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This prefab has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest prefab.
This project is abandoned. Sorry for the hiatus. Check latest comment by me. !!READ THE DESCRIPTION!! & Check the README Txt. Make sure you have AT LEAST GZDoom 2.1.1 or 1.9.1! (2.2.0 also works fine) Refer to the Description for the links of GZDoom 1.9.0 and 2.1.0 Why was Derp Edition deleted? It had way too much shit, and no one could manage the amount of shit that I implemented into the mod, so I pretty much started from scratch again, but with v20b as a base. This is Insanity's Brutality, a much more "balanced" (I still wouldn't be saying that, regarding the enemies) with NOW an extra amount of options to chose from, like changing your voice, and what not. I said the arsenal was gone a long time ago, but you know what? It's coming back, and you get to manage the spawning of each weapon. If there are any issues regarding credits, bugs, and what not, please message this ModDB account ONLY. DO NOT RE-UPLOAD THIS MOD/ANY OF THE OLD DERP EDITION AT ALL! Arsenal will come in time. Read more...
[apologies for the whole giant hiatus, but to clarify, yes, this project is now dead. Sorry for those who ACTUALLY waited for an update]
If you do not have OpenGL 3.0 or higher, GZDoom 1.9.0 (OpenGL 2.0 or below) and 2.1.0 (requires OpenGL 3.0) works well with Insanity's Brutality too
ALSO MAKE SURE YOU CHECK THE "Insanity's Brutality Options" in the Options menu. It's right above "Customize Controls". I really need to emphasize that this mod is not a "drag onto gzdoom.exe and play it" kind of mod, since if you play it by itself, it would be out of your preference. Please, and PLEASE, check those options carefully. It's like reading a licence agreement from a gaming company (very tedious and annoying), but I can assure to you that each option will affect the gameplay one way or another (and if you toggled something you didn't want on/off, you better not call that a bug), so please do so.
Another gameplay mod like Quaker540's addon, Project Brutality (really, it started from Quaker540's addon and built it's way), and the Brutal Pack, but like Insanity's Requiem, the monsters seem a little more aggressive. Pinky Demons have a chance of leaping and eating you alive, All zombies shoot until you''re dead (yes, all of them are distinctively like the vanilla Doom chaingunner), and so forth.
What's the point if you have just simply overkill monsters? Isn't there something else?
This mod also features:
-an arsenal just like Quaker540's addon, along with a new type of accessory, the Pipe Bomb
-All sounds have been replaced or tweaked with something better
-the Doomguy from Brutal Doom v16b is back
-Doom 3 monster sounds, along with Trent Reznor Doom 3 Alpha commando sounds, and Killing Floor Clot sounds (irritating as hell for some, but funny as hell for others that enjoy hearing a person screaming in the bathroom)
-New Pickup sounds
-New sprites
-NAZIS in a mutator (2 types, instead of just the MP40 kind of Nazi)
-Better Pickup effects for powerups
-Special CVARs to improve FPS and performance (and overall, have a little fun here and there)
-Got lazy, but I'm sure you can find out the rest.
UPDATE 2/6/16
-Pinky demons can now jump at you like little tiny kittens. Or in other words, they can leap at you.
-Pain Elementals are much more aggressive, and mimic the behavior of a Cacodemon. It doesn't shriek into your ears, but it can bite.
-Some sound updates
-Changed the minigun to a black-ish color (and yes, I made that minigun. It's really simple :P )
-Updated kicking sprites (and animations)
-REALLY and REALLY updated the Revenant Missile Launcher. If I can apply the system to every weapon, that would be super awesome.
+In other words, you can attack while taunting, kicking, and throwing explosives.
+New Hellfest Mode! All based on luck. Red orbs indicate you're doomed, blue indicates luck, and green ones just spawn the monster you just killed. Can be disabled in the options.
+New Menu sounds and more new sounds
+New Torch flames!
+Edited again, sorry guys! Hellfest CVAR isn't working at the current moment, there's no need to play with that in the BD options menu. There is a CVAR for Hellfest respawning, however. You can always give that a shot if you're looking for the modified version of Hellfest.
+New Weapon Upgrades! Now you can finally do crazy shit like turn your BFG into a flamethrower, turn your Rifle into an Anti Tank rifle, and much more. Some upgrades are not optional, like the Pistol-to-SMG Upgrade.
+New Mortal Kombat X Fatality Music + Announcer in all Brutal Doom Fatalities!
+NEW Melee Combat Style! Try this with your fists:
-Primary-Secondary-Primary-Secondary-Primary-Kick-Primary.
Kick will vary if you have Berserk or not.
