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 v20b, and further continues its 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 by default. All specialized features of this modification are in effect, including teritary firemodes (also called "Weapon Specials") and the weapon upgrades.


 * Classic v20 Mode: Weapon loadouts and drops conform to Brutal Doom's 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
Now support combo system: alternate primary and secondary attacks to execute combos that finish in highly damaging haymaker.

Primary Fire: Left Jab

Secondary Fire: Right Hook

Weapon Special: When the Berserk Pack/Demon Strength Rune effect is on the player, this button toggles between the classic "Smash mode" (smash enemies into gibs) (Smash mode) and ("Rip and Tear Mode" (enables Brutal Doom fatalities)

Chainsaw (Slot 1)
Primary Fire: Attack similar to Brutal Doom v20b 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.

Primary Fire: Fire

Secondary Fire: Equips a silencer/de-equips silencer. Silenced shots do less damage but do not alert 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 (unsilenced pistols only)

UAC .50 Hand-Cannon (Slot 2)
A powerful revolver. Each shot consumes 2 units of pistol-type ammo (actually consumed only during reload).

Primary Fire: Fire

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

Weapon Special: Allows the player to dual-wield Revolvers, if they have two in their possession

UAC-Compact SMG (Slot 2)
Rapid-fire submachinegun.

Primary Fire: Hip fire, less accurate than when fired while aiming down sights

Secondary Fire: Use iron sights

Weapon Special: Activates/deactivates laser sight add-on that increases accuracy and reduces spread, but can alert enemies to your presence

12-Gauge Pump Shotgun (Slot 3)
Pump action shotgun. Can use two - or three, with the upgrade - different ammo types (which all consume Shell ammo supply).

Primary Fire: Hip-fire

Secondary Fire: Iron sights aim

Weapon Special: Switch shells for different effects:


 * Buckshot: Standard damage


 * Slug: More accurate fire, slightly less powerful than buckshot


 * Dragon's Breath: Incendiary rounds that can light targets on fire and leave temporary fires *Upgrade only*

Sawed-Off Double Barrel Shotgun (Slot 3)
The new version of Super Shotgun.

Primary Fire: Both barrel fire like Super Shotgun, with extra recoil

Secondary Fire: Single-barrel fire

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

Automatic Shotgun (Slot 3)
Fully automatic shotgun. Starts out with a 12-shell tube magazine that requires manual reload. Can be upgraded with a drum magazine, that enables faster reload and 16 shots per load

Primary Fire: Automatic fire. Less accurate in comparison to the Pump Shotgun

Secondary Fire: Flak cannon-like burst of penetrating, bouncing shot. Consumes two shotgun Shells per burst

Weapon Special: Dual-wield if two autshotguns are in player possession

UAC-30 Designated Marksman Rifle (Slot 4)
The starting weapon. Accurate and with moderate damage per shot.

Primary Fire: Automatic fire

Secondary Fire: Use scope while firing, greater accuracy

Weapon Special: Dual-wield if two assault rifles are in player's possession

UAC-41 Carbine (Slot 4)
A faster-firing alternative to UAC-30. Can be upgraded to Light Machine Gun to have a larger magazine (from 41 to 71) along with better damage and accuracy.

Primary Fire: Fire

Secondary Fire: Use scope, greater accuracy

Weapon Special: Cycle between semi-auto, three shot, or full-automatic modes (also can be changed to allow dual-wielding Carbines; LMG replaces any of these with toggleable laser sight)

UAC-Mach-3 Minigun (Slot 4)
Sextuple-barreled rotary machine gun. Can be upgraded to Triple Minigun, sporting 18 barrels and dramatically increased rate of fire.

Primary Fire: Fire

Secondary Fire: Prespins barrels. Lowers accuracy

Weapon Special: Toggles between Standard/Triple 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)
Heavy-hitting machine gun. Slower than Minigun, but more powerful per shot.

Primary Fire: Fire

Secondary Fire: Toggles between 100-round 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. Has higher rate of fire than FMJ


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

Rocket Launcher (Slot 5)
Similar to the classic rocket launcher, albeit with extra multishot and laser guidance capabilities. Six rockets per magazine.

Primary Fire: Fire

Secondary Fire: Charge Shot: hold to fire up to 3 rockets at once

Weapon Special: Toggle between standards and laser-guided missile mode

Heavy Grenade Launcher (Slot 5)
"Thumper"-style break-open grenade launcher, akin to Skulltag's Grenade Launcher. More powerful per shot than Super Grenade Launcher.

Primary Fire: Fire contact-fuse grenade

Secondary Fire: Fire bouncing, timed-fuse grenade

Weapon Special: Switch between High Explosive (large splash effect) and Fragmentation (with extra bouncing-nails effect) payloads

Super Grenade Launcher (Slot 5)
6-round, revolver-style automatic grenade launcher. Enables to fire a plethora of specialized grenade types. Uses different ammo type than Heavy Grenade Launcher.

