Brutal Doom

Brutal Doom (also stylized as Brütal Doom) is a gore-themed WAD for Skulltag, Zandronum and GZDoom, created by Marcos Abenante (Sergeant_Mark_IV). As of February 14, 2013, the newest version is 0.18a. Inspired by the infamous Doom comic, the WAD features many new graphical effects, such as new death animations, fake flares and 3D blood effects for OpenGL, but also does change the gameplay by revamping the weapons (which now need to be reloaded), adding new hitboxes for headshots and featuring third person "fatalities" when punching enemies in berserk state. Brutal Doom has been in active development since 2010 and won a Cacoward in 2011.

This mod is compatible with Doom / The Ultimate Doom, Doom II, and Final Doom.

Features

 * All enemies have remastered sprites and animations.
 * Many enemies have new attacks, such as the imp's pouncing attack.
 * Headshots can be done on all enemies except the cyberdemon, spider mastermind, cacodemon, demon, lost soul, and pain elemental.
 * There are more complex gibs and 3D bloodstains.
 * Similarly to the above, many enemies also have fatality animations if they kill the player with a melee attack.
 * There are dynamic fluids that flow and splash.
 * All weapons have remastered sprites and animations. For example, the shotgun's wooden furniture has been replaced by black synthetic.
 * All weapons have been rebalanced. For example, the rocket launcher deals much more impact damage but has a lower rate of fire and a smaller blast radius.
 * Certain enemies, such as the baron of hell, hell knight, arachnotron and cyberdemon, have been made larger.
 * Similar to the above, the Wolfenstein SS has a different appearance, wearing a grey uniform and a helmet instead of the original blue uniform. Also, spectres (when not attacking) are completely invisible, save for their eyes, and Commander Keen has been replaced by an image of Justin Bieber.
 * Many enemies have been made far more dangerous, the sole exception being the arch-vile, which have been given a higher pain chance and slower attack speed.
 * The plasma gun, chainsaw and BFG9000 use the sound effects of their counterparts from Doom 3.
 * The blur artifact has been replaced with NPC marine allies. These marines start the level tied up, and can be freed with a melee attack.

Weapons
Many weapons have been replaced/upgraded and have secondary fire modes that adds various combat functions:
 * Fists (Berserk Packs/Demon Strength runes only) - Hitting the reload button will change between "Smash Mode" (basic attacks, no "fatality" moves) and "Rip And Tear" mode (player will perform fatalities on enemies except Cyberdemon and Spider Mastermind when killed, which will restore some health for "stress relief")
 * An assault rifle replaces the pistol, which, unlike the pistol, remains useful even late in the game, with increased accuracy and damage. It has an ammo clip of 30 shots. Using the secondary attack causes the player to look down the sights, making the rifle useful for sniping targets at a considerable distance with very high accuracy.
 * Shotgun - The shotgun does more damage than its original counterpart, but compensates this by only holding 8 shells at a time, and utilises a one-at-a-time reloading system. The secondary attack causes the player to look down the sights, granting a limited sniping ability.
 * Super Shotgun - Deals more damage than before and reloads quicker, though firing will cause a noticeable amount of recoil. Using the secondary attack will shoot just one barrel, which can be useful for taking down multiple targets.
 * The chaingun is replaced by a minigun. It fires faster than the chaingun and is more accurate, however, there is a small delay before firing, caused by the spin-up time on the barrels. Secondary attack spins the barrels before attacking. This of course, removes the delay before firing, and significantly increases the firing rate, at the cost of greatly reduced accuracy and very heavy recoil, making it very easy to shoot off-target.
 * Rocket launcher - Has a "revolver style" firing chassis, forcing the player to reload after about six shots, and the pause between shots is greater, though the damage from the rockets has been increased.
 * Plasma gun - Is more powerful, has a brief pause before firing and fires slightly more slowly due to needing to reload fuel cells every 50 shots. Secondary attack fires a charged shot, releasing multiple plasma balls as a sort of "plasma shotgun" function. It takes longer to fire a charged shot than to fire as normal.
 * BFG 9000 - Has a somewhat long charge pause before firing, though the attack is more focused and powerful as a result.
 * Mancubus Flame Cannon - Ignites enemies upon impact. Can be obtained either by using a chainsaw on a Mancubus corpse, or by killing a Mancubus with an explosion.
 * Revenant Missile Launcher - Unlike missiles launched by the Revenant, these do not follow a certain target. Obtained via the same methods as the Flame Cannon, though of course, rather than Mancubi, the method is carried out on Revenants instead.
 * submachine gun - The Maschinenpistole 40 was used extensively by German troops during, hence it is the weapon dropped by Wolfenstein SS soldiers. It uses the same ammo as the pistol and minigun, and must be reloaded every 32 rounds.

Monster AI Changes

 * Zombiemen and Shotgun guy enemies can occasionally "combat roll" (an ability shared by the player) out of player fire and use the assault rifle and the Brutal Doom version of the shotgun, with their included strengths and weaknesses. Due to the sounds clips make during reloading, this can be a tipoff to their locations and proximity. during a level.
 * Heavy weapon dude enemies use the new mingun, and they are also subject to the strengths and weaknesses of the new weapon.
 * Imps now have a jumping melee claw attack, which does about as much damage as one of their fireballs, and their new AI will have them use this attack whenever they are less than a few body widths away from the player
 * Spectres are slightly harder to detect due to only their red eyes being visible, but otherwise, their AI is the same as the Demon, which is also largely unchanged.
 * The Cyberdemon has a "foot stomp" melee attack it will do at close range. This can be exploited in some levels where the terrain will prevent long range attacks by the Cyberdemon and protects the player from getting hit by the attack, which would allow for disposal of the Cyberdemon without severe risk of damage.
 * The Spider Mastermind's super chaingun is an enhanced version of the minigun, and is subject to the same spin up time, which provides a brief window of escape should the player be caught in it's sights. The attack is much more powerful than it was in the stock Doom games, which makes the Spider Mastermind a much more dangerous opponent.