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.

Report RSS Version 21 Release Candidate is Released

New beta is up. Final release never been this close.

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I am proud to announce that today, Brutal Doom v21 has reached the Release Candidate phase. Which means the mod is basically finished, no new features will be added, and now there are only bugtesting left to do.
There are still some minor cosmetic things left, such as extending the Map Enhancement Script support to the late Ultimate Doom and Doom 2 levels, but these kind of stuff wont even require testing. If you want to use the current version to play stuff such as the upcoming DoomSlayer Chronicles coming up next week, just do it. This version is rock solid. But if you plan to make lengthy playthroughs such as playing Doom 1 and Doom 2 all over again, I would still recommend to wait for the final release.

Mountains of improvements have been added since the last April version, new fatalities, new and better blood graphics, new sound effects, new balance changes, bugfixes, new weapons, and so much more.On top of that, the performance gains are unlike anything I did before, now late levels of Scythe 2 and Hell Revealed, which were previously considered unplayable with Brutal Doom, can run smoothly on any descent computer. (there is a video of me testing it on Scythe 2 Map 28. I mostly get 100 fps (for reference, my computer is an i3 2120 with a GTX 750ti). While my computer could not handle this level above 40fps on version 20b.

Check the Files section for download links. Have fun.

Here you can have a sneak peak at the new features.



Comments
SweetJuleka
SweetJuleka

OMG awesome! :3

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Computostadora!
Computostadora!

Estoy muyyyyyyy emocionado ya no espero a que lancen la nueva vercion

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gamerarise
gamerarise

Damn that brutal, keep it up with the update :) Best mod ever for Doom.

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Reactorcore
Reactorcore

Muy bueno :)

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SpookyTheCuteGhost
SpookyTheCuteGhost

**** Yeah!

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Guest
Guest

At very last, Mark! Cannot wait to try it! Hope it is compatible with HDoom. It would be hillarious... or hellarious.

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Guest
Guest

I found a bug. When doing a fatality on the Archvile and the Cyberdemon, it instead does a fatality on an Arachnotron.

Edit: Now it doesn't anymore. IDK what caused that.

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Zodomaniac
Zodomaniac

Are the map packs like Extermination Day or v21 adapted Hell on Earth Starter Pack also coming?

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EXU_SKULLY
EXU_SKULLY

Always happy to see a new update, SGT your talent has no bounds my dude!

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General_Green
General_Green

The Icon of Sin was a hell of a surprise, way tougher of a fight!

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Guest
Guest

I have a bug to report.

The AI Marines who you help save, and help you, still get killed by Player's splash damage weapons such as the BFG 9000 and Rocket Launcher. This only seems to happen when the AI Marines are in frames where they are in combat, such as with demons. I think this needs to be fixed, because if you have AI marines follow you and you need to use a BFG 9000 on a huge group of demons, it is impossible to NOT kill your fellow AI marines that help you with the BFG 9000 splash damage. Note that I said the AI marines only die from Player's splash damage weapons when they are in battle. If you're not in battle and shoot a BFG 9000 next to your AI marine helpers, they don't get hurt at all. But if the AI marines are in battle with demons and you shoot, the BFG 9000, they DO receive splash damage from it and are killed!

I also noticed that when you have an AI Marine with a plasma rifle who helps you, the player takes splash damage from it if they're too close to the plasma bolts explosion. So the AI Marines can still possibly kill the player by accident too if they use a plasma rifle.

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KaptainCnucklz
KaptainCnucklz

Well, if you know your brother in ripping-and-tearing arms has a plasma rifle, ideally you'd avoid hopping in front of demons he's trying to shoot... Think of it as a learning experience.

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RevanGarcia
RevanGarcia

AAAAAAAAAAAAAAAAAAAAAAAA

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frm80
frm80

Anyway to give the game vanilla monster sounds. i kinda like the low quality vanilla monster sounds especially when a zombie man is on the ground screaming from his missing leg or one screaming over and over from being on fire. Its hilarious but at the same time creepy >:)

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Guest
Guest

What about the hell on Earth Starter Pack?

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Edifice666
Edifice666

Hi, is there a problem with the amount of death dealt out when looking at the percentage rate at the end of a level? Only I have played both Hangar Doom and Entryway Doom II several times, annihilated everybody and the death toll doesn't add up to 100%!? I played the April release and this does add up all the deaths as you'd expect?! Many thanks!!!

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frm80
frm80

Edifice666 Yes i have noticed the same thing! I was playing Underhalls on doom 2 and noticed that the monster count showed me missing 2 enemies even though i killed everything in the level and backtracked.

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Guest
Guest

Hi frm80,

I'm glad I'm not the only one to mention or notice this lol!!! I don't understand why no one else has as far as I can tell, mentioned this before unless it HAS been? I'm not too bothered as I just keep telling myself that it's not me and everyone has been slain lol!!! Also, I'm not 100% sure but, I also think that despite finding all secrets on levels I've played for so long, that's also not showing as 100% either!? Will check tonight on Hangar and Entryway levels and report back!

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Dracologist
Dracologist

the mastermind fatality is a tad silly
the PB version is more straight forward even if it just rips of D4

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