Ah, the good old Doom, those were the days. Played it since I was I child. But what changed from back then? Graphics in gaming became more beautiful, year after year, and the gameplay evolved. Replaying doom felt nostalgic, but not as creepy and hard as the first time, when I couldn't aim and ended up wasting a lot of ammo for no reason. It was still a lot of fun but something was missing... the survival horror atmosphere, the sense of costant danger... gone. Is anyone with me here? Ah, those were the days... but modern gaming brought some nice things too. Just think of Brutal Doom, the awesome mod from Sergeant_Mark_IV. Adds so many good gameplay mechanics and eyecandy... So what to do? What to do?



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M DOOM2


It's a STAND ALONE GZDOOM-only mod that merges Brutal Doom's modern gameplay with many new features that will make it closer to a survival horror game and give a sense of novelty and replayability to the good old games AND custom maps!



"You'll be scavenging maps for equipment, slowly bleed to death with an open wound looking desperately for some bandages, and facing tough demons that can tear your body to shreds in mere seconds. Your flashlight battery can die out just when you hear a weird noise inside a completely dark room."

You are not walking in the park, Hell is not your playground anymore. You are Living Through Doom.



Reach us on discord: Discord.gg
FULL CHANGELOG HERE

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(uses SGT_Mark IV's Brutal Doom as a base):

  • M SKULL2 BRAND NEW CRAFTING SYSTEM:

  • Fully animated crafting station, immersive reagents combining system, and LOTS of craftable items. Full current recipes list HERE

  • M SKULL2 IMMERSIVE SURVIVAL EXPERIENCE:

  • Lots of new atmospheric sound to make your surroundings creepier, plenty of new animations for performing a lot of actions like: bandaging yourself, injecting stimpacks, wearing gas masks, tripping on the ground due to severe wounds, coughing, checking your ammo, new sounds for simulating the player's reaction to different types of wounds, tiredness, etc.
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  • M SKULL2 QUALITY OF LIFE IMPROVEMENTS:

  • You can assign weapons to a "favorite" slot, and link different throwable explosives to the "quick toss grenade" keybind. Custom HUDS give you all the informations you need to play the mod without cluttering your visibility (useless elements of the HUD will disappear when you don't need them)
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  • M SKULL2 HORROR ATMOSPHERE:

  • Customizable lighting settings to set your ideal mood; Creepy ambience sounds that play randomly during your playthroughs; A lot of new sounds for monsters, to make them more unsettling.
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  • M SKULL2 AMMUNITION REBALANCE:

  • Ammo spawns completely overhauled to be more scarce on most difficulty levels, including the maximum you can carry.
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  • M SKULL2 REVAMPED GAMEPLAY BALANCE:

  • Most weapons now do more damage but ammo will be more scarce, or weapons will have a heavier recoil. Most mid-to-high tier monsters are generally more resistant, although they'll have weakpoints. Some of them will even have armor values, so be sure to pick the right weapon to dispose of them efficiently!
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  • M SKULL2 LOTS OF NEW WEAPONS:

  • Revolvers, claymore mines, unstable chemical vials etc. Most of old weapon have also be rebalanced, reskinned or overhauled with new fire modes and handling, for a more realistic and smart gameplay feel, where each weapon will have its own purpose in the game and the right situation to be used in.
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  • M SKULL2 BLEEDING WOUNDS, POISON, LACERATIONS:

  • You can now suffer from bleeding wounds inflicted by claws and bites, and you will also bleed to death if Your health conditions are too poor. Different items like bandages and medical supplies can stop the bleeding with a FULLY ANIMATED HEALING action. You can also be poisoned by certain enemies, poisonous gas and nukage (although the last one can be disabled from the options if some player thinks it's too much for them). This will lead to coughing blood, temporary blurred vision, loss of balance, etc.
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  • M SKULL2 FUEL AND DURABILITY:

  • Melee weapons won't last forever: the chainsaw, the axe, and the new Knife will have durability and fuel. You can use FUEL TANKS to refill chainsaws, flamethrowers and napalm launchers, or carry them with you for when you actually need them... or you can just shoot them and watch the world burn.
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  • M SKULL2 SUPPLY CRATES:

  • Find keys on former humans' corpses and use them to get some useful equipment! (with a custom 3D voxel made from scratch)
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  • M SKULL2 SACRIFICAL ALTARS:

  • Find a sacrifical dagger and then search for a beating demonic heart to sacrifice at an hell pillar to acquire demonic powers!
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  • M SKULL2 RANDOMIZED LOOT:

  • Ammo, health, weapon and artifact spawn points are now randomized. You'll never find the same stuff in the same map, but you'll also never find a BFG instead of a Shotgun. I tried my best to make this partial randomization balanced.
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  • M SKULL2 RANDOMIZED MONSTERS:

  • Many enemies now have rarer variants, with the chance to spawn in place of the normal ones. Some monsters will also spawn under specific conditions. For example, be careful when venturing in dark areas or hellish/volcanic enviroments!
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  • M SKULL2 MANY NEW USEFUL ITEMS:

  • Both in the form of istant pickups and items to be used from your inventory: flares, bandages, portable sentry turrets, night visors, armor moduels, experimental battle drugs, and many more!
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  • M SKULL2 MANY DIFFICULTY SETTINGS:

  • Choose your ideal playstyle! This mod is NOT conceived to be played at normal difficulty settings (Hurt me plenty, Ultraviolence, etc.). You still can, but an experienced player will probably find them too easy, or with too much generous equipment spawns.
    If you're a newcomer to this kind of gameplay, I recommend you to play on "Lone marine" or "Blood Marathon". If you're looking for a real survival horror experience, try "We Unhappy Few" or the easier (but still challenging) "Scavenger".
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  • M SKULL2 NEW PLAYER CLASSES:

  • Play as a revamped version of Brutal Doom's old classes, or search for a real challenge trying the "Survivalist" or "the Scientist"! Each own with their own gameplay style, pros and cons.
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  • M SKULL2 REWARD CRATE:

  • Kill every monster in a map to receive a crate full of useful items and/or ammo that you can carry around before opening! Can be a lifesaver when playing in Survivalist mode. This feature can also be turned off, for the most daring ones!
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  • M SKULL2 REBALANCED ARMOR:

  • New armor types, with different damage absorption percentages. The higher the tier, the less the pain! Also, armor has a crucial role in mitigating/nullifying the effects of bleeding wounds. You can even mount special modules on them to give them further special functionalities, like a portable life support module that will slowly heal your wounds, or a motion sensor to keep track of your enemies' position! Be aware though: if your armor breaks, so will the modules mounted on it. Craft some armor shards or scavenge for some armor bonuses to repair it!
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  • M SKULL2 MANAGE YOUR LIGHT SOURCES:

  • This mod is intended to be played with dark lighting settings. If you do this, you'll still find a couple of way to see where you're going: flashlight now consumes " energy cells" over time, or if you find some, you could recharge them with lithium batteris. Flares can be dropped on the ground or you can light one up and take it with you...and night vision goggles are finally useful! (Of course you can cheat with the gamma correction but... meh. Should you play this mod if you want to do that?)
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  • M SKULL2 MANY, MANY NEW 2D SPRITES AND SOUNDS:

  • A lot of old sprites and sounds have been replaced, and there are also completely new ones fit the new items and ammunitions included in this mod.
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  • M SKULL2 REWORKED BERSERKER PACK:

  • You become a mindless and almost unstoppable beast for 40 seconds, then you'll start to feel dizzy... better find a place to catch your breath!
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  • M SKULL2 BUG FIXES:

  • Lots of them. And still not enough. Oh no, no, very far from it.

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Launch this with ZDL or another mod manager for Doom. Once the game is launched, there are some things I advise you to do before playing (In the future I plan to make most of these operations automatic):

- LIGHTING:

Go to the MOD OPTIONS, then from the LiTDOOM options, take advantage of the included light & fog mod to make your doom look perfect to you. The mod adds many items like flares and ACTUALLY USEFUL night vision goggles, so if you want to play the mod as intended, set your game to leave the dark areas of the levels actually dark... or not. Your choice.

- CUSTOMIZE YOUR KEYBINDINGS:

There are some new commands from brutal doom and other ones that will cut some features out if you don't use them. Also remember to rebind inventory navigation keys.

- If you want to use the "full helmet" HUD (from the Brutal Doom's Player Options) you may have to scale it to fullscreen (from the hud scaling options). This is how you do it ---> CLICK HERE

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  • Collectable data logs that you can read from your personal in-game infopad, explaining the new implemented gameplay features of the mod in a very lore-friendly way.
  • Difficulty settings rebalance (there are too many hard and unnecessary ones I use for experimenting).
  • Better Hitboxes for some monsters.
  • More items, more weapons, more mechanics, more monsters, MORE EVERYTHING!
  • Bug fixes... yeah, more of them. They NEVER STOP.


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  • ***** SEPULCHER-BLACK
    ***** Dark Ambient Music
    ***** PSX soundtrack
    ***** Doom Ambient Pack
    for SPOOKY ambient music.
  • ***** IMMERSE
    The leaning feature really helps while exploring infested techbase corridors...
  • ***** ANY map pack that doesn't alter gameplay, monsters and stuff like that. You could try merging them, but expect troubles.

  • ***** Most graphics, textures, and other visual mods and addon are completely compatible with this.


