Difference between revisions of "Project Brutality"

From DoomWiki.org

[unchecked revision][checked revision]
(Demon Variants)
m (Tier 3: undupe word)
 
(230 intermediate revisions by 38 users not shown)
Line 1: Line 1:
 +
{{wad
 +
|authors = pa1nki113r and the Project Brutality Team
 +
|year =
 +
|port = GZDoom
 +
|iwad = Doom, Doom II
 +
|type = g
 +
|link = https://projectbrutality.com/
 +
|screenshot=Project Brutality v3.0 title.png
 +
|caption=Title screen for the current Project Brutality build
 +
}}
 +
'''Project Brutality''' (formerly known as '''Project Brutality 3.0''') is a WIP [[gameplay mod]] for the [[GZDoom]] [[source port]] that is currently being developed. Development began in 2015 as a fork of [[Brutal Doom]] version v19b that greatly expanded upon it, using assets from [[Realm 667]] as well as its own custom content. However, it has since changed its direction to become a standalone project, with most inherited coding being removed and replaced with totally unique assets, as well as dropping its numbered version subtitle. There is currently no official release candidate or expected release date; it is actively developed at GitHub, and users are instructed to obtain it there, either in a stable Master Branch or the regularly updated Staging Branch.{{cite web|url=https://github.com/pa1nki113r/Project_Brutality|accessdate=1 January 2022}}
  
'''''[http://www.moddb.com/mods/brutal-doom/addons/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). It is a standalone mod based on Brutal Doom version v20b, and further continues its gameplay expansion and references to the Doom comic. Project Brutality is currently at version 2.03, with version 3.0 under development at beta stage.  
+
Project Brutality is one of the most popular mods for the GZDoom source port. As of July 2023, it has received the second most votes in an informal ZDoom forum poll about favorite mods.{{cite web|url={{zdforums|t=60112|ZDoom Community Top Works of All Time}}|accessdate=31 July 2023}} It has also received extensive coverage on YouTube, where a large majority of its fanbase has originated from; many of these videos pair the mod with unofficial addons which are not officially endorsed by the team. Currently, all official discussion regarding the mod is present in its discord server.{{cite web|url=https://discord.gg/2hJxXPc|accessdate=31 July 2023}} An official campaign ('''Project Black Mass''') is in development, with focus on it being delayed until the standalone gameplay mod's completion.
  
This mod is compatible with Doom / The Ultimate Doom, Doom II, and Final Doom.
+
== Features ==
 +
=== General changes ===
  
== General changes ==
+
* Dynamic spawn system, affecting what monsters, weapons and items you will encounter. The exact active actors can be switched in the mod's options. By default, the spawn progression follows its own custom episode format which can be changed by users to follow the amount of levels in a map, ranging from 4-128 levels. It is divided into four "Tiers", where each weapon and monster type receives a new , stronger variation at this threshold. Tiers can either start directly upon reaching a level number, or can gradually form depending on the amount of levels played, with random variation on if a weapon/monster will receive a higher tier variant.
  
* Dynamic spawn system, affecting what monsters, weapons and items you will encounter. The exact active actors can be switched in the mod's options. By default, the spawn progression follows Doom 2's "episodes", and so is divided into four "Tiers":
+
* Expanded weapon arsenal, featuring overhauled versions of all classic doom weapons, as well as 18 custom weapons, with influences derived from numerous sources. Every weapon includes numerous fire modes and a special ability that can change its function. Few, selected weapons have "weapon upgrades" tied to them, which are their improved versions that replace the old weapons (but can be obtained without the base weapon in possession).
  
- Tier I: levels 01-06
+
* Expanded monster roster, with most of the monster types having at least two other "variants" - alternate versions, of increasing threat level and various abilities. An overhaul of this feature is in development and is actively teased on its respective discord server.
  
- Tier II: levels 07-11
+
* Respited power-up types and new inventory items, as well as custom "respect" animations for weapons when they are picked up.
  
- Tier III: levels 12-20
+
* Additional player abilities, e.g.: a "dash" dodging maneuver, double jump, ledge grabbing, sliding, and in development first person fatalities on all monster types through usage of a "quick melee" keybind.
  
- Tier IV: levels 21-30 (and secret ones)
+
* New movement physics, custom weapon crosshairs that are automatically paired for each weapon, a custom HUD, menu font, overhauled weapon slot organization, particle effects, and reworked gore system.
  
* Expanded weapon arsenal, featuring over twice as many weapons than in Brutal Doom (v20), and some of them inspired by Quake and Duke Nukem games. Most of the weapons include teritary functions (also called "Weapon Specials"). Few, selected weapons have "weapon upgrades" tied to them, which are their improved versions that replace the old weapons (but can be obtained without the base weapon in possession) and can be found only on Tier IV.
+
* New death animations and fatalities, complementing introduced monster variants.
  
*  Expanded monster roster, with most of the monster types having at least three other "variants" - alternate versions, of increasing threat level and various abilites.
+
=== Weapon changes ===
 +
Every weapon in base doom has been revisited to include a rebalanced standard fire, as well a secondary fire. Most of the weapons include tertiary functions (also called "Weapon specials"), which range from changing the secondary (or rarely, primary fires), to changing the entire weapon appearance and functionality. Weapon specials are accessed through a built in circular wheel that allows a player to directly pick which special behaviors they want their weapon to inherit; many of these are exclusive to each other, similar to weapon modules in [[Doom Eternal]].
  
* Extra power-up types and inventory items.
+
Weapons are divided into specific tiers, with tier 1 adding no new weapons and only overhauled versions of classic doom's arsenal. Further tiers add in custom content or upgrade the power of weapons before.
  
