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SUMMARY
1 - Step-By-Step Installation.
1.1 - Setting up the sourceports and installing the base game.
1.2 - Installing Brutal Doom.
1.3 - Setting up a skins folder.
2 - Common installation bugs and how to fix them.
3 - Brutal Doom features explained.
3.1 - Gameplay Balance.
3.2 - Skill levels.
3.3 - Classes.
3.4 - Map Enhancement System.
4 - Combat Manual.
4.1 - New abilities.
4.2 - Melee, executions, and stealth takedowns.
4.3 - Firearms.
4.4 - Heavy Weapons and Vehicles.
5 - Suggested maps to run with Brutal Doom.
1. STEP-BY-STEP INSTALATION:
Installing the sourceports are all the same, it's basically a ZIP file that needs to be unpacked.
After you un-zip the file, go to the directory that you have the original doom games installed and
copy and paste our DOOM.WAD/DOOM2.WAD files into the sourceport folder.
If you did everything correctly, you can start the sourceport and play the regular game. The
sourceports usually come installed with the default Doom controls (moving with arrow keys,
unable to look up/down, no keys assigned for jumping). If you are playing the Extermination Day
pack, all controls are already configured to a modern setting.
First of all, go to Options > Mouse options and enable mouselook. Go to customize controls and
map your keyboard how you want (movement in WASD, crouch on Ctrl, jump on SPACEBAR,
Open Doors with E, etc.) Also, make sure that you have assigned a key for alt fire (preferably,
Right Mouse button). This key is required to use the weapon's alt modes (rifle iron sights,
plasma shotgun, minigun spin, etc.)
Now, copy and paste Brutal Doom's .pk3 file into your sourceport's main folder. There are two
main methods of running it.
You just select BD's pk3 file, hold your mouse button, drag it over the sourceport executable,
and release it. You can also select multiple files (such as new maps to run with it). Windows will
give you the option to run the sourceport with the file automatically.
2) The .bat file method:
As you start filling your sourceport folder with more mods, dragging and dropping will start
becoming annoying. So you can make an executable that runs the mod directly. Open your
notepad, and type the following:
@echo off
start zandronum.exe -file brutalv21.pk3
Now go to "Save As.." and save the file as a .bat file instead of a .txt. Put it inside the sourceport
folder, and you got an executable to always run the sourceport with Brutal Doom. This method
can also be used to run multiple files (such as maps and addons) by using multiple -file
commands separated by commas. In this example, you can run Brutal Doom with Doom 2
Reloaded and the Doom Metal Volume 5 mod.
@echo off
start zandronum.exe -file brutalv21.pk3 -file d2reload.wad -file DoomMetalVol5.wad
Always make sure the files are in the same folder, file names are correct, and you are specifying
the extension of the files.
A Skins folder will contain files that are meant to be always loaded no matter what, such as HD
textures, HD sounds, and stuff like that. You just create a folder called SKINS in the same
directory of your sourceport. Files will be loaded in alphabetical order. Never put any files that
contain any kind of code on this folder, as it will cause bugs. It should only be used for sound/
music packs, and multiplayer skins.
Recommended files:
Perkristian's HD sound effects: (improves the quality of all stock Doom sound effects)
https://www.doomworld.com/vb/wads-mods/58879-the-hi-res-doom-sound-pack-is-updated/
Doom Metal (replace the songs of all regular Doom levels with instrumental remakes)
https://www.moddb.com/mods/brutal-doom/downloads/doom-metal-soundtrack-mod-volume-4
IDKFA (replaces the songs of the first game by professionally-made metal covers. This only
works on the first game.).
https://www.moddb.com/mods/brutal-doom/addons/idkfa-doom-soundtrack
GZDoom does features multiplayer, but it's extremely limited as it can go out of sync easily, and
only works on a P2P architecture (this means that all players must be connected when the
game starts. There is no server, so nobody can join after the game started, not even people who
disconnected).
So the way to go for multiplayer is only Zandronum, as it features client-server architeture which
supports up to 64 players.
A typical Zandronum installation usually comes with Doomseeker also installed. In case you don't have it,
download it here:
https://doomseeker.drdteam.org/
After you get it installed, you need to go to Options > Configure (or just press F5), and go to Engines, and
point out the place of the Zandronum executable.
After that, you are ready to join servers. You can press Ctrl + F to open the search bar, which will allow
you to filter servers by name, or files. In Brutal Doom's case, if you write bd21 on the WADs filter as
shown on the picture, you will browse all avaiable Brutal Doom v21 servers. When trying to connect to a
server that has different files, Doomseeker will automatically try to download them.
To create servers, use the File > Create Servers option. It's pretty easy to do from there, you will probably
only have a problem if your modem has an integrated router, which will require you to Port-Forward it.
Since this works differently to each router, I can't help you.
Alternatively you can contact the TSPG group and ask them to host a server for you. It's free.
Main site: https://allfearthesentinel.net/
Discord: https://discord.gg/N865WDs
2. COMMON INSTALLATION BUGS AND HOW TO FIX THEM:
The issue: The camera and lightning looks weird, everything stretches out when I look up/down, the
blood spots are flat, there are no dynamic lights/flashlight doesn't works, translucent sprites are
weird.
