This is a 'kind of closed' beta test version, as I am publicly uploading the link to this file here, but not announcing it anywhere (my YT channel, FB groups, Moddb, etc.), because I want only a small amount of people to have access to it right now. This version can almost be considered a 'release candidate', which means its basically complete, and now just need testing. This is a list of the things changed: - Added first version of Brutal Doom's manual. The version included on this zip still has not been revised for spelling errors as the changelog indicates.
You can perform fatalities on the Spider Mastermind. New Weapon: Flamethrower. Rare replacement for BFG. (I am still thinking about making it a rare replacement for Ammo Backpacks) - Rebalanced Grenade Launcher, added more impact damage (can kill Pinkies in a single hit). New animations for the Machinegun's underbarrel grenade launcher. Reloads faster, can be reloaded with the Reload key.
New blood particles. Added Hell Knight and Baron of Hell's crotch pain animation rotations. (thanks to Dox). Better shotgun reloading frames (thanks to Tootsybowl) - Killing an imp with an axe or vertical axe cut will show a new animation. Changed Axe's damage from 50 to 90. An axe attack will deal 150 damage when the player has the Berserk (can chop a hell knight or mancubus head off with a single strike). Tweaked green and blue blood codes to behave more like the original blood (thanks to Cacodemon345) - Added new lava fall textures.
Dec 11, 2017 - Official Post from Sgt_Mark_IV: Extermination Day is Brutal Doom's. This file REQUIRES brutaldoom v21 latest public test version to work.
Improved optimization on wall decals generated by killing small enemies with the SSG. You can cancel the recoil/reloading of many weapons by switching to different ones. This can make gun combos such as firing a rocket, imediately switching and firing the SSG, then switching to a submachinegun. When cancelling the SSG reload, when you switch back to it, the raise state will start mid way through the animation of putting the shells into it, making it much faster. Purist can now use the MG42. Revenant Missile Launcher greatly buffed.
Fixed missing Romero head easter egg. Indexed all gibs into the svcorpsequeue cvar. This means better performance for slaughtermaps as you can get rid of gibs easier. Added shootable Icon of Sin boss fights for TNT, Plutonia, Plutonia 2, Plutonia RCP, Epic 2, Whispers of Satan, Doom 2 Reloaded, and Alien Vendetta. Still needs some work. Indexed all Final Doom maps into the Map Enhancement System.
Now all maps features better skies, and will play the correct music when playing with Doom Metal Volume 5 (also released on this date). Now all trees and plants can be burned with napalm or plasma. Detailed Credits lump being re-worked, nearly finished. Killing a Pain Elemental with a fatality will leave a destroyable and pushable body that can work like an explosive barrel. New HUD sprites for the Tank. Now you can see the lower part better, so you can have a better idea of where the base is currently facing.
Now the Radsuit powerup will protect you both from nukage, splashed lava, fire hazards, and flamethrower splash damage (both yours and from Mancubi). This is the Doom Metal Volume 5 version which now features metal remixes for TNT Revilution. Still going to upload this file to Moddb later including details and credits.
Is a gore-themed gameplay mod that was created in 2010 by Marcos Abenante (SergeantMarkIV). It is compatible with Doom, The Ultimate Doom, Doom II: Hell on Earth, Final Doom, 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.
The mod adds features many new graphical effects like additional blood (blood gets splattered on walls and ceilings if enemies or the player get hit), the ability to blow off body parts with strong weapons like the shotgun, new death animations, fake flares and 3D blood effects for OpenGL, 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 gameplay by changing the weapons, monster AI, sounds, graphics, and combat. One such 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 makes the animations smoother and gives the player new abilities.
![Test Test](/uploads/1/2/5/4/125423624/835308064.jpg)
Contents. Installation the AUR package, which requires having two gzdoom.ini files. Alternatively AUR can be modified directly as shown below. However, if you want to be able to run both gzdoom and brutal-doom separately in order to play both versions, then you would need the brutal-doom package. Brutal Doom Mod Acquire a registered IWAD (Internal WAD) file for: doom.wad, doom2.wad, doomu.wad, tnt.wad, or plutonia.wad. Freedoom.WAD from AUR is also compatible.
Download the.zip file containing the.pk3 for the latest. As of January 2018 that is 'Brutal Doom v21 Public Beta Jan 02 2018'. You may need to install. Optionally you can acquire some for the gameplay. Place all the.wad and.pk3 files in a created folder such as /usr/share/games/brutal-doom. Configuration Change /.config/gzdoom/gzdoom.ini as follows (the Search.Directories mentioned are the only directories needed): IWADSearch.Directories Path=/usr/share/games/brutal-doom.
FileSearch.Directories Path=/usr/share/games/brutal-doom Path=/usr/share/gzdoom. Global.Autoload Path=/usr/share/games/brutal-doom/ modfile.pk3 Path=/usr/share/games/brutal-doom/DoomMetalVol4.wad. Viddefheight= viddefwidth= modfile is the downloaded.pk3 file. And should be roughly the size of your screen resolution or preferred size. The folder permissions for the created folder and files (all the files inside the brutal-doom directory): drwxr-xr-x root root brutal-doom -rw-r-r- root root To start the program: $ gzdoom See Also.