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.
I NO LONGER WORK ON THIS! CHECK DESCRIPTION! A Brutal Doom fork which aims to improve the mod in multiple aspects to keep it fresh, beautiful and fun, while still keeping the gameplay similar to the base mod.
1. Introduction
2. How to play
2.1. Compability patches
2.2 Technical info regarding compabilities
3. Reporting bugs and suggestions
4. Credits
5. Changelog (VERY IMPORTANT PLEASE READ IT A LOT)
It started off as a small reskin, but has evolved into a big fork, considered the definitive way to play Brutal Doom by a lot of people.
Multiple sprites have been polished and made more consistent, so you won't be seeing weird things (like swapping shot off limbs during last stand states for the zombies). A lot of sprites have also been touched upon, so expect more quality and consistency from them.
Everything with this addon shall feel more detailed, improving the overall experience of the mod. Weapons were also given special treatment, with a few weapons being having new animations and effects, and with some being majorly overhauled!
Of course, let's not forget about some stuff that did not need to be added, but were anyway because I felt like it. Worry not though, because they still fit very nicely into the mod to even further improve it!
This fork is also a collaboration of multiple members of the community, who've decided to contribute to it to make Brutal Doom an even better mod!
So, in short, what can I expect from this addon?
To play the addon, you need to load it AFTER Brutal Doom. Please, use a mod loader for it, such as ZDL.
To play it, just load it via a mod loader or drag and drop it on your source port. IT NO LONGER REQUIRES THE BASE BD TO RUN!
Drag n’ dropping might cause a lot of issues.
Minimum GZDoom: 4.3.1
Corruption Cards patch: Mediafire.com
Delta-touch/older GZDooms Fix: Click here uwu (Updated: 8.03.2021)
It does not have ledge grabbing and revenants using their jetpacks.
As of 15.12.2020, zandronum is no longer supported.
You can get the last zandronum compatible version here: Mediafire.com
Load the main file first, and after that load the patch. Otherwise it will not work.
This file changes A LOT of things regarding Brutal Doom, so sometimes even the simplest of addons might not work. I will not make thousand of compability patches for each and every addon.
Everyone plays differently, so there can be a lot of differences between configs, preferences, etc.
If you want to report a bug, I’d appreciate if you could include these information:
- Source port used.
- Version of source port.
- Mod loader used (If you’re using drag n’ drop, don’t report a bug and get a mod loader.)
- full mod loader list (preferably a screenshot of files in your mod loader, that way I can get their exact order)
Here are some way to prevent some bugs from happening:
- Use the minimum supported GZDoom version for this addon (4.3.1)
- USE A MOD LOADER, SUCH AS ZDL!
- Try running the mod again… sometimes it really does work.
- Try not to use too many addons.
As for suggestions, feel free to drop them in the comments or contact me here:
Discord: Dox778#5921
Brutal Doom server: Discord.com
Cover art by Helios437
Link to the art: Deviantart.com
Sergeant_Mark_IV (base mod),
TypicalSF - Dual rifle sprites, better firing frames for multiple weapons, a lot of brightmaps
Theundeadsoldier - Better pistol zombieman
Ƅarge™ - Dual flamecannon sprites
Mryayayify - Uppercut with knuckle duster
goldenmob72 - Improved shotgun pump sprites
JMartinez2098 - Improved shotgun pump sprites, improved Unmaker pickup
Tomtefar1988 - Improved shotgun pump sprites, polished SSG sprites
AzoNa - Polished SSG sprites
IDDQD_1337 - Further improved to the shotgun sprites, polished SSG sprites
