Brutal Doom Weapon Pack

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  1. Brutal Doom Weapon Pack 4

Brutal VR Option: To play Brutal Doom with VR weapons, HD textures and advanced effects and GORE, drag and drop the following files on GzDoom.exe: Brutal Doom bd21rc8.pk3, BRVRVRweapons.zip, brightmaps.pk3, lights.pk3, HD Textures Pack.pk3 - YOU WILL NEED THE ORIGINAL DOOM.WAD FILE TO PLAY BRUTAL DOOM. SHAREWARE IS NOT ENOUGH.

Archived

Haven't found any comprehensive list so I'll put one here. Thanks to my experimenting and TheLostSabre from a post a year ago. However, not all will work as written as I was using the D4WeaponsForBDV2b pack alongside this in the hell on earth starter pack on my PC. This is what I've got so far:

--SPAWNING FRIENDLIES--
summonfriend x <--- replace x with any monster or ally and it'll aid you on the battlefield. No kidding! 'summonfriend cyberdemon' spawns a friendly cyberdemon that fights with you and your marines against hell
summon ally <--- spawns a marine with a random weapon, rocketmarine low chance from what I've seen
summon friendlytank <--- spawns the artillery cannon of an allied tank – affected by gravity and has fall damage. Shoots bad guys, Big splash damage. Fun for big fights
summon marine <--- allied machine gun marine
summon marineshotgun
summon marine_shotgun <--- spawns an ally that runs around like crazy with a shotgun
summon marinerifle <--- they're faster for some reason, machine guy marine
summon marinechaingun
summon marinerocket <--- rocket launcher ally + splash damage to you
summon marineplasma <--- plasma rifle marine + splash damage to you
summon marinebfg <--- yup! They exist!
summon capturedmarine <--- spawns a marine tied to a spike, you can free him
summon randommarine <--- spawns marine with a random weapon
summon bot <--- invisible thing. Not sure what it does
summon medic <--- SPAWNS INVISIBLE, INDESTRUCTIBLE, UNMOVABLE SOLID BLOCK WHERE YOU'RE FACING
summon minotaurfriend <--- invisible monster eats other enemies
(dont know how to summon an airstrike or those friendly marines without helmets)

--SPAWNING ENEMIES--
summon imp <--- spawns hench ugly thing that shoots fire and scratches you. Has spiky pecks
summon vanillaimp <--- slow imp, scracthes, doesnt jump much
summon impfish <--- fast imp, has a big jump range
summon brutalstealthdoomimp <--- fast imp thats fully invisible unless it attacks you
summon impdyingofbloodloss <--- injured imp

summon demon <--- spawns pink demon with a big bite
summon bulldemon <--- same as demon
summon brutalstealthdemon <--- spawns pink demon that is completely invisible unless it attacks you
summon flemoidcyclopticcommonus <--- must be the scientific name for a pinky, as thats all it spawns
summon spectre <--- spawns invisible pink demon with glowing red eyes
summon spectro <--- spawns fast, invisible pink demon with glowing red eyes
summon armlessdemon <--- spawns injured pinky that has lost its arm, attacks you but dies itself quickly
summon poorpinkylosthisarm <--- spawns fully injured pinky that wont move and dies after 5 seconds
summon vanillaspectre <--- spawns partially invisible pinky that bites you
summon revenant <--- sp00ky skeleton
summon vanillarevenant <--- faster revenant with hard hitting punches
summon brutalstealthrevenant <--- hits 80HP punches, shows only when attacking
summon lostsoul <--- spawns a flying skull
summon chexsoul <--- spawns a different flying skull thats tougher to kill
summon betaskull <--- spawns a different flying sould that hurts you by looking at you very quickly with red eyes
summon cacodemon <--- spawns flying monster thing
summon vanillacacodemon <--- fast cacodemon that lunges when it bites (moves forward fast)
summon stealthcacodemon <--- invisible cacodemon, only shows when attacking, small chance of instant kill bite if taunted
summon brutalstealthcacodemon <--- its a cacodemon on steroids. Only shows when attacking, lunges forward even further when biting
summon painelemental <--- cacodemon's dad
summon hellknight <--- its obvious what this is
summon hellknight2 <--- same
summon vanillahellknight <--- does more damange (40)
summon brutalstealthhellknight <--- more damage, invisible, shows only when attacking
summon stealthhellknight <--- more projectile damage, invisible, shows only when attacking
summon baronofhell <--- the bigger, badder, red coloured hellknights
summon brutalstealthbaron <--- same as baron, hits harder, invisible, shows only when attacking
summon flembrane <--- baron that doesnt move but shoots a lot
summon mancubus <--- ugly flamethrower thing. Big problem in close quarters.
summon vanillafatso <--- same
summon brutalstealthfatso
summon archvile <--- the demon priest that summons fire and revives dead enemies, tough to kill
summon teharchvile
summon brutalstealtharchvile <--- dont summon this, you'll regret it
summon arachnotron <--- mutant robot spiders with pulse cannon
summon stealtharachnotron <--- invisible, shoots green lasers
summon brutalstealtharachnotron <--- same but might spawn 2
summon belphegor <--- spawns a giant minotaur gate guardian that stomps, swipes and fires giant green flame balls
summon bossbelphegor <--- spawns the same gate guardian but much tougher with more health
summon spidermastermind <--- has a massive artillery chaingun. Will wreck you silly.
summon cyberdemon <--- be careful the moment you spawn it, it can crush you with its foot
summon cyberdemonboss <--- much tougher
summon vanillacyberdemon <--- shoots slower but rockets look like rockets and are instakill
summon cyberdemonlord <--- unless you have a tonne of ammo or a tonne of allies with tanks, don't summon this beast
summon hectebus <--- a weird monster in a giant tank that fires at you
summon iconofsin <--- Spawns the biggest, ugliest, scariest monster in the game. Don't summon it. Needs map space and will easily get stuck in walls.
summon bossbrain <--- spawns a developer's head on a spike, shoot the guts on floor to win
summon throwedimp <--- throws an imp with less power where youre pointing
summon throwedimp2 <--- throws an imp where you're pointing