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  • ***** Gameplay mods, Total Conversions and other standalone gameplay mods (duh).

  • ***** Map packs with bad game design: ok, jokes aside. This mod is not balanced to let you survive when you are forced to stay in a 3x3m space with hundreds of monsters teleporting behind you. Many mappers do that kind of stuff.

  • ***** Slaughter maps: please don't do that to yourself.

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Full credits can be viewed inside the mod's main menu. Tell me if someone is missing from the list.


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I'm still a very inexperienced modder, but I'm doing my best to improve. Right now the mod is still in beta, so it has many flaws that I plan to refine with enough time. Your help will be very appreciated: if you encounter bugs, problems and other things you "would have done better" feel free to give me feedbacks, critics or ask me anything, and I'll surely give you my attention.

Reach us on discord: Discord.gg

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RSS Articles

At this point, it's pretty obvious that FOR NOW, we're not updating the mod anymore on ModDB. The reason is more of a whim of mine than anything else: I want the next build of the mod posted here to be an actual ground breaker that will set the foundating stones for the future of this mod. If everything goes right, 0.6 will be finally out once summer starts.


Some people who have tried the mod accused me of "stealing assets" from Brutal Doom. While it's not a mystery this mod is based on BD's fundamental structure (I'm even on good terms with Mark, he's credited and I got all his permissions), I thought it was obvious that this was a long-term project with lots of ambition, and that the BD assets will be eventually reduced to just the essentials, while everything else will get replaced. But I guess I was wrong. Because of this, I'm delaying the next release in here for when I can show you a fully revamped arsenal, which apparently is what catches most people's attention. Even though replacing weapons is not the main goal of this mod (which is actually creating a highly customizable survival gameplay experience) we'll do it, both because we want this mod to be unique, and because it's necessary.

Not only that: after 0.6 will be release, there will still be TONS of work to do, like improving the enviroment, immersion aspects,the HUD, monsters and so on. But for the time being, a fully renewed arsenal will do. So I ask you to wait a few more months, and I can promise you won't be disappointed.

DEVELOPEMENT PROGRESS:

More and more weapons have been already worked on, as well as new features and several bug fixes have been implemented. As always, I encourage you to join us in our discord server to test all the new features that have been implemented in the past months:

Discord.gg

As for the ones who don't want to, here's some sneak peeks to keep you hyped for the future:

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Gzdoom 4 5 Screenshot 2021 04 06


The starting Titlemap has been once again reworked with a fully 3D one!

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Screenshot Doom 20210408 010851

New Grenade Launcher with 8 unique ammo types each of one with two firing modes available, for a total of SIXTEEN firemodes for a single weapon!

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Screenshot Doom 20210408 011022

Claymores replaced with proximity bombs you can use as mines, or you can set them to explode when detonated by yourself. Moreover, there are new types grenades available, while the old ones have been reworked already.

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Screenshot Doom 20210408 010000

High powered single shot Anti-Tank Rocket Launcher, with a realistic reload animation and capable of massacring even your toughest foes. Mind your ammo though!

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A completely revamped demonic SSG with two modes: Shotgun and Warclub. Each of the with their special features and attacks, as well as a unique overcharge feature... if you feed the weapon enough.

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A new knife replacement with new animations but not only that! It now has new special attacks, dedicated ground executions and a combo system you can exploit to keep your enemies unable to fight back!


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And much more!


MOD REBIRTH (yes, again!)

MOD REBIRTH (yes, again!)

News 3 comments

The mod has now an official original logo and a color scheme, while the developement of the 0.6 build continues.

STILL BREATHING!

STILL BREATHING!

News 5 comments

The work on the mod is progressing slowly, but steadily.

Crafting Update

Crafting Update

News 1 comment

After a long absence, LiTDOOM is here once again! and with LOTS of new stuff!

Back in Business!

Back in Business!

News

Finally, the mod developement's is about to resume!

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LiTDOOM 0.51 Beta PATCH

LiTDOOM 0.51 Beta PATCH

Patch 16 comments

Various bug fixes here and there I found on version 0.5 There are also new improved animations for a couple of weapons and a couple of balance tweaks.

LiTDOOM 0.5 Beta

LiTDOOM 0.5 Beta

Full Version 9 comments

MAY 6th 0.5 Beta CRAFTING UPDATE. New features and additions. Check the full changelog or read the last featured article.

LiTDOOM 0.45 Beta

LiTDOOM 0.45 Beta

Full Version 1 comment

February 10th 0.45 Beta - SURVIVAL UPDATE vol.2. New features and additions. Check the full changelog or read the last featured article.

LiTDOOM 0.4 Beta

LiTDOOM 0.4 Beta

Full Version 7 comments

January 16th 0.4 Beta SURVIVAL UPDATE. New features and additions. Check the full changelog or read the last featured article.