The solution: All of these aforementioned features are only possible by the 3D acceleration
features of the engine. The lack of these features means you are running the engine in the
software mode, not the OpenGL mode. To fix this, go to Options, Set Video Mode, and change
your rendering mode from "Software" to "OpenGL". You will have to restart the game for it to
take effect. Some extremely old computers won't be able to run in the OpenGL mode and you
will be stuck with the software mode.
The solution: Go to Options > Display Options > OpenGL Options, Preferences and set
"Adjust Sprite Clipping" to "Always". This bug happens because the game has sprites cented a
bit under the floor line, but the OpenGL render fails to render things which are beneath the floor,
so you need to enable this option so it can adjust the sprites to a more natural-looking position.
It's a pretty common sourceport issue which not only looks ugly, but also can ruin your
experience by making headshots more difficult as enemies will look shorter than what they
actually are.
The issue: Sound effects are way too loud, and there is a lot of clipping.
The solution: Go to Options > Sound Options, and reduce the volume of sound and music,
and increase it on your speakers/phones. Brutal Doom has been developed since the days of
the old sourceport Skulltag; while using this sourceport, sounds played much lower in-game,
and had to be adjusted to a certain pitch. Updates on the GZDoom sourceport have changed
the way the engine handles sounds, and these old sound effects starts acting weird.
The issue: Everything looks blurred, it's like if everything was covered in vaseline.
The solution: Go to Options > Display Options > OpenGL Options > Texture Options, and
change the Texture Filter mode. Ideally, you should play it with it disabled, because this filter
makes everything blurred.
If you want to make things look more "HD" without making it look like a giant demon wacked over
everything, you can try checking the "High Quality Resize Mode" under the same sub-menu. This filter
scales everything up, and then scales everything down again. Some people find this more attractive,
others find it absolutely disgusting and whoever invented it should be punished. But it's up to your
personal preferences. but beware; this filter may cause a lot of lag on your computer. If you don't have at
least a GeForce GTX 650, this filter is not even worth checking.
The solution: First of all, check the above section and make sure you have HD filters turned
off. Also try reducing your resolution (it's still Doom after all, you really don't need to play it on
1440p, try reducing it to 720p, or 480p). There are also options to turn dynamic lights off on
OpenGL. If the amount of gibs seems to be the issue, go to Brutal Doom Options, and reduce it.
The issue: I am trying to play it with a controller but the camera keeps spinning all the
time.
The solution: Go to the sourceport's controller options and make sure you are using the
correct controller type. Both GZDoom and Zandronum supports either Xinput or Directinput
controllers, but if you leave both options enabled, there might be some conflicts depending on
the model.
The issue: I am trying to host a Zandronum server, but the weapons disappear when
picked up and the players end up with not enough guns to fight the enemies.
The solution: Brutal Doom uses a different script for weapon placements, and they are treated
as regular items. The benefit of it is that players are able to pick up weapons in multiplayer just
like in singleplayer (that means still picking up the weapons again to get their ammo). Make sure
sv_itemrespawn is set to 1. BFGs are treated as "big powerups" and have a longer respawn
time, and and sv_bigpoweruprespawn needs to be set to 1.
Armor also became more effective. On Vanilla Doom, Green Armor absorbed 33% damage, and
Blue Armor absorbed 50% damage. Now in Brutal Doom, Green Armor absorbs 50% damage,
and Blue Armor absorbs 75% damage.
Old guns no longer become obsolete as you acquire new ones. Every weapon from the original
game has been refined and perfectioned to be a useful tool: you are able to pick up previously
unavailable weapons from dead enemies such as the Mancubus' flame cannon, or the
Revenant's homing missile launcher. You also have access to weapons previously planned in
the original game but cut in the final version such as the assault rifle, sub-machine gun, and the
Unmaker.
In section 4 of this manual, there is a detailed guide on the weapons, their damage, best uses,
etc.
All regular skills from the original game are still present (Not Too Rough, Hurt me Plenty,
Ultraviolence, Nightmare), and new ones have been added to spice up the game. For your first
gameplay, it's recommended to go with Hurt Me Plenty or Ultra-Violence, and only use the
following skill levels on a secondary playthrough.
Power Fantasy: A super easy skill level which spawns just as many enemies as in Ultra-
Violence. You take 75% less damage from everything. This mode is recommended for extremely
hard megawads such as Hell Revealed 2, or when playing on a phone.
Black Metal: A skill meant to make the game faster. Literally on every aspect. You take 50%
more damage, but you also move 25% faster and your guns no longer need to be reloaded.
Realism Mode: Exactly what you would expect. You take 900% more damage, and enemies
take 200% more damage from your weapons. An enemy can get close enough to put its claws
on you? You are dead. A point-blank shotgun blast? Not even armor will save you. If you have
full health and combat armor, you may be able to survive an imp's fireball or a burst of machine
gun fire leaving you with the armor completely destroyed and with 25% health left. Ammo also
becomes way more scarce. Explosive weapons become especially more dangerous. It becomes
very easy to blow yourself up. Grenades have an assured kill radius of 5 meters, rockets will
always kill you if you shoot them too close to the target, and now, their backblast will also kill
you if you are firing it with the back too close to a wall, or aiming way too far up. Every mistake
is punishable with death.
3.3 - Classes.