Farhan - Improved dual pistols and reload
Squig - Stained fists and boots, new shotgun, new machinegun, new flamecannon fire frames, soap sprite, help with grenade box, mugshots deaths, brightmaps, Nailgun barrel and magazine, bloody axe variations, angled machinegun firing frames
Paint.NET - for NOT SAVING STUFF THE WAY ITS SUPPOSED TO
Craneo - Improved Frozen Railgun sprite
Iknowhowtomap(Gorman Freebmane) - Base frozen railgun sprite, switching firemodes animation, pinned imp sprites
SchrodingCat - Cat's Frozen Addon (Frozen monsters, gibs, effects)
Project Brutality 3.0 - floor/ceiling ice shard sprites
Sechtera - improved railgun and nailgun firing frames (+ brightmaps), pistol silencer improved BFG10k glows and being awesome uwu
SgtMarkIV, typicalSF, Acclaim Entertainment and Probe Entertainment - Frozen railgun muzzle flashes, new plasmagun muzzle flashes
Xaser - Nailgun projectile, new minigun base
DoomNukem - New minigun base
NeoWorm - New Axe sprites
JoeyTD - Vanilla As Fuck mod (chainsaw rotations)
Iamcarrotmaster - New BFG10k base
Ultra-Violence - New BFG10k base
Z86 - Multiple missing brightmaps (cyberdemon, mastermind, pain elemental)
Kinsie - Female marine, crouching zombies
Sergeant_Mark_IV (base mod),
Project Brutality v2.03 - Revenant's missile launcher/Flamecannon pickup/select
Brutal Doom v19 Sperglord edition - BFG firing
Deep Silver (from the game Painkiller Black) - Shotgun casings
Bermanator,
WolVexus - Hand grenade explosion, secret grenade throw sound, MP40 firing sound, BFG10k idle sounds
Dogelord - Contributing to the LMG firing sound, enemy kick variation sound, Axe spinning in the air, Nailgun reload sounds.
goldenmob72 - Providing multiple sound effects
ikdfa - Pistol inspect
fluenCdoom (a.k.a addytime, SnappyAddy) - ASG select/reload, SMG reload, Railgun reload/inspect, slug shells fire, Minigun ammo belt inserting, nailgun alt fire, axe attack sounds, Silenced pistol sounds, plasma cells pickup sounds, machinegun belt sound, new BFG10k sounds. frozen railgun primary fire
Squig - Contributing to the LMG firing sound, grenade launcher fire,
Valve (CS:GO) - Rifle's inspect
Running with Scissors (Postal 2) - Grenade launcher reload
SchrodingCat - Cat's Frozen Addon (freezing sounds, frozen monsters struggling)
Iknowhowtomap(Gorman Freebmane) - frozen railgun alt fire, inspect knocks, part of the exploding frozen barrel
A bunch of trash - Nailgun reloading smoke sounds
Quake 4 (Raven Software, ID Software) - Nailgun firing sound effects
Sergeant_Mark_IV (base mod),
Brutal Doom: Schism - Cleaner variation code for weapons
McKase
BLOODWOLF333 - Some bugfixes, friendly marine code
ikdfa - Smooth dual weapon switch
Mechanical Sanity - Oh, boy...
Multiple bug fixes, first person legs, improve code, fixing janitor, ledge climbing, double jump, enemy roll, ACS Scripts, better ADS system, improvements to deflectable revenant projectiles, Redone ledge climbing
Project Brutality 3.0 - Original first person legs code
XV117 - Original ledge climbing code and animations
Grey_Wolf - Insult mugshots ACS scripts
Sechtera - Listening to me brag about new addon's features despite not playing Doom.
SchrodingCat - Cat's Frozen Addon (Improved frozen monsters code, weakened monsters)
Ivory Duke - Zmovement (ledge climb)
Agent_Ash (aka Jekyll Grim Payne) - help with ledge grabbing
Emerald - Nukage 'blood', flying revenant, BFG10k lighting bolts <3
gordo.n - Ceiling climbing imps addon and code
(Older changelogs can be found in a .txt file included with the addon.)
BUGFIXES:
Quick fixes lol:
- Actually applied the new chainsaw sounds now.
- The pipebombs can now be detonated when you have no throwables left but still using the "throwables" dedicated weapon.
