Brutal Doom V21

Download Brutal Doom 20b. Make Doom even more brutal. Brutal Doom is a mod for the original Doom that, after three years of intense development, now offers a much. Nov 12, 2017 - 2 min - Uploaded by UVERkyon exBrutal Doom v21 Download option 1:Brutal Doom v21 Download option 2.

MOD: Brutal Doom v21 Public Beta (November 1st) by Sergeant_Mark_IV Prepare to see the most disturbing, sadistic and morbid manifestation of violence that you ever seen in your life. This is the definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Warning: After you see it, it cannot be unseen! DOWNLOAD MAPS: Congo (MAP01) The Plutonia Experiment by the Casali brothers In The Plutonia Experiment, after Hell's catastrophic invasion of Earth, the global governments decide to take measures against any possible future invasion, knowing that the powers of Hell still remained strong.

The UAC is refounded under completely new management (the old trustees and stockholders were all dead anyway) and aims at developing tools that would prevent demonic invasions. The scientists start working on a device known as the Quantum Accelerator that is intended to close invasion Gates and stop possible invasions. The experiments are carried out in a secret research complex, with a stationed detachment of marines. The work seems to be going well but the creatures from Outside have their attention drawn towards the new research.

A Gate opens in the heart of the complex and unnatural horrors pour out. The Quantum Accelerator performs superbly: the Gate is quickly closed and the invasion is stopped. Research continues more boldly. On the next day, a ring of 7 Gates opens and an even greater invasion begins. For one hour the Quantum Accelerators manage to close 6 of the Gates, but the Hellish army has become too numerous and too strong.

The complex is overrun. Everyone is slain, or zombified. The last Gate of Hell remains open, manned and guarded by a Gatekeeper: a powerful, enormous and ancient demon that has the power to open Dimensional Gates and control or protect them. The government, frantic that the Quantum Accelerator will be destroyed or used against humanity, orders all marines to the site at once. The player, the nameless space marine, was on leave at the beach. He was also closest to the site and gets there first. There he discovers that there is much demonic activity (howling, chanting, machine sounds) within the complex; the Gatekeeper is obviously working on something, and his work would soon reach some awful climax.

He also realizes that when the marines arrive, they would not be able to penetrate the heavily infested complex, despite the firepower and support they will have. The marine decides to enter the complex and stop the Gatekeeper alone.

MORE INFO Purchase via STEAM SOURCE PORT: GZDoom 3.2.x by Graf Zahl GZDoom sports advanced hardware (OpenGL) and enhanced software rendering capabilities. MUSIC - FIGHT_MD - 5. Brothel Massacre (2012) by mr.Thrasher - Dumb Radio EP - FIGHT_SM - 2. Rape A Brainby (2012) mr.Thrasher - Dumb Radio EP.

Personally, I found the footsteps sfx too loud and distracting especially when they did not remain in the center channel. To get rid of them delete the following from the.pak file: (obviously, make a copy of the.pak if you want to change it back later) Found in the. SOUNDS WORLD directory of the.pak - Delete the entire FOOTSTEPS folder Found in the. SOUNDS DOOMGAL folder - The sound file DSFOOF 7zip will open the.pak file to let you do this. (probably winzip/winrar too, but not sure) +5 votes. First I want to preface by saying I like the game, and have been waiting almost a year for it.

All the points I'm going to make below are negative, but it's still one hell of a mod, and I appreciate what you do. • I don't think the pinkys should jump, the imps already jump and it just seems out of place. You now have to manage them a completely different way from vanilla doom. They've become OP. • The sparks that fly out of the end of the shotgun are distracting, make it hard to see where you've shot, and they look like the shot itself, giving the impression of an extremely wide spread. • Some weapon sprites don't pick up properly. • Some weapon sprites glitch up and down on steps.

• I think on 'Rifle Start', the rifle should be the default '2' slot. Because the pistol is not very useful, and it makes it impossible to reach the rifle with one button press. This really bothers me.

• The shotgun iron sights are cool, but I never felt like using it at all because the recoil was so huge. There should be a bonus to using iron sights to compensate for losing time and FOV, not a penalty. • The iron sights on the rifle are cool, but the same problem, and the grey of the sights is too hard to see when firing.

You actually become less accurate instead of more. • I don't know if there's an option in the menu, but at least, I think ADS should be 'hold', not 'toggle' by default. 'Toggle' is usually reserved for slower-paced games.

• Some of the hitboxes feel off, especially when using the pistol, and especially when the enemy is not looking at you head-on. • I don't think there should be any automatic weapon that should blow up a barrel in one hit. It's very risky for the player. I think two hits would be more appropriate. • I think with the berserk, left-click should be regular punching, while right-click should be third-person kill. It feels more natural that way.

• The machine gun should auto-reload the under-barrel grenade. • With all the twisted metal and ridges, the super shotgun looks more like an exotic alien weapon than a good ol'-fashioned boomstick. • The ammo menu shouldn't be made available by scrolling through weapons. It's always an unwelcome surprise. Dedicate a button to it, since you're only using it in quiet times anyway. • The green blood from Hell Knights and Barons of Hell isn't clear enough in some situations. While firing at the head with an assault rifle, you sometimes can't tell if you're hitting.

