General notes: Sound propagation bug seems to have gotten fixed, now monsters don't pour out of their closets prematurely. Customizable weapon spawners are a cool thing. Now I don't need to reroll my starts up to a few hundred times to get the proper weapon set. The new smg pickup sprite looks so odd and small. Footsteps cannot be turned off. Enemy footsteps are a huge distortion. A group of woken up zombies or hell kinghts is hella LOUD. Weapon pickup animation cannot be turned off. Good thing that it's skippable, and you can use the weapon right away. Headshot detection system got better (even helping, I would say), though on dying zombies/imps, now I always have to aim lower. Changing health and armor fatality bonuses to demon bonuses and limiting them to 125/125 health/armor is a huge drawback. Imps can now be killed with a single pistol/smg headshot (realism difficulty), which is nice. New kick and weapon animations are well detailed, with cool things like blood splats of proper color. You can switch to another weapon while reloading, which will break the reloading. Uncomfortable for my taste. Reload animation on fully loaded guns can mess up with actual reloading, if you shoot while performing the animation. Offend now works quicker and with some THICC fingers we got. Weapons: Backpacks of fun option is nice, can give you some extra ammo or weapons to further diversify playthroughs. A bug got fixed that actually made berserk much more versatile: now I cannot move while performing fatality, and that, together with the previous point, cuts berserk use tremendously. Berserk now destroys corpses faster, a good thing. Barrel throw animation is dope. Moving with a barrel is now faster. Fixed the "draw quickpistol" bug when pressing "use" with fists, that's a blessing. Axe became a bit less satisfying to use. No more crazy flying heads after throwing the axe is very much disappointing. Shooting two pistols in burst mode spends 3 bullets from one pistol and 2 from another, then leaving you with one functional pistol before reloading. The double smg bug in tactical mode got fixed, though I enjoyed using them. Revolver is now simpler to use, still more powerful than the shotgun (as it should be), but the sprite is a bit dull. The shotgun got nerfed a bit in terms of shoot and reload speed, yet it's still top gun. The new sprite and sound of auto shotgun is just sexy. Limiting rifle ammo to 200, pistol to 100 and grenades to 5 (regardless of the backpack!) is very sad. Rifle seems to be the new OP, with its TREMENDOUSLY increased firing rate in iron sights mode it can now take out freaking cyberdemons across the map. Rifle's underbarrel grenade launcher does not display your rocket ammo if you don't have RL/GL and use "show ammo for available weapons", as I do. Besides, if you throw a quick grenade from iron sights mode and don't have rockets - you will still throw a grenade. But if you use special button (double wield) and have no rockets - in this case you won't throw a grenade (see map08). Sniper rifle is now here - the only weapon I wished was in BD v21. Needs some polishing on the sprite, but overall - quite a good thing! I feel like it deals more damage to fleshy enemies and less - to mechanical parts (arachnotrons and masterminds' lower bodies, revenant armor). Grenade launcher is now finally loaded on pickup, I have to get used to that. Plasma gun cannot fire individual balls, only in bursts of two. I liked using it on individual low hp targets though. Revenants' hellish missile launcher sometimes cannot hit targets point blank, and... it does not alert the sleeping monsters! Enemies: Imp fireballs have become much harder to detect. Pinkies have become WAY deadlier. Recording map08, I have died to their hordes multiple times, just underestimating the threat. Their single attack can now deal 300+ damage, that's crazy! Cyberdemon rockets are now also Tactical mode: Walking, running and turn speed have decreased - this will greatly affect the play dynamic and may be the main reason for me to stay on v21. You now cannot run backwards or sideways (not pressing the forward key). In v21, you couldn't run backwards with rifle, or run at all holding hitlersbuzzsaw. I know this change makes sense in terms of realism (it is tactical mode, after all), but it kills the dynamic even more. Jumpkick no more boosts your speed, which is sad.