- The MP40 now gives you ammo properly upon picking up.
MAJOR STUFF:
Added new types of throwables – the pipebombs and void grenades!
Pipebombs work just like you’d expect – toss them and blow them up anytime you want. You can also
pick up pipebombs that were not detonated yet. They don’t have that much range, but they pack more
of a punch. The void grenades make a black hole once they activate. That black hole sucks multiple things into it and
deals damage over time – even to the player if they’re not careful enough! The assault shotgun has a new ammo type – plasma shells. The projectiles can bounce up to 3 times
before they dissapear. But be wary, you can damage yourself slightly with them. 2 new, temporary guns were introduced – Cyberdemon’s missile launcher and the Mastermind’s chaingun! They drop from their respective demons, and they can be switched to using the boss weapon key
(default is M). Once you press it, you’ll be able to use these guns for 30 seconds before they get removed from your
inventory. Use them wisely. The plasmagun now has a needler mode – similar to the one from Halo. It fires projectiles that deal more damage the more there are of them. They aren’t strong in small numbers, but when they add up they can deal a lot of damage. The last addition is the laser guided rockets for the rocket launcher. There’s no limit to how many
rockets you can control in that manner. A lot of weapons have received foley sounds, aka equipment fumbling sound to hopefully make them
seem more detailed. Lastly, Emerald has made a new, simplified ZScript system for weapon addons, which makes us not have to
worry about compability anymore!
They will be also included in this update as separate file to encourage trying them out.
LESS MAJOR STUFF: - Added player class icons in the menu. Each class has a different animation. - Added a new keybind – „Weapon Special 2”. Used to activate the silencer and needler. - Selected throwables, weapon modes and ammo types will be remembered between saves now. - Added an option to disable base gun (like shotgun, minigun) from spawning. If all weapons from a specific
spawner are disabled, it’ll spawn some ammo instead. - Added some missing credit entries. Sorry about that. - Switching hand grenade types now also changes the hud icon. - New dual flamecannon sprites by Craneo. - Added a slow-mo bind, mainly for developing purposes. - You can now decrease your mag size below default size. - Nerfed the glass shell’s damage. - New mancubus’ flamecannon sounds provided by Dissy EX. - Added inspect animation for the nailgun. - Plasmagun’s light now has a different color, depending on how much ammo you have left. - Adjusted some weapons’ „NoAmmo” states to match their duration to their firing speeds. - Added an option to disable randomized pickups. - New hanged marine sprites - Added an option to make the weapons bob all the time, no matter what. - Added some new HD sounds, contributed by The Almighty Egg on discord. - Added a charge attack for Baron of hell. - Frozen railgun now has a new, icethrower alt fire. (will cause severe lag lol) - Thrown chainsaw now has a voxel and cuts enemies upon impact. - Rewrote some casing and empty mags code. BUGFIXES - Fixed plasmagun’s unload animation. - Fixed dual plasmagun’s unload animation. - Fixed plasmagun’s alt fire only being cancellable with Brutal Doom’s reload key. - Restored some missing BFG-related sprites. - Fixed autoshotgun’s select and deselect when it’s unloaded. - The ASG now spawns empty magazine when reloading again. - Fixed the railgun using only 3 ammo while firing when ADS. - Fixed some first person executions being buggy in some ways. - Fixed the SSG dissapearing when firing on the tactical class. - Grenade launcher’s casings are now quieter. - Fixed the dual MP40s missing an idle frame. - Fixed some first person execution animations displaying improper sprites when returning to idle. - Fixed legs not taking leg staining options into account. - Fixed the unmaker being able to do the alt fire with no ammo left. - Fixed decorative nails behaving weirdly. - Fixed one hellknight’s corpse displaying an improper frame. - Fixed keys not appearing on the hud. - Removed multiple duplicate files. - Baron of hell’s morph is now unobtainable by normal means. - Fixed labguy’s body turning into a sergeant when destroyed… kinda. - (hopefully) improved Imp and Arachnotron’s ceiling check. CREDITS: Mechanical Sanity, Scotty, Project Brutality 3.0: - Laser guided missiles code Craneo: - Hanged marine sprite - pipebomb sprites - Dual flamecannon sprites Emerald: - Added proper PYWHEEL support. - Reworked the marine’s idle chatter. - Huge help with cross-save settings. - Temporary boss weapons’ timers. - New, Zscriptified weapon addon system. Dissy EX: - assault shotgun plasma shells sounds - temporary weapons’ select and explosion. - new flamecannon sounds - Massive amounts of weapon foley sounds - Remade weapon addon code for compability and easier implementation Ali Jr. - Cyberdemon missle launcher sprites Dr_Cosmobyte, Captain J and Mike12 - Spider mastermind’s chaingun Squig: - Cyberdemon’s gun pickup Nemo Reikall: - Chainsaw voxel Warry#6969, Activision - New shell insertion sounds
Excellent work as always. Can't wait to see what comes next!
