The definitive 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 mod aims to extend Brutal Doom with new weapons, items, enemies, bugfixes and balance changes, as well as options to customize the game for your own liking.
I work with the mindset that "less is more", so this mod does not include "a heck load of new stuff" but rather aims to perfect things and make Brutal Doom feel more complete.
I've been working on this mod for some years just for fun and had at the beginning no intention to release anything of it to the public, therefore there might be some people missing in the credits. I have really lost track of every sprite, sound and mod that I have used in some way throughout the years, so if you find some credits missing, please contact me: daniel.k...@gmail.com
Also, any of the stuff that I've made are free for anyone to use and modify in any way. No need to ask first.
I would love to know if you've been using any of it in your mod though.
Please note that some sprites are also made by other people that might want to give permission before use. Check the included readme-file for a full list of credits.
Quality:
* All weapons should feel complete, have no missing or missaligned sprites, get full brightmaps and feel powerful and satisfying to use.
* There should be as few bugs as possible.
* Items, enemies and FX should have brightmaps and lightning where it fits.
Rebalance:
* No weapon should be too powerful, and no weapon should feel useless. Every weapon has it's place and uses.
* Weapons that share the same ammunition may split in using different ammunition, if it helps the above statement.
* Enemies that feel weak compared to vanilla doom will get buffed, and gets some new tricks to use.
The great 32 map wad Eviternity is supported by the mod. All new enemies has been updated "brutal doom style" and some maps has recieved a few tweaks and updates. If you haven't tried this map pack yet, I highly suggest you go ahead and download it now:
Doomworld.com
The new enemies as well as the zombie variants (SMG zombie, Rifle zombie, Scientist) will start to spawn after you've played a few levels. This can be turned off in the option menu to have them start spawning immediately.
v1.12 2020-07-02
Increased AGL ammo from 6 to 8
Added new sounds to the AGL
The AGL now explodes on enemy contact. Altfire removed.
Increased the area and damage of the AGL explosions.
Increased the chance of finding AGL ammo.
Lowered minigun ammo from 500/1000 to 400/800.
Lowered minigun ammo gained from ammo pickups from 100 to 80.
Lowered minigun ammo gained from weapon pickups from 30 to 20.
Increased the damage of the revolver.
Added a new fire sound to the SMG.
Made the plasma rifle alt fire more powerful.
The BFG9k can no longer one shot Cyberdemons. That was a bug, and was OP. Sorry.
Increased the damage of the BFG10k.
Increased the area and damage of the C-4 explosions.
The flamethrower, nukelauncher, BDrevolver and DSweap are no longer invisible.
You no longer have to wait for the start animation before you can deselect the chainsaw.
The flashlight now works on the latest versions of gzdoom.
The flashlight now provokes enemies.
Lowered the size of explosion sprites.
Fixed some missing brightmaps for the cacodemon.
Added brightmaps to the following weapons:
revolver, smg, automatic shotgun, assault shotgun, rifle,
minigun, machinegun, grenade launcher and revenant launcher.
Added some missing sounds to the baron and hell knight.
Fixed a bug causing barons and hell knights to infight.
Barons and hell knights now have proper green blood when dying of a fatality.
Added brightmaps to the phantom.
Changed the sounds for the phantom.
Rewrote the AI for the phantom. He is now more intelligent and less anoying.
Added some blood, gibs and death animations to the phantom.
Made some slight changes to the Ifrit AI.
Fixed a bug causing infinite sound loops when the ifrit died.
Fixed a bug causing the imps to infight.
Added the option to turn off dynamic weapon spawn for playing those huge 1-map wads.
The player will no longer moan like a maniac when walking down stairs.
The purist class can now throw grenades.
Fixed a bug with BDv21 causing some maps custom scripts to fail when picking up items.
v1.11 2019-12-22
Added two new weapons: Automatic grenade launcher and Spiderman auto cannon.
The automatic grenade launcher has a chance to spawn in place of a rocket launcher.
The auto cannon will drop from spider masterminds.
Added a new enemy: Phantom
The Phantom will replace Spectres and are a sneaky bastard that will hide from sight and try to ambush the player.
Added new explosion sprites.
Added support to dual wield the SSG and machinegun when having the Bloodrush sphere.
