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.

Add addon Report Tomtefars Extension V1.9
Location
Games : Doom : Mods : Brutal Doom : Addons
Filename
Tomtefars_Extension1.9.rar
Category
Prefabs
Licence
Proprietary
Uploader
Tomtefar1988
Added
Updated
Size
50.9mb (53,371,242 bytes)
Downloads
3,627 (4 today)
MD5 Hash
4f30b5062221feefa0d72d854e95c7c3
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Description

Adds new weapons and items to the game, improves graphics, lots of bugfixes, new gibs, new options, and much more.

Preview
Tomtefars Extension V1.9
Comments  (0 - 50 of 446)
DoomHydra
DoomHydra

Oh - ho man. this is great. Can I get permission to release a seperate addon for project brutality from this that just gives the barons green blood?

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Tomtefar1988 Author
Tomtefar1988

Surething. Go for it :)

Reply Good karma+8 votes
hakusa
hakusa

I like now all we need is a no reloading add-on.

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CaptPatrick01
CaptPatrick01

BD already has a no-reloading feature built in its options.

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brunocar
brunocar

its like PB lite, i love it

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Michalemodelcitizen
Michalemodelcitizen

(buried)

Finally Green blood

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Michalemodelcitizen
Michalemodelcitizen

(buried)

it dosent work on zandrom

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Michalemodelcitizen
Michalemodelcitizen

(buried)

Im going to rate it zero if you dont fix it for zandronum

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Tomtefar1988 Author
Tomtefar1988

Pretty rough?
Is it not working at all? Are you getting an error message?
I don't use Zandronum myself, so I might need help with this one.

Reply Good karma+9 votes
hakusa
hakusa

Chill im sure they will figure it out.

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Carniblue
Carniblue

After playing some maps, this is what I've got to say:
Excellent mod, giblets are working well and everything is smooth. Also digging the green blood.
Guns:
Revolver - Ammo is scarce which is fair and it hits like a truck, love using this.

Automatic Shotgun - I feel for this ammo is a little too scarce, it almost always has no ammo, at least for me. Otherwise, I love using it.

Sniper Rifle - Very nicely designed, love almost everything about it except the damage. It doesn't seem to hit very hard in comparison to the other rifled weapons.

Railgun - Great looking weapon but doesn't tend to hit very hard, same with the Sniper.


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Michalemodelcitizen
Michalemodelcitizen

(buried)

how do you got this to work?

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Carniblue
Carniblue

If you play software (like me), I use Zdoom 2.8.1 for this. It should hopefully work fine.

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Michalemodelcitizen
Michalemodelcitizen

(buried)

The dev should make it so it work on gl

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Michalemodelcitizen
Michalemodelcitizen

(buried)

and also Whats the best settings for Zdoom?

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Carniblue
Carniblue

Whichever you feel like, I just run it as it is aside from altering the aspect ratio. Works perfectly fine for me.

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Tomtefar1988 Author
Tomtefar1988

Thanks for the kind words and the feedback.

I agree about the shotgun ammo. It's a hard thing to balance tough since I don't want the weapon to completely replace the other shotguns - which it would do if you constantly have ammo for it.

Yeah, the sniper needs a buff in damage, but I'm not sure what to do with the railgun. It already does 25% more damage per unit of ammunition compared to the plasmarifle.
Maybe speed things up a bit and make it more like the Shock rifle from the UT-series? That would also make it less in competition with the sniper rifle. Or should I buff it and give it it's own ammo type?

More testing needs to be done...

Reply Good karma+5 votes
Carniblue
Carniblue

I had thought the Railgun would be similar to that of Project Brutality, very powerful (enough to kill a Rev at chest height) but has a cooldown between each shot.

I found it more efficient to use the Plasmarifle than the Railgun, it kills faster for less, although I'd say the Railgun is better for ranged targets. The Shock Rifle sounds like an awesome idea, if I recall I think it used "Shock Cores" as ammo, I could be wrong.

I look forward to the next update!

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Paybackman
Paybackman

I agree.

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wpninja
wpninja

Green Blood has returned on the cows? Me likie.