* Additional player abilities, e.g.: a "dash" dodging maneuver (performed by tapping twice a movement key), double jump, or taking meatshields (by punching a fatally wounded Zombieman/Sergeant/Imp while berserk).
+
==== Tier 1 ====
 +
- '''Fists''' (Slot 1)
 +
* Primary fire: A standard punching motion with the left fist of the player; if paired with a secondary fire in an alternating pattern, it can deliver a harsh jab to the side to finish off enemies.
 +
* Secondary fire: A standard punching motion with the right fist of the player. It can also perform a finishing, highly damaging haymaker similar to the primary fire.
 +
* Weapon special: When berserk is acquired, the player can crack their knuckles and change their execution settings to a high powered blow towards the enemy, similar to vanilla's berserk, or a first person execution towards an enemy fit with a custom animation and bonus health.
 +
* Quick melee: A special keybind that will automatically use the fist's functionality regardless of weapon being currently held (as long as they are not dual-wielding their current weapon). When pressed, the player can use a machete to damage/stun an enemy or execute a low health enemy.
 +
* Fists can also grab barrels by punching them. The player can grab both nukage and burning barrels. When a barrel is picked up, with left click the player can throw the barrel, but with right click the player can place it down harmlessly, which can be used to set up traps. Fists are also stained with blood after use and can be paired with a kick function (with a keybind in controls) to perform extra combos)
  
* Larger variety of Doomguy's voice commands: taunts, as well as one-liners (which can also happen automatically, if the player slays many monsters within a short period in a particularly brutal fashion) and weapon acquisiton quotes.
+
- '''Axe''' (Slot 1)
 +
* Primary fire: Swings the axe for large amounts of damage. Holding primary fire will continually swing the axe, at a rate that is slightly faster than the vanilla fists swing.
 +
* Secondary fire: Throws the axe for a large amount of damage; the player can hold up to 10 axes at a time, and throwing an axe will cause the player to lose it until its recollected on the ground.
 +
* Its official name is simply the Fire Axe. A counter on the hud indicates how many axes the player currently has in their position. This weapon is one of the few that does not have a weapon special.
  
* New death animations and fatalities, complementing introduced monster variants.
+
- '''Chainsaw''' (Slot 1)
 +
* Primary fire: Directly force the chainsaw forward to slice through enemies and drain their blood; when the player is moving, the chainsaw's primary attack will cause it to slice in the direction of their movement, back and forth.
 +
* Secondary fire: A downwards slash that charges up, and then slices the chainsaw downwards, upwards, and then back to its resting position. It can also be combined with kicks while still firing.
 +
* Weapon special: Disables the "Resource gather" function of the chainsaw.
 +
* Its official name is the Mixom Beavertooth Chainsaw. The chainsaw will be able to attack without ammo, similar vanilla, but has an extra features known as "Resource Gather," which uses a custom fuel ammo type and will cause all primary attacks the chainsaw delivers to heal the player, even past 100 health. This will quickly consume this fuel ammo, and if it runs out, the chainsaw will still function as normal but will not be able to heal the player. It is toggleable by the player pulling the startup string of the chainsaw.
  
== Weapon changes ==
+
- '''Pistol''' (Slot 2)
 +
* Primary fire: A partially accurate shot of low tier bullet ammunition.
 +
* Secondary fire: Aiming down the sights of the pistol for increased accuracy.
 +
* Weapon special wheel: The player can add a silencer onto the pistol, change the primary fire from semi-automatic to a burst of 3 bullets (and vice versa), or dual wield the pistols, where primary and secondary controls the respective pistol, left and right (this logic also applies to all future dual wieldable weapons).
 +
* Its official full name is UAC .45 Standard Issue Handgun. This pistol has a significantly faster firing rate than the vanilla pistol and is a starting weapon along with the rifle. It has a max capacity of 16 bullets before reloading.
  
There are three game modes, and each has their own general weapon loadout changes:
+
- '''Shotgun''' (Slot 3)
 +
* Primary fire: A traditional pump firing of a single shotgun shell.
 +
* Secondary fire: Aim down the sights of the shotgun. Primary firing while holding this button will allow the player to pump the shotgun directly without losing aim.
 +
* Weapon special wheel: Change the ammo type of the shotgun, from buckshot (with spread similar to vanilla's shotgun), to a green slug shot with high accuracy. At this tier, a 3rd shell type is locked.
 +
* Its official name is the 12-Gauge Pump Shotgun. It has a max capacity of 9 shells before reloading.
  
* 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 Weapon Specials and the weapon upgrades.
+
- '''Double barrel "super" shotgun''' (Slot 3)
 +
* Primary fire: Shoot both barrels of the sawed off shotgun.
 +
* Secondary fire: Shoot only one of the barrels, can be combo'ed to shoot both in a row quickly before reloading.
 +
* Weapon special: Dual wield two SSG's if the player has a secondary one picked up.
 +
* Its official name is the Sawed-Off Double Barrel Shotgun.
  
* Classic v20 Mode: Weapon loadouts and drops conform to ''[[Brutal Doom]]'''s standard. All features not in vanilla Brutal Doom are disabled.
+
- '''Rifle''' (Slot 4)
 +
* Primary fire: Automatically shoot high tier bullet ammunition
 +
* Secondary fire: Aim down through a green digital sight in order to increase accuracy slightly.
 +
* Weapon special: Dual wield two rifles if the player has a secondary one picked up.
 +
* Its official name is the UAC-30 Designated Marksman Rifle. It is a starting weapon along with the pistol. It has a max capacity of 31 bullets before reloading.
  
* Traditional: "Vanilla" Doom experience, all loadouts and drops same as in original games, with all custom changes removed.
+
- '''Minigun''' (Slot 5)
 +
* Primary fire: Fire a barrage of high tier bullet ammunition from 6 barrels with no reload after a short barrel wind up animation.
 +
* Secondary fire: Pre-wind up the barrel, leading to higher speeds but lesser accuracy (the barrel windup is immediately stopped after switching firing modes or to a different weapon).
 +
* Weapon special wheel: Changes the firing speed to and from either "chaingun" mode and "gatling" mode; the chaingun mode acts similar to vanilla, slower but more conservative of ammo, while the gatling mode is faster and consumes ammo quicker.
 +
* Its official name is the UAC-Mach-3 Minigun.
  
