This is the latest full version. Now with WIDESCREEN support! Read more...
Some of the changes:
ver.3.0
TOO MANY TO LIST!!! See if you can spot all the differences. (will make the list in the future)
ver.2.2
-Further refined the player's weapon animations and made the fist punching more aggressive
-Added berserk packs in maps that didn't have them
-Turned blue armor room into a secret in maps 01 and 32
-Added 2 simple puzzles in map01 to help teach players the role of the face switches and its mechanics
-Made 2nd switch "puzzle" less confusing in map02
-Silenced door sound effect when face switch is toggled on in map09
-Removed lights in center of map09 to prevent monsters and player from occasionally getting stuck
-Added floor pattern in the square room of map12 to help players spot an alternative way to open the door
-Made certain floors red to make it a little easier to spot platforms that the player can run on in map13
-Made locked doors' colours more noticeable in map14
-Widened corridors during platforming sections to help it not be tedious near the end of Map15
-Made it easier for players to notice the best way to solve the exploding barrel puzzle in map16
-Moved megasphere near slime pit, added rocket launcher to where the megasphere used to be in Map23
-Tweaked a platform in large cave to prevent players from cheesing the plasma gun secret in Map23
-Swapped out rocket launcher and super shotgun near slime pit with plasmagun and plasma ammo in Map23
-2 secrets tease the player more by being more visible near the large slime room in map23
-Changed the 3 story lift near the large slime room to prevent the player from waiting too long in map23
-Cacodemons are easier to see in the large slime room when viewing through both switch cages in map23
-Overhauled the order in which the player can access rooms in map25 to help find the exit more easily.
-Replaced radiation suit with a berserk pack in map26
-Tweaked the central room's floor to make it easier to telefrag the cyberdemon in map26
-Added more enemies, mostly during times when player has low health to keep players on edge in map27
-turned secret wall near the end of map26 into a lift so that the player can access the other secret quicker
-moved the keys and locked bar switches in map28 to help communicate to the player what they do.
-the shrine/temple in map30 now actually looks like a shrine/temple
-Added more plasma ammo in final archvile room in map31
ver.2.1
-Refined the face puzzles in Map03
-Fixed a glitch where a rocket will disappear in a wall of Map04
-Added more rockets in Map31
-Added a secret and a floating island decoration in map23
-Removed issue where barons in a cave can attack the player before going into the cave in Map23
-removed a damaging floor near exit in Map25
ver.2.0
-Added a new room in maps 01 and 32.
-Changed the door mechanism in map02 for more consistency.
-Modified the lava puzzle in map05.
-Inescapable pit removed in final room of map08.
-made platforms slightly easier to leap from and to in map09.
-moved berserk pack to before the final room in map10.
-Replaced many of the Revenants with Hell Knights and added more rocket pickups in map14.
-widened demon witch doors and added text on floor to help with platforming in Map21.
-made skull switch a little more visible in the raise bridge room in map22.
-tweaked the secrets in maps 23, 25 and 30.
-Added more detail to map24.
-Fixed hall of mirrors glitch in final room of map28
-Overhauled the player's weapons animation, and certain monsters attacks.
-Synced up the explosion sound to the animation of the death explosion of the Spider Mastermind.
-Coop sound effects are back to normal (ie: item respawn sound effect).
-Added/replaced all the various elements that was unique to the officially licensed version, including a 4:3
version of all artwork.
Hello now it's compatible with brutal doom?
So for those that want to use BRUTAL DOOM, just know that it breaks some of the game's custom graphics, textures and sounds. I'm not saying you're not allowed to use Brutal Doom with Doom Zero, just know that Doom Zero is NOT just a mappack, but is a mod in its own right. With that in mind, if you guys choose to use Brutal Doom anyways, I don't want to hear anything about how the game is unbalanced, confusing or there are glitches and visual bugs or what other thing I sapposedly screwed up, because I didn't, Brutal Doom did.
worked for me
I'm not saying the game will crash or something, but it will ruin the the new Boss's graphics and sounds, remove the new flats textures and replace them with the wrong ones.
Worked for me as well
I'm not saying the game will crash or something, but it will ruin the the new Boss's graphics and sounds, remove the new flats textures and replace them with the wrong ones.
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Brutal Doom works just fine.
I have no clue what updates you did, but thanks all the same on some very tiny but good QOL decisions in both the SSG animation and the Chaingun bullets per click. I too built a GZD Decorate text file mod to address those very same issues of Animation smoothness for literally every gun except the BFG and Rocket Launcher. It was neat to see how another person actually tackled that issue besides myself.
enough with brutal doom. will it work with beautiful doom?
