-- MORE Realistic. MORE Tactical. MORE Aggressive. -- Fight the DOOM with Realistic style weapons. The new project "CALL OF DOOM: TARKOV" has begun.

Description

**** 6/13 Ver0.85d2 FILE UPDATED **** This MOD adds 70 Call of Duty Style Guns to your "Brutal DOOM" and "Project Brutality". And you can summon friendly soldiers or girlfriends using Satellite Phone. PLEASE WATCH detailed information and Videos. // If you are enjoying CALL OF DOOM, Please vote for the CALL OF DOOM community. I love all supporters!

Preview
CALL OF DOOM V0.85 : COD Style 70 Weapons for DOOM
Post comment Comments  (50 - 100 of 116)
themarine141
themarine141 - - 119 comments

Arrowood is it possible that on the next update you will make this one compatible to smooth doom?

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Arrowood Author
Arrowood - - 199 comments

Regarding compatibility with "smooth doom", because the system is different from BRUTAL DOOM, it is not currently planned.

As for "Weapon Wheel", I think that it will be incorporated as part of the system of this mod in the next update.

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Guest
Guest - - 698,088 comments

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doomguy214
doomguy214 - - 23 comments

Thanks for Giving this mod. I am currently playing version v0.81 using patches of project brutality of v0.85.

Will they break in gameplay any way.

just wanted to know if yes so i can modify patches to make them work for v0.81.

Will still wait for version 1 unlimited weapons version.

Best of luck for version 1 unlimited weapons version

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CantFailNow
CantFailNow - - 2 comments

Hey there :D

So I've played with this mod for a bit, and I admit...I'm utterly addicted!

That being said, I've realized there are a few issues, just want to help the mod be the best as it deserves.

- The M1911 is wayyy too strong: I've seen this in other posts, I'll explain. Ammo is really easy to find, unlike many other calibers. With 1-2 shots, I can take down most human sized opponents (accurate in terms of lethality)

The gun itself isn't so much a problem, it's just scaling. Where 1-2 from a .45 kills mooks, it takes like 2-4 rounds from larger weapons (AK-103 for example) to kill the same baddie. For the expense of using bigger guns, the yield is fairly unsatisfying.

The .44 Magnum weapons in particular sadden me. For the slow rate of fire of a Desert Eagle, there's no reward. I might have to dump 2 rounds to kill a zombieman...versus one .45. Again, with the expense and rarity of .44 magnum, it becomes a novelty, rather than anything I could count on here.

Not even gonna mention the M1911's accuracy. I feel its hipfire aim needs to be nerfed a bit.

All these facets of great damage, great economy of ammo, and great accuracy lead to me running through like 80% of the game using that exclusively. The only real reason I had for using other guns was for cool factor.

That being said, I love the other guns to death! You clearly showed great passion for this, it definitely shows. The M1911 in its state, however, removes the purpose of using any other toy. :(

That KRISS Vector in a tight corridor though...vicious. Love that.

Also, this is a bit game breaking, so heads up :o

The ACR-762 has a glitch. Say I have 330 rounds, my total capacity 400. If I throw the gun down then retrieve, it'll give me 30 new rounds. This occurred every time I threw it. TLDR: Unlimited ammo

I tested it on other guns of its caliber and haven't found such an issue. I could refill 7.62 NATO indefinitely, long as I kept tossing the gun.

So yea, I hope this helps an artist like you :D I deeply enjoy the mod, and curse you for finding a way to distract me so well.

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VicRattlehead
VicRattlehead - - 182 comments

The Desert Eagle seems more powerful than the M1911 to me. It always kills zombiemen in one hit whereas the M1911 can occasionally take two. The Desert Eagle also kills imps in one shot more reliably than the M1911. The M1911 has slightly better hipfire accuracy, but the Desert Eagle has slightly more range, one extra round in the magazine and a higher rate of fire so I can consider it an upgrade even ignoring the difference in damage.

I agree that its ammo is too difficult to come by though. In my current playthrough of Going Down, I'm at MAP18 and I've maxed out all my other ammo at one point but I have yet to max out .44 magnum despite never having used a .44 weapon once.

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Arrowood Author
Arrowood - - 199 comments

Thank you for your support.