• The fade-in from black at the start of each level is a little much. There are many levels that start with being attacked, and now you're blind while it's happening. • Music doesn't play properly in menus. • Enemies who are still alive, but blown apart, they'll stay frozen, with their sound file glitched, until the player can see them clearly.

Then they'll scream, run around, and die as normal. Also: • Berserk packs still inform you that pressing [R] will let you cycle between execution modes. • Many of the corpses aren't destructible. I don't know if they should be or not, but a Cacodemon's corpse is quite tall and can obstruct vision. A way to destroy it would be nice. • The default “use” key is probably too commonly used to tell teammates (bot allies) to follow/unfollow. I was endlessly wondering where they were, because I'd accidentally told them to wait while pressing a switch or opening a door.

• Once you've changed all weapons to using reloading, or not using reloading, you've no indication of what it's now set to. You have to go back to the game to check. • Once you've changed all weapons to not need reloading, their clip still shows up on the alternative HUD, needlessly cluttering it with useless information. It would be nice to have a setting which *only* shows total bullets, shells, rockets, and cells in the right corner.

• Also, even with reloading off, the total number of that type of ammunition displayed won't update until the fake clip thing is empty, even though you're not using reloading. • Pinkies still have their new AI and attacks, even after you turn them off, the only difference is that they're now *much* slower. • I think even after turning off new AI, you could speed up the pinkies a little. I think they're too fast with new AI on, and too slow with it off. • Just a crazy idea, but it would be cool to have a 'Reload All' button, which cycles through all your not-fully-loaded weapons, and reloads them all to capacity, then returns to the original weapon you had equipped. All with one button press. • You can't pick up rocket launchers.

• With the mouse button held down, every 10 shotgun blasts gives you one faster one. • This is going to sound kind of strange, but I think it's important for all the weapons to have a sort of warm, familiar feel. A comforting appearance, sound, and animation. I personally find some of the new weapon designs just aren't as satisfying as they used to be. Three examples are the shotgun, SSG, and chaingun.

Just a personal feeling. • The particles that are supposed to rest on top of the lights actually rest about 15cm above them. • A lot of sounds continue on for even several seconds after they should have ended. Footsteps are particularly distracting.

• The player image in 'Player Setup' is glitched. • The size of some of the larger demons, like the Spider Mastermind on Dis, causes them to glitch into and get stuck in the geometry.

• As I suspected before, the hitboxes are definitely off in some cases, particularly Barons of Hell and Hell Knights. • The lava still burning you while you're wearing the suit is a more prevalent problem than I first realised. I think it results from the new lava splash feature, and even burns you when walking down steps.

• The sound effect for putting on the suit doesn't seem as appropriate as, say, a simple zipping noise. • When using ADS with the shotgun, (maybe only with reloading off), occasionally an additional pump action will be required, instead of a shot, and it will take you out of ADS. I think this is essentially the same as the every-10-shots-one-fast-shot problem. • When you don't have any ammo left in a gun, and you start firing, it will automatically switch to another weapon and start firing. I think you can see why this could be problematic. • Not really a Brutal Doom problem, but SSAO kicks in too late when walking around a corner.

• I think this is because I turned off new enemy AI, but the shotguns dropped by shotgun guys give you 8 shots each. I think this could be safely knocked back to 4. Also rifle guys' rifles give you 10. I think this could be doubled to 20, but it's your call as always. • Your teammates (bot allies) can climb higher ledges without jumping than you can, allowing them to wander off into areas you can't access.

• Some effects, in particular from torches, go through walls. • At the risk of sounding like a pussy, the finding-a-secret sound file is a little too creepy. I think it should be something more positive. • Realised that the bug where every ten shots with the shotgun results in a faster shot, is a side effect of your 'no reloading' feature. Would be nice to have better support in the game for that feature. • Would be nice to have some kind of benefit to having a berserk pack, even without fists equipped.

In the harder levels, it's a big ask for a player to put away all weapons, thus berserk never actually gets used, despite being really cool. • Just personal preference maybe, but the rocket launcher smoke effects perhaps obscure a little too much. • Lost Souls are perhaps a *little* too aggressive. It's absolutely nuts right now.

• I think pressing 'X' should toggle dual-wielding. Once you're already dual-wielding, pressing 'X' does nothing. • Certain maps that have received the makeover treatment, while looking nice, are *way* too dark.

• You should be able to clip through enemies who are already in their dying state. • I don't exactly have a solution, but there needs to be a way to see switches which are behind blood splatters. • Enemies seem to have trouble seeing you from relatively small anges sometimes. Doom 2 - The Focus showcases this problem right at the start. • The doors/walls don't seem to open to initiate the second stage of Dead Simple. • There's still some exclamation mark sprites floating around, in particular in your Twilight Descends map. I don't know if that's intentional or not.

