Project Brutality

Project Brutality is an expansion of the Brutal Doom gore-themed WAD for Zandronum and GZDoom (only engines with known support so far), currently at version 2.03. It is a standalone mod based on Brutal Doom version .20b, and further continues it's gameplay expansion and references to the Doom comic.

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

Weapon Changes
There are three game modes, and each has their own general weapon loadout changes.


 * Project Brutality: Weapons are as described in the below subsections. Player starts with the UAC Pistol and UAC-30 DMR as well as the Fists by default. All specialized features of this modification are in effect, including weapon upgrades.


 * Classic v20 Mode: Weapon loadouts and drops conform to Brutal Doom' standard. All features not in vanilla Brutal Doom are disabled.


 * Traditional: "Vanilla" Doom experience, all loadouts and drops same as in original games, with all custom changes removed.

Fists
Primary Fire: Left Jab

Secondary Fire: Right Punch

Weapon Special: When the Berserk Pack/Demon Rune effect is on the player, use this to toggle between the classic "Smash enemies in gibs" (Smash mode) and "Brutal Doom fatalities" (Rip and Tear Mode)

Chainsaw aka “The Great Communicator” (Slot 1)
Primary Fire: Attack similar to Brutal Doom v.20b chainsaw, with a rare secondary attack animation during attacks

Secondary Fire: The chainsaw is used as slashing melee weapon, and can be combined with the kick attack for combos.

Weapon Special: This allows the player to quickly fire off a shot with the sawed off shotgun (if in the player's possession) while the chainsaw is equipped as a backup/auxiliary attack.

UAC .45 Standard Issue Handgun (Slot 2)
15 round pistol that uses bullet type ammo.

Primary Fire: Fire

Secondary Fire: Equips a silencer/de-equips silencer. Silenced shots do less damage but do not alert all enemies in the vicinity, good for silenced kills when stealth is preferred.

Weapon Special: Allows the player to dual wield pistols if they have two in their possession.

UAC .50 Hand-Cannon (Slot 2)
Each shot consumes 2 bullet type ammo.

Primary Fire: Fire

Secondary Fire: Western (as in cowboy western) trigger "fanning", which makes for faster shots but lower accuracy.

Weapon Special: Allows the player to dual wield revolvers. if they have two in their possession.

UAC-Compact SMG (Slot 2)
Uses bullet type ammo

Primary Fire: Hip fire, less accurate than aimed fired.

Secondary Fire: Activates iron sights.

Weapon Special: Activates/deactivates laser sight add-on that increases accuracy and reduces spread, but can alert enemies due to the light.

12-Gauge Pump Shotgun (Slot 3)
Primary Fire: Hip fire

Secondary Fire: Sighted aiming

Weapon Special: Switch shells for different effects:


 * Buckshot: Standard damage.


 * Slug: More concentrated fire, less spread damage.


 * Dragon's Breath: Incendiary rounds that can light targets on fire. *Upgrade only*

Sawed-Off Double Barrel (Slot 3)
Primary Fire: Both barrel fire like Super Shotgun, with extra recoil.

Secondary Fire: Single barrel fire, alternates barrels until reload.

Weapon Special: Dual wield shotguns, if two are owned.

Automatic Shotgun (Slot 3)
Starts with 12-round clip, can be upgraded with a drum magazine with faster magazine style reload and 16 shots per clip instead of single shot reload.

Primary Fire: Semi-auto fire.

Secondary Fire: Flak cannon like effect, consumes two shotgun rounds per burst.

Weapon Special: Dual wield if two autshotguns in player possession.

UAC-30 Designated Marksman Rifle (Slot 4)
Primary Fire: Semi-auto firing.

Secondary Fire: Use scope while firing, greater accuracy.

Weapon Special: Dual wield if two assault rifles in player possession.

UAC-41 Carbine (Slot 4)
Can be upgraded to have a larger clip (from 41 to 71), better damage, and less recoil.

Primary Fire: Fire

Secondary Fire: Use scope, greater accuracy.

Weapon Special: Cycle between semi-auto, three shot, or full-automatic modes

UAC-Mach-3 Minigun (Slot 4)
Can be upgraded to have three barrels.

Primary Fire: Fire.

Secondary Fire: Prespins barrels. Lowers accuracy.

