Project Brutality 3.0 Monsters for Brutal DOOM v21 Gold, with both GZDoom and Zandronum for Multiplayer support. Excludes the zombies from Project Brutality 3.0. This mod was made by me and my brother. Few creative liberties were taken with this mod: -Afrit is now more like Scythe2 Afrit than PB 3.0 Afrit -Cyberpaladin, Cyberknight and Cyberbaron explosive projectiles do 150 dmg -Flesh wizard no longer goes invincible -Big enemies scaled down for teleporter closets -Certain enemies drop certain weapons upon death This mod requires Brutal DOOM v21 Gold to play. Make sure brutalv21.pk3 is on top of this mod for load order. Special credits to the Project Brutality Team for Project Brutality 3.0, Eriance, Blue Shadow, MagicWazard, Ghastly Dragon, Dreadopp and Keksdose for the Overlord from Realm667, and BLOODWOLF333, XV117, Pa1nk1ll3r & PB team, GameDude2 for the BD21 XVME 1.3.1 brutal doom 21 monsters addon, which served as an inspiration. Some assets were also used from this mod

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Hello Doomers!

It has certainly been a hot minute since our last update. If you have been following our blog posts, you’ll know that there has been stuff going on behind the scenes, though. Today we’d like to bring you up to speed officially on what is happening with Dragon Sector (The Remake).

Map 7’s concept has not been coming together. Instead of trying to force it, we’d prefer to have the idea, the main flow and the aesthetic in mind before we get going. BarefootMapMaker doesn’t want to put out a map he is not fully happy with and doesn’t enjoy playing, so for now, this release will only include the six maps previously released.

Executive Complex 1

That isn’t to say that there is nothing new. All six of the maps have received substantial additions, rebalancing of both monster and item placement, and in some cases, completely new areas. So, if you’ve already played through them, it will feel much different now, especially given the recent changes to Project Brutality.

Unfortunately, this also means that savegames you made previously will not be compatible with the new version. So if you have a playthrough going, maybe finish it up before starting fresh with the new version.

There has also been a lot of work done to other aspects of the mod. Several of our monster variants have been tweaked. We’ve also added a new beastie to fight, the Behemoth. Thanks Amuscaria for that one.

Last, but not least, are the changes to the Security Bot. This is the initial implementation of inkoalawetrust’s KAI library. Now, the bot is much better at finding its targets, and much more reliable when it comes to following you around. No more spinning around like a top and veering off at random.

Fuel Refinery 1

As we continue to move forward, more features will be added, and KAI will be implemented on other actors, like the Drone, or some monsters. It’s taken a lot of work and brain numbing trial and error to get here, but DarynS feels pretty good about what the bot is capable of now, and looks forward to improving it in the months to come.

Here is the full list (that we can remember) of changes to v0.65.


  • BFG Commando’s Shot now hurts the player again.
  • Fixed an error that caused a lot of “Invalid Sound Position” errors with the turrets to appear in the console in Map 04.


  • Initial Implementation of inkoalawetrust’s KAI Library for the Security Bot.
  • Security Bot is now much better at following you and navigating around the level.
  • Pressing “Use” on the Bot will make him stop firing at whatever it is fixated on and look for something else to target.
  • The bot’s eye now follows the player and targets.
  • The Item Magnet’s range has been increased.
  • The Item Magnet’s Upgraded Range and Speed have been increased.
  • The Item Magnet operates a lot more intelligently than it did before, it now only pulling items that have direct line-of-sight to the player.
  • Poison Resist powerups now stack.
  • The VitalSphere and related powerups now bestow bonuses based on selected play difficulty.
  • The Roach is now quite a bit faster. He also does more damage and regenerates a lot faster. He is now a pretty decent challenge, some weapons much better than others at defeating him, and some not very effective with him at all. Especially when he is encountered in packs!

