A mod for Doom II inspired by Brutal Doom, but this time "brutalizing" Wolfenstein 3D by adding new weapons, enemies, textures, animations, and of course, gore. Lots of it. That's not all though -- the maps from the original game are being redesigned too. Note: I'm not the mod's developer. Credit goes to Zio McCall for the concept, development, as well as the various contributors. I just felt that this mod needed a place here.
The plan to make two different projects, Classic redux and Project:bulletstorm, is scrapped. The develompment is back to the classic v5.0 and a demo of the work made until now is RELEASED This new demo show the new things I'm planning for improve my project, which are in short: Remade arsenal, remade maps, custom options, new enemy look and behaviour.
would it be possible to re-add the old episodes so we have a complete game but with the new first episode, enemies and weapons?
Chill mate its just a demo
No,because the old episodes are bugged as hell with the new enemies and decorations i made.Better wait i'll remake them for well.
Gotcha, Ill be patient
MEH
HOLY **** THIS LOOKS GOOD!!!
Many thanks!
By chance i chick if it updated today. :D
what is that? Imgur.com
This mod is for Doom 2:Hell on Earth only.
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Once again,thank you for upload the mod on mod db.
I'm going to update the download link on my zdoom forum's thread with that.
Also,i probably make three releases in future:
A release for all the first free episodes(Note as "Original Missions")
A release for all the six episodes(Original missions+Nocturnal missions)
A release for Spear of Destiny(Original Missions+Nocturnal Missions+Spear of Destiny)
i have question why is only first episode ?
Because i'm remaking all the maps alone.
And remaking maps take a lot of time,even with simple changes.
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I really love all those improvements you've made since version 4.5; however, I honestly prefer Kar98k (the German rifle) from the v4.5 . I can cope with its new firing sounds but the reload takes way too much time. Could you consider making the whole animation shorter, or simply make it reload like in 4.5? Another thing that bugs me is weapon selection: when I press, let's say, 3, i want single MP40, not 2 of them. Double weapons should be selected AFTER single ones. Or maybe make a separate key bind for dual-wielding weapons, e.g. when you're holding MP40 and press [dual-wielding key], you draw a second MP40 and now hold 2. Anyway, I can't wait for the full v5.0, cheers!
EDIT: I've just encountered those suicide bombers...are they even supposed to be remotely balanced???
The kar98 reload is shorter if wait to finish all the shots in it,
I'll take in consideration the mp40 binding,Bombers are more like an easter egg/troll to various people that in past told me that was too brutal kill dogs.
Oh, I remember now, I turned on that setting to see what it does and I completely forgot about it hahaha
Would it be possible to add an rpg or a rocket launcher for destroy few enemy armored tanks ? It will be so awesome.. P.S. Your mod it's fantastic
I'm not planning tanks in this mod.
holy ****! THIS IS ******* AWESOME
How do I run this demo?
Simply need Doom2.wad and a zdoom sourceport as GzDoom 3.2.1 or Zandronum 3.0
Played all the levels, and overall quite impressive; far superior to V4.5; I'd separate this into paragraphs, but MODDB destroys my formatting with my browser, so sorry in advance. Besides the usual typos (its understandable, English is a pain at time), I do have a bit of feedback to mention. 1. Most of the early rewards from collecting all the treasure was quite good, but some of the later level rewards, were kind of lackluster, in particular LV 8's reward. I also found that the reward for collecting all the treasure in the secret level, to get just the Thompson, was a bit weak; it would have felt better if the reward was say the Trench Gun, or the BAR, or even the Flamethrower. 2. The placement of some of the suicide statues isn't very good; the only one I found devilishly good placement was on the secret level, near the secret wall into the secret room. Most of the time, the statues see you, but you are too far away to be hurt from their explosion. 3. I didn't like having some wooden barrels contain an explosive; I'd prefer that having explosive wooden barrels should be in a CVAR. 4. The officers (super fast white uniform guys) don't always drop grenades when killed. 80% of the time they do, and it appears to be related to how they die. 5. If you set monsters to respawn, in game options, only some guys respawn, and it appears related to their death; if they lose a limb they don't respawn, but if they die normally (ie how they'd die if you were playing regular Wolf3D) then they do respawn. 