Primary Fire: Fire currently selected grenade type

Secondary Fire: Detonate any live grenades you have fired (especially useful with sticky grenades)

Weapon Special: Cycle grenade types (Impact, Sticky, Incendiary, Cryo, Acid)

Plasma Rifle (Slot 6)
Sometimes designated "M1" to differentiate it from M2-Plasma Rifle. Less powerful per shot, but has faster rate of fire and faster bolts. Retains the recoil animation at the end of each volley that was characteristic of the original Doom's Plasma Gun. Like all Slot 6 and 7 weapons, it stores 50 Cell ammo units in its capacitor.

Primary Fire: Fire hot plasma to melt your enemies

Secondary Fire: Charge up a plasma shotgun blast. Consumes 12 Cell ammo units. Cancel the charge by pressing reload (the charge can also be withheld for indefinite time without consuming additional ammo).

Weapon Special: Dual-wield if two M1 Plasma Rifles are in player's possession

M2 Heavy Plasma Rifle (Slot 6)
More rare version of plasma rifle. Consumes 2 Cell units per shot for more powerful plasma bolts than M1. It is also semiautomatic only.

Primary Fire: Fire super plasma burst

Secondary Fire: Plasma Flamethrower blast ("Plasmathrower")

Weapon Special: Dual-wield if two M2 Plasma Rifles are in player's possession

UAC Cryogenic Dispersion Rifle (Slot 7)
A freezegun. Utilizes Cells.

Primary Fire: Fire Ice Missile (slow rate of fire, large splash effect)/Freeze Ray (rapid, focused attack)

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)
Another Skulltag-familiar weapon. This heavy sniper weapon can pierce multiple enemies with a single shot. Powerful, but slow to fire repeatedly. Uses Cells to fire - 10 per shot.

Primary Fire: Fire

Secondary Fire: Zoom in with a electronic scope

Weapon Special: Toggle infrared vision when using the scope

BFG 9000 Mark IV (Slot 8)
Revamped classic BFG 9000, with a profile appearance akin to Doom film's BFG iteration. Features numerous fire modes.

Primary Fire: Fire (classic BFG blast, generate mobile energy shield, chargeable contact bolt)

Secondary Fire: Alternative fire (small BFG bolt, generate stationary energy shield, strong contact bolt)

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

BFG 11K Plasma Beam (Slot 8)
A specialized, prototype variant of BFG that focuses on rapid-firing capability. Resembling an energy minigun of sorts, BFG11K needs a moment to spin-up and cooldown after each volley, but compensates this downside with an extremely high damage-over-time potential.

Primary Fire: Plasma Beam (ideal for large hordes)

Secondary Fire: BFG Chaingun (ideal for larger enemies)

Weapon Special: N/A

Black Hole Generator (Slot 8)
A portable black hole launcher. Takes much time to fire, but its destructive power is unparalleled. Consumes 100 Cell units per shot.

Primary Fire: Fire the black hole

Secondary Fire: Lock in place the black hole you just fired, remotely

Weapon Special: N/A

Mancubus Flame Cannon (Slot 9)
Acquired by by gibbing a Mancubus or Daedabus or their corpses. Compared to Brutal Doom, this version of the gun received an extra, toxic fire mode, trading decreased range for extra damage.

Primary Fire: Mancubus/Daedabus ball

Secondary Fire: Flamethrower/Acid spit

Weapon Special: Cycle weapon modes (Mancubus Flame Cannon/Daedabus Acid Cannon

Revenant Missile Launcher (Slot 9)
Acquired by gibbing a Revenant (either ordinary or Beam variant) or its corpse. In addition to missiles, it also enables to fire precise energy beams.

Primary Fire: Fire Seeker missile/single beam

Secondary Fire: Fire unguided rocket/triple beam

Weapon Special: Cycle weapon modes (Seeker Missiles/Beamgun)

Demon Tech Rifle (Slot 9)
Hell's in-house small arms technology. Obtained from killed Demon Tech Troopers. Ammo is derived from demon essence (in form of glowing red orbs) collected from 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 (Inferno/Caustic)

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

Proximity Mines
Plantable version of grenades, will detonate only when enemy enter their blast arc. Significantly more potent than hand grenades. Can be enabled or disabled with Use key.

Combat Backpack
Increases ammo supply capacity even further than the standard Backpack and restores 50 HP.

Portable Medic Backpack
Works like the Duke Nukem 3D's Portable 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. Can be destroyed, once destroyed, can be recovered when pressing the "use" key on it (picking it back as the special item that it is) and is susceptible to friendly fire.

Swarmer & Electricity Pods
Two types of grenade-like defenses that do extremely high damage to enemies in their area of effect.

New Powerups
All of these powerups are randomly spawned from slain enemies (albeit Demon Strength Rune spawns much more frequently than other ones, which are rather rare).

