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This full version has been archived by the uploader because it is out of date and no longer supported.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 v21.11.1
Load Order:
1. IWAD
2. Map-only wad
4. brutalv21.11.1.pk3
5. music, huds, and any other mods developed with brutal doom in-mind.
Changes since v21.10.0:
- Stable v21.11.1
- brightmaps folder: Added/polished all monster brightmaps
- All Friendly Marine files: Added the pain.kick and pain.extremepunches(berserk kick) states so they will get out of the way when you kick them
- All monster projectiles: Adjusted speed and damage of enemy projectiles (including melee attacks)
- BFG10K.txt: Removed A_BFGSpray(10) from BFG10K ball and increased base damage, explosive damage, and explosion radius
- CapturedMarine.txt: Added mapeditor support for all capturedmarine spawns
- Commando.txt: Fixed slumped actor from sliding across the floor repeatedly
- Cyberdemon.txt: Reduce Cyberdemon stomp quake radius and intensity
Reduce death quake radius and intensity
- doommonsters.bm: Added missing brightmaps for all monsters
- DyingGuys.txt: Stop "BURNZOM" sound when crawling zombies are stomped to death
- Imps.txt: Fixed slumped actor from sliding across the floor repeatedly
- MAPINFO.txt: Adjusted the BlackMetal and Realism difficulties
- MapSpecificDec.txt: Created a UACShipDamaged actor that has one wing on fire (E1M1 map enhancement) that works online
- Mastermind.txt: Reduce death quake radius and intensity
- Revenant.txt: Changed Revenant seekermissile tracking strength from 3,6 to 2,4
- Sergeants.txt: Fixed slumped actor from sliding across the floor repeatedly
- SpecialDoom1Bosses.txt: Reduce death quake radius and intensity
- Spiders.txt: Prevent Arachnotron and Arachnotron2 in-fighting
- Spiders2.txt: Prevent Arachnotron and Arachnotron2 in-fighting
- Weather.txt: Adjusted RainSpawner states so that the sound would play on Plutonia Map01 online
- Zombiemen.txt: Fixed slumped actor from sliding across the floor repeatedly
- dmlevels.wad: Changed BDM02 slime pool to a tar pool
- testmap.wad: Added every capturedmarine spawn to the map
- Stable v21.11.0
- All dualweapon files: Now fire as fast as the single-weapon
- All Monster Files: Increased headshot damage to x4.0 for <500 hitpoint enemies
x2.0 for >= 500 hitpoint non-boss enemies
Polished-up all SearchingForPlayer states and EnemyMemory systems
- Brightmaps/Weapons/Rifle: Added new brightmaps for the new rifle
- Sprites/Weapons/Drops: Added new rifledrop frames
- Sprites/Weapons/Rifle: Added new rifle sprites from mike12, DoomNukem, and Ninlhil
- Textures folder: Added dark-sand textures and modified the existing sand textures to make them less yellowish
- Various files: Added textures, particles, and splashes for Tar, IceWater, and Yava liquids for Eviternity
Added textures, particles, and splashes for Snow for Eviternity
- Ammo.txt: Changed Slugs spawn chance to 32/256 and magnum rounds to 4/256 for the shellboxreplacer and shellreplacer
Changed the SlugRoundsUpgrade to be a second (green) shell ammotype
Gave each ammospawner a unique DoomEd# and editor keys
- Artifact.txt: Gave each power-up a unique DoomEd# and editor keys that didn't already have them
- Assaultshotgun.txt: Removed all slug states
- Assaultshotgun2.txt: Slug-firing ASG
- Blood.txt: Created FireBlood actor for the Afrit and final boss of Eviternity
- ClassicWeapons.txt: Removed zoom-recoil, tracers, and set shot patterns to vanilla
Created ClassicRocket, ClassicPlasmaBall, and ClassicBFGBall along with DM variants
- DefaultWeapon.txt: Added species "Marines" and +MTHRUSPECIES +THRUSPECIES to flashlight projectile
- Demons.txt: Set MeleeRange to 44 (default)
- DualMP40.txt: Created UnloadLeft state to allow unloading when the right weapon is empty
- DualPistol.txt: Created UnloadLeft state to allow unloading when the right weapon is empty
- DualPlasma.txt: Created UnloadLeft state to allow unloading when the right weapon is empty
- DualRifle.txt: Created UnloadLeft state to allow unloading when the right weapon is empty
- DualSMG.txt: Created UnloadLeft state to allow unloading when the right weapon is empty
- Executions.txt: Created LabGuy execution actors
- Explosives.txt: Removed WeakRocket actor
- EEEVILLL.txt: Removed the Epic2Alien, Mr.X, and GoingDown JumpIf(x==...) lines
*the compatibility patches for those wads will have code to spawn the correct actor
- Epic2Stuff.xt: Removed the Epic2Alien actor and moved it into the Epic2 Compatibility patch
- GLDEFS.txt: Added dynamic lights for ClassicRocket, ClassicPlasmaBall, and ClassicBFGBall
- KEYCONF.txt: Added shot_gun2, ssg2, and assaultshotgun2 weapons to slot 3
- Knight.txt: Knight now can throw barrels like the BaronofHell
- LostSoul.txt: Added +MTHRUSPECIES +THRUSPECIES and +DONTHARMSPECIES to prevent LostSoul in-fighting
- Mancubus.txt: Fix See > LookingForPlayer > ForgetTarget and Idle states so that they will walk over teleport lines in monster closets
- Mastermind.txt: Added -SOLID to StompedMastermind
- Player.txt: Created ExecuteLabGuy states
- Revenant.txt: Set MeleeRange to 44 (default) & MeleeThreshold to 64
Added +DONTHARMSPECIES flag, set revenantseekermissiles species to "revenant", lowered revenantattack height
- Revolver.txt: Adjusted frames to prevent the weapon sprite from blinking with turboreload
- Revolver2.txt: Adjusted frames to prevent the weapon sprite from blinking with turboreload
- SBARINFO.txt: Removed the slugs icon
- Shotgun.txt: Removed all slug states
- Shotgun2.txt: Slug-firing shotgun
- SSG.txt: Removed all slug states
- SSG2.txt: Slug-firing SSG
- Tokens.txt: Added ShotgunChangeAmmo token
- WeaponSpawners.txt: Added AmmoOnly states to revolver, shotgun, SSG, and assaultshotgun spawners
Gave each weaponspawner a unique DoomEd# and editor keys
Can this be compatible with ledge grab?
