Brutal Doom

Brutal Doom is a gameplay mod that was created in 2010 by Sergeant Mark IV. It is compatible with Doom, The Ultimate Doom, Doom II: Hell on Earth, Final Doom, TNT: Evilution, Plutonia and other custom WADs. Brutal Doom won the first ever Cacoward in 2011 for Best Gameplay Mod and a MOTY award for creativity by Mod DB in 2012.

Brutal Doom received public recognition from John Romero himself during the IGN gameplay video made for the 20th anniversary of Doom, stating that if they had released Brutal Doom instead of Doom back in 1993, they "would've destroyed the game industry" and that "Brutal Doom is hilarious" (said at 1:08:48).

Perhaps the most obvious and eye-catching feature of Brutal Doom is the addition of features like; additional blood (blood is splattered on walls and ceilings if enemies or the player are hit), the ability to blow off body parts with strong weapons like the shotgun and the addition of special illuminating effects on projectiles and pick ups. It is compatible with the source ports ZDoom, GZDoom, Skulltag, and Zandronum.

While primarily a gore mod, it goes further and alters the game-play by changing many other aspects such as the sounds, graphics, and combat. One major change is the increased difficulty; making enemy behavior much faster, unpredictable and dangerous (many attacks do double the normal damage to the player) and altering their attacks. It also makes the animations smoother and gives the player new abilities.

Primary changes (based on v21)