Classes act like loadouts to provide a better personal experience to each individual player.
Different classes can be selected in an online game, so each player can have their own custom
experience.
Rifle Start - Regular class, the way it was meant to be played. You start with a Rifle, 31 bullets,
an extra mag, and two grenades.
Pistol Start - A more traditional loadout. You start with a Pistol, 16 bullets, 4 extra mags, and two
grenades.
Purist - A completely different playing style for players that would prefer a more traditional
gameplay. Weapons have the original game's skins and brown gloves. The weapons behave
more like the original weapons (no reloading, increased spread, no alt-fires) and they deal a bit
less damage to compensate the fact they no longer need reloading. This mode can also be
played with auto-aim turned on, so you can play the game like the original; without having to
look up/down. People used to ask me why the Purist mode has the ability to throw grenades
and taunt in version 21, it's because some people want to play like that, and if that bothers you,
just unbind these keys and don't use these features.
Tactical - A different gameplay style for those more used to modern FPS games. The player
gains the ability to sprint. You move at 70% of the regular player speed, but when you sprint you
move at 120% of the regular speed but you are not able to use your weapons. Sprinting while
carrying heavier weapons will make you tired faster. In this mode, you start both with the pistol
and rifle.
When combined with the Realism Mode, it can generate a very unforgiving and brutal
experience.
This system will work on almost all IWAD maps (Doom, Doom 2, TNT, Plutonia), and a few other
PWADs such as adding better sand textures and particles to Scythe 2, Epic, and Epic 2. It
makes urban levels more realistic and war-torn, techbases have more machinery, and hellish
levels looks more evil and disturbing. The jungle levels of Plutonia have trees and plants. Some
levels even have new enemies. Some Doom 2 levels have new exit routes (Map13 Downtown
and Map16 Suburbs) which allows you to access some of the iconic PSX Doom levels (Twilight
Descents, The Mansion, Club Doom, and The Marshes). If you want to experience the maps in
their original form, the Map Enhancement System can be disabled on the Brutal Doom Options.
You must disable it before you start the level.
3.5 - Customization Settings
You may have noticed that when bringing up the main menu, there is a big new options menu
called Brutal Doom Options. This menu allows you to modify many CVARs (console variables)
to modify the gaming experience. Most of them are self-explanatory, but here I am going to list
the most complicated-sounding ones.
BD Performance Options
Engine being used: This is the first thing you will notice on this menu. This option exists
because unlike Zandronum, GZDoom can't handle client-sided CVARs at all and all cosmetic
options need to be remapped to a server-side CVAR. You use this option to tell the mod which
engine you are using, so the scripts can select between the two different CVARs available
(client-sided for Zandronum and server-sided for GZDoom). So if you are playing on
Zandronum, set it to Client. If you are playing on GZDoom, set it to Server and never touch
this option again.
Among other options, you can disable footstep sounds, disable new enemies and new
weapons, revert rescuable marines back to Blurspheres, make rocket ammo shootable,
enable/disable reloading, choose different HUDs, and more.
NOTE: You can select the player's gender to male or female, using the menu or the gender
CVAR (gender 0 for male, gender 1 for female). This should change the player's voice, and
mugshot to a female version. But due to a bug in GZDoom's engine (unnecessary changes in
the HUD code which makes this feature not work) you can only change the player mugshot in
Zandronum. This is currently unfixable unless the GZDoom devs decides to roll back the HUD
code.
4. Combat Manual
Brutal Doom features a set of new abilities that can be performed at any moment by pressing
new buttons. These abilities have their default key bindings, but can be bound to any other key
in the controls menu (scroll down to the end of the key bindings list, and you will find Brutal
Doom's key sections).
In the original game, Melee was pretty basic and only used as a last resort option. Now in Brutal
Doom it has been completely revamped to be a tactical option viable in a series of situations.
Stealth Takedowns
You can perform stealth kills on Zombies and imps by punching them from behind when they
are idle. You don't need to switch to fists, you can perform a stealth kill by pressing "Use" behind
them at any time.
Melee Attacks
Your fists no longer alert enemies like in the original game. Regular fire mode will perform quick
jabs that deals 5 damage. Alt fire will perform a stronger, but slower, cross punch which deals 10
damage and can knock down zombies. You can press alt fire right after a regular jab to perform
a faster cross punch. Pressing and holding fire button right after a cross will perform an
uppercut punch that deals 20 damage.
You can also hold the left fire button to perform a left cross punch, which can also be followed
instantly by a right cross, and then an uppercut.
Pressing the fire key rapidly will do a Jab, Jab, Left Cross combo, which can also be followed by
a right cross, uppercut, and then a kick.
Pressing the Kick key right after a cross or an uppercut will perform a kick to head level which
can deal up to 35 damage and kill a zombie in a single hit, or kill an imp if you already hit it with
the uppercut before.
Executions: After you get a Berserk Pack or a Demon Strength Rune, you will gain
supernatural strength that will last for the entire level*. You will notice that your attacks perform a
much louder woosh sound effect, all your punches will deal 3x more damage, and killing
enemies with jabs will perform an over-the-top third-person execution. These executions will
give you health and/or armor bonus depending of the enemy killed. By pressing the Reload key
you will change to "Smash Mode" which will disable the executions and make jabs smash
enemies normally. Press reload again to switch back to "Rip and Tear mode" to enable
executions again.