@@super_sas04ka69 there is an option that disables that behaviour. At least,it should still be there. I've left the development shortly after leaving this comment lol
Call me old fashioned, but are these guns a little too lethal? I love gory violence like the next perpetually online weirdo, but back in the day we didn’t kill everything in one shot - you had to *work* for that fountain of gore. One shots were a rare feature of luck or skill, and when you gibbed somebody they knew you meant it. Now every space marine just needs a pistol to whack the icon of sin.
Mostly kidding, I think it’s a neat project and I’m excited to try out new mods. You played this very well, too. Just feels odd when juxtaposed with 90s ideas of what ultra-violence was.
@@pattrentalange141 I love the lethality on this difficulty level. Both for monsters, and for you. You can turn it down a little, and then it would actually take more, but the marine himself becomes a bullet sponge. (also, I set blood amounts to minimal, otherwise it obscures the view too much)
Yes, you do need DOOM.WAD or DOOM2.WAD (or any other IWAD). Then, take brutal doom v22 from moddb, and any launcher that can run it (GZDoom 4.5.0 or later, ZDoom 2.8.1, must also work in Zandronum), create a batch file or just drag and drop the brutal doom onto the launcher - and Bob's your uncle!
For a simple setup, download BD v21 from moddb.com, or any BD v22 beta from BD discord server (releases tab). Then, having DOOM.WAD, or DOOM2.WAD in the GZDoom directory, drag-and-drop Brutal Doom pk3 file along with some mapset you want to play (like av.wad) onto GZDoom executable. Keep in mind that BD v22 current beta requires GZDoom version 4.10.0 or higher, while v21 can run on older versions.
@@ungybungy1764 I forgot to mention that BD v22 beta 3 and 4 have an issue opening in GZDoom. Maybe it's fine in Zandronum, but if it doesn't open in GZDoom then open the archive, go to zscript/BD_WCS.zc line 76 (LumpGetInfoInt function) and change return Wads.GetLumpLength(lump); to return 0; Maybe it breaks something, but for me all works fine.
On Windows, I simply run GZDoom via batch file with the following (simplified) text: start GZDoom.exe -file PWAD.wad -file brutal21.pk3 exit With PWAD being the name of any custom wad I want to play. You need GZDoom (or ZDoom) installed, and DOOM2.WAD in its root directory (in the simplest case).
Если запускать через GZDoom - то нужен GZDoom версии минимум 4.10.0, исходный файл (IWAD) оринигального второго дума (DOOM2.WAD), и брутал дум любой версии (идёт одним pk3-файлом). Оба файла можно для простоты поместить туда же, где лежит GZDoom.exe. Для запуска можно просто перетащить pk3-файл на GZDoom, и игра запустится. Я запускаю через bat-файлы. В последней версии, однако (22.3.7), BD не хотел запускаться, и мне пришлось закомментировать некоторый код в Slade, но на такой случай можно просто скачать другую бету.
سلام من فقط عاشق بازی Doom هستم هر یک ساعت یک بازی میبینم حرف نداره عالی من کامپیوتر دارم باید تعمیرات انجام بدم که بعدن بازی Doom انجام بدم اسلحه هاش حرف نداره اصلا بازی Doom یک چیز دیگست مچکرم فدایی داری ازاین ویدئو 💖💖💖💖💖❤❤❤❤😈😈😈😈👍👍👍👍👍👍👍😁😁😁
Shotguner hits you and you take 6% damage, pick up his shotgun: everyone turns into mist. How is this realism? Brutal doom is mad fun but its stupid actually.
@@TheBrutalDoomer Underhalls, red key area. It seems that the weapons are overpowered everywhere thought. I mean no problem, but dont call it realism than... or make the demons hit harder too.
@@S300V The only moment I take damage from a shotgunner in that area is at 3:40, where I receive a 50 damage blast, a standard pellet damage on realism.
Maybe it’s just me? Nothing has changed since V19… it’s the same shit over and over with a new version number. Maybe it’s time to move on to 2016 or something? Remake DooM3 to be an actual successor to DooM 2? Hell I don’t know, but this labor of love is bearing no new fruit.