LiTDOOM 0.3 Beta

LiTDOOM 0.3 Beta

Full Version 4 comments

January 6th update. New features and additions, check the full changelog or read the last featured article.

BRUTAL BOOF V0.2 Beta

BRUTAL BOOF V0.2 Beta

Full Version 6 comments

CHRISTMAS UPDATE! New features and items. Check the mod's site for further information and full changelog.

Comments  (0 - 10 of 70)
PrimarcaEmilius
PrimarcaEmilius

┬┐There is a version for DeltaTouch?

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dave_5430
dave_5430

It's okay. Needs some more balancing tweaks. Game is either way too easy with the right random roll, or unfairly hard. No fine line to walk here, never had a 50/50 run where I felt like any challenge was fair, even with my own modified difficulty that makes enemies more intelligent and ammo less plentiful.

Can't really think of any meaningful advice to give, but I feel like shafting the player with less ammo, health and armour and other arbitrary artificial difficulty **** you can throw at it, will only make the game frustrating, and not in the 'fun' sense.

Remember, GZDoom is practically omnipotent, there's almost nothing you can't do in ZScript.

When you have the time, take a look at/pop in on the Discord for Escape From Pripyat [not an ad, I'm not affiliated] to see how other developers are trying to do this in other engines.
Interestingly enough, it seems to suffer from similar issues, but I guess you (the team working on this) might like this, and even come up with inspiration for elements to add.

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Guest
Guest

I can see this potential of a mod that differs out of the ordinary, and I wish to see its final finished build in the future, even if it takes away half of my living left years

Keep it up developer, I hope the best of you to work on this outstanding mod!

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Guest
Guest

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tintillum
tintillum

What does the heart altars do (Is that a Brutal Doom thing)? And what do recombinators (Is that how it's spelled?) do? I tried putting vials in them, but nothing happened.
EDIT: Nvm, I've figured out that you're supposed to use the knife item on them. I've also figured out that the machine item is intended for the scientist to use. Anyways, I've been really enjoying your mod, it adds a whole new depth and feel to Doom. Now I really do feel like a stranded space marine left to fend off the hoards of hell. The only other mods that I think would make as drastic of a change to gameplay as this one does, are D4D and DOOM 4 VANILLA. Though, I've had trouble getting D4D to run in the past.

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Grey-Wolf Creator
Grey-Wolf

Glad you're having fun! Don't forget that if you're playing with the version present in this site, you're missing out on TONS of new features. Currently, our testing build is only available on our discord server.

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marco.nadal.75
marco.nadal.75

I'm testing 0.51 BETA with STRAIN.WAD on lowest skill HMP. With very careful play, I can beat the first two maps, but the double Arachnotrons on MAP03 shrug off anything I can throw at them. I thought maybe that's what those rare magnum rounds were for, but they do nothing against the 'Trons. I think maybe magnum shot should be super powerful like the SSG in OG DooM and kill baby spiders in two shots? I think of Magnum in Resident Evil games, how it's such a precious commodity but also an equalizing ace-in-the-hole.

I suppose I could always do the edit myself for my own use.

Anyway I tried this and HD and I like Lit better.
I'm a big apologist for BD and I think Mark-V-haters have a case of ressetiment.
The Lit design is more streamlined and approachable for a mod vet* such as myself. (*My Doom Explorer install has 135 mod packs defined)
Love the new assets, particularly the bandaging animations are really good.

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Grey-Wolf Creator
Grey-Wolf

Sorry for the (very) late reply, but until we finally get to version 0.6 I'm keeping my modDB interaction to a minimum.

Anyway I'm glad you're liking the mod so far, but 0.51 is a very old version. The latest one, only present in our discord server, has much more features, and it's overall way more polished. Unless you already have, you should give it a try! Especially considering another very juicy update is coming in a couple of week at most.

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-Ghost-
-Ghost-

The magnum is generally good for its armor piercing abilities, though it is pretty high damage. What sort of HP/damage settings are you running?

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marco.nadal.75
marco.nadal.75

Since updating LitDoom to 0.57b, I adjusted the resource difficulty settings to Soldier, Heal On Earth and Bastion Main, and played Survivalist class on second lowest difficulty.
HP-Damage 100%-100%

Unfortunately STRAIN softlocks on MAP20. It uses custom enemies and DEHACKED patches and is not really compatible with any mods. The version included in Compendium (single file collection of megawads, popular on servers) might be the 'vaccinated' version, haven't tried that one yet. I might try it once I get a new system so I can try higher difficulties as well.

DEATHLESS.WAD, DTWID.WAD and D2TWID are all good for beginners to try with LitDoom.

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