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.
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
A continuation of bd21.0.X patch and now on Github! Tons of bug fixes, sprite updates, complete brightmaps, completed friendly marines, dynamic lights, and almost two years worth of polishing and tweaks to the included levels, weapons, ammo, monsters, and vehicles.
Can also be found at: Github v21.10.3
Load Order:
1. IWAD
2. Map-only wad
4. brutalv21.10.3.pk3
5. music, huds, and any other mods developed with brutal doom in-mind.
Changes since v21.9.0:
- Stable-Patched v21.10.3
- Graphics/Misc folder: Added new deathmatch award icons
- All weapon files: Polished the unload states to eliminate sprite flickering
- Belphegor.txt: Prevent Belphegor from attacking the barrel
- BOTINFO.txt: Clears all previous bots and created new brutal doom-specific bots
- Cyberdemon.txt: Reverted hitpoints back to 5,000
- DualPistol.txt: Slowed down the dualpistol fire rates
And allowed them to fire slightly faster for tactical class
- EnemyTanks.txt: All enemy vehicles are limited on how fast they may track the player while firing
Both enemy tanks now rotate their turrets slower
Changed zombiemech laser attack sound to that of the Ancient Arachnotron's attack
- Explosives.txt: Increased damage of TankShell and EnemyTankShell
- Footsteps.txt: Removed unused footstep actors and polished states
- HeavyMachinegun.txt: Decreased damage and speed of AutocannonProjectileEnemy
- Knight.txt: Added DamageFactor "CallingTheBaronAFaggot", 0.0 so that the knight doesn't respond to the barrel attack
- Mastermind.txt: Reverted hitpoints back to 4,000
- Mech.txt: Changed laser fire sound to that of the Ancient Arachnotron attack
Changed the see and death sound of the laserbolt to that of the purpleplasmaball
- Pistol.txt: Slowed down the pistol fire rates
- dmlevels.wad: Fixed-up all deathmatch levels
- Stable-Patched v21.10.2
- All Vehicle Classes: Now give VehicleInfraredGiver when pressing flashlight-on and lasts forever
- Artifact.txt: Created VehicleInfraredGiver for infinite nightvision while in a vehicle
- ClassicWeapons.txt Added distant fire sound effects to classic weapons
- Cyberdemon.txt: Changed health to 6,000
- Explosives.txt: Added +BLOODSPLATTER back into Rocket2
Set scale of FastCyberBalls to 3.4 and increased radius and height by x1.5
- FistMarine.txt: Fixed DyingRevenant and Zombieman spawns in fatality states
- Mastermind.txt: Changed health to 5,000
- Player.txt: Fixed DyingRevenant and Zombieman spawns in fatality states
- Revenant.txt: Fixed duplicate Death: state in XDeath of DyingRevenant
- RocketLauncherMarine.txt: Fixed DyingRevenant and Zombieman spawns in fatality states
- SpecialDoom1Bosses.txt: Changed SuperMastermind health to 16,000
Changed SuperMastermind scale to 2.4 and reduced height because of E3M8 ceiling limitation
- Water.txt: Added +NOBLOOD to ExplosionSplashSpawner
- Stable-Patched v21.10.1
- Graphics/HUDs folder: Cut the full helmet HUD image into two parts to make it adaptive
- All monster files: Modified the Pain.Stealth state so that monsters wont respond to pressing use on them after being alerted
- Baron.txt: Added BDCheckStuff and a jump to "Stand" if new enemies are disabled
- ClassicWeapons.txt: Added A_JumpIfHealthLower(1,"LightEnd") to Flash state and a LightEnd state
- DefaultWeapon.txt: Added A_JumpIfHealthLower(1,"LightEnd") to Flash state and a LightEnd state
- DemonRuneBaron.txt: Changed all non-existant ImpFatality3 token checks to "ImpFatality"
- Labguy.txt: Removed bounce from BloodyAxe actor
- MENUDEF.txt: Reduced HUD choices to just "Simple", "Minimalist", and "Full Helmet"
- Player.txt: Changed BDCamerBig to BDActivateCameraBig in Cyberdemon and Mastermind fatality states
- SBARINFO.txt: Made all the HUDs adaptive to any aspect ratio and resolution
Full Helmet HUD cannot work with 640x480, 1280x1024, or 1280x800
- Spiders2.txt: Added BDCheckStuff and a jump to "Vanish" if new enemies are disabled
Created a "Vanish" state to remove the monster (Doom episode 3)
- Volcabus.txt: Added BDCheckStuff and a jump to "Vanish" if new enemies are disabled
Created a "Vanish" state to remove the monster (Doom episode 3)
- Stable v21.10.0
- Sprites/Fatality folder: Added new labguy fatality sprites with correct axe by Dox778
- All monster files: Added DamageFactor "Crush" back into monsters with health over 100 at a factor of 1/10th of their max health (capped at 10.0)
