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.

Description

This brutalv21.pk3 replacement has been rebuilt, tweaked, sanded, and polished to a mirror-finish over the course of almost four years. Every bug you encountered in the past has been fixed. All BrutalDoom-specific features have been fleshed-out and fully realized with the combined efforts of the BrutalDoom community's many modders while keeping compatibility with zandronum and multiplayer at the forefront.

Preview
Brutal Doom v21.14.0 Expansion (Stable)
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Loginrob97
Loginrob97

Good job, as always. But there are minor mistakes

I noticed that if you knock the sergeant down and finish him off, his corpse will not be like this when doomguy breaks or crushes his head, the corpse will be like if the sergeant was just completely shot off, or cut off his head.

And if there is blood on the chainsaw, then during the sprint the blood and its sound will disappear.

Also, gut sprites can partially overlap with corpse sprites.

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BLOODWOLF333 Author
BLOODWOLF333

The Sergeant corpse left behind after a ground execution was changed six months ago and I will revert that back to how it was no problem.

Chainsaw cleaning itself when you sprint in tactical class is an old bug from vanilla brutalv21.pk3 I cant duplicate that issue in v21.14.0. I fixed that a long time ago so, check your load order, v21.14.0 is standalone and not be to loaded with brutalv21.pk3 it replaces it. And if you have any other old mods for brutal doom loaded after v21.14.0 they might be overwriting my fixes in the chainsaw.

The guts/intestines are 3D models which the sourceport will render over 2D sprites no matter what. I dont know why Mark turned the guts into 3D models, maybe he had something planned for them in the future but, I havent messed with them since they are not broken and it has been this way since vanilla brutalv21.pk3.

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Loginrob97
Loginrob97

I usually run brutal doom without other mods. I just take brutal doom, then select the wad I'm interested in and run it in GZDoom.

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Guest
Guest

Please add the double jump and ledge grab features.

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BLOODWOLF333 Author
BLOODWOLF333

Pass. The ledge grab uses zscript which is GZDoom only. I only play and care about Zandronum so that I can play coop online with the wife, GZDoom stuff I dont care about.

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brosett311
brosett311

Not necessarily...I'll send what I have your way.

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brosett311
brosett311

Try this Mediafire.com

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Guest
Guest

There seem to be no flashes when picking up items anymore. How do I re-enable this? Otherwise, this is pure fps bliss, thanks.

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BLOODWOLF333 Author
BLOODWOLF333

I disabled the flashes on pickup because it gives me a headache I don't miss it.

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Loginrob97
Loginrob97

Why are some monsters replaced with their vanilla classic versions? Although they are rare, but in any large crowd there will be at least one such, sometimes some crowds consist entirely of such monsters. They only have a vanilla sprite set. It seems that only certain monsters have been replaced with vanilla analogues, because nothing changes when you visit again.
The vanilla monsters option is disabled.

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BLOODWOLF333 Author
BLOODWOLF333

Yeah thats my first iteration of the slaughter wad detection system I implemented (I asked Mark first) that is similar to what Mark will be putting into v22. Every monster gives other monsters within a 128 mapunit radius around it a slaughterwadtoken on mapstart. And if a monster accumulates 9 or more tokens then it is replaced with a vanilla Doom variant of the monster. Because in slaughter wads your FPS will tank due to all the dynamic lights but mainly the numerous gore spawns in the brutal monsters. This is to make the really ridiculous slaughter wads playable with brutal doom. What wad and map specifically did you see this on?

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Loginrob97
Loginrob97

This is found on all wads, on the maps of which there is not a large, but not a small number of monsters. I can't say the exact figure on how many monsters vanilla monsters begin to appear, but they appear when the number of monsters on the map is slightly less than 200, like starting from about 170-180.

Vanilla monsters also appear on the original wad DOOM 1 and DOOM 2, although this is not necessary.

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BLOODWOLF333 Author
BLOODWOLF333

Right, yeah I increased the threshold to trigger a vanilla monster only if 15 or more monsters are within a 128-mapunit radius now in the development branch so that it is less sensitive. This is something I will playtest for two months and tweak before releasing the next version.

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