I would agree that from a developer's perspective this new version is a much greater change, than from the player's, let alone viewer's. But the uprise of views says that people are interested, and I hope that more than just in novelty.
General notes:
Sound propagation bug seems to have gotten fixed, now monsters don't pour out of their closets prematurely.
Customizable weapon spawners are a cool thing. Now I don't need to reroll my starts up to a few hundred times to get the proper weapon set.
The new smg pickup sprite looks so odd and small.
Footsteps cannot be turned off.
Enemy footsteps are a huge distortion. A group of woken up zombies or hell kinghts is hella LOUD.
Weapon pickup animation cannot be turned off. Good thing that it's skippable, and you can use the weapon right away.
Headshot detection system got better (even helping, I would say), though on dying zombies/imps, now I always have to aim lower.
Changing health and armor fatality bonuses to demon bonuses and limiting them to 125/125 health/armor is a huge drawback.
Imps can now be killed with a single pistol/smg headshot (realism difficulty), which is nice.
New kick and weapon animations are well detailed, with cool things like blood splats of proper color.
You can switch to another weapon while reloading, which will break the reloading. Uncomfortable for my taste.
Reload animation on fully loaded guns can mess up with actual reloading, if you shoot while performing the animation.
Offend now works quicker and with some THICC fingers we got.
Weapons:
Backpacks of fun option is nice, can give you some extra ammo or weapons to further diversify playthroughs.
A bug got fixed that actually made berserk much more versatile: now I cannot move while performing fatality, and that, together with the previous point, cuts berserk use tremendously.
Berserk now destroys corpses faster, a good thing.
Barrel throw animation is dope. Moving with a barrel is now faster.
Fixed the "draw quickpistol" bug when pressing "use" with fists, that's a blessing.
Axe became a bit less satisfying to use.
No more crazy flying heads after throwing the axe is very much disappointing.
Shooting two pistols in burst mode spends 3 bullets from one pistol and 2 from another, then leaving you with one functional pistol before reloading.
The double smg bug in tactical mode got fixed, though I enjoyed using them.
Revolver is now simpler to use, still more powerful than the shotgun (as it should be), but the sprite is a bit dull.
The shotgun got nerfed a bit in terms of shoot and reload speed, yet it's still top gun.
The new sprite and sound of auto shotgun is just sexy.
Limiting rifle ammo to 200, pistol to 100 and grenades to 5 (regardless of the backpack!) is very sad.
Rifle seems to be the new OP, with its TREMENDOUSLY increased firing rate in iron sights mode it can now take out freaking cyberdemons across the map.
Rifle's underbarrel grenade launcher does not display your rocket ammo if you don't have RL/GL and use "show ammo for available weapons", as I do. Besides, if you throw a quick grenade from iron sights mode and don't have rockets - you will still throw a grenade. But if you use special button (double wield) and have no rockets - in this case you won't throw a grenade (see map08).
Sniper rifle is now here - the only weapon I wished was in BD v21. Needs some polishing on the sprite, but overall - quite a good thing! I feel like it deals more damage to fleshy enemies and less - to mechanical parts (arachnotrons and masterminds' lower bodies, revenant armor).
Grenade launcher is now finally loaded on pickup, I have to get used to that.
Plasma gun cannot fire individual balls, only in bursts of two. I liked using it on individual low hp targets though.
Revenants' hellish missile launcher sometimes cannot hit targets point blank, and... it does not alert the sleeping monsters!
Enemies:
Imp fireballs have become much harder to detect.
Pinkies have become WAY deadlier. Recording map08, I have died to their hordes multiple times, just underestimating the threat. Their single attack can now deal 300+ damage, that's crazy!
Cyberdemon rockets are now also
Tactical mode:
Walking, running and turn speed have decreased - this will greatly affect the play dynamic and may be the main reason for me to stay on v21.
You now cannot run backwards or sideways (not pressing the forward key). In v21, you couldn't run backwards with rifle, or run at all holding hitlersbuzzsaw. I know this change makes sense in terms of realism (it is tactical mode, after all), but it kills the dynamic even more.
