Brutal Doom

Brutal Doom is a mod created by YouTube user, SGtMarkIV in 2011. It works with Doom and Doom 2. It makes the game similar to the comic book by increasing the violence to ludicrous levels. While considered to be a gore mod, it goes further and alters the gameplay by changing the behavior, sound, strength, movement, and look of the weapons, editing the AI of the monsters, making them far more intelligent and dangerous (enemies do double the normal damage to the player), and altering their attacks and even adding new attacks. It makes the animations smoother and gives the player new abilities. Perhaps the most obvious and eye catching feature of Brutal Doom is the adding of features like additional blood (blood gets splattered on walls and ceilings if enemies or the player get hit), the ability to blow off body parts with strong weapons like the shotgun, and the addition of special iluminating effects on projectiles and pick ups. It is compatible with ZDoom, GZDoom and Skulltag.

Features include

 * Implementation of headshots for all monsters, except the Cacodemon, Lost Soul, Demon, and Pain Elemental. Headshots 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 below).
 * Increase of gibs to make a gorier and more violent atmosphere.
 * 3d bloodspots allow all textures to be covered with blood, including the floor and ceiling.
 * Blood will be displayed on the screen if the player kills an enemy up close.
 * Fake cracks and/or bullet holes may appear on the screen when the player/marine gets injured.
 * New death animations for all enemies. Body parts can be torn apart by regular fire on various locations on the enemy's body, cut in half, or melted with the plasma gun.
 * When enemies are hit in close proximity to an explosive, they die in a special death known as an XDeath. The enemy is reduced to a large pool of blood and guts in a massive explosion.
 * Corpses can be further mutilated upon death.
 * If you kill some monsters with the chainsaw or rocket launcher, you can pick up their weapons (for example, the Mancubus' flame cannon or the Revenant's rocket launchers).
 * Many enemies have new attacks (more details below), and many enemy attacks do up to twice the normal damage.
 * Using the Berserk Pack, the Player/marine can pick up Lost Souls and Barrels and throw them.
 * Also using the Berserk Pack, the Player/marine can pick up stunned Former humans and Imps (a "stunned" monster will have had its arm or leg blown off and be kneeling on the ground) to use as meat shields against projectiles. This restricts the player to the assault rifle, but the meat shield can be thrown for extra damage at any time.
 * The Player/marine is able to throw grenades.
 * Shotgun guys fire 8 pellets at a time instead of 3.
 * The Imp has a leap attack.
 * The Cacodemon can shoot two projectiles in a short amount of time, and can shunt itself out of the way of incoming attacks.
 * The Baron of Hell has an attack where it can launch 3 projectiles in a wide spread instead of one.
 * The Cyberdemon gains a new melee attack: a devastating stomp, which against the player is almost always an instant kill
 * The Cyberdemon shoots faster and for longer (six, sometimes seven missiles instead of three) at a higher angle and has a limited ability to lead its shots against circlestrafing players.
 * The Spider Mastermind's minigun is now a high-calibre rotary cannon loaded with exploding rounds.
 * A kick attack has been added to push enemies away from the player, similar to Duke Nukem 3D. The player can bind it to a specific key.
 * The player/marine has the ability to flip monsters off by a bindable command known as "Offend." This command will alert nearby monsters as if the player had just fired a weapon.
 * The player/marine has the ability to wave by a bindable command known as "Wave." Pressing the wave button during a fatality (see below) will allow the player to see his own wave animation in third-person.
 * Most weapons must be pumped and reloaded. The player can assign the reload button to a specific key, though after a specific number of shots the weapon will reload automatically.
 * The player's ammo capacity for bullet weapons has been increased from 200 to 300 (and from 400 to 600 with a backpack).
 * Bullet speed has been increased from 300 to 600.
 * Weapons have +NOAUTOAIM flag to prevent autoaiming for headshots.
 * The fists are faster and can make quick jabs at enemies. They are also a silent attack and will not alert enemies. The alt-fire launches slower but more powerful hook punch.
 * The player/marine can pop his/her knuckles. The player/marine's fists have two modes, "Smash mode" and "Rip and Tear mode." Popping your knuckles switches the modes. Smash mode punches monsters to pieces. Rip and Tear mode does fatalities.
 * The chainsaw features a doubled rate of attack.
 * The chainsaw looks more cartoonish, uses the Doom 3 Chainsaw sound effects, and blood splatters on it, when sawing an enemy. The blood disappears, shortly, after that.