== Weapons overview ==
+
- '''Rocket launcher''' (Slot 6)
 +
* Primary fire: Fires a single rocket; can fire automatically after a new rocket is automatically loaded, similar to vanilla.
 +
* Secondary fire: Loads up to 3 total rockets that will be fired all at once; this has a slight delay to load the ammunition into the firing area.
 +
* Weapon special wheel: Changes the firing mode of the rocket from standard to either guided or lock-on. Guided will create a laser pointer that all rockets will fire, allowing the player to coordinate their flight patterns. Lock on will let the player use the secondary firing button to lock onto a monster; pressing the primary firing button more than once while holding the secondary mode to lock onto the target will load up extra rockets similar to the basic secondary firing mode.
 +
* Its official name is the UAC Guided Rocket Launcher. When the firing mode of the rocket changes, the coloured light on the side of the rocket will also change, from green in standard mode, orange in laser mode, and blue in lock on mode. Loading 2-3 rockets will also create an icon of 2-3 dots on the coloured indicator. It can hold 6 rockets in its magazine before reloading.
  
=== Fists (Slot 1) ===
+
- '''Plasma gun''' (Slot 7)
 +
* Primary fire: Fires an automatic stream of circular plasma balls. Letting go of the primary fire key will cause the player to let it temporarily cool down.
 +
* Secondary fire: Charges up a heat blast that can penetrate through numerous enemies at the cost of 20 ammo when released. Holding this charge and getting in melee range of an enemy will also hurt them, similar to the chainsaw, albeit with less damage.
 +
* Weapon special: Dual wields two plasma rifles if the player has a secondary one picked up.
 +
* Its official name is the UAC-M1 Plasma Rifle. The blue screen on the weapon shows how much ammo is left in it before having to reload. It has a max capacity of 60 cells before reloading.
  
Now support combo system: alternate primary and secondary attacks to execute combos that finish in highly damaging haymaker. Regarding unarmed combat, it is also worth noting that the player always has access to a Machete. This special melee weapon can be used at any time via its dedicated quick-key (as long as they are not dual-wielding their current weapon), and like Fists and kicks Machete is affected by Berserk's damage boost.
+
- '''BFG9000''' (Slot 9)
 +
* Primary fire A: Charges up and fires a large damaging BFG shot; enemies that are near it will be damaged or killed by its radius. Furthermore, upon impact it will explode similar to vanilla, and tracers will also shoot out at all nearby enemies in a cone of the line of sight. This costs 100 plasma.
 +
* Secondary fire A: Charges up a beam of energy that pierces through enemies and fries them. It takes around 4 seconds to run through 100 plasma cells worth of ammo.
 +
* Weapon special: Switches from the traditional BFG mode to "Black Hole Launcher" mode, which totally changes both of its firing actions.
 +
* Primary fire B: Charges up a large blackhole that will slowly move through the air; upon impact or pressing the reload key, it will activate and suck all enemies in a radius towards it. Anything that reaches the center will receive high damage in quick succession, which can prove fatal to even some of the strongest creatures, as well as the player.
 +
* Secondary fire B: Shoots a fast moving "gravity" projectile that, upon collision, will draw things nearby it quickly and deliver damage towards them by forcing them to the ground. It costs 30 cells.
 +
* Its official name is the B.F.G. 9000 MK. V.
  
Primary: Left Jab
+
==== Tier 2 ====
 +
- '''Revolver''' (Slot 2)
 +
* Primary fire: Automatically shoot a low tier bullet (at the cost of two) with high recoil.
 +
* Secondary fire: Fans the hammer for much faster firing but less accuracy.
 +
* Weapon special: Dual wield two revolvers if the player has a secondary one picked up.
 +
* It's official name is the UAC-B750 .500 'Hand Cannon' Revolver. It can hold 6 bullets at a time in its chamber, which equates to a total of 12 low tier pistol ammo consumed per reload. It replaces shotgun spawns in tier 2.
  
Secondary: Right Hook
+
- '''Auto-shotgun''' (Slot 3)
 +
* Primary fire: Automatically shoots buckshot shells with very little delay, but with less accuracy than the pump shotgun.
 +
* Secondary fire: Fires a flak cannon-like burst of penetrating, bouncing shot. Consumes two shotgun shells per burst
 +
* Weapon special: Dual wield two autoshotguns if the player has a secondary one picked up.
 +
* Its official name is simply the Automatic Shotgun. It can hold 12 shells at a time in its chamber. It reloads by putting shells manually into its chamber, meaning the more empty the gun is, the longer it will take to fully reload. It has a chance to replace shotgun spawns in tier 2.
  
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)
+
- '''Carbine''' (Slot 4)
 +
* Primary fire: Fire based on configuration in weapon special.
 +
* Secondary fire: Aim through a red scope for increased accuracy. Aiming while in semi-auto firing mode uses the secondary scope that functions as a sniper scope with higher zoom, while obscuring the rest of the screen.
 +
* Weapon special wheel: Switch from default automatic fire to semi-auto or burst fire (which shoots 3 bullets in a row). It also allows players to dual wield two carbines if they have a secondary one picked up.
 +
* Its official name is the UAC-41 Carbine. It is styled after the main rifle from [[Doom (film)]]. It shoots faster than the DMR but with more slant to the right and extra spread. It will replace minigun spawns in tier 2.
  
=== Chainsaw (Slot 1) ===
+
- '''Super grenade launcher''' (Slot 6)
 +
* Primary fire: Automatically fires grenades that will bounce around 2-5 times before exploding.
 +
* Secondary fire: Remote detonates the grenade regardless of distance travelled or bounces travelled.
 +
* Weapon special wheel: Circles the grenade types between Impact (default), Sticky, Fire, Ice, and Acid; each of these have their own benefits; fire has lower damage in a large area, ice has high damage (which can freeze enemies) in a small area; acid is a blend of both, as well as leaving a damaging cloud. Sticky will never explode on its own unless the player remote detonates.
 +
* Its official name is the UAC-MGL Automatic Grenade Launcher. It holds 7 rounds at a time before reloading. Each of the firing modes is a different colour grenade, and changes the coloured icon on the weapon sprite, indicating what type is selected. It will replace rocket launcher spawns in tier 2.
  