Jumpkick no more boosts your speed, which is sad.
can you climb wall in this mod?
@@joe-jt5ks there is an option in the "extreme gameplay modifiers" section that allows you to do that, disabled by default.
Disculpa. Sabes cómo agarrar los barriles?.. 🙏 gracias y buen vídeo.
@@carlosfernandes8256 You can grab them by pressing "use", but you got to have berserk
Hope you are enjoying it,i'm responsible for the wad compatibility option and customizable weapon spawners : )
Yeah, spawners are decent stuff :)
@ziomccall4085 some short summary in the pinned comment
Why mg 42 spawns if there is certain texture on the map Instead of bfg? It mustn't work this way
@@super_sas04ka69 there is an option that disables that behaviour. At least,it should still be there. I've left the development shortly after leaving this comment lol
Is this available through steam?
2:49 That was fuckin' awesome. Love the vid btw
Love making levels to be played specifically in Brutal Doom. Always Fresh.
Frighteningly good accuracy, true marksmanship!!!
2:48 nice.
Heads up to anyone on consoles, the newest remaster has a mod called boiled doom that's probably as close to BD we will get
Nice Gameplay brotheeer!
that's so professional for version of brutal doom v22 beta :)
2:49 best moment😂😂
Wow. That' really was brutal. Couldn't help feel a bit sorry for the last imp. Just a bit. :D
Your gameplay's satisfying to watch.
No speedrunning, highly skilled. Everything :)
I like how you end the video by kicking a pinky's ass.
27:39 how did you open this area? It never works for me
The door to the pinkies/backpacks/bfg? You must press two switches: one in that room, and one in the room with the cacos and plasmagun.
Doom is good... This is BETTER! Way more fun. Thank you for you hard work.
Sometimes hard indeed, sometimes I just hit record and nail everything... Thanks for watching!
This SLAPS
You play amazing
@@mxn8955 Thanks! New content coming out (almost) daily
All weapons seems OP and the game looks way easier with this mod.
@@nikolakojic652 on realism difficulty, all enemies have half hit points, but you take 7 times more damage.
Why didn't we get this instead ?
Call me old fashioned, but are these guns a little too lethal? I love gory violence like the next perpetually online weirdo, but back in the day we didn’t kill everything in one shot - you had to *work* for that fountain of gore. One shots were a rare feature of luck or skill, and when you gibbed somebody they knew you meant it. Now every space marine just needs a pistol to whack the icon of sin.
Mostly kidding, I think it’s a neat project and I’m excited to try out new mods. You played this very well, too. Just feels odd when juxtaposed with 90s ideas of what ultra-violence was.
@@pattrentalange141 I love the lethality on this difficulty level. Both for monsters, and for you. You can turn it down a little, and then it would actually take more, but the marine himself becomes a bullet sponge.
(also, I set blood amounts to minimal, otherwise it obscures the view too much)
I love it. Make Guns Lethal Again!
How do I get this??!! I love this game!! Do you need to have the Doom game to play this??
Yes, you do need DOOM.WAD or DOOM2.WAD (or any other IWAD). Then, take brutal doom v22 from moddb, and any launcher that can run it (GZDoom 4.5.0 or later, ZDoom 2.8.1, must also work in Zandronum), create a batch file or just drag and drop the brutal doom onto the launcher - and Bob's your uncle!
@@TheBrutalDoomeris there a Mac version of Doom that allows us to play these mods?
@@mikkellkhan241 don't know honestly. I only know that mobile version exists
this is BEYOND EPIC!!!!!! . I love it!!
Kind of a basic question but whats the general process of getting this mod/pack, i'd like to experience it after seeing brutal doom a bunch
For a simple setup, download BD v21 from moddb.com, or any BD v22 beta from BD discord server (releases tab).
Then, having DOOM.WAD, or DOOM2.WAD in the GZDoom directory, drag-and-drop Brutal Doom pk3 file along with some mapset you want to play (like av.wad) onto GZDoom executable. Keep in mind that BD v22 current beta requires GZDoom version 4.10.0 or higher, while v21 can run on older versions.