Added an option to select pumping animation for the shotgun aim down sight.
Added new sounds to the Ifrit.
Fixed some bugs causing the Ifrit sounds not to play.
Increased the damage of the sniper when zoomed by 25%.
The sniper now uses it's own ammunition.
The invisibility powerup is now more powerful.
Added an altfire to the BFG9k.
Greatly increased the direct damage of the BFG9k.
Fixed some bugs related to the green blood.
Reduced the smoke emitted from the minigun.
Added some missing sprites to the machinegun.
Reduced the recoil of the revolver.
Added support for the map pack Eviternity.
The mods new enemies has been updated "Brutal Doom style" and there's a new weapon exclusive to this mod.
Doomworld.com
v1.10 2019-04-06
The mod now works on the latest version of Brutal Doom. (BDv21RC9)
The automatic shotgun can now be unloaded.
The sniper rifle now holds 6 bullets. 5 in magazine, 1 in chamber.
The assault shotgun now uses the new BDv21 sprites.
You can now dual wield the plasma rifle.
You can no longer damage yourself with the BFG10k.
Added some new FX for the BFG10k projectile explosion.
Added dual wielding sprites for the pistol without attachments.
Added some missing sprites for the chainsaw.
Fixed a bug with the mancubus flame cannon causing it to not alert enemies.
Fixed a bug related to BDv21RC9 causing you to shrink when using the SMG.
Fixed a visual bug where the shotgun would briefly show the wrong weapon sprites.
Added support for smart ammo for the C4 ammo pack.
The ammodropper will now drop lesser ammo ammounts for the revolver and minigun.
Fixed some sprite issues with the green blood.
Added a new improved headshot system to hellknights and barons.
Improved the death animations for the ssgzombie.
Added destroyable bodies to the ssgzombie.
Added an option to select to either spawn the original BD monsters or my updated variants. (Hellknight, Baron, Cacodemon)
Added information to the mods option menu that explains some settings in more detail.
Added brightmaps and some improved sprites for some Doom1 decorations.
Fixed a bug when selecting to start with the rifle you needed to pick up an additional 2 rifles before you could dual wield. (3 total)
Added a new enemy: Ifrit
This magical hellspawn will sometimes replace pain elementals on later levels. It also replaces the ifrits for Scythe2.
Kind of...
It does require no manual reloading and gets rid of the reloading animation, but there are still clips. There could be some ammo in the chamber of the SSG, and whatever is in that gun is not available for the regular Shotgun to use.
Since getting rid of clips, magazines, etc. is the whole point of a player choosing the no-reloading option, the option may as well not exist at all in its current state. Oh, and let's not forget that if the Shotgun runs out of ammo, two precious seconds are lost on the "out of ammo" animation.
After playing some maps, this is what I've got to say:
Excellent mod, giblets are working well and everything is smooth. Also digging the green blood.
Guns:
Revolver - Ammo is scarce which is fair and it hits like a truck, love using this.
Yeah, the sniper needs a buff in damage, but I'm not sure what to do with the railgun. It already does 25% more damage per unit of ammunition compared to the plasmarifle.
Maybe speed things up a bit and make it more like the Shock rifle from the UT-series? That would also make it less in competition with the sniper rifle. Or should I buff it and give it it's own ammo type?
I found it more efficient to use the Plasmarifle than the Railgun, it kills faster for less, although I'd say the Railgun is better for ranged targets. The Shock Rifle sounds like an awesome idea, if I recall I think it used "Shock Cores" as ammo, I could be wrong.
Unfortunately I still found the Sniper Rifle to be lacking, its only use is picking off low-mid tier enemies at very long ranges which is very rare. On UV, it takes down a Rev/Caco in 3 shots whereas the standard shotty takes 2-3 at close to medium range at a much quicker rate and more of an abundance of ammo. The Revolver does its job with much greater efficiency for the most part.
The Railgun with its added ammo type adds more to the game, since I can stock up cells for Dualplas/BFG for an added advantage, which is very nice. But for an endgame weapon, it doesn't do well taking out higher tier enemies. I found its niche for taking out pockets of smaller-medium tier enemies, which helps conserve grenades or other ammo. I noticed it doesn't "char" the enemies anymore, but perforates them. As well as the actual rail sprite changes.
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