Some people believe that the strength buff ends when the red screen tint fades out, but it's not true, even in the Vanilla game the
Berserk pack lasts for the entire level.
Try to memorize the combos and how to get out of an enemy's melee range quickly. An
experienced player can easily take down imps and even Pinky demons with their bare hands.
Grabbing Enemies: When you have Berserk strength and you have your fists selected, you
can press the Dual Wield button (default: X) to grab zombies and imps and toss them at other
monsters (dealing 120 damage, can kill any zombie or imp with a single hit). After you grab
them, you can press Alt Fire to use them as human shields.
Human Shields: When using human shields, you become protected from most kinds of attacks
from the front (except explosives obviously) are able to pull your pistol and fire it until it runs out
of ammo (15 bullets) with the regular fire button. The Alt Fire button will toss the human shield
away.
- The human shield can only can take a limited amount of damage before dying (in a very
gruesome animation of it's head exploding right next to you).
- You can't reload the pistol. Running out of bullets will automatically toss the human shield
away.
- Human shields are specially effective against zombies and imps, as you can safely kill them
without a chance of retaliation, but they become ineffective against bigger enemies as the pistol
and it's limited ammo capacity lacks the firepower to deal them any significant damage.
Deathmatch Tactics: During Deathmatch, players can be knocked down by kicks unless they
are have their fists selected. A knocked down player is unable to move or fire for 3 seconds
which is more than enough time to get killed. You can goomba-stomp knocked down enemies
by simply jumping on them. Depending of what weapons you have and how tight the room is,
selecting your fists and solving things with a good ol' fist fight might be a good tactical option.
Berserker players become pretty dangerous in close quarters as they are able to grab, throw, or
execute other players in a single hit.
Chainsaw
The iconic weapon has been powered up significantly. It can latch on enemies and stun lock
them as you rip them apart. In the original game it was only useful against imps, zombies, pinky
demons and cacodemons. In Brutal Doom, it can stunlock and kill almost every non-boss
enemy, sometimes even Barons of Hell. The downside of this weapon is that you become pretty
vulnerable against other enemies after it latches on somebody. Releasing the fire button is not
enough. If you want to cancel an attack you need walk backwards to force it out of the demon's
guts.
The Alt Fire button performs a vertical attack which requires to be more precise, but will deal
10% more damage.
Note: The chainsaw will not latch on an enemy's metallic parts such as the Arachnotron's legs or
the Revenant's armor and will do very little damage when hitting them in these areas.
Deathmatch Tactics: The chainsaw is no longer a joke weapon to humiliate your enemies,
since the horizontal attack can easily latch on players and kill them without any chance of
escaping. The weapon is specially useful in Free-For-All games when you can approach two
players from behind who are busy strafe-running and shooting each other and kill them without
notice. If a chainsaw player is running into you and you don't have a weapon powerful enough
to one-hit-kill them, such as the Super Shotgun, your best chance is trying to knock them down
with a kick. Hide behind pillars or corners and wait for other players to pass by and jump at them
with your chainsaw is also a good tactic.
Fireaxe
A rare melee weapon dropped by zombie civilians inspired in the Doom RPG series. Unlike the
chainsaw, it's a silent weapon and can be used to kill demons that wandered away from it's
group without alerting it's friends. The fireaxe is a devastating weapon; dealing 90 damage per
normal attack or 180 when you have Berserk strength. It's especially effective when aimed at
the head.
While a chainsaw is great for killing individual enemies, the axe is better for dealing with big
crowds. Unlike the chainsaw, using an axe against a Baron of Hell and specially a Mancubus is
a really bad idea but it can deal with a horde of Pinky demons with more ease.
4.3 - Firearms.
Basic weapon, it can be dropped by pistol zombies. It can be dual wielded but it becomes way
less accurate and has a higher reload time. Usually useful as a last resort weapon or to kill
zombies with headshots.
Alt fire: Performs a quick melee attack by punching the enemy with the muzzle of the gun.
Effective against zombies, imps, or pushing pinky demons away.
Trivia:
- This weapon was removed on version 2 and re-introduced as an optional loadout on v20b, and added as a regular that can be
found in-game by killing pistol zombies on v21.
- Some people asked me to do a "pistol whip" attack commonly seen on movies, but in reality, this kind of attack is ineffective, can
damage the gun and break parts of the firing mechanism, and real-life military personnel are instructed in case of needing to use a
pistol as a melee weapon to "punch" it with the muzzle, so the gun doesn't get damaged, and you keep pointing the gun at the target
all times.
- The original game used a M9 Beretta to model the pistol. On 2017, John Romero publicly released unused frames of the pistol
which are currently used for the reload frames.
Sub-Machinegun
Ammo type: Pistol bullets. Capacity: 40+1 (40 per mag, one in the chamber).
Damage: 12. Spread on hip fire: 3.5 degrees, cone.
Spread on aiming down the sights: 2 degrees, cone.
Can be Dual Wielded: Yes. Spread when dual wielding: 6 degrees horizontal, 4 degrees vertical.