@@ungybungy1764 I forgot to mention that BD v22 beta 3 and 4 have an issue opening in GZDoom. Maybe it's fine in Zandronum, but if it doesn't open in GZDoom then open the archive, go to zscript/BD_WCS.zc line 76 (LumpGetInfoInt function) and change
return Wads.GetLumpLength(lump);
to
return 0;
Maybe it breaks something, but for me all works fine.
v21 Can you make installation tutorials?
I keep installing errorsXD
On Windows, I simply run GZDoom via batch file with the following (simplified) text:
start GZDoom.exe -file PWAD.wad -file brutal21.pk3 exit
With PWAD being the name of any custom wad I want to play. You need GZDoom (or ZDoom) installed, and DOOM2.WAD in its root directory (in the simplest case).
Can you link the mods that u used here?
Easily. None. Except Brutal Doom v22 public beta 3, and SgtMarkIV's simple wall decals.
13:35 haahhahahaha😂😂😂
nice!!
Friendly Fire clivans marine
Блин да как его устанавливать?(
Если запускать через GZDoom - то нужен GZDoom версии минимум 4.10.0, исходный файл (IWAD) оринигального второго дума (DOOM2.WAD), и брутал дум любой версии (идёт одним pk3-файлом). Оба файла можно для простоты поместить туда же, где лежит GZDoom.exe.
Для запуска можно просто перетащить pk3-файл на GZDoom, и игра запустится. Я запускаю через bat-файлы.
В последней версии, однако (22.3.7), BD не хотел запускаться, и мне пришлось закомментировать некоторый код в Slade, но на такой случай можно просто скачать другую бету.
@@TheBrutalDoomerладно, ничего не понятно, но попрошу мужа, может он поймёт 😂
El anchas locas
where i can install it
@@king_minos_prime should be on moddb dot com
Will brutal doom ever come to consoles?
@@Samurai_Stoner well, no idea, but you can ask the devs at the BD discord server
Tf? Where can i download this
@@bzchii7474 this version should be on moddb, the latest version 3.7a (still in beta) is in BD discord channel, releases tab
Running msdos?
@@reginaldojunior3517 I don't understand the question
سلام من فقط عاشق بازی Doom هستم هر یک ساعت یک بازی میبینم حرف نداره عالی من کامپیوتر دارم باید تعمیرات انجام بدم که بعدن بازی Doom انجام بدم اسلحه هاش حرف نداره اصلا بازی Doom یک چیز دیگست مچکرم فدایی داری ازاین ویدئو 💖💖💖💖💖❤❤❤❤😈😈😈😈👍👍👍👍👍👍👍😁😁😁
Thank you for the kind words!
Kind of too over the top. At first its cool but after playing for a while it doesn't feel right.
Boxeando con un Pinky
Shotguner hits you and you take 6% damage, pick up his shotgun: everyone turns into mist. How is this realism?
Brutal doom is mad fun but its stupid actually.
@@S300V at what moment? Or what level? Maybe I can look into it
@@TheBrutalDoomer Underhalls, red key area. It seems that the weapons are overpowered everywhere thought. I mean no problem, but dont call it realism than... or make the demons hit harder too.
@@S300V The only moment I take damage from a shotgunner in that area is at 3:40, where I receive a 50 damage blast, a standard pellet damage on realism.
@@TheBrutalDoomer Missed the armor stat there.
I'm gonna stick with v21.
@@Klonoa1488 me too, most likely.
C'est gore 😅
how to ruin the perfect balance of doom 2 with modern gaming trash features
Maybe it’s just me? Nothing has changed since V19… it’s the same shit over and over with a new version number.
Maybe it’s time to move on to 2016 or something? Remake DooM3 to be an actual successor to DooM 2?
Hell I don’t know, but this labor of love is bearing no new fruit.
I would agree that from a developer's perspective this new version is a much greater change, than from the player's, let alone viewer's. But the uprise of views says that people are interested, and I hope that more than just in novelty.