Primary: Attack similar to Brutal Doom v20b chainsaw, with a rare secondary attack animation during attacks
+
- '''Heavy plasma rifle''' (Slot 7)
 +
* Primary fire: Fires two plasma bolts at once in a straight motion with higher damage than the standard plasma gun, though it does use 2 cells for each shot.
 +
* Secondary fire: Consumes 10 cells and does a quick flamethrower animation, fanning from side to side as it spreads plasma outwards and harms enemies in a close radius.
 +
* Weapon special: Dual wield two heavy plasma rifles if the player has a secondary one picked up.
 +
* Its official name is the UAC-M2 Heavy Plasma Rifle. It is styled after the Plasma Gun from [[Doom 3]]. It has a max capacity of 50 cells before reloading. Its screen on the sprite shows a rotating triangle UAC logo. It will replace the standard plasma gun spawns in tier 2.
  
Secondary: The chainsaw is used as slashing melee weapon, and can be combined with the kick attack for combos
+
- '''Flamethrower''' (Slot 8)
 +
* Primary fire: Fires a continuous blast of that has medium-long range and will coat enemies, consuming fuel ammo.
 +
* Secondary fire: Shoots a small ball that will land on the floor and burst.
 +
* Weapon special: Changes the default fire mode to a nukage mode, changing damage type to be acidic, and allows for traps by lighting coated enemies/blobs of nukage (created from the secondary firing mode) on fire, causing them to light up and explode.
 +
* Its official name is UAC-M3 Flamethrower. It has a max capacity of 90 fuel before reloading. It replaces chainsaw spawns in tier 2.
  
Weapon Special: This command 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
+
==== Tier 3 ====
 +
- '''SMG''' (Slot 2)
 +
* Primary fire: Automatic Rapid-fire of low tier bullets in a inaccurate pattern.
 +
* Secondary fire: Iron Sights ADS for better accuracy.
 +
* Weapon special wheel: Allows the player to add laser sight, replacing the built in crosshair with a dynamic light that changes based on distance. It also allows the player to dual wield two SMG's if they have a secondary one picked up.
 +
* Its official name is UAC-17 Compact Submachine Gun. It has a max capacity of 51 low tier bullets before reloading. It can be considered an upgrade of sorts to the pistol, offering much of the same functionality with a higher firing rate. It has a chance of replacing minigun spawns in tier 3.
  
 +
- '''Pump shotgun upgrade''' (Slot 3, upgrades Shotgun)
 +
* Primary fire: Same as original, with added function of being able to automatically pump at the hip, cutting the delay between shots.
 +
* Secondary fire: Same as original.
 +
* Weapon special wheel: Unlocks the 3rd shell type, Dragon's Breath shells. These are similar to buckshot but leave lingering damaging fire on the ground after impact, and also light enemies on fire for their death animations.
 +
* Its official name is the Magazine Upgrade for the Pump Shotgun. This is the first upgrade in the game, adding extra function to a previous weapon versus replacing it outright. It also increases ammo capacity to 11 instead of 9. It will spawn in place of traditional shotgun spawns in tier 3.
  
=== UAC .45 Standard Issue Handgun (Slot 2) ===
+
- '''Quad shotgun''' (Slot 3, replaces SSG)
 +
* Primary fire: Shoots a blast of two (four) shells.
 +
* Secondary fire: Shoots a single (two) shells.
 +
* Weapon special wheel: Transforms the default 2/1 shell logic into "full blast" mode, where primary will shoot 4 shells and secondary will shoot 2. It also allows to enable "Demonic Breath" mode, which transforms all shells into blasts of demonic fire. Finally, it allows the player to dual wield 2 quad-shotguns if they have a secondary one picked up
 +
* Its official name is the Quad Shotgun Upgrade for the Super Shotgun. It is implied to be demonic in origin versus made by the UAC. It will replace SSG spawns in tier 3.
  
15-round pistol. A backup sidearm and a starting weapon along with UAC-30 DMR. Thanks to greatly increased rate of fire (allowing for actual semi-automatic fire) and the dual-wielding option it can be significantly more effective than the classic Pistol.  
+
- '''HDMR''' (Slot 4, upgrades the Rifle)
 +
* Primary fire: Same as original, with a much slower firing rate in Heavy Sniper mode.
 +
* Secondary fire: Aim through the digital scope, complimented with a digital ammo counter in DMR mode, and with a high accuracy intense zoom in Heavy Sniper mode, OR fire an underbarrel grenade launcher, taking 1 rocket ammo and prompting an immediate reload.
 +
* Weapon special wheel: Allows the player to change from DMR mode to heavy sniper mode after a short animation, and vice versa. It also allows toggle of an underbarrel grenade launcher which uses the secondary firing key instead of scope usage. Finally, it allows the player to dual wield 2 HDMR's if they have a secondary one picked up.
 +
* Its official name is the UAC Heavy Designated Marksman Rifle. Its ammo capacity remains the same as the DMR it upgrades. Each single bullet, which has higher damage than its un-upgraded version, costs 2 overall to reload, meaning reloading a 31 chamber mag costs 62 overall. Meanwhile, a single shot in Heavy Sniper mode immediately consumes 2 bullets to offset its high damage. It has a chance to replace minigun spawns in tier 3.
  