Demon Strength Rune
Inherited from Brutal Doom. Heals 10 HP and grants Berserk effect for the remainder of the level.

Double Damage Sphere
Doubles inflicted damage for 30 seconds.

Rage Sphere
Doubles the speed of all weapon animations (firing, reloading, other functions) for 30 seconds.

Time Sphere
Freezes enemies in place for 10 seconds. Gives a golden tint over the screen. Seems to be randomly dropped only by some of the strongest of enemy variants (e.g. Black Imps, Vocabuli, Flesh Wizards).

Revenant Morph Rune
Transforms the player into a Revenant. The Revenant has 300 HP and two attacks: a punch and its missile launchers. Also, use the Weapon Special command to activate its jetpack. Transformation lasts for around 60 seconds.

Demon Essence
Commonly dropped from slain demons (Former Humans never leave this). Comes in Lesser and Greater sizes. Lesser Demon Essence restores 2 AP, whereas Greater Demon Essence - 4 AP and 2 HP. Also provides ammo for Hell Rifle (Lesser DE - 2 ammo units, Greater DE - 10 ammo units). Differently than other powerups, Demon Essence fades out in roughly a minute.

Monsters
Project Brutality also introduces variant types of each monster. They have increased damage and HP than the original monster and have new ability and powers. They can spawn selecting spawn preset at Global Setting.

Imp Variant

 * Dark Imp : Stronger version of Imp. It has more HP and able to fire homing energy ball that deals more damage than a regular fireball.

Demon Variant

 * Blood Demon : It has a large horn and is more reddish in color. Has slightly more HP than original Pinky.
 * Mech Demon : More identical to the original but with robotic leg and spike. Has higher HP than his brethren.

Cacodemon Variant
Project Brutality version of the Cacodemon is able to evade any projectile, make it trickier to deal with.


 * Inferno Caco : A lava-ish version of the cacodemon. It shoots a fireball rather than a blue energy ball. When it dies, it is able to summon watchers
 * Afrit : A demon that has a body similar to the baron of hell. Has 2 type of attacks. One is fast fireball projectile and one is a concentrated fireball that deals more damage

Pain Elemental Variant

 * Suffering Elemental : Has the same model as Pain Elemental but with green eyes and mouth. Summons phantasms instead of lost souls.
 * Trite Elemental : Whiter version of Suffering Elemental. Summons trites.
 * Overlord : A powerful demon that can kill the player quickly if not dealt with carefully. It has multiple attacks and abilities. First, it is able to teleport to avoid engaging the player. Secondly, it will fire a barrage of energy balls. Third, it can summon a powerful homing orb that deals a large amount of damage. The orb can be destroyed by shooting it. Finally, the Overlord can create a demonic shockwave that moves at random directions. Deals massive damage.

Lost Soul Variant

 * Phantasm : Has the same model with the lost soul but with green fire. Explodes on death, making it more dangerous in close combat.

Revenant Variant

 * Beam Revenant : This revenant is able to fire a beam with deadly precision. The beam is faster than homing missiles, make it harder to avoid.

Arachnotron Variant

 * Inferno Arachnotron : An arachnotron that shoots incendiary round.
 * Arachnophyte : Arachnophyte is an airbone-type arachnotron equipped with a machine gun.
 * Elite Arachnotron : The most powerful version. Has higher HP and shoots a more damaging purple plasma round.

Hell Knight Variant

 * Cyber Hell Knight : Cyborg version of Hell knight. Equiped with chaingun.
 * Cyber Paladin : A powerful version of Hell Knight with a shield that can deflect all your firepower. Armed with a grenade launcher and flamethrower.

Baron of Hell Variant

 * Cyber Baron : Just like the Hell Knight, the Baron of Hell also has its own cyborg version. Unlike a Hell Knight, a Cyber Baron has more weapons, including flamethrower and rocket launcher. The Cyber Baron's appearance is almost similar to a Cyberdemon with one mechanical leg and one rocket launcher attach to arm.
 * Belphegor : This version has 4 reptilian legs and brown in color. Belphegor is able to launch more powerful energy balls with huge splash damage. Only can be spawned in Death Wish spawn preset.

Spider Mastermind Variant

 * Demolisher : Upgraded version of Spider Mastermind. Armed with twin gatling cannons that shoot explosive rounds. But most dangerously, it also can fire BFG 9000 rounds.
 * Juggernaut : A grey Mancubus (formerly the skin for the Daedabus before PB 2.0) mounted on a tank apparatus. Armed with two massive miniguns taking the place of the twin cannons and dual rocket pods on the sides of the chassis. Can crush player by driving over them with tank.

Cyberdemon Variant

 * Annihilator : A Cyberdemon with both mechanical legs and armed with rocket launchers at both hands. With both rocket launchers on his hand, he can fire twice as fast make him more dangerous than a normal Cyberdemon.