 * When facing a monster, destructible object or a tree for that matter, the object's name and current health will be displayed at the top of the player's screen.
 * For example, when facing a Zombieman, the game will display "Pistol Zombie 50/50".
 * When killing a monster in a state of near death the enemy will either drop a Health bonus or award the player with 5 health.
 * Former humans will shout guttural threats such as "You! Die!" whenever they sense that the player is around.
 * Zombiemen now use pistols or rifles, and will drop them when they die.
 * The tube capacity of the shotgun has been changed to 9 before a reload is needed.
 * Some Shotgunners will also hold a sub-machine gun.
 * The new weapons added in this version are named The Railgun, The Unmaker and The Assault Shotgun.
 * The Railgun consumes ten plasma cells per shot and can alt-fire to zoom in on the target.
 * The Unmaker shoots out tiny destructive fireballs but consumes ammo rapidly. Its draws its ammo from human souls which replenish by ten whenever the player kills former humans. The maximum ammo is 999.
 * The Assault Shotgun has 20 shells per drum magazine but consumes shells at a high rate like an assault rifle. It is powerful so it should be reserved for powerful enemies such as the Cyberdemon. The player can also zoom in by pressing alt fire.
 * Sometimes high ranking demons will drop a demon sphere after being defeated which causes the player to transform into a Baron of Hell or a Revenant for 60 seconds.
 * While in this mode, players can press fire to shoot projectiles and alt-fire to claw nearby enemies. The player will be blessed with 1,000 health points as a Baron of Hell or 300 health points if they are transformed into a Revenant upon entering this mode. The player will be reset back to 100 Health and 0 Armor once the transformation ends.
 * However, the player also cannot pick up any power-ups such as ammo, weapons or health/armors during the transformation.
 * Dramatic increase of gibs and blood, creating a much gorier atmosphere.
 * Custom blood spray/splatter settings, ranging from 'Low' to 'Comical'.
 * 3D blood droplets allow all textures, including floors and ceilings, to be covered with blood.
 * More dynamic HUD - blood splatter on the screen if the player kills an enemy up close. The player's helmet may exhibit cracks in the visor or bullet holes may appear on the screen when the player is injured.
 * When the player is critically injured (30% health or lower) the screen can become stained with tiny blood splatters and a dripping sound is played intermittently to imply the marine's blood is dripping to the ground. This is just an audio/visual effect and does not incur further health loss.
 * New death animations for all enemies: Limbs can be graphically amputated by shooting them with powerful weapons, cut in half with the chainsaw, melted with the plasma gun, burned to smouldering corpses by fire or electricity-based attacks, and blown into dozens of gibs by explosions.
 * Corpses can be further mutilated upon death. Note that while this feature was removed in v19 in the course of bug-fixing, it is back as of v20b where the player can obtain monster weapons from the dead bodies of the Mancubus and the Revenant.
 * Many enemies have new attacks (more details below) and many enemy attacks do up to twice the normal damage.
 * It is now possible to unload guns by pressing the unload (U by default) key. Players can use of this function to transfer common ammo to more powerful weapons. The only weapons that can be unloaded are the Assault Rifle, both Shotguns and the Plasma Gun.
 * All of the standard weapons have been revamped with new graphics and sound. Most have had their functionality changed by making it necessary to reload and/or by the addition of secondary functions (see below).
 * Classic Mode was introduced in v20 - this mode removes the player's 'modernized' abilities such as kicking, taunting, reloading, and grenade tossing but brings back a newer, more powerful version of the classic weapon sets. Some weapons, such as the chain-gun, have new graphics. Many weapons still have the ability to head-shot and destroy limbs when using mouse aim.
 * Overpowered Tanks and Helicopters have been added in game however they cannot be found in most custom Megawads. The creator plans to use them in the upcoming Brutal Doom Extermination Day Megawad.
 * Teleportation effects are now colored red/orange instead of green, and leave a red Baphomet-inspired inverted pentagram on the ground which fades out completely after a few seconds.
 * The capabilities of the Berserk Pack are greatly expanded. With it the player can perform fatality-style finishers on monsters which, depending on the current version, may replenish some health . As of v19, Fatality animations are performed at a faster speed and can over-heal the marine but now they heal 50% less of the health than in v18 or lower. Other abilities include grabbing and throwing Lost Souls and explosive barrels and using mortally wounded monster (the monster will be twitching in agony, making constant pain noises, and bleeding) as meat shields . A meat shield will absorb a set amount of damage from projectiles at the cost of the player being limited to using only the rifle while carrying the monster. While carrying a monster it can also be thrown to deal significant damage. Fatalities in v20 are somewhat harder to perform, especially on Demons/Spectres and higher ranking monsters, but more rewarding as they award the player with 10 health as long the player's health is still under 200. A highly recommended strategy is to perform fatalities on Pain Elementals so as to prevent them from exploding and causing the player damage. Note that the player becomes invulnerable while the fatality animation plays.Shotgun Head.png
 * Players are able to obtain Shotgun Guy's head after performing a Fatality on him. The head deals very low damage and is more of a gag to increase the excitement of the gameplay.
 * Implementation of head-shots for all monsters except the Cyberdemon, Spider Mastermind, Cacodemon, Demon/Spectre, Lost Soul and Pain Elemental. Head-shots deal as much as double damage (depending on the weapon) and can gib the monster's head for one of many special death animations (see the screenshot at the right). Auto-aim does not assist in getting head-shots. In fact, the "Weapon.NOAUTOAIM" flag has been added to all weapons to completely remove auto-aim's function in order to balance Brutal Doom's game-play.
 * New difficulty options ranging from Power Fantasy to Realism Mode which showcases the increase of monster attacking speed and damage as the difficulty rises.