Fire Rate: 700 per minute, 1400 on dual wield. . (140 damage per second, 280 when dual wielding)
A decent weapon for killing small enemies it can be dropped by SMG zombies. It has relatively
good accuracy when dual-wielded when compared to any other weapon. Dual-wielding SMGs
can be devastating and can easily stunlock anything but this will drain your bullets pretty quickly.
When fighting hordes of imps and zombies, always aim for the head.
Alt fire: Aims down the sights. Can't aim down the sights when dual-wielding.
Trivia:
- Doomguy is seen holding this weapon on the cover of the original game and firing against demons. Unfortunately, the weapon
never made into the original game. Alpha builds had sprites for it.
Shotgun
Ammo type: Shells. Capacity 9+1 (9 on the mag cap, one in the chamber).
Damage: 13 per pellet, 9 pellets (max of 117 damage). Fire Rate: pump-action
Spread: 2.5 degrees, cone.
Hip-Fire: 75 shots per minute. (146 damage per second)
Slam-Fire: 105 shots per minute. (204 damage per second)
Can be Dual Wielded: No.
The powerful blast usually stuns most monsters and makes them cancel their attacks. It can one
shot a Lost Soul, or two-shot a Pinky demon. When fighting against larger enemies, aiming at
the head is recommended.
Alt Fire aims down the sight which provides a bit of zoom but no accuracy change. Instead, by
holding the fire button you can slamfire it, which makes aiming a bit more difficult but can do a
lot of damage in little time.
Unlike in the original game, the shotgun does not get obsolete when you find a SSG. It still is a
better choice for long range confrontations and ammo scarcity scenarios, since it deals a higher
DPS.
Deathmatch: A shotgun blast can deal over 100 damage and insta-kill an unarmored player if all
pellets hit. Aiming at an enemies center of mass, it's guaranteed that you can kill a player from a
distance of 400 map units (about 12 meters). So in a map with shotguns it should always be
your priority to find armor right after you spawn (no need to be a full armor set, even armor
shards will be enough to prevent you from being insta-killed).
Trivia:
- Unlike in video games, Shotguns are very accurate in real-life, and a buckshot can easily kill a person from a distance of 50 meters
or more. Besides being one of the first video games to feature shotguns, Doom had a shotgun more realistic than 99% of FPS
games made nowadays.
Super Shotgun
Ammo type: Shells. Capacity: 2
Damage: 13 per pellet, 18 pellets (max of 234 damage).
Extra damage at point-blank range, can insta-kill small enemies, the pellets pierce through them
and hit enemies behind them.
Fire Rate: break-action, 39 shots per minute. (153 damage per second)
Spread: 7 degrees horizontal, 3 degrees vertical.
Can be Dual Wielded: No.
A point-blank range blast is powerful enough to knock down a Mancubus on it's ass, kill two
Pinky Demons, or insta-kill a Revenant or Cacodemon. A single headshot can insta-kill a Hell
Knight or a Mancubus, with two headshots you can kill a Baron of Hell.
After firing it you can immediately switch to another weapon and skip the reload sequence.
When you switch back to it, it will immediately reload by just playing half of the animation. It's a
good technique to fire the SSG and then immediately press 3 to switch to the regular shotgun
and continue firing.
Alt-Fire: Fires a single barrel at time, doesn't give you the point-blank range damage bonus.
Usually useful for killing lost souls that get in the way during a large fight.
Deathmatch: A shotgun blast can deal over 100 damage and insta-kill an unarmored player if all
pellets hit them. Aiming at an enemies center of mass, it's guaranteed that you can kill a player
from a distance of 400 map units (about 12 meters). So in a map with shotguns, it should
always be your priority to find armor right after you spawn (no need to be a full armor set, even
armor shards will be enough to prevent you from being insta-killed).
Assault Shotgun
Ammo type: Shells. Capacity: 20.
Damage: 11 per pellet, 9 pellets (max of 99 damage).
Fire Rate: 300 rpm . (495 damage per second)
Spread 4.0 degrees, cone.
Can be Dual Wielded: No.
A powerful shotgun which can fire at rapid succession, and still be pretty accurate. Deals less
damage than other shotguns for having a shorter barrel. Has some mild recoil. It eats through
ammo pretty fast and should only be used in late game when the player is able to carry 100
shells.
Alt Fire aims down the sight, which provides a bit of zoom with no accuracy change, but
reduced recoil.
Since it is an open bolt weapon, reloading while there's still ammo left won't give you the +1
ammo effect.
Deathmatch: You can't one-shot kill players with this gun, though given how accurate and how
fast it fires, it's not difficult to kill enemies pretty quickly. If this weapon spawns it should be
treated like a high priority.
Assault Rifle
Ammo type: Rifle Bullets. Capacity 30+1 (30 on the mag cap, one in the chamber).
Damage: 25. Fire Rate: 420 rpm (125 damage per second)
Spread: 1 to 4 degrees on hip fire, cone. 1 degree when aiming down the sights.
Can be Dual Wielded: Yes. Spread: 8 degrees horizontal, 3 degrees vertical.
Fire Rate on Dual Wield: 1050 rpm (350 damage per second)
The Space Marine’s bread and butter, and the starting weapon. Due it's long barrel it's a very
accurate and powerful automatic weapon. Works better against small enemies.
This weapon has an unique mechanism when firing from the hip. This weapon becomes more
inaccurate when firing for longer bursts so it's always recommended to fire it in short bursts of 4
or 5 rounds.