- ANIMDEFS.txt: Added animations for purple and magenta liquids
- Axe.txt: Added states for spawns over purple and magenta liquids
- Baron.txt: Adjust spawn height and pitch of the throwedbarrel missile
- Blood.txt: Added states for spawns over purple and magenta liquids
- BlueGore.txt: Added states for spawns over purple and magenta liquids
- BossBrain.txt: Removed the Height 80 property so that levels will exit correctly on Ancient Aliens now
- ClassicWeapons.txt: Raised the StealthAttack spawn to only a -7 z-offset so it won't go under doors
- CVARS.txt: Added purple and magenta liquids to CheckIfOverLiquid script
- DefaultWeapon.txt: Raised the StealthAttack spawn to only a -7 z-offset so it won't go under doors
And added the WaitFlashOn state back in to prevent blinking and prevent stealth attacks from going through doors
- Fire.txt: Added magenta fire & lava actors
- Fireworks.txt: Cleaned-up the ExplosiveBarrel actor states so that Baron's will reliably pick them up and throw them at the player
- Footsteps.txt: Added Doomer3 (shotgun start), ArcadeDoomer, ArcadeDoomer2, and ArcadeDoomer3 (no reload) playerclasses
Updated all fake sprites and KEYCONF for new playerclasses
Added states for spawns over purple and magenta liquids
- GLDEFS.txt: Added glows for purple and magenta liquids
- GreenGore.txt: Added states for spawns over purple and magenta liquids
- Head_Sys.txt: Fix the cyberdemon headshot actor
Changed Damagefactor "SSG", 1.5 back to 5.0 and added "HelperMarineFatality", 5.0
- Labguy.txt: Changed BloodyAxe to spawn the AxeSpawner
- Leg.txt: Changed Damagefactor "SSG", 1.5 back to 5.0 and added "HelperMarineFatality", 5.0
- Meat.txt: Added states for spawns over purple and magenta liquids
- Particles.txt: Created MagentaParticleHeavy actor
- Puff.txt: Added states for spawns over purple and magenta liquids
Created SandRicochet actor
- SBARINFO.txt: Tweaked the position and colors of images and text
- Splashes.txt: Added purple and magenta splash actors
- Spectre.txt: Changed Speed values back to that of the demon and chase frames to the same # of tics as the demon
- SSplash.txt: Added purple and magenta liquids to CheckFloortype & CheckFloorType2 scripts
- StealthMonsters.txt: Changed the Alpha value of all monsters to 0.5 and RenderStyle to Add
- Terrain.txt: Added purple and magenta liquid terrain definitions
- Tokens.txt: Added tokens for "IsOver..." purple and magenta tokens
- Water.txt: Added states for spawns over purple and magenta liquids
Thank you for your work !
Thanks bloodwolf!
shotgun's "special mode" don't across bodies as normal does
actually normal doesn't do as vanilla shotguns
that didn't make any sense, what?
Well done
Rifle firing sounds straight up don't play at all some times with and without ADS. Rifle sounds also don't line up with muzzle flashes from the gun.
I'm not able to duplicate that on my end with Zandronum 3.0 or GZDoom 4.5.0 so, I would suggest messing with your sound settings to figure out why your are getting a delay.
I was noticing this delay with the muzzle flashes too on gzDoom 4.6.0.
Rolling back to 4.5.0 seems to have fixed or at least greatly reduced the issue.
Thanks for the patch!
can you add a difficult lilke hard realism but fast monsters
Excellent job with the expansion! I see it much more complete than the original Brutal Doom. I hope you can keep updating it soon. =)
Thanks, I have 21.10.3 pretty much ready to go for this weekend.
in hard realism mod when you have berserker doe´sn work has should with pinkies at leats
all melee attacks have reduced damage in realism mode by design which is going to effect berserk attacks
sometimes dropped miniguns disapears
in realism mode you can kill cyberdemon extremly easly if you use fast shotgun and aim the head
well yeah all damage is multiplied by 700% including headshots. working as designed as far as I can tell, I never play that difficulty.
but the multiplier by 700% is only for the player, for monsters it is only reduced to half their life
Is this the same as Brutal Doom Community Expansion ?
Yes same thing
This comment is currently awaiting admin approval, join now to view.
Much wow, nice very pog!
Thank you very much for continuing BD legacy and updating as much as possible!
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
Great version!!But,more spawns for juggernault and bepelgor,please.
Thank You for your hard work, i am having so much fun killing demons and ripping them apart!