+Reworked the BFG Altfire
+Rebalanced the Soulsphere and Megasphere health. Now Megaspheres can give you a tremendous health, while for soulspheres, it is capped at the Devil's number
+The CVAR update!
-Now everything can be toggled via CVARs. Hellfest addon is removed, and now it's a CVAR, along with toggling enemy behavior, and along with the new Weapon Upgrades!
-New set of mutators for Insanity's Brutality!
-Wait did you skip a test version Doomguy5th? Yes, this will be moving to 4.0, but now you ask, why did I make a test version of v3.9 available and not v3.8? Oh jeez... Long story short, my giant team of testers and I actually thought that more time should be spent on remaking the arsenal with a crap ton of adjustments, like weapons spawning in, and what not.
Anyways, CHANGELOG:
-Added some new weapons, along with their spawning counterparts (Go to customize controls, and manage your spawn settings there). Doom 4 weapons are not done yet, expect for the sprites to change
-More options in the custom "Insanity's Brutality Options" menu. Check it, there's much more than expected.
-Added custom types of ammunition. Same case as above, configure which ammo spawns in the same are.
-Fixed bugs regarding shotgunners and zombiemen and pain elementals crashing the game.
-Custom marine colors (credits to user ^GhostFOx^ and ZDoom User MagSigmaX).
-You can finally tell the marine's weapon by it's color. I'll let you guys figure it out, but for now, I'll just tell you that if you see a dark forest green colored marine, that's the BFG marine.
-Partial Invisibility has been tweaked: Now it is at v20b standards
-Option to change spawn presets
-Option to toggle upgraded weapons taking away their old counterparts
-Some new weapons
-Fixed some bugs regarding crashes from monsters like when Knights or Barons encounter Cyberdemon, Mastermind, etc.
-Spawn Presets for weapons
Congratulations to those who have to bear me constantly updating this file like mad because of shitty bugs that I keep on forgetting to fix (no seriously, thank you to those who have enjoyed this sub mod).
Starting 8-6-2016, this submod will not be getting any progress done because I have to take care of some other issues, rather than work on my mod 24/7 (assuming there are those who think I do lol).
ANYWAYS, this update has a big significant change, with the flexibility of gameplay with now WEAPON Spawning presets, ammo spawning presets, and even loadouts based off those weapon spawning presets! Configure your ammo spawning carefully, or be like me and set everything to Conjoined and don't have to worry about a single thing! That also includes upgrades (and yes, I know the menu for toggling upgrades is messy, will fix in the future).
-Added the JRMYXD arsenal back, with it's spawn preset, it's player class, and a teeny bit of more fun
-Added the JRMYXD Classic arsenal, some of the weapons used from JRMYXD's arsenal were from my old IB, so I decided to take the old counterparts from my old arsenal mod, add them back for the JRMYXD Classic mode, and completely rape them with insanitary overkill (not really overkill but K lol).
-Those weapons are coming back, so were there any significant changes to them? A few, like sound revamps that actually sound beefy, some new mechanics, like giving the bird while firing your FN Six Seven (JRMYXD only).
-GORE METAL: You love difficult? This is definitely your difficulty. No questions asked, this is much worse than Black Metal, let's put it that way.
-2 new weapon upgrades
-Revised some of the menu system, along with the README now providing information on each option.
-Bug fixes (for real, there weren't that many except for one guy having trouble with putting in 50calAmmo as an ammo amount in SBARINFO?)
-NEW: JRMYXD Gameplay mode (now you can dual wield like a cowboy goddammit)
-Menu revision: Gameplay Presets.
+Make your life easier. Don't need to go into the horrendous menu system and hit each option to get the weapons and ammo you want. Now it's in one option!
-Note that all cheats have been disabled in each difficulty. This is because of the Dual Wielding. There's a glitch that for some odd reason makes it give you all the weapons on accident.
-New Descent Styled Crosshairs! Want them in a separate WAD file? Sure!:
Or if you are downloading the main package, it already comes with it!
-Revised Doom 2016 mode
+Enjoy Dual wielding Blaster Pistols, and now a much more revised Mobile Turret, and new SSG sprites
-menu revisions (lots of them)
+Gameplay presets allows you to avoid the giant ass menu I have set up. If you do wish to mess around with the menu, feel free to literally "Fuck Around w/ Menu"
-new fire effects for imp and baron fireballs.
-New Baron Leaping... and you wonder how this can get out of control in like 1 second. Yes, it's optional, thank god.
-new option to disable the hefty particle explosion from the default plasma gun.
-New Descent Crosshairs available as a WAD! Now feel free to mess around with these custom crosshairs with a mod of your choice, not just Insanity's Brutality!
-Fixed bug regarding IC-9 plasma gun not dual wieldable.