 * Invisibility spheres are replaced with captured marines. Punching or pressing the use button near a captured marine (kicking, gunfire or chainsaw will injure him) will free him and he will follow and aid the player against the demons. Note that as of v20, ONLY pressing "Use" will rescue the marine. Captured marines spawn with random weapons ranging from assault rifles to plasma guns, the most powerful ones being less probable to spawn with the marine. Starting from v19, they will occasionally throw grenades. If a freed marine is killed in battle his weapon will be dropped for the player to pick up. An allied marine can punch enemies at close range and even perform fatalities (like the player, becoming invulnerable in the process) to replenish his own health. However any nearby demons will attempt to kill any restrained marines as soon as they are in the player's sight. Players are advised to quickly rescue any marines they see tied up while fighting the demons as they can be a great help in fighting the Hell spawn. Friendly Marines are very tough and function as a meatshield by protecting the player from weaker monsters. Starting in v20, pressing "Use" near the marine will alternate between "following" and "holding position" modes. When fighting a strong demon, the player should order the ally marines to hold their position as they can be easily wiped out in a single hit from the demon. As of v19, marines has become much more intelligent and will follow the player anywhere, via running/teleporting. There is an optional mutator that restores the Partial Invisibility spheres. Friendly fire against marines is disabled in order to prevent accidental friendly damage and they are also immune to damage from Barrels and Damaging Floors. Friendly Marines will be quickly killed if they are left alone and surrounded by monsters . Marines will also randomly follow the player to the next level. As of v21, Captured Marines can also be turned to "Evil Marines" by nearby Arch-viles thereby turning the Friendly Marines into a permanent enemy. All_marines.png Also as of v21, there are only four types of marines in the mod, represented by their different uniform colors. The red marine uses a mini-gun, the green marine uses a rifle, the blue marine uses a plasma gun and the grey marine uses a shotgun.
 * As of v20b, there is a low chance of a Spectre dropping an Invisibility sphere when it is killed.
 * The light amplification visor tints the screen green and differentiates between heat sources. Torches, lamps, force fields and even living organisms, whether players or monsters, are highlighted with a bright tinge of fluorescent green.
 * If the player kills certain monsters by gibbing (or shreds their corpses with the chainsaw) they can sometimes take the monster's weapon. This includes the Revenant's twin rocket launchers and the Mancubus flame cannon. Both are mapped to key 8 in earlier versions. The Mancubus cannon is mapped to key 9 in v18 onwards.
 * Enhanced lighting and shadow effects for decorations and projectiles similar to those found in the Doomsday engine.
 * Enemy bullets now act as very fast projectiles allowing the player to dodge them given sufficient reflexes. They are also generally more accurate than their vanilla hitscan counterparts, especially at a distance.
 * A kick attack, similar to the one in Duke Nukem 3D, has been added to shove enemies away from the player. It is bound to Q by default. This attack is powered up by berserk, like the fists. If performed while jumping it becomes a flying kick, with the marine's foot turned 45 degrees, dealing even more damage. A "weaker" version of the flying kick can be performed on the ground as part of a combo (see below).
 * (For the sake of explanation, please consider the "MONSTERS: X/Y" information field in the automap, where X is the count of defeated monsters and Y is the total count of monsters in the level) A minor bug involves monsters (mostly zombies and Imps) who were killed by being kicked off heights. If the aforementioned monster, kicked off a tall building is still alive before landing, dies by "splatting" against the ground the count of X is not increased by one. This causes the X/Y count to be unequal and thus ruins 100% kills. This counting error does not occur if the kick itself is the killing blow. In this case the X count is increased normally whether it launches the monster downwards or not.
 * The fists are faster and can throw quick jabs. Unlike in the vanilla Doom they are now a silent attack and will not alert enemies. The alt-fire throws a slower but more powerful right-handed straight punch. Punching a Zombieman, Shotgun Guy, Heavy Weapon Dude or Imp from behind, before the enemy has noticed the player, will snap their neck thus killing it instantly without alerting other enemies. This is especially easy to do at the beginning of MAP01 and MAP02 of Doom II and does not require a berserk pack.
 * A basic martial arts-style combo system was implemented in v19 allowing the player to quickly chain punches and kicks together with proper timing. The "root" combo is a 3-hit punch sequence: left-hand jab, right-hand straight punch, left-hand horizontal hook punch, each one with increased power. Note that punches do not necessarily have to hit anything in order to activate the next. The third punch is capable of: knocking demons across the room, knocking off the heads of Imps and zombies, hitting Barons of Hell and Hell Knights in the crotch, stunning them and making them scream in pain. The third punch, even without the berserk pack power, will never perform fatalities or neck snaps and will always gib/smash enemies to pieces without leaving their legs standing and/or attached. If the kick attack key is quickly pressed with correct timing right after any punch, a weaker version of the flying kick will be performed while on the ground (with either foot, depending of the punch used prior). The in-combo kick is stronger than the "regular" kick but weaker than the flying kick. The only downside of the in-combo kick is that the kick's "recoil" pushes the player's aim upwards at every use, much like did the minigun's continuous fire in v18. As of v20b, punch sequences are no longer possible (though the player can still chain punches into kicks individually) because the primary fire key throws weaker but faster jabs while the secondary fire key throws stronger but slower straights/uppercuts (both punches employ both arms randomly).
 * The chainsaw gets covered in blood splatters when sawing an enemy. It previously used the Doom 3 chainsaw sound, but as of v19 and above, it uses an improved Doom/Doom II sound. In v20b, the alternate fire key swings the chainsaw in clumsy but deadly horizontal patterns.