Primary: Fire
+
- '''Nailgun''' (Slot 5)
 +
* Primary fire A: Shoots nails from two separate cannons, which deal extra damage to enemies and pin them to walls.
 +
* Secondary fire A: Shoots a burst of 20 nails in a giant group with horizonal spread.
 +
* Weapon special: Transforms the nailgun into a harpoon launcher with slower firing speed but higher damage.
 +
* Primary fire B: Shoots a harpoon which pierces through enemies (which costs 20 nails)
 +
* Secondary fire B: Charges up a heated harpoon which deals extra flaming damage to enemies.
 +
* Its official name is the UAC-240 Perforator Nailgun. It has a max ammo capacity of 120. Switching firing modes via the weapon special will also automatically reload the weapon. It has a change to replace minigun spawns in tier 3.
  
Secondary: Equips/de-equips a silencer. Silenced shots do less damage but do not alert enemies in the vicinity. Good for silenced kills when stealth is preferred
+
- '''Cryo rifle''' (Slot 8)
 +
* Primary fire: Shoots one of the following formations based on weapon special:
 +
** An ice missile that freezes enemies, costs 10 cells.
 +
** A solid ice beam that freezes enemies it touches after repeated contact, can also create small ice crystals on the floor rarely.
 +
** An ice spear that functions similarly to the nailgun harpoon and pierces enemies.
 +
** A barrage of ice flaks that bounce against the ground and can hit numerous enemies and walls before fading away.
 +
* Secondary fire: Equip a pistol that can be used to shatter frozen enemies.
 +
* Weapon special: Changes primary firing mode.
 +
* Its official name is the TeiTanga Arms Cryo Rifle (though it is referred to as the UAC Cryogenic Dispersion Rifle on the GitHub). It has a max ammo capacity of 60. Enemies frozen by this weapon will not unthaw and are considered defeated. Ice missiles and the Ice beam can also freeze barrels; detonating frozen barrels will cause a large ice crystal formation. It has a chance to replace plasma rifles spawns in tier 3.
 +
of
 +
- '''Railgun''' (Slot 9)
 +
* Primary fire: Fires a piercing shot that will heavily damage any enemies in a straight line of its projectile. Standard rail mode costs 12 shots, while laser mode can charge to a total of 60 cells.
 +
* Secondary fire: Uses a scope that increases aiming and visibility.
 +
* Weapon special: Changes from rail mode to laser mode, and vice versa. Rail mode shoots a singular high damage ray which can be held down without reloading, though it has considerable delay before firing again, and always takes the same amount of ammo. The laser mode has a charge-up which allows the player to increase the amount of ammo they spend; the more ammo leads to a higher damage output. Pressing weapon special while in scope mode will change the scope to fullbright.
 +
* Its official name is UAC-MKIII Railgun. It has a max ammo capacity of 60 before reloading. It will replace BFG spawns in tier 3. It should be noted that a fully charged, or "overloaded," cell in laser mode delivers the highest damage output present in the mod, able to take down a Cyberdemon in a single hit, despite its large charge time and forced reload.
  
Weapon Special: Allows the player to dual-wield Pistols if they have two in their possession (unsilenced pistols only)
+
==== Tier 4 ====
 +
- '''Deagle''' (Slot 2, replaces Revolver)
 +
* Primary fire: Automatic shot of low tier bullets with a high damage output and high recoil.
 +
* Secondary fire: Aim down the iron sights for better aiming and less recoil.
 +
* Weapon special: Dual wields two deagles if the player has a secondary one picked up.
 +
* Its official name is UAC-H54 'Martian Raptor' Automag. It has a max ammo capacity of 8 before reloading. This weapon sacrifices the hammer fanning of the revolver for aiming down the iron sights; the increased firing speed of the weapon over its counterpart largely makes up for this however. It has a chance to replace tier 4 shotgun spawns.
  
=== UAC .50 Hand-Cannon (Slot 2) ===
+
- '''Autoshotgun Upgrade''' (Slot 3, upgrades ASG)
 +
* Primary fire: Same as original.
 +
* Secondary fire: Same as original.
 +
* Weapon special: Same as original. (Note, dual wielding with the ASG after the upgrade currently makes the barrel visually disappear; it still functions as if it has it, and this will be fixed in a future patch.)
 +
* Its official name is the Drum Upgrade for the Automatic Shotgun. This weapon increases the ammo capacity of the ASG from 12 to 24 shells, something essential for its quick ammo consumption. It has a chance to replace tier 4 shotgun spawns.
  
Tier II weapon. A powerful revolver. Each shot consumes 2 units of pistol-type ammo (actually consumed only during reload).
+
- '''LMG''' (Slot 4, replaces the Carbine)
 +
* Primary fire: Fire its ammunition at a speed roughly between the chaingun and Gatling speeds of the minigun; it also has less spread for its bullets.
 +
* Secondary fire: Aim through a red sight in order to increase accuracy.
 +
* Weapon special: Switch from bullets to micro-missiles, which cost 3 bullets yet will create miniature explosions upon impact; the father these missiles fly, the more they will swerve and deviate from their path, something the bullets do not do.
 +
* Its official name is the UAC-349 Light Machine Gun. Its max ammo capacity before reloading is 75 high tier bullets. It has a chance to replace tier 4 minigun spawns.
  
Primary: Fire
+
- '''Triple-Barrel Minigun''' (Slot 5, upgrades Minigun)
 +
* Primary fire: Same as original, with the triple rotary mode having triple the firing speed of the gatling mode.
 +
* Secondary fire: Same as original, with triple rotary mode having the fastest firing speed of any weapon in the game.
 +
* Weapon special: Gains the ability to switch to triple rotary mode (nicknamed "Death Dealer" mode), which adds two extra barrels to gatling mode. It will quickly deplete ammo but has a chance to not consume every 3rd bullet.
 +
* Its official name is simply the Triple Rotary Mode Upgrade. Switching out the triple rotary mode to another weapon will automatically change it to gatling mode without pressing weapon special; it can be assumed this is done for balancing issues by being able to quickly flip back to the high firing speed of the triple rotary firing mode. It also slightly changes the weapon sprite, though it lacks a new respect animation for the upgrade pickup. It has a chance to replace tier 4 minigun spawns.
  
