamic weapon spawn for playing those huge 1-map wads.
The player will no longer moan like a maniac when walking down stairs.
The purist class can now throw grenades.
Fixed a bug with BDv21 causing some maps custom scripts to fail when picking up items.
Added two new weapons: Automatic grenade launcher and Spiderman auto cannon.
The automatic grenade launcher has a chance to spawn in place of a rocket launcher.
The auto cannon will drop from spider masterminds.
Added a new enemy: Phantom
The Phantom will replace Spectres and are a sneaky bastard that will hide from sight and try to ambush the player.
Added new explosion sprites.
Added support to dual wield the SSG and machinegun when having the Bloodrush sphere.
Added an option to select pumping animation for the shotgun aim down sight.
Added new sounds to the Ifrit.
Fixed some bugs causing the Ifrit sounds not to play.
Increased the damage of the sniper when zoomed by 25%.
The sniper now uses it's own ammunition.
The invisibility powerup is now more powerful.
Added an altfire to the BFG9k.
Greatly increased the direct damage of the BFG9k.
Fixed some bugs related to the green blood.
Reduced the smoke emitted from the minigun.
Added some missing sprites to the machinegun.
Reduced the recoil of the revolver.
Added support for the map pack Eviternity.
The mods new enemies has been updated "Brutal Doom style" and there's a new weapon exclusive to this mod.
The mod now works on the latest version of Brutal Doom. (BDv21RC9)
The automatic shotgun can now be unloaded.
The sniper rifle now holds 6 bullets. 5 in magazine, 1 in chamber.
The assault shotgun now uses the new BDv21 sprites.
You can now dual wield the plasma rifle.
You can no longer damage yourself with the BFG10k.
Added some new FX for the BFG10k projectile explosion.
Added dual wielding sprites for the pistol without attachments.
Added some missing sprites for the chainsaw.
Fixed a bug with the mancubus flame cannon causing it to not alert enemies.
Fixed a bug related to BDv21RC9 causing you to shrink when using the SMG.
Fixed a visual bug where the shotgun would briefly show the wrong weapon sprites.
Added support for smart ammo for the C4 ammo pack.
The ammodropper will now drop lesser ammo ammounts for the revolver and minigun.
Fixed some sprite issues with the green blood.
Added a new improved headshot system to hellknights and barons.
Improved the death animations for the ssgzombie.
Added destroyable bodies to the ssgzombie.
Added an option to select to either spawn the original BD monsters or my updated variants. (Hellknight, Baron, Cacodemon)
Added information to the mods option menu that explains some settings in more detail.
Added brightmaps and some improved sprites for some Doom1 decorations.
Fixed a bug when selecting to start with the rifle you needed to pick up an additional 2 rifles before you could dual wield. (3 total)
Added a new enemy: Ifrit
This magical hellspawn will sometimes replace pain elementals on later levels. It also replaces the ifrits for Scythe2.