Aiming down the sights allows to shoot on full-auto without having increased spread.
Dual-Wielding is a more viable early game option when you need more firepower to deal with
enemies at close range but you still haven't found a Minigun.
Deathmatch:
Trivia:
- In the early concepts of the game the player was supposed to carry a rifle instead of a pistol as starting weapon.
Mini Gun
Ammo type: Rifle Bullets.
Damage: 16. Fire Rate: 1050 rpm (280 damage per second)
Spread: 5 degrees, cone.
Can be Dual Wielded: No.
Wrongly named in the original game as "Chain Gun" (a totally different kind of weapon) this gun
behaves more realistically in Brutal Doom; having a fire rate high enough to literally shred
enemies to pieces. Since it has shorter barrels, the bullets will deal less damage than if they
were fired from a rifle or machine gun. This weapon doesn't need to be reloaded as the ammo
belts can be connected on the fly with the ammo belt links. Besides consuming a lot of ammo,
the Mini Gun is without any dispute the bullet-based weapon with the highest damage per
second in your arsenal and the perfect choice when you are sure everything in the room needs
to die.
Alt Fire keeps the barrel spinning so you can fire the weapon in short bursts but it will make
noise and alert enemies of your position.
Deathmatch: A Mini Gun canmake a player pretty much unstoppable at middle range.
Machine Gun
Ammo type: Rifle Bullets.
Damage: 20. Fire Rate: 700 rpm (233 damage per second)
Spread: 4 degrees on hip fire, cone.
Can be Dual Wielded: No.
Alt Ammo Type: Rockets.
Damage: 150 on impact, 100 on splash damage, 300 radius (250 max damage).
The Machine Gun sits among the rifle and the mini gun. It deals as much damage per bullet
than a rifle and doesn't require reloading, but lacks the rifle's great accuracy or the mini gun's
pain-locking capabilities. This weapon is more appropriate for fighting groups of mixed mid-tier
and low-tier enemies.
The alt-fire fires the underbarrel grenade launcher attachment, which uses Rocket ammo. The
weapon was not designed to fire this kind of ammunition, but it can fire it anyway. The reload
animation of the grenade launcher will not play immediately after firing it, instead, the player can
continue to fire the main gun right after firing the grenade and wait until it reaches a safe
position to reload it by either pressing the Reload key or the Alt-Fire key again.
Trivia:
- A Machine Gun was supposed to be included in the original concept of Doom. Some Alpha Builds even featured sprites for it
which were used as base to make the weapon's sprite.
Rocket Launcher
Ammo type: Rockets. Capacity: 6.
Can be Dual Wielded: No.
Damage: 300 on impact, 100 on splash damage, 150 radius (400 max damage).
Fire Rate: 110 rpm. (735 damage per second, 550 on armoured targets)
Actual Fire Rate (with reloading being counted) 84 rpm.
The standard Space Marine light anti-tank weapon, carries 6 rockets in a rotary drum mag.
This weapon's blast is powerful enough to knock down a mancubus on it's ass, making him an
easy target for a second finishing rocket.
Cacodemons can be killed in a single hit, but they might try to evade the rockets.
When fired, this weapon produces a powerful backblast which can hurt the player if near a wall
and can be used to kill enemies trying to attack from behind.
It's always important to make sure you have enough room to fire this weapon. The backblast
can also lit trees and tall grass on fire, or destroy nearby explosive barrels and kill you.
The backblast will only damage you if you are directly touching the wall. In realim mode, the backblast becomes
realistic, and you will certainly die if you have any wall closer than two metters from your back.
Grenade Launcher
Ammo type: Rockets.
Can be Dual Wielded: No.
Damage: 150 on impact, 100 on splash damage, 300 radius (250 max damage). 50 on Alt-FIre.
Fire Rate: 43 rpm. (179 damage per second, 71 on armoured targets)
In the lack of a proper launcher, the versatile UAC Rocket Ammo can be fired from a grenade
launcher of the same caliber. Part of the ignition fuel is used to fire the warhead like a bullet. By
doing this the ammunition loses most of it's penetration power, but in the other hand, it doubles
the radius of the splash damage and turns it into a great anti-personnel weapon.
This weapon is much more effective against zombies and imps than the Rocket Launcher (since
they have below 100 hp, the blast is guaranteed to kill them at 7 meters of distance). It must
also be noted that flying units takes double damage from splash damage, which makes this a
great weapon to wipe out groups of cacodemons and lost souls.
Unlike the rockets, cacodemons are unable to spot and evade the grenade in time.
The alt-fire makes the grenade have a timed fuse, which will not detonate the warhead on
impact. Instead, it will bounce around walls and will explode after two seconds.
Firing in this mode will deal 50 damage which is enough to insta-kill a zombie if hit on the chest
or head, knock down an imp if hit on it's chest, or kill it if hit on the head.
Unlike the Rocket Launcher, this weapon has no backblast but has a significantly higher recoil
and will even push the player backwards.
This weapon has been removed from production several years ago, and many Space Marine Division Commanders straight out
banning this weapon due so many cases of operators breaking their shoulders, noses, wrists, and in some cases, premature
warhead detonations resulting in several deaths. So finding this weapon in the battlefield might be a rare sight.