Secondary: Western (as in cowboy-western) trigger "fanning", which makes for faster shots but lowers accuracy
+
- '''M2 Lightning Gun''' (Slot 7, upgrades the M2 Heavy Plasma Rifle)
 +
* Primary fire: Same as original, or a constant beam of lightning that will fry and pierce through enemies.
 +
* Secondary fire: Same as original, or a quick ball of lighting that will stun any enemies in its radius. This costs 25 cells.
 +
* Weapon special: Switch from normal firing to lightning mode, which adds extra prongs to the muzzle with flashing electricity. This will change the primary and secondary firing modes.
 +
* Its official name is UAC-M2 Heavy Plasma Rifle Lighting Module. Notably, dual wielding is lost in this upgrade, and a new respect animation is missing. This is to be patched in a future update.
  
Weapon Special: Allows the player to dual-wield Revolvers, if they have two in their possession
+
- '''Flamethrower Backpack''' (Slot 8, upgrades the Flamethrower)
 +
* Primary fire: Same as original
 +
* Secondary fire: Same as original
 +
* Weapon special: Same as original
 +
* Its official name is the UAC-M3 Flamethrower Backpack Upgrade. This upgrade gives the flamethrower a backpack which it automatically connects to, taking away all need for reloading as the overall fuel amount is automatically funneled into the gun.
  
=== UAC-Compact SMG (Slot 2) ===
+
- '''The Unmaker''' (Slot 10)
 +
* Primary fire A: Fires a red and black demonic laser consuming Demon Energy which will "unmake" enemies in its wake and deal heavy damange.
 +
* Secondary fire A: Fires a demonic orb that costs 4 Demon Energy. The longer the button is held, the faster the orbs will fire.
 +
* Weapon special: Using the unmaker will grant the player SOULS from demons, which has its own ammo bar. When the SOULS ammo bar is fulled, the weapon special can be activated, letting players use an "overcharge" mode of the weapon for a limited time with special firing modes.
 +
* Primary fire B: Fires a golden demonic laser with much more recoil and power, forming crystals in its path that will detonate after a short while for extra damage of anything in its radius.
 +
* Secondary fire B: Fires a golden skull that costs 100 Demon Energy and will release numerous sprits that posses enemies nearby, turning them into allies that fight for the player for a limited time.
 +
* Its official name is simply the Unmaker, with a caption naming it the "Penultimate Wrath of Hell Itself." It currently lacks a smooth respect animation. The demon energy used for its ammo is gathered from red collectables that are picked up from enemies upon their death, letting it be a reusable source of ammo.
  
Tier III weapon. Rapid-fire submachinegun.
+
==== Secret weapons ====
  
Primary: Hip fire, less accurate than when fired while aiming down sights
+
- '''Mp40''' (Slot 2)
 +
* Primary fire: Shoots low tier bullets at a speed slightly below the Mp40.
 +
* Secondary fire: Aims through the iron sights, increasing accuracy.
 +
* Weapon special: Dual wields two Mp40s if the player has a secondary one picked up.
 +
* Its official name is the Maschinenpistole 40. It is only dropped from Nazi enemies, which replace classic Wolfenstein SS monsters. It can be seen as an equivalent of the SMG with less functionality, but with WWII theming. It has a max ammo capacity of 32 before reloading.
  
Secondary: Use iron sights
+
- '''MG42''' (Slot 5)
 +
* Primary fire: Shoots high powered bullets at an immense speed, increasing the HEAT level of the weapon; when this level hits max, it will stop firing. Manually pausing firing will cause the meter to decrease. A total of 100 shots can be fired in a row without interruption before HEAT level reaches max and firing stops.
 +
* Secondary fire: Aims down the iron sights for increased accuracy but increased recoil.
 +
* Weapon special: Swaps out a part of the gun ONLY when HEAT has reached max and the gun has lost functionality. Elsewise, this button is functionless.
 +
* Its official name is the Maschinengewehr 42. Unlike the easter egg MP40, this weapon is the highest power of any weapon in the slot it shares, even surpassing a fully charged triple minigun. It can rarely replace a BFG spawn in a weapon which is detected to have a Nazi in it.
  
Weapon Special: Activates/deactivates laser sight add-on that increases accuracy and reduces spread, but can alert enemies to your presence
+
- '''Hell rifle''' (Slot 10)
 +
* Primary fire: Fires a blast of demon energy, either inferno or caustic. It is around the level of the standard plasma rifle but with exotic projectiles.
 +
* Secondary fire A: Fires a ghoul, costing 20 demon energy, which will seek a singular enemy out and possess it, turning it into a temporary ally of the player.
 +
* Weapon special: Switches the default "inferno" mode to "caustic" mode, which is acidic themed and is a different damage type, through the damage amount itself is roughly the same. It also changes the secondary fire.
 +
* Secondary fire B: Fires a green electric bolt costing 4 demon energy that has a higher damage amount and will shrink an enemy with low health into a smaller version of itself, not killing the enemy but rendering it effectively harmless before it reaches 0 health.
 +
* Its official name is the Demon Tech Rifle. It has a max ammo capacity of 60. It uses Demon Energy, same as the Unmaker. It is dropped exclusively by Demon Tech troopers, which spawn in the final tiers of the game, leading for this to roughly be a tier 4 weapon, though it does not have any spawn itself nor is listed in the weapon spawn section of the menu.
  