The file has been updated.
The handling of the M1911 became a bit more difficult.
And, Ammunition BUG of ACR7.62 was fixed.

In addition, the amount of acquisition of ".44 Magunum" and ". 410 Gauge" has doubled.

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CantFailNow
CantFailNow - - 2 comments

Sorry, accidentally posted twice

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VicRattlehead
VicRattlehead - - 182 comments

I notice that I sometimes get a "medical kit" pickup from enemies. It functions in a similar way as the tactical medkit (recover 25 health upon use) but acts as an instant-use inventory item. Since it doesn't have an icon, I'm guessing it's a bug. This is with Brutal Doom, don't know if the same happens with Project Brutality.

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Arrowood Author
Arrowood - - 199 comments

Thank you for your support.
Medikit BUG that can be obtained from Shotgunguy was fixed.
The file has been updated.

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VicRattlehead
VicRattlehead - - 182 comments

Accidental double post

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VicRattlehead
VicRattlehead - - 182 comments

Accidental triple post

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VicRattlehead
VicRattlehead - - 182 comments

Miscellaneous balance thoughts:

- TMP is too versatile and effective. TMP + red dot sight is extremely accurate and at the same time, TMP + dual-wield has high capacity, high rate of fire and is extremely effective at close range. I see no reason to bother with the P90 or MP7.

- Mk. 46 could use a buff. As it is, it seems outright inferior to the PKP and RPD. It's highly inaccurate and useless at long range, at the same time, it's also slower at killing enemies than the PKP and RPD even if all its bullets hit. 5.56x45 and 7.62x39 ammo are roughly as plentiful as each other in my experience, so the difference in ammo type shouldn't influence the balancing factor.

- SCAR-L doesn't seem to have anything going for it over the M&P15T;. I can't tell if it does higher damage or has a higher rate of fire. If it does anything better, it is too small to be noticeable. Definitely not worth the much higher recoil.

Also, I noticed that companions become "solid" for a brief moment upon teleporting or upon being told to hold position/follow. Can that be changed?

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Arrowood Author
Arrowood - - 199 comments

About TMP)
In the current version, as you say, TMP certainly has advantage.

P90 can shoot bullets with the same power as TMP with faster shot speed.
Magazine capacity is larger than TMP, Hip Fire accuracy is a little better.
And in the future update "Dual Wield" will be added.

The MP7 has one shot more powerful than P90 and TMP, Hip Fire accuracy is very good.
Reloading is very fast, and there is no cocking action even when "Empty Reload".
And in the future update "Silencer Upgrade" will be added.

About Mk.46)
Mk.46 is a weapon for stock disposal of "5.56 mm NATO".
At the level where many 7.62 mm rifle bullets are available, the opportunity to use 5.56 mm NATO will be less.
This weapon has 200 large magazines, so players will not be bothered by reloading.
It is best for sweeping weak enemies.

About SCAR-L)
To be honest, SCAR-L was a weapon that I did not like and was not so important, so I forgot the balance adjustment.

The patch update made the reload faster and the power of one shot became the same as "M16A4".
Recoil became smaller and Hip Fire accuracy was better than MP 15 T.

About Friends' s "SOLID")
Since it is originally included in the program of Marines of Brutal DOOM, adjustment is necessary for change.
It is undecided whether to change eventually.

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Astraxis - - 622 comments

Hiya, I'm using the latest version of GZDoom and I'm loading all the PK3's in order with DOOM2/FREEDOOM 2, and I keep getting the error "24 errors while parsing DECORATE scripts" no matter what I do. Anyone know how to fix this?

EDIT: I was using ZDL. Long story short: don't.

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Angel-Neko_X
Angel-Neko_X - - 55 comments

As some doom guy playing a lot of gameplay mods, I approve this the most!

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Guest
Guest - - 698,088 comments

Nerf the Mp7a1.
Buff the protecta 20.

Tons of fun.
Thanks for the mod.

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Arrowood Author
Arrowood - - 199 comments

Thank you for your feedback.
Perform various tests and make adjustments in the future if necessary.

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Guest
Guest - - 698,088 comments

Hello, I got your mod yesterday and today, I tried playing it and this was what GZDoom g2.4.0 gave:
Execution could not continue.