Plasma Rifle
Ammo type: Cells. Capacity: 100.
Damage: 45. Fire Rate: 525 rpm. (393 damage per second)
Can be Dual Wielded: Yes. Fire Rate: 1050 rpm. (787.5 damage per second)
An electromagnetic cannon that launches small plasma rings, which on impact, releases plasma
gas at temperatures beyond 10,000 degrees celsius, burns flesh to the bone, and makes
awesome deaths.
The "Plasma Shotgun" alt-fire charges up the gun for 1.14 second and unleashes a volley of 11
plasma balls, dealing a total of 495 damage if all projectiles hits, and then, requiring another
1.31 second to cool down before firing again. This mode can't be used when dual wielding.
When dual wielding, the weapon can deal massive damage, but has large spread of 8 degrees
horizontal, 3 degrees vertical.
Railgun
Ammo type: Cells (uses 10 per shoot). Capacity: 50.
Damage: 400 (direct impact), 100 (wall explosion), 100 (penetration behind the wall).
Fire Rate: 36 rpm. (300 damage per second)
The Space Marine standard heavy anti-materiel weapon. It works pretty much the same as the
Plasma Gun, but instead of relying on the plasma's hot gases itself, it uses a lot more power to
accelerate one single plasma projectile up to extreme speeds. The plasma ball leaves the barrel
at speeds of over 20.000 kilometers per second and pierces through enemies like a hot knife
cutting butter. If the projectile hits something hard enough it will explode with the strength
equivalent of about 3 anti-tank rockets. The projectile is powerful enough to pierce walls and
doors of steel.
This weapon works causing three types of damage: Rail damage, explosion damage, and wall
piercing damage.
This weapon's projectile will not pierce a Mastermind, Juggernaut, Tank, or a Cyberdemon, it will
explode on them instead.
Trivia:
- The Railgun is inspired by the same weapon of Quake 3. It was made popular in the Skulltag sourceport.
- Since Brutal Doom was originally intended for Skulltag, the first versions of it had this weapon, but it had been removed since circa 2013. Only
now on version 21 (2018) this weapon is making a return, fully modernized and upgraded. The original version was a simpler version, without
splash damage or wall penetration physics.
This weapon's projectile will not pierce a Mastermind, Juggernaut, tank, or a Cyberdemon.. it
will explode on them instead.
Trivia:
- The Railgun is inspired by the same weapon of Quake 3. It was made popular in the Skulltag sourceport.
- Since Brutal Doom was originally intended for Skulltag, the first versions of it had this weapon, but it had been removed since circa
2013. Only now on version 21 (2018) this weapon is making a return, fully modernized and upgraded. The original version was a
simpler version, without splash damage or wall penetration physics.
The Big Fucking Gun 9000 is an anti-anything gun that fires fucking green mini-stars of death
and fucks up everything. The gun works pretty much the same way as it does in Vanilla Doom,
except the direct hit causes 1200 damage instead of (random 100-800), and there is a splash
damage of 100 in a radius of 400.
The BFG tracers works in the same way as in Vanilla Doom. It fires 40 invisible tracers in front
of you in a 45 degree wide cone. The closer you are to the target the higher are the chance of
hitting the enemy with these tracers. Remember these tracers are fired in a relative to your
absolute position in comparison to the angle the BFG was fired, not your facing angle.
Why the BFG works like that? Nobody knows. Ask John Carmack. You better master how this
weapon works, because some hard maps such as the late levels of Scythe 2 requires you to
abuse these tactics.
Notes:
- The damage dealt by the tracers is way higher than the splash damage of the ball.
- The Splash damage caused by the ball won't hurt the player.
- You don't need to have any kind of line of sight to the ball.
- The ball can explode miles away from the player, and the tracers will still deal the same
damage.
- The tracers have a maximum range of 1024 units (about 25 meters).
BFG 10000
Ammo type: Cells.
Can be Dual Wielded: No.
Damage: 350 on impact, 100 splash damage.
Fire Rate: 265 rpm. (1987 damage per second, 1545 on armoured targets).
The BFG10K works the same way as a Railgun, except twice the size, and meant to fire ten
times as fast. It lacks the penetration power but it's certainly compensated by the high rate of
fire. It can shred tanks like tin cans. The downsides of this gun are the awful warm up time
required to start firing, how it consumes your cells pretty fast, and how easy it is to misfire it into
a nearby wall and kill yourself.
Trivia:
- The BFG10k is inspired by the same weapon of Quake 3. It was made popular in the Skulltag sourceport.
- Since Brutal Doom was originally intended for Skulltag, the first versions of it had this weapon, but it had been removed since circa
2013. Only now on version 21 (2018) this weapon is making a return, fully modernized and upgraded.
Flamethrower
Ammo type: Napalm.
Can be Dual Wielded: No.
Damage: 600 per second.
A flamethrower really doesn't need much explanation. The only thing you need to know about
this weapon is that it doesn't work the way you are used to seeing in movies or most
videogames and is designed to function more like a real-life version.
First of all, this is NOT a short-range weapon. This weapon can toast stuff up to 30 meters
away. The jet of burning napalm falls in an arc so it's recommended to aim a bit higher when
firing away. It's actually pretty dangerous to fire this weapon at close quarters because the
napalm jet can bounce on walls and fall on you.