• Your teammates (bot allies) seem to get stuck in the geometry a lot, teleporters seem particularly troublesome. • Your teammates (bot allies) block your shots when they run in front of you, which they do a lot. • While the meat hooks are cool, getting hurt by them isn't that fun. • Some shotgun guys seem to stay alive (or at least upright) in their dying-but-still-firing-handgun state for a very long time. I don't know if this is intentional, but I think they should die automatically after a while. • Does the [Q] kick become superpowered when the player has a berserk?

• How about if you're using 'No Reloading' mode, pressing [R] makes you do the berserk grab if you have a berserk? • And if you *are* using reloading, pressing [R] will do the berserk grab if you have a berserk, and a full clip? • There doesn't seem to be an ammo count for the Revenant missile launcher on the alternative HUD. • There's definitely some problems with head hitboxes.

• Torches leave coloured orbs of light behind them every 2 metres or so when moving. • Accidentally blowing up dozens of rockets lying on the ground, which you didn't put there yourself, isn't very fun. Thanks for the great update! Crazy good stuff in there! The bug mentioned by naryanrobinson at the end of his first post is really the number one issue for me currently.

Killing zombie enemies with explosives while they are out of sight happens frequently. It is REALLY annoying when they are in hard to reach places and their pain sound gets looped until they finally see you and end their animation. Also please make sure your customs menus are safe for different aspect ratios and resolutions. In 640x480 for example menu entries ('Brutal Doom Options') or the cursor (in Game Mode Selection) overlap the screen space.

This looks quite unprofessional. Tested with GZDoom 3.2.1. Fantastic as always! The map enhancements are excellent, they really make levels feel more 'lived in' and real. I've now completed the entirety of the Doom II campaign, and here's the last of the issues I encountered: (Once again using Zandronum) -Tank key control info doesn't display long enough to read on entering -Tank controls are a nightmare and it's virtually impossible to make it go anywhere -Pistol and SMG ammo is very rare; maybe have troopers armed with SMGs?

In a nutshell: ‘s familiar (iconic?) Icon Of Sin battle re-purposed into the very image of heavy metal excess; No longer just a wall texture, the monster bobs and sways, protruding out from a wall of giant intestines surrounded by torrents of blood pouring into the arena, all whilst the player gracefully extends a middle finger on each hand. It’s been nearly two years since this juggernaut of Doom modding saw a major release, with its creator taking some time off to in the interim. Missing Halloween by just one day, this week saw the release of version 21 (albeit in beta form) and it feels like a milestone in its transformation into something almost entirely new, and distinct from both Doom of 1993, and Doom of 2016. The change-log for the newest version of Brutal Doom is large enough to make repeating it here an exercise in foolishness, but the key changes are your usual sack of graphical upgrades, a handful of new guns (including a particle-spraying automatic shotgun), a dual-wielding system and an interesting focus on optimisation. No longer will even decent gaming PCs creak at trying to render the smoke and blood effects, unless you really overdo it. Probably the most interesting addition this version is a map-altering scripting system that allows the mod to (optionally) remix classic levels, adding new details, areas and even vehicles.

You can disable these changes if you see fit, but the changes are interesting for the most part. Most heavily over hauled are the city levels – arguably Doom 2’s weakest point – which have seen a slew of upgrades to make them look more city-esque.

Funny how an open-air corridor starts to look like a street with just a couple cars and signs. The end result of all these cumulative changes is a faster, twitchier game that feels strangely familiar, having just finished up Wolfenstein 2: The New Colossus. Automatic weapons spray bullets with wild abandon, and enemies are wildly inaccurate when presented with a moving target. It’s still Doom – with elements here from both the original and reboot – but it’s something else as well. A strangely blend of the familiar and the new. If you choose to run the mod through the Zandronum (included in the download – just add Doom2.WAD and you’re good to go), there are a pair of interesting new options.

You can finally swap out Doomguy for Doomgal – new character sprites, shifty-eyed face, voice and all, although no taunts yet – in a rare bit of inclusion. There’s also the option to play a few rounds of deathmatch on all new maps against customised bots.

A little fast and twitchy for my tastes, but I’ve always preferred my multiplayer a bit slower and more tactical. As hefty a package as this may seem, this is still just a partial release of Brutal Doom v21.

The final version is due sometime in December, and will not only include scripts to remix more of Doom and Doom 2’s classic maps, but a full game-length campaign of its own – Extermination Day – which will lean further into the pseudo-tactical shooter angle of the mod. Dkz Studio 0 91bit. We saw an early version if it released with version 20, but the developer reports that a huge amount of work has been poured into it since its last iteration. You can grab. While a retail copy of Doom 2 is ideal if you want to experience all the remixed maps, the mod is designed to be fully compatible with, so if you’re one of the five people on earth who don’t own this pillar of PC gaming, you can still enjoy the subtle joys of defenestrating demons. Galahandhi says: BD’s pretty great. It’s boss fight, however, is some grade-A bullshit.

On the surface it seems fun, and for your first few attempts it will be, but the more you try to beat the level, the more you realize your only strategy is to stand perfectly still in one of its blindspots hosing it down with the dual plasma rifles, while occasionally breaking off to mop up the hordes it spawns. The fight is very well presented, but when you boil it down, it’s less engaging than the original Icon of Sin.