summon chaingunguy <--- ugly big red bad guy
summon zombieman <--- green haired, machinegun bad guy
summon shotgunguy <--- shotgun badguy
summon marinechainsaw <--- a slow marine follows you but cuts you up if you touch him
summon nazi <--- spawns fast, intelligent nazi soldier with powerful machinegun. Be careful.
summon nazisurrendered <--- nazi without a gun, on the ground. Try taunting him, you'll get what you deserve lol
summon germandog <--- small, fast, powerful dogs that work with nazis. Avoid if possible.
summon wolfensteinss <--- spwans hitlers dad, will cause you a big problem if you're not quick
summon commanderkeen <--- spawns a dog hung by its neck. Does nothing. Allies fire on it
summon zombie <--- spawns an invisible thing. Does nothing. Just follows you. Killable
summon panzertank <--- spawns nazi tank that fires on you+allies. Tough to kill except for 1 instakill weakspot with a rocket or grenade. Figure it out yourself for fun! ;)
summon zombieseizedtank <--- enemy tank fires on you+allies
summon flemoid3 <--- spawns an alien that fires acid at you
summon armoredflemoidusbipedicus <--- bigger alien
(I cant find the command to summon the inferno demon)

--SPAWNING UNKNOWN/INVISIBLE/NO MODEL ENEMIES--
summon firedemon <--- attacks fast, moves slow or not at all
summon minotaur <--- spawns an invisible hostile that bites you hard. Quite tough. Only way to tell where it is is to shoot around you until you hit something close.
summon sentinel <--- invisible bad thing. Follows you.
summon wraith <--- invisible thing that drops your health FAST. Again, only way to tell is with allies or shooting near you until you hit it.
summon centaur <--- same as wraith but weaker
summon ettin <--- same as wraith but tougher
summon serpent <--- thing that hits 50HP, slow, doesnt move. Can't see, cant kill it (I think)
summon serpentleader <--- same as above
summon heresiarch <--- stupidly tough, slow moving, fast shooting monster that hurts you very quickly. Took 8 allies firing for 30 seconds to kill it.
summon korax <--- tough, slow moving monster that has an instant kill attack
summon stalker <--- weak monster that attacks you after 10-20 seconds of following
summon acolyte
summon bishop
summon ceilingturret
summon crusader
summon reaver
summon templar
summon knight
summon inquisitor <--- hurts you a lot within seconds with a charging bull-like attack
summon loremaster <--- dont summon this, its almost impossible to kill. Very fast, flies, hits you hard. Allies shoot all over the place
summon programmer <--- This is a weird monster. It drops lightning from the sky, flies around, allies+enemies shoot it, 10 seconds later you've won the level!
summon quadrumpus <--- alien that fires 4 acid shots
(there's bound to be more but this is enough for now)