 * The pistol was re-introduced in v21 where it is the weakest long ranged weapon. It can also be dual wielded and has a higher firing rate compared to its classic counterpart. This makes it slightly more powerful, although it can only be used in situations where low health monsters are present in low quantities.
 * The assault rifle is now introduced in Brutal Doom, which remains useful even late in the game. The rifle has a decent fire rate (close to the original chain-gun) and is the most accurate weapon in the mod. The alt-fire mode also allows the player to aim down the sights to snipe at enemies. It has a magazine size of 30 (31 in v20).
 * Starting in v20, the rifle is fully revamped and has a much more accurate and higher rate of fire. Also, after obtaining a second rifle (signaling by the face on the status bar smiling), the player can press the corresponding weapon key to wield two rifles simultaneously, John Woo style. Both rifles can be fired alternately via primary and secondary fire keys (doubling ammo clip size to 62), but the alt-fire "iron sight" cannot be accessed while in "dual fire" mode. Firing with "iron sights" is now more powerful but highly unreliable due to its extremely erratic recoil. Note that dual-rifle mode is now comparable to a minigun and is good at dispatching monsters like Demons and even a Baron of Hell at high speed. Dual rifles shouldn't be used to kill weak enemies such as zombies, Imps and Lost Souls.
 * An interesting fact about the rifle's continuous fire is that the primary fire mode's recoil ENDS at the first shot (meaning the second shot is perfectly straight) but the secondary fire mode's recoil STARTS at the fourth shot (meaning only the first three shots will be perfectly accurate) which may lead to players resorting to the old "key tapping" trick in order to properly shoot while aiming down the sights. This "technical" information may come in handy for dealing with the new assault rifle's attack behavior. The erratic, random recoil of iron sight aiming was fixed in v20b.
 * The shotgun now fires ten pellets per shot instead of seven, to balance it with the Super Shotgun. Like the assault rifle the shotgun can be fired from iron sights to improve accuracy. It holds 9 shells (8 in the magazine and 1 chambered) The weapon must be cycled ("pumped") after each shot. When the magazine is empty the shells are reloaded individually. The shotgun can be fired during reload by holding down the fire key. It has been redesigned to resemble a tactical shotgun, giving it a black synthetic pump and stock instead of wooden ones and also has a vented heat-shield on the barrel.
 * The super shotgun receives an additional damage boost at point-blank range. It now has the option of firing only one barrel at a time, thus shooting only 10 pellets. It also has the ability to kill a Hell Knight or Cacodemon with both barrels fired at close range at head-level. Doing this point-blank results in the body hitbox obstructing the shot.
 * The chain-gun is now correctly referred to as a minigun as well as resembling the more traditional design of said guns. It fires 50% faster but also requires a spin-up before and spin-down after firing. The alt-fire mode also makes the barrels continuously spin, further increasing the firing rate but also drastically decreasing the accuracy and alerting monsters due to spin noise.
 * In v20, the minigun once again recoils during primary fire, this time "mixing" the vertical v18 and horizontal v19 recoils. This drastically reduces the gun's accuracy unless the player keeps "correcting" his aim manually.
 * Cacodemons are able to avoid both the Rocket Launcher and the Minigun when they are fired, making them much more difficult enemies.
 * The rocket launcher has a much smaller splash damage area but it causes 50% more damage on a direct hit. It holds 6 rockets per magazine.
 * The plasma gun deals roughly double damage and can cause minor splash damage to enemies and players if the bolt hits a nearby wall but fires at a slower rate. In v19, the alternate fire mode fires a continuous flamethrower-style spread of blue flames which inflicts a great deal of damage over time but quickly depletes the plasma cell. It has a clip size of 50. However as of v20, the flamethrower attack is moved on to the Mancubus Flame Cannon, the old plasma gun sprites were completely restored and the original "shotgun spread" attack returns as the gun's secondary fire mode, but now it must powerup for a few seconds. It costs 10 ammo to charge and can be delayed indefinitely by holding down the secondary fire key before discharging the plasma shots. After releasing the charged shot it causes an upwards recoil on the player's aim, dealing 500+ damage, which can be used to instantly kill a Hell Knight. The secondary attack can be cancelled in order to preserve ammo by pressing the reload key at anytime during the charging/delaying process.
 * BDoomDualFire.pnging in v20, the player can find another plasma gun and wield two simultaneously, firing both at the same time by pressing both primary and secondary fire keys (at the cost of having no secondary fire mode) just like the assault rifle. Dual wielding plasma rifles has a very powerful attack power and can be used to kill powerful enemies quickly. The damage output is comparable to a BFG, but it eats up Cells at a faster rate.
 * The BFG9000 uses the Doom 3 BFG sound effects and the primary energy ball deals double damage. Instead of the original BFG's hitscan tracer attack it simply deals damage in a very large radius like an even more powerful rocket launcher, except for the rebound splash damage.
 * The Mancubus flame cannon, mapped to key 9, produces a short-ranged but powerful stream of fire. The attack has a very erratic recoil, similar to the minigun, and costs 4 ammo per use. The secondary fire mode shoots fireballs at the cost of 15 ammo. These fireballs (as of v20) have no gravity akin to the Mancubus itself and so player does not need to compensate for the trajectory of the shot. Backpacks refill 100 ammo of the flame cannon. The flame cannon can only be removed by defeating a Mancubus with berserk-powered kicks, rockets, barrels, or grenades which deal the killing hit. A normal Mancubus drops 100 ammo upon specific kills.Grenade.png
 * Grenades are introduced in v20. It is a very powerful item with almost twice the blast radius of the barrel and can deal damage up to 500+ Max. Zombiemen and Shotgunners will also sometimes drop one grenade upon dying and the player can carry up to 10 grenades (20 after acquiring a backpack) at any time. Each backpack awards 5 grenades to the player. The player can switch to the grenade by pressing "0". The primary fire key throws the grenade a longer distance while the secondary fire key throws a shorter distance. By pressing a specific "shortcut" key ("G" by default) - in which the player performs only the long distance throw. An effective use of grenades is to throw them down a cliff or into a pit filled with monsters. Throwing them in a room you know that is full of monsters is a good way to thwart an ambush. Grenades have also proven to be very useful in dispatching large crowds of enemies gathered in a single, tight area. Players should use them whenever the chance arises.