6. If you set items/big items to respawn, most things now do respawn (they didn't in 4.5, dunno what you did to fix em). However, the weapon on the floor, that contains a combo of a Thompson and a Colt, doesn't respawn. All other weapons do. 7. If you turn on random weapons and random ammo, you will never see a flamethrower or rocket launcher, despite them still being in the game if you type IDFA. 8. I seem to recall seeing the Chaingun, in some prerelease videos a while back for V5... I didn't find it anywhere in the game, nor did random weapons produce it. 9. The STG44 has a very small ammo capacity of 100; would be better if it was 200, as I go through the ammo quickly and when I do find ammo for it, I just can't carry all that much. 10. What happened to the empty weapon command, that could empty a weapon of its ammo. I ask because there are times when I'm using my MP40, and I run out of ammo, but I know there is ammo in both my Lugers, but I can't find the command to empty the Lugers; I know Brutal Doom had the command... unless the version of BD you are using was an older version that didn't have the command. 11. The trench gun fires and pumps very slowly; makes it difficult to handle officers, despite it being an ideal weapon for them as officers get into point blank range very quickly; consider increasing the pumping speed? 12. I noticed you mention WSJ as a major inspiration for this mod in the credits; ever consider putting in any of the weapons from Castle Totenkopf into the mod... like the Flak Gun, or maybe the rapid-fire pistols? 13. On that same note, ever consider adding in the regenerating armor or regenerating health pickups found on the secret levels. 14. There is a mod called, DoomOne, which merges all the levels of a doom campaign into one large continuous level. Ever consider allowing players to go up and down floors or back to previous floors, such as if you left a variety of ammo on one floor and now you need it, so could go back to the previous floor to get it? 15. I found that some levels are significantly harder than others; not necessarily because of enemy numbers, but more often due to lack of armor or health pickups. It would be great if more were added to the game OR more secrets were added and the player could hunt for the secrets for the extra stuff. 16. There is a 7th secret that cannot be found on Floor 5 (I even turned on iddt to fully display the map and couldn't find a 7th secret). 17. Closing off the secret for the boss battle, felt like a d1ck move; Hans Grosse is hard enough as is, and removing all access to your health and ammo pickups for the fight makes the fight too hard. I couldn't defeat him without cheating.
All for now. Keep up the great work!
1-i'll try to make some rewards more consistent.
2-Is intended,especialy in map03 where the suicider is placed for kill the guard
3-Is for make the player more aware of this danger and destroy barrels from the distance
4-Gonna check about this,is not good that they always don't drop grenades.
5-This mod isn't set for make enemies respawn
6-Which items respawn?You mean deacorations as vases?
7-Because they are NOT MEANT TO SPAWN FOR NOW!I was planning to
delete these two weapons from the code too for this demo and re-add them later!Remember,i never take in consideration the
"If i cheat,i have them!"
8-Chaingun will be added in future,don't worry.Is just a demo this.
9-I was planning to increase it,but only to 150
10-This is BRUTAL WOLFENSTEIN,not BRUTAL DOOM!****!ONLY BECAUSE THERE IS IN BRUTAL DOOM,DOESN'T MEAN I NEED TO ADD IT TOO!
11-Going to increase the fire rate and reload of the trench gun
12-No.
13-No.
14-If you want to make this bloody adventure instable and unplayable,of course.(In short,NO!"
15-Never had problems with the difficulty
16-Search better,secrets are not shown in the map even if you have the "Give allmap" or IDDT cheat
17-GET GOOD.
These are my answers in short.
Thanks for the reply!
1. Look forward to it.
2. Fair enough.
3. Fair enough.
4. Okay! I'll try to keep track of when Officers don't drop grenades, and relay any specific conditions of when they didn't drop grenades.
5. Fair enough.
6. Well, in V5, health, armor, ammo, and most weapons will respawn. In V4.5, treasures would respawn (they don't in V5) and most weapons in V4.5 wouldn't respawn (most do in V5). If big items is on, then the Uber Medkit will respawn.
7. But... those items spawn only based on the CVAR you added. Do you consider cheating by using your CVARs that you added?
8. Fair enough!
9. Fair enough!
10. Alright, alright, you don't need to eat me alive! :P
11. Sounds good. I like the trench gun!
12. KK
13. KK
14. KK
15. Well, for most levels, if you do a Knife start, they are doable. But if you try a Knife start on a level like 7 or 8, its nearly impossible, due to lack of health/armor near the start.
16. I did. I turned on NoClip, and hunted everywhere. There is that secret in that storage silo (the one with the narrow rock ledges) and 5 others with pushwalls, but I couldn't find a 7th secret.
17. Yah, yah. Its just that why bother having the secret there at all, if when you need it the most, you can't have it. Plus, as it is a mandatory secret, as you have to get up to where the Officers are to progress seems a bit odd.
Other feedback:
18. Noticed you can kick the nuts off SS, but not guards or Officers. Are they going to get the testicular manslaughter option as well?
19. Is there a particular reason why you made dogs have the same kind of attack in Red Alert 1; ie they one-shot you?
20. I noticed in the credits you failed to mention that the insults/taunts mostly come from the American in Black Ops 1 Zombies mode.... unless the zombie mode in World at War has the American with the same lines...