nice!!! I always like your addons keep it up!!!
Very nice addon. I do have a couple of suggestions. Right off the bat, the skill levels. There's way too many. Also, would it be possible to make your addon fully compatible with Cats Frozen addon?
Scratch that, it does work properly with Cats Frozen addon, I just had the load order wrong. I do think the difficulty levels need looking at though, fifteen is too many
That's what I thought too at first, but keep in mind - Everyone plays differently and there are most likely people that DO actually use those. Though I still think I should get rid of some...
Can I just say as well that I love the new pistol reload and dual wield sprites, a massive improvement on the previous version of your addon that I played
it keeps getting error about armoramount and dualflamecanon how to fix this
Are you using zandronum and any other addons besides this and BD?
thx for the quick reply i used gzdoom and ur deagle addon but i also used zandronum and get the same result
Good update. The skill select screen is a lot tidier and less confusing. On another subject, do you have any plans to make a nailgun for Brutal Doom?
I really don't get why people want me to make a nailgun.
No, not really, because I don't exactly now how to make one. I have an idea, but making it function the way I want would take a shitton of work...
A bolt action rifle will be a good option.
Hey friend, can you make a bayonet?
I guess I'm not the only one who has asked then lol. OK, that's fair enough, I can understand that. To be fair, you do make some damn cool weapons, so I gotta respect that.
︻デ═一...?
whitty
When the zombies and other gunner monster shot the bullets in slow motions, seems like to be a bug.
I figured out why that would be, you're using fast monsters. I'll take care of that soon.
This is a mighty awsome addon. Usually I'm not a huge fan of these personalized BD variants, but this one is pretty neat and damn close to my picky taste! Well done!
PS: Some - even - more weapon checking animations would be nice.
Thanks for stopping by - I try to make this a definitive way to play Brutal Doom v21.
You don't realize how big the demand is for those lil animations... and to think it all started with me having nothing to do lol
It's simple, it's clean.
I really enjoyed it when I tested but unfortunately (for me) I can't escape from the Brutal Doom gameplay and will have to stick to it until the completion of the Extermination Day campain. You did a great job and I'd like to share my opinion, not really a request but I think packaging only the weapon part of your mod, similar to a "light" mode would be like a cherry on top of this delicious brutal cake ahahaha
So you mean *only* the weapon changes from this addon?
Well thats kind of a big "only" ahahaha that's why im not requesting this, but the way I figured it after testing your mod made me think I could be playing with it daily if it was only modifying the weapons : sprites, animations, all the enhancements of any sort you pulled together. These thoughts were taken hot right after playing so im just talking my mind !!!
And by the way I love it when you press reload with a full mag and it makes just just check your clip, or roll the rocket launcher magasine ahah it's cool
Aweee, thanks my man! People seem to love those and, honestly, making a "weapon only" version wouldn't be so hard. I'm assuming you're not a fan of the rest of the changes?
