Brutal Doom

Brutal Doom (also stylized as Brütal Doom) is a gore-themed WAD for Zandronum and GZDoom, created by Marcos Abenante (Sergeant Mark IV). As of December 31, 2015, the newest version is 0.20b. 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 For example, the shotgun's wooden furniture has been replaced by black synthetic.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 re-balanced. 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.
 * 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.
 * Enemies can be taunted with a laughter. They can also be offended (by showing a middle finger and shouting), which alerts non-deaf monsters like a weapon would.
 * 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 or simply via the use key. Latest update reinstated the blur artifact, but they are randomly dropped by Spectres instead.

Weapons
Many weapons have been replaced/upgraded and have secondary fire modes that adds various combat functions:


 * Fists - Players can now deliver punches with both fists independently. Pressing the primary fire button will result in the player giving a quick punch with the right arm. Pressing the secondary fire button will result in a powerful right punch, which involuntarily moves the player a little forward. When the player does a left punch then a right punch consecutively, the next left punch will have immense power. There is also a random chance of doing an uppercut when doing regular punches. When the Demon Rune/Berserk pack is picked up, hitting the reload button will show the player cracking their knuckles, and a text message will appear. This changes the mode of the fists effects on enemies. "Smash Mode" delivers immense damage to the opponent, usually gibbing them. "Rip And Tear" makes the player perform fatalities on the enemy, from a third person view. This mode gives a small amount of health with each fatality.


 * Pistol - 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 31 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. Picking up another assault rifle enables them to be dual wielded, with high rate of fire but disables the player from using grenades.


 * Shotgun - The shotgun does more damage than its original counterpart, but compensates this by only holding 8 shells at a time, and utilizes 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 - Replaced with 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 six shots, and the pause between shots is greater, though the damage from the rockets has been increased.


 * Plasma gun - 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. Similar to the assault rifle, the plasma rifle can be dual-wielded.


 * BFG 9000 - Has a somewhat long charge pause before firing, though the attack is more focused and powerful as a result.


 * Mancubus Flame Cannon - Primary fire acts as a flamethrower, while secondary fire fires a shot that 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 Mancubus Flame Cannon, but on the Revenants instead.


 * submachine gun - The Maschinenpistole 40 was used by German paratroopers 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 33 rounds.


 * machine gun - Also known as Hitler's Buzzsaw, this new weapon alternates with the minigun in weapon slot 4. It likewise has a very high rate of fire, but uses a distinct type of ammo of which 600 shots are included at pick-up.


 * Hand Grenades - These are a new weapon that occupies the very last weapon slot and which can be replenished via backpacks and ammo boxes, while single grenades are sometimes dropped by sergeants. They are essentially a throwable rocket launcher blast with a delayed detonation and are quite effective as crowd control weapons.

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 tip-off to their locations and proximity during a level.
 * Heavy weapon dude enemies use the new minigun, 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. The foot stomp is a ONE stomp KO on any NPC or the player. 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. Using the offense feature on the monster will enrage it, resulting in a drastically increased rate of rocket fire.
 * The Spiderdemon'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 its 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.
 * Lost Souls are now treated like an exploding barrel if the new melee attacks are used on them. This will grab the Lost Soul (which will be visible in the player character's left hand looking terrified), and from there it can be thrown like the explosive barrels. This can be a good attack to use on other monsters, but like the exploding barrel, this can hurt the player as well, though the blast radius is somewhat smaller than the barrel's. This will also result in the death of the Lost Soul, regardless of where it is thrown.
 * The Baron of Hell has a new attack where it will throw a fireball attack with both hands, which is more powerful than the one-handed fireball. It has a longer windup animation, so it is easier for the player to dodge.

Awards

 * 2011 Cacowards - Best Gameplay Mod.
 * 2012 Moddb Mod of the Year: MOTY Editors Choice - Creativity Award.
 * 2012 Moddb Mod of the Year: Players Choice - 9th place.
 * 2013 Moddb Mod of the Year: Players Choice - 4th place.