--ITEMS-- (can type in 'summon xxx' or 'give xxx', summon drops it in front of you, give directly equips you with it)
summon/give Berserl1 <--- large, red health + Berserk Pack
summon/give berserk <--- same as above
summon/give backpack <--- Gives ammo for all guns and grenades
summon/give health <--- gives 1 HP. In D4WeaponsForBDV2b, summonning it drops an invisible healthpack in front of you with 1HP health.
summon/give stimpack2 <--- small medikit
summon/give medikit2 <--- large medikit
summon/give bluecard <--- blue keycard
summon/give redcard <--- red keycard
summon/give yellowcard <--- yellow keycard
summon/give redskull <--- red skeleton key
summon/give blueskull <--- blue skeleton key
summon/give yellowskull <--- yellow skeleton key
summon/give passcard <--- FLASHES SCREEN BUT DOES NOTHING IN D4WeaponsForBDV2b
summon/give radsuit <--- radiation suit to protect from some parts of the map
summon/give slimeproofsuit <--- same as above
summon/give glassofwater <--- grants 1 HP
summon/give healthbonus <--- gives 2 points to health
summon/give armorBonus <--- gives 2 points to armour
summon/give computerareamap <--- gives complete map of level
summon/give allmap <--- same as computerareamap
give health/armor * <--- replace * with any number below 200, gives you that much health/armor immediately
//////////////////////////////////////////////////////
give ammo <--- gives maximum ammo, grenades, and mines but doesn't raise your ammo limit
summon/give classicpistol <--- gives classic pistol from old doom games
summon/give brutalpistol <--- normal pistol from brutal doom
summon/give shotgun <--- shotgun with 8 bullets
summon/give supershotgun <--- supershotgun with 4 bullets
summon/give rifle <--- machinegun with 10 bullets
summon/give chaingun <--- chaingun with 20 bullets
summon rocketlauncher <--- GIVES ME A CHAINGUN WHEN USING D4WeaponsForBDV2b
summon/give rocketammo <--- gives 1 rocket launcher ammo
summon/give rocketbox <--- 5 rocket ammo
summon rocket <--- spawn a fired rocket wherever you are pointing, splash damage
summon grenade <--- THROWS A LIVE BOUNCY GRENADE FROM UPGRADED SHOTGUN IN FRONT OF YOU IN D4WeaponsForBDV2b
summon/give grenadebox <--- gives 10 grenades
summon phosphorousgrenade <--- spawns an intense fire that hurts everything around you, including you if you're not careful INVISIBLE IN D4WeaponsForBDV2b
give phosphorousgrenade <--- gives you 1 standard grenade ammo
summon/give plasmarifle <--- gives plasmarifle
summon/give plasmagunonthefloor <--- gives plasma sniper rifle D4WeaponsForBDV2b ONLY
summon/give chainsaw
summon/give crossbow <--- COMMAND IS ACCEPTED BUT NOTHING HAPPENS
summon/give shell <--- gives 4 shotgun shells
summon heavymachinegun <--- drops a machine gun turret in front of you
summon/give dualmachinegun <--- gives double machineguns. Gives heavy machinegun/LMG in D4WeaponsForBDV2b
summon/give dualrepeaters <--- same as above
summon/give plasmaammo <--- FLASHES SCREEN INDICATING A PICKUP BUT DOES NOTHING AT ALL ON D4WeaponsForBDV2b
summon/give clip <--- gives a 10 bullet clip for all machinegun type weapons
summon/give cell <--- 20 ammo for plasma weapons
summon/give cellpack <--- 100 ammo for plasma weapons
summon/give grenadelauncher <--- 5 ammo, impact activated grenade launcher
summon/give shotgunupgrade <--- grants a level 2 upgrade to fire explosive ammo
summon/give flamecannon <--- get the mancubus flamethrower 50 ammo
summon/give flamethrower <--- DOES NOTHING IN D4WeaponsForBDV2b
summon/give hellishmissilelauncher <--- gives revenant missile launcher + 4 ammo
summon/give minihellrocketammo <--- GIVES SOMETHING BUT NOT SURE WHAT
summon/give goldwandammo <--- GIVES SOMETHING BUT NOT SURE WHAT
summon/give minimissiles <--- I think this is D4WeaponsForBDV2b related only, gives ammo for LMG missiles
summon/give bfg9000 <--- even the console is happy to see you acquired this
summon/give meatammo <--- increases health of meatshield (enemies you're using as a shield)
summon/give givearmor <--- 2 points for your armour
summon/give lightarmor <--- green armor
summon/give chexarmor <--- same as light armor
summon/give greenarmor <--- same as lightarmor
summon/give heavyarmor <--- blue armor
summon/give bluearmor <--- same as heavyarmor
summon/give superchexarmor <--- same as heavyarmor
summon/give bluearmorformegasphere <--- same as heavyarmor IN D4WeaponsForBDV2b
summon nightvision <--- In D4WeaponsForBDV2b a floating robot spawns which upgrades your selected weapon by pressing action on the UAC container its holding underneath
summon nightvisiongiver <--- spawns nightvision goggles in front of you
give nightvision <--- You get nightvision for a few minutes. All enemies and friendlies light up in vision
summon/give timefreezer2 <--- gives some powerup with an ugly face inside it
summon/give invulnerabilitysphere <--- grants you immunity to anything for a bit of time
summon/give demonrunerevenant <--- turns you into a revenant for a few minutes
summon/give demonrunebaron <--- turns you into a baron of hell for a few minutes
//////////////////////////////////////////////////////
give all <--- literally gives everything including all guns, upgrades, ammo, full health, heavy armour and all keycards+skeleton keys for the level
//////////////////////////////////////////////////////
summon explosivebarrel <--- spawn those glowing green toxic barrels
summon burningbarrel <--- barrel with fire in it
changemap * <--- (Input the entry name of the level i.e. E1M8, E2M5, Map01, Map17, Map31, etc. Allows you to skip to a designated level of your choice)