 * The recoil of most weapons will push the player back a tiny bit upon firing, especially the Super Shotgun and the BFG9000.KickBonus.png
 * Some monsters in the game could enter a "near death mode" after being shot to near death. In this mode, Players can approach and kick the monster or by dealing a coup de grâce with a weapon thus ending in a bloody death and earning the player a 5 health bonus or 5 armor bonus. As Near Death Mode will eventually end with the monster dying on its own after a short time, it is advised for players to take the bonus as soon as possible when the chance occurs.
 * As of v21, the maximum limit the player can reach through collecting health and armor bonuses is 300. However, it is possible to break that limit by abusing cruelty bonuses from monsters by using weapons such as the Shotgun and Minigun.
 * Offend.png The player is able to flip monsters off while shouting rude comments like "go fuck yourself" (voiced by Tony Danza, originally Danny Glover) with a bound command ("H" by default) known as "offend". This command will alert nearby monsters as if the player had just fired a weapon as well as taunt them causing some enemies to attack more frequently. There are other commands, such as "wave" ("V" by default). Pressing the wave button during a fatality (see below) will allow the player to see his own wave animation in third-person. Be careful as you can take damage while waving. Also as of v20, the player can taunt with two middle fingers when not equipping any weapons with the offend command.
 * Only the Cyberdemon, Mancubus, Pinky, Spectre and Zombiemen are susceptible to "Offend", increasing their attacking rate and in the latter case the Zombiemen will keep shooting forever in salvos of three shots without even stopping to reload its rifle, even if the player has moved out of sight. Offended Pinkies and Spectres will also speed up, making them more difficult to hit.
 * When using the offend command, all enemies who are in a state of Monster infighting will stop and aim their attacks at the player as if the infighting never occurred.
 * There are several voice acted taunts and one-liners voiced by Chinese Tony Danza, that can be spoken with keys J and K by default. Many of these quotes are taken straight from the infamous Doom comic. Note that as of v19, these have been cut due to overuse in multiplayer games and will be in an optional mutator.
 * Both the Grenade Launcher and the Rail gun from the Skulltag source port have been given new sprites and attributes. The Grenade Launcher is a standard issue M79; it has a much larger blast radius than the Rocket Launcher but fires much slower as well as dealing less damage. The Rail gun fires at a slower rate than the vanilla Skulltag Rail gun, uses half as much ammunition, has a scope for zooming in and reloads after 5 shots instead of 4. Both weapons seem to have been removed in v20. The weapons were re-added to the mod in v20b.
 * There are new sprites for the rockets, box of rockets, backpack, armor bonus, armor and mega-armor.
 * Most enemies that have been alerted can eventually lose track of you. If this happens they will start to "patrol". The enemy will slowly move around, periodically stopping to look around before moving again.
 * Zombiemen will fire in salvos of three shots with moderate accuracy. They now can survive a few more hit and their AI has been improved so they are significantly more competent enemies. After 20 shots, they must reload which is accompanied by a new but incomplete animation. The zombie turns towards the camera while reloading its weapon before heading in its previous direction.
 * Shotgun Guys (Former Sergeants) now fire 7 (8 in v20) pellets per shot instead of only 3. Like the Zombiemen, they also must reload their weapons (by inserting 5 or 6 new shells) at times. Just like the Zombiemen, the Shotgun Guy's reloading animation is also incomplete. It has only the camera-facing frames of the reload process. Like the Zombiemen they can back up when at close range, have more health and are more intelligent overall.
 * As of v19, Zombiemen and Shotgun Guys can enter into a last stand and pull out a pistol when they have one of their limbs cut off. They will then die by themselves after making their last shots or be killed by being attacked again.
 * For the sake of explanation, please consider the "MONSTERS: X/Y" information field in the automap, where X is the count of defeated monsters and Y is the total count of monsters in the level. This causes a minor bug in which the former human's "last reaction" will increase the Y count by 1. If the agonizing zombie dies by itself instead of being killed by the player (or another monster) it won't increase the X count; resulting in tally errors to the detriment of players who gun for 100% kills.
 * In v20, both Zombiemen and Shotgun Guys can also backpedal a few steps before firing if the player (or another monster if they are attacking each other) gets too close to them, perhaps for more accurate shots, adding to the realism of their combat AI.
 * Chain-gunners now have completely redesigned sprites and carry a heavy hand-held minigun like the player's. They also take exactly half a second to aim before shooting (evidenced by its preceding revving sound) making them quite on par with their Doom 3 firearm-wielding counterpart.
 * Wolfenstein SS officers have changed radically and now resemble soldiers in accurate SS uniforms with a demonic appearance and fanatical military chatter. They possess more complex behavior; frequently dashing diagonally left and right making them difficult to hit. Their powerful MP40 submachineguns, mapped to key 8 (key 0 in v18, key 2 in v20b), can be picked up and used by the player. The MP40 has a 32-round magazine and higher rate of fire than the assault rifle. This was removed in v19 but later returned in v20b.
 * The Imp now has a lunging attack like the new imp from Doom 3 that it will use to quickly move into close range and can sometimes shoot two fireballs in quick succession. Its projectiles are now much more detailed with several sound and visual effects. The player will have bloody slashes marking his screen in the direction an Imp connected with a melee attack.BDoomClawDeath.png

