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 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'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, use this to toggle between the classic "Smash enemies in gibs" (Smash mode) and "Brutal Doom fatalities" (Rip and Tear Mode)

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 that uses pistol 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 (unsilenced pistols only).

UAC .50 Hand-Cannon (Slot 2)
A powerful revolver. Each shot consumes 2 pistol type ammo (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. Uses pistol type ammo.

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 due to the light.

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 concentrated 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 (Slot 3)
The new version of Super Shotgun.

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)
Fully automatic shotgun. Starts with 12-round clip, can be upgraded with a drum magazine with faster magazine style reload and 16 shots per clip instead of manual reload.

Primary Fire: Automatic fire.

Secondary Fire: Flak cannon like effect, 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: 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)
A faster firing alternative to UAC-30. Can be upgraded to Light Machine Gun 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 (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 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)
Triple-barreled heavy-hitting machine gun. Slower than Minigun, but more powerful per shot.

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. 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 classic rocket launcher, albeit with extra charge shot and fly-by-wire guidance capabilities.

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 impact grenade

Secondary Fire: Fire bouncing grenade

Weapon Special: Switch between High Explosive and Fragmentation Payloads

Super Grenade Launcher (Slot 5)
6 round revolver-style 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 bombs)

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

Plasma Gun (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.

Primary Fire: Fire hot plasma to melt your enemies

Secondary Fire: Charge up plasma shotgun blast, cancel the charge by pressing reload (the charge can also be withheld for indefinite time without consuming additional ammo)

Weapon Special: Dual Wield

M2-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

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

Primary Fire: Fire Cryomissile/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)
Another Skulltag-familiar weapon. Can pierce multiple enemies with a single shot. Uses cells to fire.

Primary Fire: Fire

Secondary Fire: Zoom in

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

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 (Q3-like 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 variant of BFG that focuses on fast-firing capability.

Primary Fire: Plasma Beam (ideal for large hordes)

Secondary Fire: BFG Chaingun (ideal for larger enemies)

Weapon Special: NA

Black Hole Generator (Slot 8)
Portable black hole launcher. Takes much time to fire, but its destructive power is unparalleled.

Primary Fire: Fire the black hole

Secondary Fire: Trigger the black hole you just fired remotely

Weapon Special: NA

Mancubus Flame Cannon (Slot 9)
Acquired by by gibbing a Mancubus or Daedabus or their corpses.

Primary Fire: Mancubus/Daedabus ball

Secondary Fire: Flamethrower/Acid spit

Weapon Special: Cycle weapon modes

Renevant Missile Launcher (Slot 9)
Acquired by gibbing a Revenant (either missile or beam variant) or its corpse.

Primary Fire: Fire Seeker Missile/ Beam

Secondary Fire: Fire unguided rocket/ burst beam

Weapon Special: Cycle weapon modes

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

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.