You can find napalm ammo by killing Mancubi and picking up their arms.
A huge stationary dual auto-cannon. The bullets are powerful enough to shoot down enemy
projectiles. This weapon is really heavy, so carrying and firing it away is impossible. To mount a
Chain Gun you must press the Use Key on it, and press it again to dismount.
This weapon is usually only found in Extermination Day, and in some rare places in Doom 2,
TNT, and Plutonia.
Tank
Hit Points: 2000
Primary Weapon: 150mm Cannon
Damage: 2000 direct impact, 300 splash damage over 500 radius Fire Rate: 18 rpm
Secondary Weapon: 2x 20mm Autocannon Damage: 60 Fire Rate: 525 rpm (550 damage per second)
The standard Space Marine Corps tank is designed to be deployed from space into places with
many kinds of terrain. It is a small, compact, and light vehicle. It is operated by one single pilot
that sits on the left side of the turret next to the cannon, and operates everything with a VR
headset which provides view from an infrared camera at the top of the turret. In case the tank is
destroyed, the pilot is always safely ejected from the cockpit.
Artillery Tank
Hit Points: 1200
Primary Weapon: Quad 40mm Auto-Cannons
Damage: 60 direct impact, 10 splash damage over 120 radius Fire Rate: 1050 rpm (1225 dps)
Secondary Weapon: Missiles. Damage: 1000 on impact, 200 splash damage over 400 radius.
The Artillery Tank is a lighter and faster variation, which is equipped with weapons to provide
anti-aircraft, anti-infantry, and indirect fire support.
Controlling tanks is a bit difficult at the beginning. Turning the mouse only controls the turret,
pressing W accelerates into the base's direction, and not the turret's direction. You must use A
and D respectively to turn the tank's base. If you have played Battlefield before, you might be
more familiarized with these kind of controls.
Since the tank is unable to strafe it is important to position yourself with the base turned to the
side when fighting against cyberdemons. Also keep accelerating/backpedaling to constantly put
yourself away from the cyberdemon's projectile route.
Remember that the tank can rotate it's tracks when standing still. Also it's possible to run over
small enemies.
It's suggested to warp to the Test map (open console and type changemap test) where you can
find parked tanks to practice driving and shooting.
Tanks shows up on some rare places such as a few maps in Extermination Day, Map20 of
Doom 2 Reloaded, and Map 02 of Epic 1.
After you finish Brutal Doom with all the classic games, you might be looking for something else
to play with it. Here is a list of wads that works well with Brutal Doom:
Extermination Day
https://www.moddb.com/mods/extermination-day
A 33 level campaign made by myself to be played with Brutal Doom. Features realistic
environments, apocalyptic cities, and epic battles involving allies fighting alongside you.
Scythe 2
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/scythe2
32 level megawad featuring gothic castles, aztec and egyptian ruins. Gets really hard after level
20, so don't play it on Ultra-Violence.
Going Down:
https://www.doomworld.com/forum/topic/65955-going-down-bug-fix-update-220815/
32 level megawad with an interesting concept: It takes place in an UAC office building, and each
level takes place in a different floor. Also pretty hard.
Epic 2:
https://www.doomworld.com/idgames/levels/doom2/megawads/epic2
32 level megawad themed around ancient egypt and ancient aliens.
Hellbound:
https://www.doomworld.com/forum/topic/59814-hellbound-updated/
32 level megawad with a Post-apocalyptic theme. Going through a ruined Earth, and then into
Hell.
Doom 2 Reloaded:
https://www.doomworld.com/idgames/levels/doom2/megawads/d2reload
32 level megawad which aims to remake Doom 2.
Brutal Doom is meant to basically work with almost every map pack. If you want to combine
Brutal Doom with other weapon mods, look for the Brutal Doom Monsters Only version on
Moddb. If the Brutal Doom Monsters Only version doesn't work with the desired mod, please,
come to the Discord channel and ask around, there are a lot of people there besides me that
know how to code, and maybe it's something simple to fix. So try to avoid pestering other mod
creators to make their mods compatible with Brutal Doom.
CREDITS
Sprites:
Mike12, Captain Toenail, David G, Revilution, Eriance, Perkristian, Dr. Doctor,
DoomNukem, Joey_TD, Das_M, Rafael GoldenWarrior72, Samuel 'Mryayayify' Shank,
Brandon (Keeper), Pa1nki113r, CrucuxDuo, Minigunner, Jekyll Grim Payne, Scuba
Steeve, Ghastly, Vader, Lynn Forest, EletricPulse, Mr. Enchanter, Doom_Jedi, Kamijou,
Kars van Kouwen, scalliano, Tomtefars, Azona, A James, BretArts, 3D Realms, Raven
Software.
Extra Code:
TerminusEst13, Solarsnowfall, Nash, Jekyll Grim Payne
Voice Acting:
Zero X. Diamond (Doomguy)
Black Metal Chainsaw (Female Player)
Tiberium Soul (Marines)
Twitter: https://twitter.com/BrutalDoomGuy
Doomworld: https://www.doomworld.com/profile/10977-sergeant_mark_iv/
Zandronum: https://zandronum.com/forum/memberlist.php?mode=viewprofile&u=203