Fatality (on players): the Demon/Spectre rips and chews the marine's upper body multiple times, splashing blood everywhere. In v20, the Demon(s)/Spectre(s) will tear the flesh off the dead marine in a horrific and violent hunger. Fatality (on monsters): the Demon/Spectre chews the Zombieman/Shotgunner/chain-gunner/Imp's body, swallowing their upper half and spitting out the lower half. Fatality (on players): the Cacodemon bites a player to death, a sideways animation will be shown depicting the monster eating the player's upper torso then dropping the player's mutilated lower half to the floor as the monster squares back up to the camera. Fatality (on monsters): same as the player's one but instantly without chewing. Fatality (on players): the Knight grabs the Marine, throws them roughly to the ground and curbstomps his head. Fatality (on players): the Baron grabs the Marine and rips their body vertically, then pauses for a second and slowly keeps ripping the corpse in a sadistic bloodlust. Fatality (on monsters): the Baron grabs the zombieman/shotgunner, rips its head off then throws the corpse towards the player. This also happens to the Imp but the Baron discards both halves without throwing them. Fatality (on players): the Revenant grabs and rips off the player's head, then nonchalantly drops both parts to the ground. Fatality (on monsters): the Revenant grabs the zombie/Imp through the leg, bashes them into the ground six times and throw them at the player, dealing very high damage - often killing the player with a direct hit, which range up to 300 damage.
 * Melee-oriented monsters, such as Hell Knights and Demons, will perform fatalities on the player and even other monsters if they kill them with a melee attack.
 * Demons and Spectres are faster in movement, evasion and attack speed. The latter are completely invisible, save for their eyes, making them much harder to detect. They briefly flash into a translucent state upon attacking and taking damage. They become fully visible upon death with translucent red smoke marking the kill but the red smoke is removed as of v20. Being melee-only monsters, Demons and Spectres will always perform any available Fatalities on a successful kill. Spectres only will do this starting in v20, becoming partially visible while doing so.
 * In v20, sometimes the Demon/Spectre will have one of its arms shot off (the Spectre loses its invisibility ability thus becoming a regular Demon) begin screaming in pain and one of two random things will happen; the monster will either collapse by itself (instantly or after agonizing impotently for a few moments) or enter a "last rage" mode in which it will run, dodge and attack much faster and more ferociously but eventually die after a few seconds. It can also be killed by attacking it again. Both instances of the first situation allow the player to gain a health boost by exploding the Demon/Spectre's head with chainsaw or gunfire if done quickly.
 * (For the sake of explanation, please consider the "MONSTERS: X/Y" information field in the automap, where X is the count of defeated monsters and Y is the total count of monsters in the level) The Demon/Spectre's "last rage" mode, similar to the Zombieman/Shotgunner's "last reaction" mode, causes a minor bug in which increases the Y count by 1 but if the monster collapses by itself (instead of being felled by a player or another monster) the X count won't be increased, which ruins any chances of 100% kill count.
 * The Cacodemon will frequently shoot two consecutive projectiles and can shunt itself out of the way of incoming attacks. It also moves a bit faster than its classic Doom counterpart. Their melee attack now has actual sound effects unlike the classic Doom Cacodemon's silent gaping maw. As of v19, they can be killed with a single shot from the super shotgun at point-blank range.
 * The Hell Knight now can sometimes rapid fire three projectiles similar to the Imp and Cacodemon. As of v19, it can be sometimes killed instantly with a point-blank head-shot from the super shotgun.
 * The Baron of Hell has gained two new projectile attacks: first, it can launch three (five in v20) of its fireballs in a wide spread, which takes longer for the Baron to wind up. The second attack is after a former human gets into an fight with the baron and the baron wins with a melee. The Baron will either rip the head off a Zombieman or tear a Shotgunner in half then throw the corpse at the player, dealing nearly 300 damage. As of v20, the Baron has a third new attack, where the monster can grab and throw exploding barrels, similarly to a Berserk-powered player.
 * Starting in v20, both the Knight and Baron now use the PlayStation's Final Doom version of the "generic demon pain scream" when injured rather than the original PC version shared by other monsters.
 * Starting in v21, Barons cannot be killed in a single headshot from the super shotgun anymore.
 * Chain-gunners, Hell Knights and Barons of Hell can be kicked (the latter two ones can also be three-hit combo'd too) in the crotch, stunning them for a few seconds (applies only in both v18 and v19, removed in v20).
 * Arachnotrons are much larger, around the size of a Baron of Hell, and also move faster. Their plasma shots now are the same firing sound and blue projectiles fired by the player's own plasma gun.
 * Lost souls now have half of their original health and deal less damage, but fly around and attack much faster, which can potentially cause unlucky or slow players to miss attacks constantly — making them one of the more frustrating enemies in the game. Their flames also have been removed from the sprite and are now generated by particle emitters. Upon death, Lost Souls explode in a fire puff and leave small scorched bone chunks on the ground. Also, they no longer bleed when attacked, emitting instead metal sparks and even a metallic "rashing" sound when attacked via chainsaw. As of v19, when killed, they emit the same death screams from their Doom 3 new version.