 * The shotgun is black, instead of brown and has holes in the barrel.
 * The pistol is replaced by an assault rifle, which unlike the original pistol remains useful even late in the game. The combat rifle has a decent fire rate and is the most accurate weapon in the mod. The alt-fire mode allows the player to aim down the sights to snipe enemies. The combat rifle must be reloaded after 20 shots.
 * The shotgun fires ten pellets to match the super shotgun's 20, and fires with tighter spread. The shotgun must be reloaded after 12 shots.
 * The super shotgun has a slower reload time, but at point blank range will deal an additional damage boost. Alternate fire will fire one barrel at a time, each firing ten pellets.
 * The chaingun is replaced by a minigun, which fires 50% faster but also requires a cooloff after firing, similar to the plasma gun. The alt-fire mode makes the barrels continuously spin, increasing rate of fire by an additional 50%, but greatly decreases its accuracy.
 * The rocket launcher has a slower rate of fire but causes 50% more damage on a direct hit. It must be reloaded after 6 shots.
 * The plasma gun now deals double damage, can cause splash damage to enemies (and players, if the bolt hits a wall). The alt-fire mode allows the plasma gun to fire a spread of plasma bolts in a shotgun-like spread, which can do as much damage as two rockets. The plasma gun must be reloaded after 50 shots.
 * The BFG9000 repeatedly makes a beeping sound while charging instead of electricity sounds, and the primary energy ball deals double damage as well as some minor splash damage.
 * Wolfenstein SS Nazis will drop their MP-40 sub-machine guns upon death, which the player can use for himself. The SMG has a higher rate of fire than the assault rifle and a 32-round magazine, but unlike the assault rifle the player cannot use the iron sights.
 * In the Skulltag version, both the grenade launcher and the railgun have been given new sprites and attributes. The grenade launcher is a standard M79 grenade launcher with much larger blast radius than the rocket launcher. The railgun fires at a slower rate than the Vanilla Skulltag railgun but uses half as much ammunition and reloads after 10 shots instead of 4.
 * Punching a Zombieman, Shotgun Guy, or Imp from behind before the enemy has noticed the player will cause the marine to snap the enemy's neck, killing the enemy instantly without alerting other enemies.
 * Sprite change of rockets and box of rockets, backpack, armor bonus, armor and megaarmor.
 * Invisibility spheres are replaced with captured marines. If the player punches or kicks the marine, he will be freed and will attempt to fight against the demons. The captured marines hold random weaponry, with multiple playthroughs of a level resulting in differing weapons that the marine will fight with. The demons around the captured marine will attempt to kill him before the player can free him.
 * The berserk pack uses a fatality mode by default similar to the Doom comic (Also known as Rip and Tear mode). While attacking the enemy with a fatality the view changes to a third-person chasecam. The player receives a health bonus for each fatality that differs according to the tier of the enemy. If the player does not wish to preform fatalities, the player can press the reload button to switch to Smash mode, whereupon punches will gib enemies like in Vanilla Doom.
 * When a berserk pack is collected the player can pick up a barrel by punching it. The regular attack allows it to be thrown at an enemy, while the alt-fire drops the barrel to set it as a trap.
 * Enemies may randomly drop beserk packs upon death.
 * Barrels and other explosives expel smoke upon detonation.
 * Enhanced lighting and shadow effects for decorations and projectiles similar to the Doomsday engine.
 * Enhanced liquid textures.
 * The player/marine and monsters now wade through a liquid instead of walking on it, also wading through liquids causes a splashing sound to be played.
 * Weapon sound effects are added, such as ricochets and casings bouncing.
 * The player/marine can wear different colored clothes (if the source port does not already grant this ability).
 * The player/marine is able to jump (if the source port does not already grant this ability).
 * You can see more of the BFG9000, so you can see that the BFG9000 has "BFG" written on the back right of it.
 * Shooting bullet weapons close enough to a wall will cause the player/marine to be hurt by shrapnel.
 * Weapons have smoother animations.
 * Some of the stronger monsters, such as the Baron of Hell, will perform fatalities on the player/marine if they kill him with a melee attack.
 * Brutal Doom comes with an official add-on file which, if installed, allows the player/marine's health to automatically regenerate if below 30%.

Misc
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