Brutal doom weapons addon

--FUN AND MISC--
god <--- no damage when on. Type in again to turn off
god2 <--- god2 is the God command plus immunity to being telefragged
noclip <--- walls have no effect on you when on. Type in again to turn off
take all <--- removes everything you have, including your fists!
warp x y <--- teleport immediately to given x y numbers e.g 'warp 24 21'
fly <--- you can now fly. Just look around and walk forward in that direction. Walls still stop you, can be used with noclip to fly around looking for stuff
resurrect <-- if you're dead, this will bring you back to life with whatever you had the moment you died
notarget <--- Invisible to your enemies unless you hit them. You can't alert enemies by taunting them or shooting without hitting them
Buddha <--- You can get damaged but you'll never die.
Buddha2 <--- Buddha2 makes you unkillable to telefragging
drop <--- does something but dont know what
playsound x <--- replace x with sometihng to play a specific sound, not sure how to use this
dumpclasses <--- lists everything the game has loaded, including actors, weapons, mods, skins, effects etc. Igi 1 trainer free download for windows 7 10. (WARNING: thousands of items!)
dumpclasses x <--- replace x with something from the dumpclasses list you get when using the dumpclasses command. Will show all things under what you typed
dumpclasses weapon <--- lists all weapons loaded into the game and you can summon
dumpclasses inventory <--- lists all inventory you can summon
dumpclasses armor <--- lists all armor you can summon
dumpclasses actor <--- Complete list of actors with the game and/or mod you're using. EXTREMELY USEFUL
printx <--- replace x with something to display a string from a string table (not sure where that is, though)
printinv <--- List what you currently have in your inventory

--DONT WORK FOR ME--
summon/give demonPickup/DemonPickup2 <--- (The first gives only 2 armour while the second give 4 health and 2 armour. They're also the Demon Tech Rifle's ammo)
summon/give demonMorphRune <--- (Transform into a Revenant)
Summon DropedPistol <--- (You'll need to use this and the ones below if you want to dual wield these specific weapons; Give All command doesn't give you dual wield and other commands like 'Give DualSSG' are very buggy)
Summon DropedRevolver
Summon DropedSSG
Summon DropedASG
Summon DropedRifle
Summon DropedCarbine
Summon DropedPlasma
Summon DropedM2Plasma
Summon/Give DemonPickup/DemonPickup2 <--- (The first gives only 2 armour while the second give 4 health and 2 armour. They're also the Demon Tech Rifle's ammo)
Summon/Give DemonMorphRune <--- (Transform into a Revenant)

There are codes for poison bullets and lots of other things but I don't think they're Brutal Doom related so I didn't put them in. You can summon almost anything in the game, just check the 'dumpclasses actor' command to see what you can summon!

I really hope this helps a lot of people out there. I was completely new to Doom, I had never played a Doom game before. This was my first one. It was incredible, the story, the visuals, everything. A rollercoaster ride of emotions. And to think I played it on a standard office laptop!