Script error, "zzbrutalxcod_bcoding_b3V85d.wad:DECORATE" line 386:
Unexpected 'HERO' in definition of 'RGAPlayer_HERO'
Any ideas why this is happening?

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Arrowood Author
Arrowood - - 199 comments

The error message is displayed when "Brutal DOOM" is not loaded at the very beginning.
After selecting the required file, "grab the files of Brutal DOOM", if you drop, you might go well.

Or, please refer to this page.
Zdoom.org

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perefalcon
perefalcon - - 196 comments

weapons don't feel too smooth and it has the feeling of rga2....do you know when current project will be released? it seems better in most ways

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Arrowood Author
Arrowood - - 199 comments

I know it myself well.
However, like the RGA series, I also understand the hardships of the original authors who capture the animation of COD weapons one by one and incorporate them into the game.

I have started a new COD weapon project and I'm capturing it as smooth animation as possible.

Moddb.com

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Eisenberg
Eisenberg - - 21 comments

Say I crack open your mod in SLADE, what would I have to do to increase the weapons per slot to 2? Is it the player classes or the MaxWeaponsFilled startitem?

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bjspartan0
bjspartan0 - - 36 comments

Hey Arrowood its me that dude who pointed you to that article that you used to fix that issue with blood.txt. I was wondering if you would bring back that tiny chart that showed your weapons stats or at least make it able to be toggled on at least I'd appreciate it it helped me make my make my weapon choices and I miss it thanks appreciate your time man.

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FroYoToGo
FroYoToGo - - 2 comments

I'm having some trouble starting up this mod because I keep on getting this message Script error, "zzbrutalxcod_bcoding_b3V85b.wad:DECORATE" line 386:
Unexpected 'HERO' in definition of 'RGAPlayer_HERO' I am using Project Brutality with it and I did load PB first then the Call of Doom stuff later but it still gave me this message so I was wondering if I could get some help?

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FroYoToGo
FroYoToGo - - 2 comments

Oh wait no I figured it out forget I said anything :)

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DangerDash
DangerDash - - 46 comments

Have I got a bug for you. I was just messing around, trying to compare weapons of the same caliber, and just found out that after emptying the clip in one weapon, when I keep tossing one to pick up the other, the ammo that I used transfer to the next gun. I can get full ammo by just tossing the same two guns over and over again!

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Guest
Guest - - 698,088 comments

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BlackShadeNocturne
BlackShadeNocturne - - 8 comments

Alright, i think most of the people have already stated their concerns regarding the mod, I'll just contribute in my case where I'd suggest changing the sounds of some of the weapons in the next update. I know its nice to have some really punchy and powerful gun sounds in any shooting game or weapons mod, but i would kindly suggest changing the gun sounds of two particular weapons.

The M1911 (and i think the rest of the sidearms) feel a lil silly having the Steyr Aug sound from Counter Strike 1.6 aka classic CS (CSGO Gun sounds can go **** itself). :))) Its waaaaaayyyyy too loud for such a puny gun.

The AWM (Arctic) on the other hand, I find it funny that it has the sound of the Left 4 Dead Hunting Rifle instead of the infamous AWP sound from Classic Counter Strike. Clearly its one of the "god" rifles in the game, and it should have the sound of one of the most infamous weapons in gaming (AWP from Counter Strike)

Since there are so many weapons to test, I'll just say this as my two main points for now. Mainly, i kindly suggest using a different gun sound to the M1911, and there are many other games that have the M1911 so you could use that.

I will be doing some further testing to see which guns have sounds that feel out of place.

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Guest
Guest - - 698,088 comments

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Shr¡ke
Shr¡ke - - 280 comments

It is a great mod but the sounds could use some serious work. I feel like the guns need to feel hard hitting and given some oomf, that satisfying feeling unloading lead.

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zero11x
zero11x - - 14 comments

I keep getting Script error, "zzbrutalxcod_bcoding_b3V85d.wad:DECORATE" line 386:
Unexpected 'HERO' in definition of 'RGAPlayer_HERO'

My load order is,

zzbrutalxcod_agfxsfx_b3V085.wad

zzbrutalxcod_bcoding_b3V085.wad

Project Brutality 2.03.pk3

zzbrutalxcod_dProjectBrutalityPatchV085.wad

HellOnEarthStarterPack

zzbrutalxcod_HellOnEarthStarterPatchV085.wad

I am using the BFG Edition of DoomII

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zero11x
zero11x - - 14 comments

Now If i try to play it normally after attempting to load Hell on Earth I won't work period.

