Thedefinitive 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.
This is the XM21 ripped from Vietdoom, is a sniper version of the famous M14, holding 15 rounds on it's mag, the secondary fire change to a less powerful but more acurate scope, and consumes 4 rifle bullets per shot.
For load it, use a mod loader like zdl and unzip the XM21.rar and you gonna find two files, the first one is for load it if you using dox addon [XM21-dox.pk3] (i updated some features, not all of them), and the second is for vanilla brutal doom [XM21-vanilla.pk3]. Compatibilty patch for revolver: Download here
Hell yeah, thank you very much! I've been wanting a weapon just like this in BD for a long fricken time, I'm not even joking. Can you consider making an alternate version that only does about half the amount of damage though? I love how the weapon operates but it does way too much damage and is extremely OP.
Also, would it be possible to add a weapon icon so that it shows up in weapon wheel mods like Gearbox?
If you lowered the damage in this most recent update, then thank you very much. That was the only drawback of the weapon imo. I'll test out the update after typing this. As for the Gearbox mod, here's a link to it as requested.
The only problem that the weapon has is that it doesnt seem to hit the intended spot you aim at, when shooting an enemy in the head it hits its torso and doesn't deal extra headshot damage like the other weapons.
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Hi, Barge! I just discovered your sniper rifle mod and am psyched to use it! But I'm totally new to Brutal Doom (and Brutal Doom mods) and am having trouble figuring out how to install it..do you have a link I could check out with instructions?? Much appreciated!! :)
Well I tried out the weapon and its amazing! It's really powerful and its the best weapon for the city maps in starter pack. I also love how its the perfect combination of a designated marksman rifle (fast semi auto firing with FMG and armor piercing) and a sniper rifle(explosive round fired in bolt action with nitroglycerin)
Haha i know! and im glad it all works! and FMJ is pretty useful im going to keep it in place. Its for simple snipes that dont need much power or ammo use and is just basic and easy to manage. Nice idea though!
From initial testing: It's downright beautiful. A gun with a ton of finesse, a few ammo types and even an upgrade! I love it. The damn Railgun rarely ever spawns on my playthroughs.
A few questions though:
What weapon spawn type is it? Or does it drop?
I run with the backpack mod for UDV, I couldn't get the upgrade to spawn via that so I spawned it manually. Although I don't know if it may spawn in levels in future.
Thanks! and i didnt want it to seem bland haha, and it drops alongside rifles i think, and the upgrade spawns randomly alongside all other upgrades-its somewhat rare along with its ammo. Thanks again!
Ah, so Zombiemen have a chance to drop it? Or one of their elite variants?
Oh, a couple of things:
A few frames are missing from the weapon when you use the quick melee.
The sprite for the initial weapon is too large.
The DMR doesn't have a natural spawn though, at least for the VAST majority of wads. The "2" spawn is unfathomably rare.
It can only be manually summoned or picked up from dead troopers/marines. It would be a shame to have such a cool weapon implemented in the game only for it to have 0% to spawn. :/
Could you increase the amount backpacks give you too? 10 rounds just isn't enough. And the ammo boxes only give 10, would be better around 15-20. I feel like I'm sounding ungrateful, but I honestly really like your mods and just would love to use it more.
Haha youre fine, and im keeping it at 10 only because as having a sniper in general doesn't have much ammo and sniping points are abundant i know. But ammo consumption shouldn't be an issue with the amount i have as of now. Maybe though i'll change it in time, theres a decent amount i have to fix with my mods as it seems XD
I ran an experiment to see if the M55 upgrade spawns, through an entire playthrough on Dynamic Progression. I collected over 50 backpacks and got all the upgrades BUT the M55. I don't think it's compatible with the PBO upgrade system.
Morning my dude how your well though i let you know i done a weapon showcase on your mod i like it a lot ill link a video for you to watch Youtu.be I'm going to link it BD Discord too so your mod get hopefully get more attention keep up the good work will look forward to what you do next
Great! Thanks a lot but I have suggestion: regular rifle ammunition for sniper is too common and causes imbalance. Could you add own rare ammunition for the sniper rifle that will sometimes spawn with rifle ammo?
Brutal Doom is a gameplay mod that was created in 2010 by Sergeant Mark IV. It is compatible with Doom, The Ultimate Doom, Doom II: Hell on Earth, Final Doom, TNT: Evilution, Plutonia and other custom WADs. Brutal Doom won the first ever Cacoward in 2011 for Best Gameplay Mod and a MOTY award for creativity by Mod DB in 2012.
Brutal Doom received public recognition from John Romero himself during the IGN gameplay video made for the 20th anniversary of Doom, stating that if they had released Brutal Doom instead of Doom back in 1993, they "would've destroyed the game industry" and that "Brutal Doom is hilarious" (said at 1:08:48).
Perhaps the most obvious and eye-catching feature of Brutal Doom is the addition of features like; additional blood (blood is splattered on walls and ceilings if enemies or the player are hit), the ability to blow off body parts with strong weapons like the shotgun and the addition of special illuminating effects on projectiles and pick ups. It is compatible with the source ports ZDoom, GZDoom, Skulltag, and Zandronum.
While primarily a gore mod, it goes further and alters the game-play by changing many other aspects such as the sounds, graphics, and combat. One major change is the increased difficulty; making enemy behavior much faster, unpredictable and dangerous (many attacks do double the normal damage to the player) and altering their attacks. It also makes the animations smoother and gives the player new abilities.
Upon taking the berserk powerup, all physical related attacks like punches and kicks will have their power multiplied by 5. Reducing an enemy's health to a certain percentage will cause Doom guy will deal a fatality and obtain armor and health bonuses. Be in mind the Doom Guy must be in "Rip and Tear" mode and not in "Smash" mode. The player can change modes by pressing the reload button. The table list below elaborates more on the subject for brutalities. Lost Souls will not be included here as they don't give any bonuses at all. The max value Doom Guy can reach is 300 HP and Armor, and gaining anymore bonuses will do nothing.
This place is made to test weapons and stuff. Weapons that cannot be obtained through normal means are also here. There is buttons that summons demons and special demons that doesn't exist in the vanilla Doom versions. There are targets for shooting in this map, and tanks/aircrafts for piloting.
- Disadvantages: The flamethrower uses up ammo faster than the Mancubus Flame Cannons and can only be obtained through cheats in some versions of the game. Enemies set on fire will run a short distance so keep your distance to avoid being hurt.
- Many bugs fixed. - Much smoother dirt particles when shooting the floor. - Further gore improvements. - Punching is more efficient. - Grenade Launcher has a proper ammo indicator. - Whenever the player has Berserk strength, there will be a small red square with a black cross next to the player's mugshot. - When the player fires the Machinegun's underbarrel grenade, it will display a small red dot next to the player's crosshair until the grenade is reloaded again or the weapon is switched.
- Tactical class now will feature better and fast weapons, but got move speed further reduced by 10%, weapons have recoil, and now takes damage from bullet shrapnel and can't dual wield rifles and smgs.
- All aiming modes (with exception of scoped weapons) now requires to hold the alt fire button instead of pressing once to switch. This makes the code better, allowing faster action, fixing a bug that caused the weapon to not fire if the aim mode was used and the fire button pressed immediately, and makes the aim mode more similar to recent modern games.
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