Map Changes

  • Map 01 - Executive Complex
    • Ammo increases to help better balance of gameplay.
    • Removed the “Magnet” powerup, moving it to map 02.
    • A few structural upgrades.
    • Added a few monsters in key and in new locations.
    • Removed the need for the Blue Key to release one of the security drones.
  • Map 02 - Resources Reclamation
    • Ammo increases to help better balance of gameplay.
    • Reworked the secret reservoir area to add a significant structural upgrade.
  • Map 03 - Skyway
    • A good number of structural improvements - many decorative but also many functional.
    • Ammo increases to help better balance of gameplay.
    • Changed some powerup locations to make them make more sense as to placement and relevance to progression of play.
  • Map 04 - Fuel Refinery
    • Added structure to some areas to make secrets a little less obvious.
    • Added strategic elements to some areas of the map’s/play areas’ structure, to help the player make better use of the map’s features for the purpose of dealing with monsters.
    • Final area can now be drained, with the addition of a lift that can access the bridge from the area’s floor, after the drawbridge has been raised.
    • A new monster added to this map - the Behemoth, which replaced the Mancubi which were there before.
  • Map 05 - Nuclear Station
    • Changed the monsters that emerge from the portals in the secret area where the blue key is found. This increases the area’s challenge while also giving the player decent chances at additional pickups.
    • Reworked the “Boss Encounter” number of pre-fight pickups.
  • Map 06 - Facilities Support
    • Changed the hoard of monsters that come out of the closed alcoves in the later part of the map, from just Zombie Fodder to a larger variety of monsters.
    • Filled the “Void” within the turn of the stairs. It features a large structural set of features and is now the method for gaining that level’s special powerup - The Damage Enhancer.
    • Added a larger number of Core Tentacles to the hub area, to make that area of the map a more engaging challenge.
    • Reworked the final “Boss” encounter, in addition to adding a significant structural feature to that play area.

Nuclear Plant 1

Thank you all for your support and for playing and enjoying Dragon Sector (The Remake). We’re far from done, so keep an eye on this mod page and on our ModDB blogs.

Those of you who have made content featuring the mod, with the amount of changes and improvements that we’ve made, you might find it worthwhile to revisit the mod.

That’s it for now. Download and let rip!

BarefootMapMaker & DarynS

Version 0.53 Is Now Available!

Version 0.53 Is Now Available!

News 2 comments

Things have been a bit hectic for us, as of late, but we wanted to release this update to address some outstanding issues and feedback we've received.

Version 0.52 is here!

Version 0.52 is here!


This update contains a number of fixes and tweaks to many aspe cts of Dragon Sector. We really hope you enjoy what we've put together!

Hotfix v0.51a Now Available

Hotfix v0.51a Now Available


There was a pretty significant performance issue on Map 5. We've made some changes to help improve the resource usage.

Dragon Sector (The Remake) v0.51 Out Now!

Dragon Sector (The Remake) v0.51 Out Now!


It's only been a week, but we had some things we wanted to clean up, so here is another update to Dragon Sector!

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Project Brutality 3.0 Monsters for Brutal Doom v21 Gold

Project Brutality 3.0 Monsters for Brutal Doom v21 Gold

Full Version 3 comments

Project Brutality 3.0 Monsters for Brutal DOOM v21 Gold, with both GZDoom and Zandronum for Multiplayer support. Excludes the zombies from Project Brutality...

AvrasMitilineos - - 2 comments

Hello! I have a problem with Project Brutality 3.0 Weapons. I tried to play Scythe 2 with Project Brutality 3.0, but I noticed that if I load the Original Mancubus Dual Flame Cannons, Project Brutality 3.0 BFG is permanently disabled. The Load List I used is:

echo OFF
GZDoom -file -file DualFlameCannonsPB.pk3 -file Scythe2.wad

I don't know how to create a customized mod or how to change the weapons slots. Can you tell me how can I play Project Brutality and have both BFG and Original Mancubus Dual Flame Cannons at the same time?

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Subzero3000D - - 1 comments

You need to load brutalv21.pk3 first then the pk3 you downloaded from here

Reply Good karma Bad karma+1 vote
Guest - - 687,512 comments

It cannot run in my qzdoom.

Reply Good karma Bad karma+1 vote
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