Let me explain better, I dont't want to say the other changes are bad. But I'm so used to the "raw" gameplay mechanics of brutal doom meaning the numbers for the balancing, enemies and their behavior, the overall feeling is hard written for me and I'm used to it event if it's not pefect but that's the way I enjoy playing this game.
For me on this topic, any addition or major modification is too much, like new enemies, major changes in weapon damages, etc.. I'm not talking about bugfixing, quality of life improvements and cool features like boots full of blood or magasine checks when they are full. I'm just used to the "simple" and "slightly unbalanced" BD gameplay even if it's not perfect because I build my fun on top of it just fine.. It's not related to the quality of the work you guys are investing at "improving" the game your own way, its more like a sentimental thing ahah
I see, I see. Well either way I appreciate the feedback. I might come up with a separate addon only with the gunz lol
Этот аддон можно совместить с XVME монстрами и оружиями?
update the shotgun sprites please?
They've already been updated 2 times. I'm very happy with how they look now.
ohh sorry i mean the autoshotgun
And yea you are correct the shotgun sprites is cool ^_^
Hello! Nice work !!
Just here to say that the game crash when trying to throw a granade while dual wielding in the last version :)
Are you using zandronum by any chance?
You aren't supposed to throw grenades when dual wielding anymore, but it isn't supposed to crash...
Yep i've got a freeze everytime I tried... I use ZDL for launcher and GZdoom for source
Figured out what's wrong. Thanks for the report!
Wow, this is awesome! Love the overhaul with the kicking and bloody feet, HUGE fan of the dual pistol change! I hated the firing two bullets mechanic and love the new sprites. Would it be possible to remember the dual pistol option? As in if we switched out from dual pistols, later when we draw them they'll be dual again?
Also if possible can we swill fire the SSG with one shell in when pressing primary fire? I'd rather fire one shell than reload as chances are shooting is of the highest priority haha.
Otherwise definitely keeping an eye on this and will hopefully play more extensively soon with better/more feedback! :D
Hello, thanks a bunch for the feedback!
Yeah, it's definitely possible to make the guns remember if they were dual wielded or not. I might actually do that.
As for the SSG firing, can't you just use alt fire?
Oh yeah I definitely could, my argument was if by accident I didn’t reload the SSG, had one shell in, drew it to fire in an emergency situation and fired I’d rather have the one barrel fire than stuck reloading. A super minor nitpick that doesn’t really effect anything to be honest.
Also I was wondering since you have those beautiful bloody feet sprites is it possible to integrate the “always see your feet” features I see scattered in some mods, most notably PB 3.0, with said bloody feet? Your addition is extremely immersive and something that never occurred to me. Albeit I don’t know if that feature is compatible with your rework kicking code as I don’t fully understand how it works.
Nah man don't worry, small details like that can really make a whole mod a lot better - that's what my addon is about.
As for the bloody boots, me and my friend thought about it and came to conclusion that this feature would be extremely difficult and tedious to do in brutal doom and keeping all features intact. Plus it'd break compability with zandronum, so...
Man, this is (sic)!
Could you change the autoshotgun for an m1014 sprite or add more shells capacity? it doesnt feel as powerful as before.
I nerfed it because it was overpowered. I also have something else planned for it.
Hello!
The plasmarifle is way too overpovered in the last update :) Kill's every mobs in 2-3 shots
It's always been like that. In fact, normal Brutal Doom's plasmagun is stronger than the one here, and people have go mixed feelings about it. I personally think it's quite op indeed and I might nerf it further.
Yep I know, but it's broken in this version it's like he critical hit every times,kill's EVERY mob in 2-3 hits even baron.
I've tried with the previous version, he's not that broken ^^
oh... that's indeed the case... I'll look at it, thank you.
Zandro run it?
With a patch in the description, yes.
Ibb.co
The one of the railgun weaponcheck's sprites is a bit off.
Will take care of that right away, thank you.