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From DoomWiki.org

Brutal Doom
The current logo of Brutal Doom
AuthorMarcos Abenante (Sergeant Mark IV)
PortsGZDoom, Zandronum
IWAD Doom, Doom II
Year2011
Linkhttp://www.moddb.com/mods/brutal-doom
This mod received one of the 2011Cacowards on Doomworld!

Brutal Doom (also stylized as Brütal Doom) is a gore-themed mod for Zandronum and GZDoom, created by Marcos Abenante (Sergeant Mark IV). As of April 26, 2018, the newest version is 0.21 Public Beta. Inspired by the infamous Doom comic, the mod features many new graphical effects, such as new death animations, fake flares and 3D blood effects for OpenGL, and also changes the gameplay by revamping the weapons and monster AI. Brutal Doom has been in active development since 2010.

Brutal Doom is compatible with Doom, Ultimate Doom, Doom II, and Final Doom. It can also be combined with its official, optional starter pack (known as Extermination Day), a set of new levels for Doom II specifically designed to work with the modification.

  • 1Features

Features[edit]

The official trailer for Brutal Doom v0.21 Public Beta
  • Some vanilla Doom 1 and Doom 2 maps have an Map Enhancement system. Modifying maps into its 'brutallized' form, can be enabled or disabled in the options.
  • New game modes that can be selected when starting a new game, Standard Mode (Default gameplay and default weapons, either in a pistol start or an assault rifle start), Purist (Plays through the Vanilla Doom weapons) and Tactical Mode (Lower speed, but can sprint. Otherwise the same as standard mode).
  • You can kick monsters away (Default Key: Q), similar to Duke Nukem 3D. In addition, the player can also slide kick and air kick by crouching and moving forward while kicking, jumping while moving forward while kicking, respectively.
  • Most weapons now use a reload mechanism. Can be enabled or disabled in the options, entirely disabled at the 'Black Metal' difficulty.
  • All enemies have remastered sprites and animations.
  • Many enemies have new attacks, such as the imp's pouncing attack. Can be disabled or enabled through options.
  • Headshots can be executed on many enemies, except the cyberdemon, spider mastermind, cacodemon, demon, lost soul, and pain elemental.
  • Some enemies have 'overkill' expanded death animations - they can be mutilated by continuing damaging them between they suffer the killing blow, but before their bodies fall to the floor.
  • Randomly, the player can also be awarded 'brutality bonuses': small health recovery in response to particularly brutal kills (often caused by the 'overkills').
  • There are more complex gibs and extensive decal bloodstains.
  • When berserk, Players can perform fatalities on enemies. These animations grant temporary invincibility and restore some portion of health, depending on the monster type.
  • Enemies also have fatality animations if they kill the player (or sometimes, other lesser enemies) with a melee attack.
  • There are dynamic fluids that flow and splash.
  • All weapons have remastered sprites and animations. For example, the shotgun's wooden furniture has been replaced by black synthetic.
  • All weapons have been re-balanced. For example, the rocket launcher deals much more impact damage but has a lower rate of fire and a smaller blast radius.
  • New extra weapons (such as the submachine gun, railgun, grenade launcher, etc.) can be optionally enabled or disabled.
  • Certain enemies, such as the baron of Hell, Hell knight, arachnotron and cyberdemon, have been made larger.
  • Some enemies can be taunted with laughter. They can also be offended by raising a middle finger and shouting, which alerts non-deaf monsters like a weapon would. This causes the cyberdemon in particular to react violently, whereafter it will attack more aggressively.
  • The blur artifact has been replaced with NPC marine allies. These marines start the level tied up, and can be freed with a melee attack or simply via the use key. The latest update reinstated the blur artifact, but they are randomly dropped by spectres instead.

Weapons[edit]

A fatality being executed on a Chaingunner.

Many weapons have been replaced, upgraded or added and have secondary fire modes that adds various combat functions:

  • Fists - Players can now deliver punches with both fists independently. Pressing the primary fire button will result in the player giving a quick punch with the right arm. Pressing the secondary fire button will result in a powerful right punch, which involuntarily moves the player a little forward. When the player does a left punch then a right punch consecutively, the next left punch will have immense power. There is also a random chance of doing an uppercut when doing regular punches. When the Demon Rune/Berserk pack is picked up, hitting the reload button will show the player cracking their knuckles, and a text message will appear. This changes the mode of the fists effects on enemies. 'Smash Mode' delivers immense damage to the opponent, usually gibbing them. 'Rip And Tear' makes the player perform fatalities on the enemy, from a third person view. This mode gives a small amount of health with each fatality.
  • Chainsaw - The chainsaw is more or less realistically accurate than its original counterpart, with the ability of actually chopping limbs from monsters. After damaging a monster, blood from the player's hands and the chainsaw will appear, it can only be 'cleaned off' by equipping another weapon. It also seems to be buffed, dealing much more damage and increased range. Alt-fire swings the chainsaw overhead of the player.
  • Pistol - The standard pistol remains in the mod, and its one of the starting weapons along with the assault rifle. It deals slightly more damage than its original counterpart and has a dramatic increase of its rate of fire. Alt-fire is a short-ranged quick melee attack, bashing with a pistol. It can only hold 15 + 1 rounds and like its Doom 3 counterpart, it no longer uses the same ammo with the assault rifle, minigun or machine gun. But like the assault rifle, submachine gun and the plasma gun, it can be dual wielded as long as you find the another pistol within the map. While the pistol is formally introduced at version 0.21, the zombieman and the Shotgun guy uses pistols during their 'last stand'.
  • Sub-machinegun - The SMG from the Doom cover art is added from the game. And unlike the pistol, it fires at a staggering rate and carries a hefty 40 + 1 rounds inside the magazine at the time, however it deals damage that is almost the same as the pistol and is it less accurate than the Assault Rifle, it should be used for close range combat. But you can aim down the sights for an accuracy increase by pressing they alt-fire key. Along with the pistol, it uses small bullet rounds and can be dual wielded at the increase of firepower and at the cost of accuracy. It only makes its debut at version 0.21.
  • Shotgun - The shotgun does more damage than its original counterpart, but compensates for this by only holding ten shells at a time, and utilizes a one-at-a-time manual reloading system. The secondary attack causes the player to look down the sights, granting a limited sniping ability, along with a slightly faster rate of fire due to the use of slam firing technique.[?]
  • Super shotgun - Deals more damage than before and reloads quicker, though firing will cause a noticeable amount of recoil. Using the secondary attack will shoot just one barrel, which can be useful for taking down smaller enemies.
  • Assault shotgun - An entirely new weapon added to the mod, a drum-fed automatic shotgun that has a firepower comparable to that of a super shotgun, but it chews through shotgun shells pretty quickly. It only has 20 shells inside the clip and using its secondary fire mode lets you aim down the sights. It only makes its debut at version 0.21.
  • Assault rifle - An assault rifle that can be one of the starting weapons, which, unlike the pistol, remains useful even late in the game, with increased accuracy and damage. It has a magazine capacity of 30 + 1 rounds. Using the secondary attack causes the player to look down the sights, making the rifle useful for sniping targets at a considerable distance with very high accuracy. Picking up another assault rifle enables them to be dual wielded, with high rate of fire but with poor accuracy. It also disables the player from using grenades.
  • Chaingun - Replaced with a minigun. It fires faster than the chaingun and is more accurate; however, there is a small delay before firing, caused by the spin-up time on the barrels. The secondary attack spins the barrels before attacking. This of course removes the delay before firing, and significantly increases the firing rate, at the cost of greatly reduced accuracy and very heavy recoil, making it very easy to shoot off-target.
  • Machine gun - A machine gun that does not use magazines, but it consumes its bullet ammo pool directly. It fires slower than the standard-issue assault rifle, but is more accurate. It has an under-barrel grenade launcher which can be fired using the secondary fire key, and it must be reloaded every shot. It only makes its debut at version 0.21.
  • Rocket launcher - Has a 'revolver style' firing chassis, forcing the player to reload after six shots. The pause between shots is greater, though the damage from the rockets has been increased. Using its secondary attack will let the player use the scope.
  • Grenade launcher - A break-action grenade launcher from its Skulltag counterpart. It only fires one grenade before reloading. Alt-fire fires a grenade that bounces several times before exploding. It only makes its debut at version 0.21.
  • Plasma gun - More powerful, has a brief pause before firing and fires slightly more slowly due to needing to reload fuel cells every 50 shots. Plasma balls have a small splash radius, making firing at point-blank range ill-advised. Secondary attack fires a charged shot, releasing multiple plasma balls as a sort of 'plasma shotgun' function. It takes longer to fire a charged shot than to fire as normal and uses 10 shots. Similar to the assault rifle, the plasma gun can be dual-wielded at the expense of accuracy.
  • Railgun - Functions very similarly to its Skulltag counterpart. Though like the plasma gun, it also has a small splash radius - which is very deadly even with armor on. It only fires 5 shots before reloading and uses 10 plasma-balls worth of cells when firing the weapon. Alt-fire uses the scope, same as the rocket launcher, along with the ability to see entities in a way clearly akin to a light amplification visor. It only makes its debut at version 0.21.
  • BFG9000 - Has a somewhat long charge pause before firing, though the attack is more focused and powerful as a result. Also has a significant amount of recoil.
  • BFG10000 - More or less similar to its Skulltag counterpart. Not much difference. It only makes its debut at version 0.21.
  • Mancubus flame cannon - Primary fire acts as a flamethrower, while secondary fire fires a fireball shot that ignites enemies upon impact. Can be obtained either by using the chainsaw's alternate fire on a mancubus corpse, or by killing a mancubus with an explosion.
  • Revenant missile launcher - Unlike missiles launched by the revenant, these do not follow a certain target. Obtained via the same methods as the mancubus flame cannon, but when used on revenants instead.
  • Unmaker - An Unmaker that is very different from its Doom 64 design, but somewhat similar to Tom Hall's Doom Bible design. It continuously fires a demonic, incendiary laser beam at a high recoil that must be controlled and it expends ammo very quickly too. It uses a different type of ammo that can only be obtained by killing zombiemen, shotgun guys and heavy weapon dudes, it only holds a maximum of 999. It only makes its debut at version 0.21.
  • Super flamethrower - A 'proper' flamethrower weapon. It offers drastically increased power and range over the Mancubus' version, at the cost of faster rate of fuel consumption. This flamethrower can also leave more abundant fires around the environment, making it less suited for indoor combat due to the danger it poses to a careless user. As the final weapon added to the mod, the super flamethrower will make its debut at version 0.21.
  • MP 40 submachine gun - The Maschinenpistole 40 was used by German paratroopers during World War Two, hence it is the weapon dropped by Wolfenstein SS soldiers. It uses the same ammo as the pistol and minigun, and must be reloaded every 32 + 1 rounds.
  • MG 42 machine gun - Also known as Hitler's Buzzsaw, this new weapon alternates with the minigun in weapon slot 4. It likewise has a very high rate of fire, but uses a distinct type of ammo of which 600 shots are included at pick-up.
Weapon
  • Hand grenades - These are a new weapon that occupies the very last weapon slot and which can be replenished via backpacks and ammo boxes, while single grenades are sometimes dropped by sergeants. They are essentially a throwable rocket launcher blast with a delayed detonation and are quite effective as crowd control weapons.