-Changed Lock burst for Doom 2016 Rocket Launcher into a laser guided launcher.
-Gave Heat Blast upgrade a giant buff
-Rogue Warrior quote system now for all weapons
-Doom 2016 Remote Detonate got a giant buff
-Completely revised the Extra Arsenal preset
+No longer should you worry about default weapons and crashes. Feel free to do whatever the hell you want with those Weapon Spawn Restriction options.
-Tweaked recoil for Default Arsenal Guns.
-Neon Shadow Plasma Rifle and RPG-7 are in.
-UPDATED CREDITS (I hope I got everyone)
-Fixed some bugs with the Laser guide for the Doom 2016 Rocket Launcher
-Added the Gauss Cannon siege mode
-Fixed compatibility with GZDoom 1.8.10 and Zan3.0
-Fixed upgrades that were spawning in presets that they don't belong in (if that made any sense)
-Tweaked all Doom 2016 Weapons so that they can have a weapon combo system, like in the original game.
-Fixed a crash regarding the Doom 2016 plasma gun and the heat blast attachment, where it runs out of ammo
-Tweaked the Doom 2016 HAR scope
-Added a Cool Down system for the Doom 2016 Shotgun and Heavy AR. The only attachments that are affected are the:
+Charge Burst (Shotgun)
+Explosive Shot (Shotgun)
+Mini Missiles (Heavy AR) (definitely deserves a cool down)
-The above option, by default, is set to off, so it's in Client/Rendering Options, and it's right under "Disable Screen Pain Effects"
-Tweaked Hell knight death brutalization
-Tweaked Repeater: now you can use it as a light marksman rifle! No longer useless!
-Tweaked the Cyberdemon's taunted state to be much more threatening. Flip it off, and it may chase your ass without flinching.
-The above option, by default, is set to off, so it's in Client/Rendering Options, and it's right under "Disable Screen Pain Effects"
-Doom 2016 Rocket Launcher Laser Burst Addon
-Armor and Health Presets
-added the Hellshot (can be turned on/off in options)
-new ammo pool for doom 2016 shotguns, and reduced max ammo for all shell ammo pools.
-(NOT IN THE CHANGELOG): Fixed compatibility with GZDoom 1.8.10 and Zan 3.0. It should run now?
-(NOT IN THE CHANGELOG): Tweaked DRACONIAN Drum Magazine LMG's reload (now has a bolt animation)
Please keep in mind: V4.0 of IB is not complete, and this is a test release. There is no such thing as a V4.0.1 or v4.0.2. These are simply test releases, and is not the final release.
Average
8.563 votes submitted.
Tried loading it and it doesn't load.
Use a GZDoom SVN
Devbuilds.drdteam.org
If you don't have OpenGL 3.0 or higher, use 1.8.10 or 2.0.05
Forum.drdteam.org
**** now I need to update the description
Gzdoom g2.4.0 compiled from github.com/coelckers/gzdoom + IB4.0 crashes if I leave it on the introduction screen too long. Do you have a discord channel?
I'm pretty sure GZDoom 2.4.0 is released already. I haven't tried the one from github, but if anything, here's the link to 2.4.0 if anyone scrolls and is looking for it idk:
Forum.drdteam.org
Some of my current testers are using the 2.5.0. SVNs. IMO, I wouldn't look into that, but this has been tested with Zan 3.0 all the way to GZDoom 2.2.0.
took it for a quick spin but find it kinda lacking. The grenades and pipe bombs are neat but there's a few things i don't get: like why is there are two shotguns that only different in appearance, and why weapons are separated to various slots so much.
The Model 1887 is meant for the Nazis, and the same reason applies to the MP40 (I assume you're using cheats. Don't worry, you won't find two shotguns when playing the mod legit. You'll only find one, unless you have the Nazis Mutator). About the "various slots", I only used the UBArsenal's format. 2 is for pistols, 3 for shtoguns, 4 for rifles, 5 for heavy stuff, 6 for explosives, 7 for plasma tech, 8 for BFGs, and I left 9 alone. Hand Grenades and Pipebombs are in Slot 1 (maybe changing to Slot 0).
The 1887 is quaint but seemingly does the same thing as the normal shotgun. As for the format i think its a bit too split up.
than again its just my opinion
What's insanity's brutality? Is it a modified version of project brutality, or what?
It is Brutal Doom Derp edition cleaned up and actually "logically" usable, this is by the same author too
Descargando =]
Where can I see the changes of the 3.8.3 version of this Brutal Doom addon?
Arsenal still not ready?Or does it use the same arsenal as the 3.8?