I don't know, I've never tried it since I dont play GZDoom.
Excellent release. Thanks BLOODWOLF333
Hi ! I like your work, specially what you did on purist mode. I usually play on this mode. Just a few recommandations, for my tastes of course ! You have plenty of "leg dead" even when i shoot on face. I find the original mod much more coordinate with dead animations. I don't know if you can fix this, i think it will be better with this. Thank you for your work. Cheers !
On what monster and the exact steps to reproduce I haven't been seeing that in my gameplay?
Hi ! You're right, i've done a mistake in my setup, i thought i disabled the autoaim but i've had a second option who activate it. In fact it works flawless ! Sorry for disturb !
I insist, in realistic mode difficult if you shoot the cyberdemon in the head with the automatic shotgun he dies too fast, even for the damage you do in realistic mode
ok and how would fix this then? your getting a x7.0 multiplier to damage and everything including headshot actors and the cyberdemon have 50% hitpoints it's working exactly how Mark set it up to work. it just math
if you say
BlackMetal
-Damage taken =1.5
-Monster health = 0.67
-move 25% faster
-Fastmonsters
-Nightmare population
Easy Realism
-Damage taken =2.0
-Monster health = 0.5
-move 25% faster
-Im Too Young To Die population
Normal Realism
-Damage taken =2.0
-Monster health = 0.5
-move 25% faster
-Hurt Me Plenty population
Hard Realism
-Damage taken =2.0
-Monster health = 0.5
-move 25% faster
-Ultra Violence population
Hardcore Realism
-Damage taken =2.0
-Monster health = 0.5
-Fastmonsters
-60 second respawn
-move 25% faster
-Nightmare population
Brutal Realism
-Damage taken =3.0
-Monster health = 1.0
-move 25% faster
-Ultra Violence population
Hi.Maybe a normal respawn option for Bepelgor,Juggernault and Ubersoldat in the next version or a patch for BD V21 Gold,please.
"normal respawn option" what do you mean? Ubersoldat I took out recently in 21.11.1.
Ok.Thanks.
Hello there BLOODWOLF333 this mod is extremely well made and i couldn't be more satisfied with it. But i may have found a bug that when you aim down the rifle sights and fire as soon as possible (that means, aim and hold the fire button very quickly like if you're trying to do a 360° quick-scope stunt or something like that) there are no firing sound whatsoever. Didn't tested it on other weapons by the way, but should be very easy to replicate this bug. Anyways, keep doing this great work you always do! See ya
Are you using a gamepad? I'm trying on the latest zandronum and GZDoom 4.5.0 and Im not experiencing that. Fire is mouse1 and ADS is mouse3(scroll wheel click) for me.
I have found out that the problem is that i was using a older GZDoom build (3.8.X) because i have a potato PC, now that I'm using a newer version, the problem seems to be resolved. Maybe i should move to Zandronum that's less complicated i guess. Anyways, thank you sorry if I bothered you in any way.
I don't like the way the rifle looks in this.
ok? I'm never changing it back I've wanted/needed an optic on the rifle for years now and I like it.
This is going to be addressed in the future if I can convince a spriter to make the sprites or if I can figure out how to recreate Doom's pixel art style myself. But will make an iron sight rifle (the new skin) with the machinegun's grenade launcher, call it a battlerifle, and it will replace the machinegun and be the starting weapon for rifle start and tactical classes. Making the sprites is the main hang up I suck at it.
I like that you added an optic for the assault rifle but I gotta say the time to aim on it is slightly longer than that of the original assault rifle. Also if I spawn in the plasma rifle it doesn't have any sound
I opened brutalv21.pk3 and compared the Altfire state in the original to mine and both have a 3-tic animation before allowing you to fire the rifle, I just changed the skin mainly. And I've heard before of GZDoom users having weird sound and delay issues but, they never tell me what they did to fix it. I play this every night online with Zandronum and the plasma rifle has sound and no issues. GZDoom devs keep screwing things up that were never broken to begin with but, I know GZD 4.5.0 works fine.
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I love this mod and its so good pls add more weapons like a new guns new melee
No thanks, I think we have one or two weapons too many I dont want to bloat this anymore than it already is.
Is this has new texture for the monsters?