 +
==== Equipment ====
 +
Similar to inventory weapons, equipment has its own selection wheel to change and keybind to use. The first 4 can be accquired through backpacks, and the first 3 can be dropped by zombies rarely.
 +
* Frag grenade - Can simply be thrown overhand, where it will explode after a short time, damaging all enemies nearby with enough damage to kill small fodder in the immediate vicinity. The player starts with 2. Default amount that can be carried is 6, which is increased to 12 with a backpack. Hitting throw twice in a row while it is being thrown will cause the grenade to be rolled on the ground versus thrown.
 +
* Stun grenade - Thrown in a smaller distance than the frag grenade, stunning all enemies nearby similar to the M2 Lightning Gun's secondary fire. Default amount that can be carried is 6, which is increased to 12 with a backpack.
 +
* Land mine - Tossed on the ground where it will stay beeping until an enemy walks nearby, where it will quickly explode in a highly damaging explosion which can also instantly kill the player if they are near the detonation. Default amount that can be carried is 6, which is increased to 12 with a backpack.
 +
* Quick launcher - A revenant launcher that fires demonic rockets when used before being put away again. It shoots a total of 8, 4 from each side of the player. They travel directly forward for quick small explosive damage which can stun enemies or kill lower enemies when fired in bulk. Default amount that can be carried is 15, which is increased to 30 with a backpack. The player starts with 4 (even if they have not encountered any revenants), and more can be killed by gibbing standard revenants.
 +
* Demonic Leech - A secret equipment which can rarely drop from Demon Tech Troopers (who also wield the Demon Tech Rifle). When equipped, it (which appears to be a baby cacodemon) will attach to the player's hand and siphon health out of an enemy and directly into the player, costing 100 Demon Energy, but healing the player beyond 100 health. When picked up, a message appears that says "What the fuck is this thing..?".
  
=== 12-Gauge Pump Shotgun (Slot 3) ===
+
=== Enemy arsenal ===
  
Pump action shotgun. Can use two - or three, with the upgrade - different ammo types (which all consume Shell ammo supply).
+
Project Brutality also introduces "variant" types of each monster. These tend to sport increased strength and toughness over the original monster, as well as new abilities and powers. They can spawn with a varying frequency, depending on the chosen spawn setting.
  
Primary: Hip-fire
+
====Former human variants====
  
Secondary: Iron sights aim
+
The zombie-soldiers now utilize more varied tactics (e.g. throwing grenades, evasive rolls, crouch-fire). Their new variants are the most numerous, and come with widely different armaments:
  
Weapon Special: Switch shells for different effects:
+
Zombiemen variants:
 +
* Axe Zombie (which may drop stimppacks on death) | Tier 1
 +
* Chainsaw Zombie (which may drop stimppacks on death) | Tier 1
 +
* Pistol Zombieman | Tier 1
 +
* Helmet variants for Pistol and Rifle Zombiemen (attack with more aggression) | Tier 1-2
 +
* Plasma Rifle Commando | Tier 3-4
 +
* Carbine Zombieman | Tier 2
  
* Buckshot: Standard damage
+
Sergeant variants:
 +
* Riot shield Sergeant | Tier 2
 +
* Rocket Sergeant (transforms into a suicide bomber when its rocket launcher is lost through damaging him) | Tier 3
 +
* Helmet Sergeant (attacks with more aggression) | Tier 1-2
 +
* Quad Shotgun Cultist | Tier 3
 +
* Auto Shotgun Sergeant | Tier 2
  
* Slug: More accurate fire, slightly less powerful than buckshot
+
Commando variants:
 +
* Major (equipped with Nailgun) | Tier 3
 +
* Z-Spec Ops | Tier 3
 +
* Helmet Commando (attacks with more aggression) |Tier 1-2
  
* '''Dragon's Breath''': Incendiary pellets that can light targets on fire and leave temporary fires on the ground *Upgrade only*
+
All Wolfenstein-SS are replaced with a custom Nazi enemy.
  
=== Sawed-Off Double Barrel Shotgun (Slot 3) ===
+
====Imp variants====
  
The new version of Super Shotgun.
+
Some imp variants now have the ability to climb on walls. Basic tier 1 imps can also have 2 extra skins, one being skinnier and one being bulkier. As of current, they function no differently than basic variants besides having no unique executions.
  
Primary: Both barrel fire like Super Shotgun, with extra recoil
+
* Savage Imp: A gray, eyeless imp with a large mouth that throws green acidballs and is faster than a basic imp, with more aggressive pouncing, though it cannot climb on walls.
  
Secondary: Single-barrel fire
+
* Dark Imp: There are several types of dark imp. They can be identified due to the shape of their body and eye color:
 +
** The first variant (Basic): It is known as Nami Dark imp. It has the shape of the basic imp with yellow eyes and shoots plasma balls that chase slightly to its target.
 +
** The second variant (Basic 2): It is known as St Dark imp. It is modelled off of one of the variants of the classic imp, having red eyes It shoots more weak plasma balls, which are much faster and do not chase their target.
 +
** The third variant: It is known as Void Dark imp, and it has dark orange eyes and a slightly more intimidating appearance. It is slower than the other variants but more resistant, shooting plasma balls that do moderate damage and no tracking.
 +
** The fourth variant: It is known as Nether Dark imp. It has the same appearance as the previous variant, but with green eyes. It is very resistant and has two different attacks; the first one charges acid balls that take approximately 1 second and inflict damage that can vary from very low to high. The second attack takes the same as the first but instead of invoking acid balls invokes balls of electricity and plasma that travel at moderate speed and inflict very high damage that can reach 50 hp -- caution is advised.
  
Weapon Special: Dual-wield shotguns, if two are owned
+
====Lost soul variants====
  
=== Automatic Shotgun (Slot 3) ===
+
* Phantasm: Has the same model with the lost soul but with green flames. Extremely relentless. Explodes on death, making it more dangerous in close combat. Created by Suffering Elementals.
  
Tier III weapon. A fully automatic shotgun. Starts out with a 12-shell tube magazine that requires manual reload. Can be upgraded with '''drum magazines''', which enable faster reload and 16 shots before reloading.
+
====Revenant variants====
  
Primary: Automatic fire. Less accurate in comparison to the Pump Shotgun
+
All revenants now have the ability to float for a short period of time.
  
Secondary: Flak cannon-like burst of penetrating, bouncing shot. Consumes two shotgun Shells per burst
+
* Beam Revenant: This Revenant is armed with a beam cannon, firing with deadly precision. The beam attack is weaker, but faster than homing missiles, and consequently it is especially difficult to dodge at longer ranges.
 