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SpookyTheGhost101
SpookyTheGhost101

you just made my day :D

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Martinoz
Martinoz

Looks pretty good

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Lampenpam
Lampenpam

I don't want to be that guy but it's spelled "chance". Nice add-on though!

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Tomtefar1988 Author
Tomtefar1988

English isn't my native language :) I'll go and change it right away. If you hadn't pointed it out I would probably keep on spelling it wrong.

Reply Good karma+2 votes
Guest
Guest

dosent... work... for.... GZDOOM 2.3.0
can you please make it work for that version of gzdoom, keep in mind that you need to make both the normal red blood and green blood work correctly.

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Tomtefar1988 Author
Tomtefar1988

I'll look into that.

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OldDavidBr
OldDavidBr

Which version of GZDOOM it uses? I have 1.8.2

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Devianteist
Devianteist

GZDoom 1.8.10 or GZDoom 2.3.2 would be better, depending on your hardware.

1.8.10 can be found here.
Forum.drdteam.org

2.3.2 can be found here.
Gzdoom.drdteam.org

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OldDavidBr
OldDavidBr

Well **** i cant play on those ones.
But good mod.

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Devianteist
Devianteist

If you can tolerate it, you could try running ZDoom. It is a software renderer, so you'll lose a lot of the cool GZDoom specific effects, but, otherwise, it is identical.

ZDoom can be found here.

Zdoom.org

Keep on trucking, friend.

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OldDavidBr
OldDavidBr

Thanks mate!

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Michalemodelcitizen
Michalemodelcitizen

(buried)

and will their be a zandrinuim version?

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nutter
nutter

I would like to see that sniper rifle in project brutality

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pa1nki113r
pa1nki113r

Great work, can see a lot of effort went into this, which definitely stands out among other addons here! (Not bashing others work indirectly, but this addon is worth a look at for sure)

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Devianteist
Devianteist

Which version of GZDoom do you use to run this mod?

I have tried using 1.8.10, 2.3.2 and the development builds.

I have also tried using Zandronum 2.1.2 and it's development builds.

None of those have worked.

Sorry if I come off as rude or negative, just looking for info so I can try this out.

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Tomtefar1988 Author
Tomtefar1988

I'm currently working on making the mod compatible with the latest versions.

However, I couldn't find any errors when using gzdoom 1.8.10. Are you sure you are loading the mod directly after brutalv20b.pk3? Are you getting any error messages?

Reply Good karma+3 votes
Devianteist
Devianteist

It would seem that loading the mod with ZDE is the cause of these errors.

I am unsure as to why this is, as ZDE loads mods based on two configurations (ascending and descending). I use descending, which loads Brutal Doom first, then your addon.

However, if I load the mods via a Skins folder, they work as intended (good ******* work btw).

So, you see, I am befuddled, to say the least. The problem is on my end.

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Dracologist
Dracologist

barons and knights bleed green!
finally!

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⋆Ƅarge™
⋆Ƅarge™

That sniper is looking sleak, Good work! and thank the lord there is green blood i cant believe it :o

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Carniblue
Carniblue

New thoughts:
Solid update, enjoying this a lot.

Revolver and the Autoshotgun are fantastic weapons, powerful, efficient, similar and yet have their own niche.

Unfortunately I still found the Sniper Rifle to be lacking, its only use is picking off low-mid tier enemies at very long ranges which is very rare. On UV, it takes down a Rev/Caco in 3 shots whereas the standard shotty takes 2-3 at close to medium range at a much quicker rate and more of an abundance of ammo. The Revolver does its job with much greater efficiency for the most part.

The Railgun with its added ammo type adds more to the game, since I can stock up cells for Dualplas/BFG for an added advantage, which is very nice. But for an endgame weapon, it doesn't do well taking out higher tier enemies. I found its niche for taking out pockets of smaller-medium tier enemies, which helps conserve grenades or other ammo. I noticed it doesn't "char" the enemies anymore, but perforates them. As well as the actual rail sprite changes.

All in all, it was a blast. Hope to see more.