Weapon Special: Toggles between Standard/Upgraded mode.

UAC-Mach-2 Minigun (Classic v20 Mode Only)
Primary Fire: Fire.

Secondary Fire: Prespins barrels. Lowers accuracy.

Weapon Special: None

UAC-HMG Auto-Cannon (Slot 4)
Primary Fire: Fire

Secondary Fire: Toggles between magazine or belt feed mode. Latter can cause overheating if sustained fire is too intense, though reloading is eliminated.

Weapon Special: Toggle ammo mode.


 * Anti-Personnel: Standard ammo.


 * Full Metal Jacket: Armor penetrating rounds, goes through shields and thin walls.

Rocket Launcher (Slot 5)
Primary Fire: Fire.

Secondary Fire: Charge shot, hold to fire up to 3 rockets at once.

Weapon Special: Toggle between standards and homing missile mode.

High Explosive Grenade Launcher (Slot 5)
Primary Fire: Fire impact grenade

Secondary Fire: Fire bounce grenade

Weapon Special: Switch between High Explosive and Fragmentation Payloads

Heavy Grenade Launcher (Slot 5)
6 round revolver style grenade launcher.

Primary Fire: Fire currently selected grenade type

Secondary Fire: Detonate any live grenades you’ve fired (especially useful with sticky bombs)

Weapon Special: Cycle grenade types

Plasma Gun (Slot 6)
Primary Fire: Fire hot plasma to melt your enemies

Secondary Fire: Charge up plasma shotgun blast, cancel the charge by pressing reload

Weapon Special: Dual Wield

M2-Plasma Rifle (Slot 6)
Primary Fire: Fire super plasma burst

Secondary Fire: Plasma Flamethrower

Weapon Special: Dual Wield

UAC Cryogenic Dispersion Rifle (Slot 7)
Primary Fire: Fire Cryoball/Cryobeam

Secondary Fire: Switch to your side pistol and shatter frozen enemies at range

Weapon Special: Switch between Ice Missile and Freeze Ray modes

Railgun 2.0 (Slot 7)
Primary Fire: Fire

Secondary Fire: Zoom in

Weapon Special: Toggle infrared scope on/off when zoomed in

BFG 9000 Mark IV (Slot 8)
Primary Fire: Fire

Secondary Fire: Alternative fire

Weapon Special: Cycle between fire modes (Classic BFG, Guard Mode, and Contact Beam)

BFG 11K Plasma Beam (Slot 8)
Primary Fire: Plasma Beam (ideal for large hordes)

Secondary Fire: BFG Chaingun (ideal for larger enemies)

Weapon Special: NA

Black Hole Generator (Slot 8)
Primary Fire: Fire the black hole

Secondary Fire: Trigger the black hole you just fired remotely

Weapon Special: NA

Mancubus Flame Cannon
Acquired by killing Mancubus with explosion/Chainsaw.

Primary Fire: Mancubus/Daedabus ball

Secondary Fire: Flamethrower/Acid spit

Weapon Special: Cycle weapon modes

Renevant Missile Launcher
Acquired by killing Renevant with explosion/Chainsaw.

Primary Fire: Fire Seeker Missile/ Beam

Secondary Fire: Fire straight missile/ burst beam

Weapon Special: Cycle weapon modes

Demon Tech Rifle
Obtained from killed Demon Tech Troopers. Ammo is demon essence collected from other fallen demons.

Primary Fire: Fire inferno/caustic projectiles

Secondary Fire: Fire a seeking spirit that will possess a monster to fight for you / Shrink Ray

Weapon Special: Cycle weapon modes

Grenades
On par with rocket launcher round in terms of damage, acquired from grenade boxes (found amongst rocket launcher round drops)

Proximity Mines
Placable version of grenades, will detonate only when enemy within blast arc, can be enabled, disabled with Use key.

Combat Backpack
Same as in stock doom, increases ammo supply.

Portable Medic Backpack
Works like the Duke Nukem 3D medkit.

UAC Distress Beacon
Can summon marines as AI controlled allies (up to 3)

UAC Automatic Sentry Gun
Can be placed as a stationary gun platform to assist in holding certain positions.

Swarmer & Electricity Pods
Two types of defenses that do area damage to enemies in their area of effect.