 * Pain Elementals explode upon death (unless killed via fatality), causing heavy damage to nearby environmental objects, monsters and the player as well.
 * Revenants always fire two guided missiles at a time (matching their animation of both shoulder cannons lighting up when firing), and non-guided missiles are fired in volleys of four. Guided missiles are slower, have a much more limited fly pattern (they tend to travel downwards to the ground unless they can reach their target or hit any obstacle) and are now indicated by a reddish glowing color. Non-guided missiles are fired more rapidly, fly faster and straighter, and glow with a yellowish lens flare effect. As of v19, Revenants can be cut in half (either by the chainsaw or blasted in two parts by the super shotgun or any explosive means such as the rocket launcher), after which their upper half will remain alive, dragging itself across the ground and attacking (though only by firing single missiles and no longer by punching).
 * Mancubus fireballs have a blast radius that deals slight fire damage. They leave damaging flames for several seconds after hitting a surface. For v20, the creature also has a short-to-medium range flamethrower attack, and will use it once its target moves closer to itself, the same one used as the secondary fire mode by the player's version of the flame cannon. Also in v20, Mancubi who are hit by rockets or point-blank super shotgun attacks will be knocked back and stunned defenseless for a moment, rendering them unable to retaliate rapidly and buying time for players to attack them relentlessly.
 * An Arch-Vile's attack takes longer to charge, however they can resurrect enemies without having to stop and face the monster's corpse. Their appearance has also changed as they now have a new "soft death" animation and sport large stereotypical ram-like demon horns. As of v21, they can also convert Tied Marines into Evil Marines, which will then attack the player with their equipped weapon.
 * The Cyberdemon has a new melee attack: a devastating stomp (a homage to the Doom 3 version) which always means instant death for the player. In addition it shoots its fire-engulfed rockets in volleys of four instead of three in a wider spread giving it a limited ability to lead its shots against circle strafing players. As of v18, using the "Offend" command in front of the Cyberdemon will enrage him; drastically increasing his aggression, firing speed, and the amount of rockets fired per attack. The Cyberdemon can also be offended three times, unlike other monsters, and roars when further enraged. Its death animation has been enhanced with a massive 3D explosion that, in v16 and below, will deal damage. Also, as an aesthetic correction, the rockets are now fired from the Cyberdemon's rocket launcher arm instead of the middle of his legs.
 * The Spiderdemon's gatling gun now fires high caliber explosive rounds, essentially a mini-rocket launching chain-gun. Its reaction speed is now much faster, nearly instantaneous, giving the player little time to get out of its way. However its projectiles travel slower than normal bullets so with enough open space they can semi-reliably be avoided, not taking spread into account. Perhaps the most dramatic change to this monster is that it has four times as much health as its vanilla counterpart (12000 vs 3000); however the "brain" portion of the Spider takes about 2.5 times more damage than normal. This, combined with the 50% increase in rocket direct hit, allows a skilled player to kill it faster than in Vanilla Doom. Another tactic, though very risky, has players attempt to rush towards the enemy and use chainsaw all the way until the demon is dead. As of v20, the player can run in-between the robotic legs of the Spiderdemon, but there is the risk of being squished under them akin to the Cyberdemon's stomp. The Spiderdemon explodes upon death; its robotic legs fly wild and can damage any players or monsters who are near.
 * Decorative props such as trees, hanging corpses and lights can be destroyed. Destroying hanging corpses will occasionally reward the player with health, armor bonuses, pistol magazines or stimpacks that were hidden inside them. Players are advised to destroy them for this reason.Screenshot_Doom_20131224_190259.png
 * As of v19, brain pieces now scatter in walls after a headshot.
 * All moving entities now wade through liquids instead of walking on top of them (their sprite appears partially submerged), causing splashing sounds to play. The various liquid textures are also greatly enhanced.
 * Enemies randomly drop demon strength runes upon death, which act similarly to berserk packs. The only real difference being that they replenish only 10% of health unlike the 100% health boost provided by the berserk pack.
 * Brutal Doom also has certain "mutators", or mods, available for download that tweak the gameplay further; such as by changing the rifle back to a reskinned pistol and giving the former humans the ability to speak and taunt the player.
 * (Prior to v19) Corpses can be mutilated upon death should the player wish to prevent Archviles from resurrecting things or simply for catharsis. This was temporarily removed in v19 because it caused bugs like preventing the player from obtaining the Revenant and Mancubus weapons. However, it was later re-added in v20b.
 * Both the Cyberdemon's and Spider Mastermind's exploding death animations dealt heavy damage (or instant death) to anything near the explosion.