Nooooooooooo! XD All mods! It will have the same problem. Sorry :P
Pistol muzzle flash and sprite position are way too high, it goes far beyond aiming spot comparing with vanilla weapons. Very confusing for aiming and obstructing for view, especially by default with freelook disabled. This is strange considering the fact that super-shotgun was tweaked to be less obstructive.
Moddb.com
Moddb.com
You're half right. It may seem that the player is shooting the sky but the way it works is that when the gun tilts backwards because of the recoil, the bullet has already left the barrel. The muzzle flash actually happens on the 2nd frame. The first frame is when the bullet leaves the barrel as seen here:
Moddb.com
You can also see the barrel in mid-recoil.
Now I would like for the muzzle flash to start on the first frame and end on the 2nd just like the shotgun but unfortunately that's the way they programed the pistol, and I can only use dehacked (for vanilla compatibility reasons) which doesn't allow me to add it to the first frame. 😐
So, it doesn't support Brutal DOOM, huh? K.
Good thing I'm using Embers of Armageddon.
Try out community updated Brutal Doom from Github. Seems okay to me, I just didn't finished from start to finish, but random map including final boss works fine.
Brutal doom works just fine, finished the whole megawad in its entirety with BD v21 + ProfessorExistential's weapon and enemy additions.
The new animation for the fist throws off timing for such a timing sensitive weapon. The environment flashing for the chaingun and plasma rifle is an eyesore, especially in low light environments. The chaingunner's attack animation also sort of gives off the impression of firing twice as fast. the first two issues are really the most important here but I really hope these can be solved in a future revision.
Pretty good campaign. Most of the maps are good, some of them are mediocre, some of them are terrible (map 28 for example). Although i don't appreciate creator's dishonesty about compatibility with other gameplay overhaul mods. I finished the entire megawad with Brutal Doom V21 + Moddb.com + Moddb.com and a bunch of other mods slapped on top of it (minor stuff that shouldn't cause any problems to begin with) , and guess what? I encountered no compatibility problems whatsover.
All the maps were perfectly playable, even the final custom gargoyle witch boss was functioning without any problems (the witch is tough, use rocket launcher and aim for its forehead). So with that being said, the description says that allegedly "mod is not compatible with other mods", but in reality creator is just full of ****, that's all. Play brutal doom, play project brutality, play complex doom, play russian overkill, play whatever the **** else, it will work. Well, at least i can guarantee you that Brutal doom v21 is going to work perfectly fine.
Good campaign, i rate 8,5/10 👍
PS: map 31 is one of the coolest maps that i've seen in a very long time.
Doesn't work with SmoothDoom lol.
It works with Beautiful Doom just fine (which is an improved version of SmoothDoom).
"Although i don't appreciate creator's dishonesty about compatibility with other gameplay overhaul mods"
What are you talking about?! He explicitly stated that it will not break the game but will replace sounds and textures.
Wished that the weapon animations would be in it's own separate mod, it just feels better than smooth doom/beautiful doom i guess, the improved arcs and timing are just chef's kiss
Anyway this wad is sooo fun so far, really kept me hooked with how much the level changes and progresses, and the way puzzles are done here are so intriguing with actual hints being shown i love it sm
anyone out there know if this can be used with beautiful doom??
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I tried it with Brutal Doom, and then I got stuck in Zombiemen poles.
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Freedoom worked with this wad?
While i find it very interesting your approach in trying to make an anti-bd script in a wad full of "doom-format" maps,it was extremely lazy and laughable.
twitching corpses in bd can be easily destroyed and even if they weren't,players can easily noclip. Here,in my opinion,how you should have properly done it:
scatter twitching bodies in every single part of the map.In each map.If you really want to make a wad incompatible with a certain gameplay mod,you gotta work hard on it and go insane.Sure,this would make your wad a bit heavier in size,but it still would be a mere extra number of mbs.
Smooth doom? Will there be a problem?
Smooth doom for all non-registered
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Oh Man , I love this game. This is one of mine and my Dads favorite Doom Games of all time. We play it every December , Goes good with the season and Christmas Time , Thank You For making such a classic... My favorite version is the one on the Unity Port , That's how We found out about it , December of 2020 , We saw a new Addon had come out , And it was this game , We played it that entire month, until it was finished. Good Times...
ultrawide graphics when? not because i have an ultrawide monitor, but because there is a 1 pixel gap with my 16:9 monitor on crispy doom
tbh more easier is to make them 426x200 to 428x200
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