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zero11x
zero11x - - 14 comments

I had to delete my config file to file the 2nd issue and just said screw it for the Hell on earth issue.

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LeDiegue385
LeDiegue385 - - 5 comments

orale que chiquito

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TheDoommer
TheDoommer - - 13 comments

Amazing ! Thanks for this.

Please think about adding the following : M14 EBR (MW2) , Tar 21 , AUG HBAR , Desert Eagle Akimbo, Attachments (Red dot sight , ACOG , Holographic , Mars , M203 , GP-25 , Suppressor , Scopes)

Not bad if you try to simulate Predator Missiles. (Open Area Usage Obviously)

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TheDoommer
TheDoommer - - 13 comments

Update II : You may now replace COD WWII weapons with the WWII weapons

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Recaldy_Moddb
Recaldy_Moddb - - 3 comments

Is there a way to high the custom gun information square on the hud? I like playing with ALL the hud elemental removed.

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Mp18
Mp18 - - 23 comments

Execution could not continue.

Script error, "zzbrutalxcod_bcoding_b3V85d.wad:DECORATE" line 386:
Unexpected 'HERO' in definition of 'RGAPlayer_HERO'

this is what i get when i try to launch it

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dasva1337
dasva1337 - - 75 comments

Don't know if it's been mentioned before but, would it be possible to have the German enemies drop German weapons like the C96 or Kar98 or other WWII-era weapons? I've yet to find a single MP-40 or Luger or any such weapon dropped from killing German soldiers, always some other rifle like an M16.

Or if you'd rather not put them as random rare drops, perhaps you can make additional classes instead just like with the Assault, Trench, Heavy, and Veteran classes?

Speaking of classes, they only seem to be special at the very start with their (depending on class) unique weapons. Maybe the different classes could get special perks like, faster melee for Assault or being the only class able to use the M2 flamethrower, or the Bear Hunter class getting slightly more accuracy with shotguns, extra health from medpacks could be for Lone Survivor, faster reloads with the UAC Commando, etc.

Been playing through Brutal Doom with this being my only mod, and I gotta say that it is pretty enjoyable. The Waifu Platoon is pretty OP if you can keep them ALL alive, but then again, maybe that's just from playing on easier difficulties with them. They're probably fine on "standard" difficulties, heheheh.

You've made a pretty nice mod, sprites and animations are wonderful, and there's plenty of flavors of gun to choose from when you wanna kill demons. Looking forward to future developments~

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NyamukSumatera
NyamukSumatera - - 76 comments

This mod is good with PB 3.0 and oblige map it awesome, only thing lack is last special companion that look like robot girl seems doesnt do anything, it just walking around enemy even enemy wont attack her, does that thing bug? Then when you want to summon other special companion it just lock up to this robot girl companion no matter how many you call when you already got her it will duplicated, make special companion after her got randomized not locked up, thanks

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JhudielTheOne55
JhudielTheOne55 - - 134 comments

IMPOSSIBLE I GOT AN ERROR

Script error, "zzbrutalxcod_bcoding_b3V85d.wad:DECORATE" line 386:
Unexpected 'HERO' in definition of 'RGAPlayer_HERO'

PLEASE HELP!!!!!!!!!!

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themarine141
themarine141 - - 119 comments

Is this mod abadoned?

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Guest
Guest - - 698,088 comments

Love the mod, it's maybe a bit too into the future to ask, but are the girlfriend allies supposed to only be on one loop? I've noticed that once you get to the robot girl, there's no going back to the others without an entire restart of your playthrough unless you keep them alive all the way through, at least as far as what I've seen while playing. So to ask, is there any way to restart the cycle of the spawning without restarting fully?

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perefalcon
perefalcon - - 196 comments

is the new version coming anytime soon? it's been pretty long since the last update video you posted

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Guest
Guest - - 698,088 comments

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Guest
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Guest
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myfuckingusername
myfuckingusername - - 2 comments

best trailer ever

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MaxRideWizardLord
MaxRideWizardLord - - 67 comments

I hope it does work WITHOUT brutal doom?

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