Monsters[edit]

  • Zombieman - They either carry an assault rifle or a pistol. Fires its assault rifle in short bursts. Will reload when it finishes the magazine. Has the ability to roll left or right during combat, to avoid the player's bullets and projectiles. Sometimes goes into a 'last stand' when mortally wounded, drawing a pistol and firing at the player until finished off. As of v0.21 beta, has new wakeup sounds.
  • Shotgun guy - Shotgun fires more pellets (8), but each pellet does less damage (3). Has the ability to roll like the zombieman. It will reload its shotgun when its shells are finished. May also go into a 'last stand'. As of v0.21 beta, has new wakeup sounds and has a chance of spawning with an SMG instead.
  • Heavy weapon dude - Uses the new minigun, and is subject to the strengths and weaknesses of the minigun.
  • Imp - Fireball now travels much faster than before. The imp also comes with a pounce attack, similar to Doom 3's imp.
  • Demon - Largely unchanged. Can survive losing a front limb (the monster goes into a pain state and continues attacking shortly after with increased movement speed). As of v0.21 beta, can perform a lunge attack, countering attempts to bait it into biting and backing off.
  • Spectre - When moving or idle, the spectre will remain completely invisible, save for the eyes. It has a translucent appearance while attacking. If it is severely damaged without dying, it may lose invisibility and continue attacking.
  • Cacodemon - Can dodge sideways at high speed to avoid shots, especially rockets, and can even shoot fireballs while dodging. Has a proper melee animation.
  • Lost soul - Drifts around a lot more quickly when not charging. When the Demon Rune/Berserk pack is used, the player can grab lost souls in midair and throw them. This kills the lost soul upon impact with an explosion.
  • Pain elemental - Mostly unchanged. Produces some splash damage upon death.
  • Revenant - Normal and homing rockets differentiated (normal ones are orange, homing ones are red). Crawls around on its upper body and only fires homing rockets if legs are destroyed first. Always 'salvo-fires' normal rockets in groups of four after a short wind-up. Has a 'fatality attack' if it finishes an imp, shotgun guy or zombieman off with a melee attack - it will grab the monster, smash it around a few times and throw the monster's corpse at the player. If this hits the player, it deals extremely high damage.
  • Mancubus - Fireballs leave damaging flames where they explode. Will get knocked down if hit by certain attacks (such as a full super shotgun blast). It can be angered by using the 'offend' feature, which will increase the speed of the fireballs. As of v0.21 beta, it is also able of switching its flame cannons to fire highly damaging bursts of flame when enemy is at close range (akin to the player-usable flame cannon's primary fire).
  • Baron of Hell - Has a new attack where the baron of Hell uses both its hands to charge up, then fires three balls of plasma at the player. It can also pick up barrels and throw them at the player for serious damage, but the barrel can be blown up while the baron of Hell is preparing to throw it.
  • Hell knight - Mostly unchanged. Similar to the baron of Hell. Sometimes throws three plasma balls in rapid succession.
  • Arch-vile - Mostly unchanged. Has a higher pain chance and lower attack speed. Its sprite now has horns. As of v0.21 beta, can resurrect pain elementals.
  • Arachnotron - Mostly unchanged. Also uses the new plasma gun.