21. Taunting enemies doesn't appear to do anything.
22. The fire rate of the BAR isn't very good. Unless you meant it to be a slow-firing weapon; wouldn't be historically accurate as it was technically a Light machine gun in WWII.
23. Other weapons that could be added to the game are weapons from Return to Castle Wolfenstein, like the silenced sniper rifle, silenced sten, the paratrooper rifle, or thrown knives (I can't recall if this was added in New Order or Castle Wolfenstein).
18-The fact you can kick the nuts only to SS/Elite is intended.
19-Gotta rework the jump attack
20-I'll update to the next release the credits.
21-And will never do anything.Maybe....
22-For now,i'll don't make changes to the bar.
23-The sten and throwing axes are planned to be add in future.
Cheers and keep patience for the next release.
Okay! I look forward to it. Keep up the great work!
It looks like a few of the explosive deaths prevents a grenade from dropping from the officer. Also, blowing the leg off an officer causes neither the Luger or the Grenade to drop.
This would spare a lot of time for me.Now i know which deaths i should look :)
"15-Never had problems with the difficulty"
"17-GET GOOD."
I'm sorry but waaaat? I think that anyone who's downloading Doom mods in 2017 got good a long time ago when it comes to FPS games. :D I played the demo on I am Death Incarnate and a few times the difficulty did feel like ********, especially the parts with the alarms where a shitton of nazis just swarm you from every direction. Basically I had to find a spot where I just won't get killed in an instant and I really should not have to do that, even if I'm at a very ****** spot I should be able to power through what comes my way. My problem basically was that I had to reload my weapons all the damn time so when I got swarmed I couldn't hold my own even after cycling through all my weapons because I got killed during one of your horrendously long reloading animations. That's what made those parts suck, I suggest speeding up reloading a little.
And the Grosse fight is ********. You certainly did not come up with any exciting gameplay regarding the bossfight, instead you made him more of an an annoying hitscan-bulletsponge than he already was. Honestly you should have just left him alone and let the player absolutely massacre him, that would have been fun at least while it also would not waste the player's time.
So you know, the guy actually gave you very precious feedback and you should listen to stuff like that sometimes because you really have a good thing going here. I hated 4.5, thought it was a jumbled mess in design but apart from a few issues I'm loving this version. Finally it doesn't feel like Brutal Doom but Wolf 3D.
Wow just found this. Can't wait to see how this goes. Thanks for all the hard work!
Enemies throw only smoke grnades. Is this intended?
Also: Any chance of getting this as mod-only so its playable with tother maps?
1)Only riflemans toss smoke grenades.Any other enemies can't
2)no
Any reason why i dont have a HUD anymore? (did in V4.5
The demo is pretty good and i feel lots of potential here. Really liked the Axe(always wanted to get it from statues on old days lol). The balance is fine i guess, enemies are strong but manageable. Just played a little but already liked it. Thank you for your great work, i'm expecting great things from this mod.
Just some more things i want to add: Probably a very good number of people came to this mod thinking: oh, someone mixed brutal doom and Wolfenstein, cool. And it's not the case at all. You use some resources like the blood pools(i suppose), but this is an authentic work, probably took a lot of your time.
I really loved some floor designs(mirrored), the way you did some windows too(that you could see the walls of the castle out there), could be really interesting seeing moon or some vigilance towers) and the interesting part of this is that you solved Wolfenstein 3d main problem: some people get tired for playing a map with just one color for the most part, and just walls. I would like to see you explore that in terms of design(it feels fresh. The explosive barrels and breakable items help with the same problem.
About the guns: as a diehard Wolfenstein fan myself, seeing that you added some gun sounds and guns from RTCW makes me so happy, because it was the Wolfenstein game I most played. Like 200 ******* hours or some ****.
Well, great work. Gonna play some more
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Wow, great work yet!!! Played Wolfstone@NewColossus for the old times, but this work brings a fresh wind to the game! I will keep an eye on it!! ;)
Best. Mod. EVER.
Can we have the OST uploaded somewhere? It's pretty good.
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yeay... brutal doom and brutal wolfenstein.. greatest things made by intellectual men
Amazing game !! I play this demo till ended but I think you should to add extra options about suddenly change weapon while reload bullet of other weapon and use quick malee suddenly too for like real action more.
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Any news? I'm following the project but I get literally no updates on moddb... I can't wait for the full release!
Remember friends, if you don't have guts, you'll get kick'd in the nuts
Goodbye Friends
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Sorry for the innactivity,but this was a ****** year and i had to deal with a lot of personal problems.Just in this period i finaly got some calm,giving me the chance to back in working the mod.I'm going to post some news soon on my youtube channel Youtube.com