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 v21.14.2 Expansion (Development)
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Loginrob97
Loginrob97 - - 23 comments

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 - - 347 comments

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 - - 23 comments

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 - - 690,389 comments

Please add the double jump and ledge grab features.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

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 - - 123 comments

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

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brosett311
brosett311 - - 123 comments

Try this Mediafire.com

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Guest
Guest - - 690,389 comments

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 - - 347 comments

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

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Loginrob97
Loginrob97 - - 23 comments

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 - - 347 comments

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 - - 23 comments

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 - - 347 comments

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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Guest
Guest - - 690,389 comments

It doesn't work much for me since it doesn't work for zandroum 3.0 something that the original v21 can do, but it still looks pretty good in GZDOOM although a zandroum version would be nice

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

What? I play this version every night on zandronum online coop with the wife it works just fine. Zand is the only port I develop for because online coop is all I play.

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Guest
Guest - - 690,389 comments

hello ! :) -- when I want to load brutal doom I get this message and it doesn't load :

-Execution could not continue.
Script error, "brutalv21.14.0.pk3:language.enu" line 306:
Expected '=', got 'ifgame'.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

What sourceport are you using, what is your load order, what other wads are you loading with it?

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Guest
Guest - - 690,389 comments

Cool mod, but the slaughter map detection system needs a toggle to completely disable it. I`ve recently played a wad with about 450 monsters, and it was still replacing demons with vanilla ones as if the map had over 9000 monsters. Maybe you could even add some extra options to configure the behavior of the system.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

It's too sensitive in this version I've already modified it to only trigger if there are 15 or more monsters within a 128 mapunit radius and that seems to work ok. This verison 21.14.0 it triggers at 9 or more within 128 and thats too sensitive.

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Guest
Guest - - 690,389 comments

Still needs a toggle to disable it if someone wanted no monsters to get turned into their vanilla counterparts

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Its not that simple in the code dude. Creating a script or a check to run in every monsters spawn state on map start to check if the user has that enabled/disabled would consume resources and crater the FPS on map start during a slaughter wad with thousands of monsters on the map all running a script at the start to check that option. That would completely negate the point of this feature to keep the FPS from cratering on slaughter wads.

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Guest
Guest - - 690,389 comments

Hello and thank you for your work its amazing
im sorry for my bad english, i know you are aware of the problem ill talk below :
I see some vanilla monsters on some level
im using zandronum

ex: ultimate doom E4M2 the lost souls pack near south and near baron of hell are vanilla, always spawn vanilla since brutalv21.14.0.
same on doom 2 or final doom both tnt and plutonia
When there are large group of monsters, some of them are vanillas.
When you go console and spawn monsters, when you type summon monsters, sometime it will spawn a vanilla version (not a brutal doom one)
i dunno if this was an issue on early versions you published on the moddb website, but i didn't notice it before brutalv21.14.0 and now on brutalv21.14.1

if you need to check anything tell me
my name is mister smith

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

You downloaded the updated download link v21.14.1? I just checked with v21.14.1 and the lost souls are brutal now on E4M2. I had the slaughterwad detection system too sensitive in v21.14.0 so double check that your load order is using the correct version and that you are not pasting over the old pk3 or anything like that.

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zrq0058
zrq0058 - - 45 comments

Rifle zombie soldiers Bug
When they die, the rifle drop animation has a frame missing

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Thanks, yep a frame was missing in the DropedRifle2 animation. This is fixed for v21.14.2.

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zrq0058
zrq0058 - - 45 comments

Other Bug report
Machinegun and Shotgun zombie soldiers has same weapon drop frame missing Bug.
Only the weapon drop animation of pistol and submachine gun zombie soldiers is normal and smooth.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

You might be noticing the jerky looking sprites when a weaponspawner is moving because they are spawning fake sprites (one that can only be seen by the purist playerclass and one that can only be seen by the other playerclasses). It has to be done that way so that when a grenade launcher or any other new brutal doom weapon drops/spawns the purist player class will only see and pick up a vanilla weapon while all other classes see and pickup that grenade launcher or whatever other weapon brutal doom adds on top of vanilla. Its not broken.

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zrq0058
zrq0058 - - 45 comments

I Using Zandronum v3.1 and GitHub Releases v21.14.0 Stable.

There will be a slight error display in yellow, The game can run normally.

Script warning, ""line 0:
Invalid face " for 'Doomer'.
STF replacement codes must be 3 characters.

Script warning, ""line 0:
Invalid face " for 'Doomer'.
STF replacement codes must be alphanumeric

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Those errors will always be there, the player classes dont have a mugshot image defined so that the mugshot will change depending on the gender that the player selects so, ignore those.

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zrq0058
zrq0058 - - 45 comments

Lost soul with a flame on its head uses a vanilla version of the death animation, It doesn't have a brutal version of death animation.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Can't duplicate that, the lost soul spawns a bunch of explosion particles, flares, fire, and lostsoul bone pieces when I kill one so what else are you loading with this besides just brutalv21.14.1.pk3?

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zrq0058
zrq0058 - - 45 comments

Just Zandronum v3.1 and GitHub Releases v21.14.0 Stable.

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zrq0058
zrq0058 - - 45 comments

ok, I know where the problem, i use v21.14.0 Stable. play The Ultimate Doom E3M2 and E3M6, A few vanilla versions of Lost Soul will be generated on the map.

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

Oh yeah I had the slaughterwad detection system too sensitive in 21.14.0

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zrq0058
zrq0058 - - 45 comments

Version 21.14.1 works very well, This issue was not found on E3M2 and E3M6.

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Half-lifefan
Half-lifefan - - 38 comments

Neat can you add compatibility with the monster expansion and or add features from Brutal Doom Platinum

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

The monster expansion would need to be updated I don't want to change this base mod to conform to an addon or every other addon out there that's impossible to do. And no Platinum is it's own thing, my intent is for this to be close to vanilla brutalv21.pk3 just with bug fixes and completed features without major additions to the base mod.

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Guest
Guest - - 690,389 comments

Do this version compatible with brutal doom mutator addon series?

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BLOODWOLF333 Author
BLOODWOLF333 - - 347 comments

No there's a bunch of errors so they would have to be updated to be compatible with this.

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