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Tomtefar1988 Author
Tomtefar1988

Thanks again for the feedback.

The way you describe the Railgun is exactly how I wanted it to be: a weapon to take out small-mid tier enemies at medium to long range. It's my weapon of choice when fighting Cacodemons. They are such a hassle at mid-long range when the shotgun won't do it, and they dodge everything else.
It did perforate enemies before as well. If the damage rolls in your favor you can kill up to 5 enemies standing in a line with one shot.

Yes, the sniper rifle is a very situational weapon. It kinda doesn't fit the game because not that many doom-maps have "rooms" of such proportions. But if you find yourself getting mowed down by commandos from long range, which is not that unusual in the BD20 Starter Pack, the sniper rifle becomes your best friend. Comparing it to close-range weapons such as the shotgun and revolver doesn't seem fair ;-)
We'll see what the future holds for the weapon.

I have some more additions for the mod, but I think the next update will be after BD v20c

Reply Good karma+2 votes
Guest
Guest

I think I found an issue regarding the new weapons and weapons selection in general:

As I observe it, the new mod weapons take first priority to be selected in their respective weapon slots; however, once a mod weapon runs out of ammo (for example, the auto-shotgun), then switch to a different weapon and then decide to use the regular shotgun (or the double barrel), you have to first cycle through the now-empty auto shotgun. Which raises two of my concerns:

1. In the heat of a battle, this can range from being an inconvenience to being fatal, especially for players who are used to the traditional Doom weapons selection system. It often comes to me as a surprise when I end up holding a revolver when what I had in mind was to equip the minigun.

2. More often than not, ammunition used by the mod weapons aren't as abundant as the vanilla ones, and so for the ammo-conscious people, there's the extra need to check the weapon they're currently using more often than needed.

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Tomtefar1988 Author
Tomtefar1988

Really good points there, and it's a big issue indeed.

I actually tried to make the new weapons get last priority in each group, but I just couldn't get it to work. My theory is that it has something to do with the new weapons being loaded into the game after the vanilla ones. (as they are from two different pk3)

I have to experiment more with this. See if I can get it to work properly.

Reply Good karma+2 votes
Mario1521
Mario1521

Thank you so muuch for making it compatible with GZDoom and Zandronum, now more people can enjoy your mod. Keep up the good work with this mod, it's great for people that want good small addons to their gameplay (like me, for example) :D

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Guest
Guest

How to roll grenades? I select grenade then press reload, nothing happens. Can I roll grenades without selecting them?

I'm not sure how this feature works.

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Tomtefar1988 Author
Tomtefar1988

Are you perhaps using GZDoom 2.3.2 ?
I just got aware of a bug that my updated hand grenades won't load correctly on that version.
Try using 1.8.10 or Zandronum and the hand grenades should roll when you press reload. (The Brutal Doom-reload)

Currently I don't know how to fix this, but I'm not the one who gives up.

Reply Good karma+3 votes
mryayayify
mryayayify

I hope Sgt. Mark IV. will incorporate some of your work into regular BD here but what about Skulltag Monsters (Super Shotgun Guys, Abaddons, Cacolanterns, Belphegors, and Dark Imps)?

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Tomtefar1988 Author
Tomtefar1988

Thank you. I actually sent Mark a message with a pk3 with a lot more stuff than I've uploaded here.

Most of it is updates to the other weapons in form of smoothed animations, as well as code to keep them from disappearing when kicking or taunting. (Like I've done with the hand grenades here)
I've also did a slight remake and new sprites for the MP40 so that it works properly with a open bolt system like a real one does... And some other stuff.

However, I haven't received any answer from him yet.

What about the Skulltag Monsters?
Come to think about it, I do have a fully brutalized SSG-zombie I've made maybe 2 years ago...

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Elias79
Elias79

Is this mod compatible with any version of zandronum?

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Tomtefar1988 Author
Tomtefar1988

I think so. It should be. I'm not using Zandronum myself so I'm not sure.
If you find any problems - just let me know and I will look into it.

Reply Good karma+2 votes
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9.6

36 votes submitted.

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