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

Bug Fixes & Features: -Fixes every bug I have found in the months of playing this mod (non-existant images for various things are not a bug but, did create some for a few features). -Created new controls messages for the vehicles that display on enter -Created new huds for all the vehicles including a dynamic tracks-to-turret orientation graphic for the tanks and a dynamic pitch ladder for the helicopter. -Rearranged the weapons for each slot to select the vanilla weapon first and then sequentially up to the most powerful variant or secret weapon (nukelauncher for example).

Preview
Brutal Doom v21.0.2 Patch
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SoDOOManiac
SoDOOManiac - - 184 comments

Great, congrats on the release! Sprinting with MG42 is reality at last!

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MarkVini6226
MarkVini6226 - - 92 comments

Excellent work. Thank you. Now I'll rip and tear

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naryanrobinson
naryanrobinson - - 634 comments

How can I tell that I'm using it in-game?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

The GZDoom or Zandronum start-up logs state all the various lumps that are loaded. And otherwise the bugs I have fixed and the few new little features I detail in the changelog but, its a patch/repair of brutal doom so it is not going to be significantly noticeable.

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naryanrobinson
naryanrobinson - - 634 comments

I'm sure a tiny message in the console would be very helpful to a lot of people.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Are you dragging and dropping this and expecting it to work? To use more than one mod you have to use a launcher and then your load list would show everything your about to load and a message in the console would be completely redundant. I explain that in the description on what order to load this patch with the brutalv21.pk3.

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WAcrobat19
WAcrobat19 - - 85 comments

This can work with GZDoom?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Yes, nothing has changed that would break compatibility with previous versions of GZDoom. Now the newest version of GZDoom I have heard has broken various things in Brutal Doom but, I cant fix and don't want to fix that.

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RubberTunes
RubberTunes - - 102 comments

did you by any chance fix the issues where i can not see the hardest difficulty options in the start menu? (brutal realism mode). i can select and play it but not see it, its off-screen......

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

No, that is GZDoom changing their font size in the latest version(s). I cant fix their port and don't understand why they are breaking compatibility with the #1 most popular Doom mod.

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RubberTunes
RubberTunes - - 102 comments

I simply can't do a playthrough on tactical brutal realism mode cuz recording it doesn't capture me selecting the skill level... damn bastards! XD

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Valboom
Valboom - - 3 comments

Hi Bloodwolf,this patch Gets better the performance of Zandronum?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

It mainly just fixes any bugs I have found but, I didnt really gear it to work any better or worse with zandronum over GZDoom. Though the later version of GZDoom (like after the 3.7.x's I have heard) changed things that broke a few features in BD so, it will still be stable on GZDoom just only on the older versions.

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devilemporium
devilemporium - - 8 comments

Patch essentially makes grenades useless. They need to be directly under an enemy to kill them, otherwise they just stun.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

And how would you rather have it? I went for realism instead of Hollywood. 32 map units is roughly a meter in the game, a M67 has a kill radius of 5 meters (100 damage within 160 map unit radii) and an injury radius of 15 meters (480 map unit radii) so, thats what I did. A_Explode has no concept of height in the game so this damage is also going to be infinitely high and I got tired of killing myself and others complained about it as well so, changed it. I can't please everyone.

Standard Brutal Doom:
TNT1 A 0 A_Explode(100,500)

Patch:
TNT1 A 0 A_Explode(57, 160)
TNT1 A 0 A_Explode(29, 320)
TNT1 A 0 A_Explode(14, 480)

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devilemporium
devilemporium - - 8 comments

I wasn't trying to offend, but I don't think realism is necessarily a good argument for the mod when the double barreled shotgun can literally obliterate the torso of the zombies and imps. Doomguy being able to take full blasts from fireballs and rockets also doesn't bode well for the realism argument. Personally, I haven't seen anyone complain about the grenade radius and damage, so you must know more than I do about it. Thanks for pointing out the code that needs to be changed.

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shaman4d
shaman4d - - 2 comments

Hi. (Thanks a lot for your Brutal Doom mod!)
Could you add some readme how to include this patch in launch flow of GZdooom?

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geckomemer45
geckomemer45 - - 15 comments

This doesn't work it says something about line 7

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Guest - - 691,493 comments

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