Previous and/or no longer applicable features

 * (Prior to v19), Commander Keen's head is replaced with that of pop star Justin Bieber.
 * (Prior to v19) There was ammunition change such as having the bullets use 300 ammo (and 600 with the backpack) and the BFG expending 50 cells per shot. Removed in v19 because they were breaking compatibility with wads using DEHACKED.
 * (Prior to v19) The BFG9000 energy ball could fatally injure the player if it exploded too close (though this self-inflicted damage would be greatly reduced if the energy ball hit an enemy).
 * (In early versions) the Cyberdemon had the ability to launch grenades as well as rockets.
 * (In early versions) the Spider Mastermind possessed a BFG.
 * (In v18) The mini-gun's continuous fire produced a recoil which constantly pushed the player's aim upwards. This was corrected in v19.
 * (In v18) A dodge system was introduced, allowing some enemies (mostly the weaker ones, such as Zombies, Imps, Cacodemons and Lost Souls) to occasionally dash/roll/fly sideways to avoid projectile attacks. This was removed in v19 (except for Cacodemon and Lost Soul) but will be added in v20 as an optional mutator.
 * (Prior to v18) Firing hitscan weapons too close to walls and other solid surfaces dealt minor shrapnel damage to whatever was too close, namely players and zombies finding themselves on the wrong end of bullet spread in a narrow corridor.

Doom Marine Quotes
Marines will say some stuff while they are following the player. This is a list of what the marines say.

Brutality Bonus Via Berserk
Upon taking the berserk powerup, all physical related attacks like punches and kicks will have their power multiplied by 5. Reducing an enemy's health to a certain percentage will cause Doom guy will deal a fatality and obtain armor and health bonuses. Be in mind the Doom Guy must be in "Rip and Tear" mode and not in "Smash" mode. The player can change modes by pressing the reload button. The table list below elaborates more on the subject for brutalities. Lost Souls will not be included here as they don't give any bonuses at all. The max value Doom Guy can reach is 300 HP and Armor, and gaining anymore bonuses will do nothing.

Weapon Testing Map


This place is made to test weapons and stuff. Weapons that cannot be obtained through normal means are also here. There is buttons that summons demons and special demons that doesn't exist in the vanilla Doom versions. There are targets for shooting in this map, and tanks/aircrafts for piloting.

Individual Weapon Details
The following weapon information are based on Brutal Doom v21 Gold Edition.


 * Based on recent update August 29, 2018.
 * When dual wielding a gun, the alt-fire option will disappear and the max firing ammo of gun will be doubled. However, a gun's dual wielding can only be accessed when the player picks up two guns of the same type.
 * Weapon damage doesn't include splash damage, only single targets.

Monster Species Data

 * Since every weapons in the mod has been boosted in a way or another, all of the monsters have their max HP increased to a maximum of 25%.

Change Logs based on BD V21
- Many bugs fixed. - Much smoother dirt particles when shooting the floor. - Further gore improvements. - Punching is more efficient. - Grenade Launcher has a proper ammo indicator. - Whenever the player has Berserk strength, there will be a small red square with a black cross next to the player's mugshot. - When the player fires the Machinegun's underbarrel grenade, it will display a small red dot next to the player's crosshair until the grenade is reloaded again or the weapon is switched.