Brutal Doom Weapon Pack 4

  • Cyberdemon - Has a new stomp attack, which instantly kills the player and demons. Rockets now have a little spread. Can be angered by using the 'offend' feature, which causes the cyberdemon to fire five to six rockets consecutively at a higher fire rate instead of the normal three to four.
  • Spider mastermind - Uses an enhanced version of the minigun firing explosive rounds, which means it has to deal with spin-up time. Players can also walk under the spider mastermind's legs. Notably, this super-minigun is no longer a hitscan attack, but fires (very fast) projectiles. As a result, two spider masterminds can no longer infight with each other, which can make things significantly harder in certain maps (e.g. MAP22: The Escape) where causing such infighting is expected.
  • Wolfenstein SS - Replaced with a grey uniform version and its design matches more on the Zombieman instead of the original sprite. They have realistically added the ability to dodge attacks as well as attacking while moving at the same time.
  • Evil Marine - A marine that was converted into turn against the player. They're much more dangerous than the Wolfenstein SS as they dodge attacks more frequently. They also have an ability to jump and shoot at the player at the same time. They only spawn when an Arch-Vile 'kills' a captured marine, turning them into an evil marine. They either carry Assault Rifles or Plasma Rifles.
  • Icon of Sin - Unchanged in the base modification. The starter pack and its map enhanced MAP30, however, replaces it with a more complex enemy known as the 'Real Icon of Sin.'

V20b compatibility issues with newer GZDoom builds[edit]

Running v20b of Brutal Doom with newer versions of GZDoom (2.3.0 and above) will give the following error:

Script Error, 'brutalv20b.pk3:blood.txt' line 610:
Expected ',', got 'l'

To correct this error, open the mod file (brutalv20b.pk3) in software capable of opening .zip files, and extract the file blood.txt. Find the two instances of 0.l (with a lower case letter 'L') and replace them with 0.1 (with a number one). Replace the copy of blood.txt in the .pk3 file with the modified one, and the mod should run normally.

There is also an unofficial patch for v20b that fixes the bug as well as other bugs, it can be found here.

Miscellaneous[edit]

  • Due to the sounds produced during reloading, this can be a tip-off to the locations and proximity of zombiemen during a level.
  • The plasma gun, chainsaw and BFG9000 use the sound effects of their counterparts from Doom 3.
  • There are unused monsters inside the mod, originally planned to replace the Skulltag monsters:
    • Juggernaut - A mechanical, tank-like mancubus that fires rockets and can kill the player by rolling over them. Can be summoned from the console and in the 'UAC Testing Center' map.
    • Belphegor - A centaur-like baron of Hell. Can be summoned from the console, they appear to be minibosses in Hell on Earth Starter Pack.
    • Dark Imp - A black imp with blue eyes. Unfinished monster.

Awards[edit]

  • 2011 Cacowards - Best Gameplay Mod.
  • 2012 Moddb Mod of the Year: MOTY Editors Choice - Creativity Award. [1]
  • 2012 Moddb Mod of the Year: Players Choice - 9th place. [2]
  • 2013 Moddb Mod of the Year: Players Choice - 4th place. [3]

Tips[edit]

  • If you have downloaded an installation of Brutal Doom which includes the starter pack, but wish to play original levels, rename hellonearthstarterpack.wad and copy the original doom2.wad to the folder.

External links[edit]

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