Very sorry for the Hellfest CVAR bug for those who are playing the current version. There is a mutator for hellfest instead. By default, there is no hellfest spawning, so don't worry.
hey i like everything its awesome! but one thing id want is the quad shotgun cause...quad shotgun ;~; and have the one shotgun removed (wooden grip pump) and how do you get duals to work? i cannot get them to work
The link in your Facebook for arsenal version is broken.
Another link for arsenal?
i dont even know where that link is :o
Oh that was meant to be taken down for a reason.
is the hellfest stuff all implimented yet? :o
Yes, it is in a mutator.
Tried to load this mod but it doesn't work
Are you using GZDoom 2.2 or 1.8.0?
If so, then go get 1.9 or 2.1.
Forum.drdteam.org
1.8.10 is the lowest you can go for GL 2.0 too :) Forum.drdteam.org
Moddb.com you can add the Brutality sound stuff from here too if you want!
There's a problem with the nazi spawner pk3, how can I fix this?
Are you loading the nazi spawner after the main file? It should work.
I'm getting this
Gyazo.com
Load the main file first.
Nerf the Cacodemons holy ******* ****
They deal wayyy too much ******* damage for it to be even remotely fair to fight them, ESPECIALLY in tight spaces.
Already 5 steps ahead of you. In v3.8.7, there will be CVARs to toggle such behavior, so no sweat.
I have a problem - Script error :( it does not work with Project Brutality 2.03? or Gzdoom 2.2? I'm getting this: Iv.pl
Refer to the Description for Sourceport instructions
wait this can be loaded with other mods? how? i might sound dumb but i never knew about this :o
It depends. If the mod is Boom Compatible, then yes, it is compatible. If the mod says it's ZDoom Exclusive, then you will need to read closely. Some have their own set of code, which will outrun all code from any Brutal Doom, leaving bugs like BD monsters, but different weapons behind.
WHERE'S THE BLOOD YOU PROMISED?!?!?!
No really,I somehow no blood (very little ; (and the settings to change the amount of blood does not work
Do you have the Reduce Blood Decals CVAR on? That could possibly be why (and I had to make that CVAR, for performance purposes).
It's in Client/Rendering Options. Under Blood Janitor.
I will check this now
It's work!
Thanks!Playing without blood is not so cool for berserk >:)
Big face on the entire screen,it in your fashion or UDV hud?
It is very intimidating
What?
I don't know why,but I have during the game, occasionally the whole screen appears more clear face,and I decided to ask it's not your mod,most likely it is on the hud
thats a udv thing like the varia visor in metroid it reflects your face when close to explosions.
How i can off it?
Go to Options, UDV Hud settings, visor, and turn face reflection off
Let's be honest : THIS IS BY FAR THE BEST BRUTAL DOOM SUB-MOD EVER. Project Brutality is fun and all but there's serious issues regarding the weapons themselves and how they "upgrade". Here, it's flawless. All weapons serve a purpose by themselves. What's missing in my opinion are randomized enemies and some features from PB such as sliding, quick-stepping (double tapping any direction) and weapons. I think that this mod still sort of LACKS different weapons, if you know what I mean. The Project Brutality Freeze Gun and Hell Rifle were really cool and were different yet comical weapons. Shrinking a Baron of Hell to an ant size was hilarious. Otherwise it's perfect. I appreciate the fact that 90% of the enemies can be fully destroyed without bugs or issues. Peace!
What you mentioned about this mod lacking. Here's the issue. ALMOST 90% of people who have played my old version of this mod, which had like over 120 weapons, complained about the arsenal, so I reduced it. However, more and more weapons will come back in v3.8.8. and you can toggle which weapons can spawn and what not.
Also custom enemies... I'll see to that.
The old was a version of this had 120 weapons? That sounds great. I'd play both versions.
120? Lol, my mod has +50 and i think its foi much. Hehe, i need to test it
How can I change Doomguy's sounds?
Its hurt sound annoys me, sounds like if there are any armor pieces what the enemies hit.
Have you checked your Brutal Doom/Insanity's Brutality Options? All of that **** can be toggled on and off in Rendering Settings, but keep in mind those Descent 3 Pain sounds are just to help some people with Zandronum 3.0 Multiplayer. Not intended for singleplayer lol.
Also there is a mutator to change the Zombieman and Doomguy sounds if you don't like the v16b Brutal Doomguy sounds.
Ok, I didn't check those options.
Please don't mad at me, I enjoy btw this sub-mod, I tried Project Brutality and some add-ons and I didn't experienced that high pitched sound as well as I didn't played Descent 3.
Also I like the weapon upgrade options and some extra options (like Hellfest spawning system and some extra).
I have played the older Brutal Doom Derp Edition and I just tried all the weapons that the brutal doom add-on had, they were are great. I hope there will be toggleable weapon sets in the next version.