 
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: Automatic fire
 
 
 
Secondary: Use scope while firing, greater accuracy
 
 
 
Weapon Special: Dual-wield if two assault rifles are in player's possession
 
 
 
=== UAC-41 Carbine (Slot 4) ===
 
 
 
Tier II weapon. 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
 
 
 
Secondary: 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
 
 
 
Secondary: Prespins barrels. Lowers accuracy
 
 
 
Weapon Special: Toggles between Standard/Triple mode
 
 
 
=== UAC-Mach-2 Minigun (Classic v20 Mode Only) ===
 
 
 
Primary: Fire
 
 
 
Secondary: Prespins barrels. Lowers accuracy
 
 
 
Weapon Special: None
 
 
 
=== UAC-HMG Auto-Cannon (Slot 4) ===
 
 
 
Tier III weapon. Heavy-duty machine gun. Slower than Minigun and generates lots of recoil, but is significantly more powerful per shot.
 
 
 
Primary: Fire
 
 
 
Secondary: 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) ===
 
 
 
Not much different compared to the classic Rocket Launcher, albeit with the extra multi-shot and laser guidance capabilities (which can be combined). Six rockets per magazine.
 
 
 
Primary: Fire
 
 
 
Secondary: Charge Shot: hold to fire up to 3 rockets at once
 
 
 
Weapon Special: Toggle between standard and laser-guided missile modes
 
 
 
=== Heavy Grenade Launcher (Slot 5) ===
 
 
 
Tier II weapon. "Thumper"-style break-open grenade launcher, akin to Skulltag's Grenade Launcher. More powerful per shot than Super Grenade Launcher.
 
 
 
Primary: Fire contact-fuse grenade
 
 
 
Secondary: Fire bouncing, timed-fuse grenade
 
 
 
Weapon Special: Switch between High Explosive (large splash effect) and Fragmentation (with extra bouncing-nails effect) payloads
 
 
 
=== Special/Super Grenade Launcher (Slot 5) ===
 
 
 
Tier III weapon. 6-round, revolver-style automatic grenade launcher. Enables to fire a plethora of specialized grenade types. Uses different ammo type and has lower range than Heavy Grenade Launcher.
 
 
 
Primary: Fire currently selected grenade type
 
 
 
Secondary: Detonate any live grenades you have fired (especially useful with sticky grenades)
 
 
 
Weapon Special: Cycle grenade types:
 
 
 
* Impact: high-explosives of moderate splash effect
 
 
 
* Sticky: these grenades do not explode on impact, only adhering to the encountered surface. They either explode after a moment or via SGL's remote detonator function
 
 
 
* Incendiary: bombard your foes with napalm
 
 
 
* Cryo: the freezing type (safe for the user)
 
 
 
* Acid: bouncing once, these canisters are full of caustic agent that is released in gaseous from. Very powerful and exceedingly painful, but also highly unsafe to use - be sure your aim is true
 
 
 
=== 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 cooldown animation at the end of each volley, that was characteristic of the original Doom's Plasma Rifle. Like all Slot 6 and 7 weapons, M1 Plasma Rifle stores 50 Cell ammo units worth of charge in its capacitor.
 
 
 
Primary: Fire hot plasma to melt your enemies
 
 
 
Secondary: 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) ===
 
 
 
Tier II weapon. 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 super plasma burst
 
 
 
Secondary: Plasma Flamethrower blast ("Plasmathrower")
 
 
 
Weapon Special: Dual-wield if two M2 Plasma Rifles are in player's possession
 
 
 
 
 
=== UAC Cryogenic Dispersion Rifle (Slot 7) ===
 
 
 
Tier III weapon. A freezegun. Utilizes Cells.
 
 
 
Primary: Fire Ice Missile (slow rate of fire, large splash effect, 10 Cells per Missile)/Freeze Ray (rapid, focused attack)
 
 
 
Secondary: 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) ===
 
 
 
Tier III weapon. 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
 
 
 
Secondary: 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 (classic BFG blast, generate mobile energy shield, chargeable contact bolt)
 
 
 
Secondary: 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) ===
 
 
 
Tier III weapon. 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: Plasma Beam (ideal for large hordes)
 
 
 
Secondary: BFG Chaingun (ideal for larger enemies)
 
 
 
Weapon Special: N/A
 
 
 
=== Black Hole Generator (Slot 8) ===
 
 
 
Tier IV weapon. A portable black hole launcher. Takes much time to fire, but its destructive power is unparalleled. Consumes 100 Cell units per shot.
 
 
 
Primary: Fire the black hole
 
 
 
Secondary: Lock in place the black hole you just fired, remotely
 
 
 
Weapon Special: N/A
 
 
 
 
 
=== Mancubus Flame Cannon (Slot 9) ===
 
 
 
Acquired 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 range for extra damage. Both firemodes are available from the weapon looted from either a Mancubus or Daedabus.
 
 
 
Primary: Mancubus/Daedabus ball
 
 
 
Secondary: 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. Like in the case of Mancubus Cannon, missile and bem firemodes are accessible through either normal or Beam Revenant-derived weapons.
 
 
 
Primary: Fire Seeker missile/single beam
 
 
 
Secondary: Fire unguided rocket/triple beam
 
 
 
Weapon Special: Cycle weapon modes (Seeker Missiles/Beamgun)
 
 
 
=== Demon Tech Rifle (Slot 9) ===
 
 
 
Tier IV weapon. Hell's in-house small arms technology. Also called "Hell Rifle". Obtained solely from killed Demon Tech Troopers. Its ammo is derived from Demon Essence, collected from fallen demons. Demon Tech Rifle functions mostly akin to the plasma rifles, but differs from them in more exotic projectile types and unique alternate attacks.
 
 
 
Primary: Fire Inferno (fire)/Caustic (acid) projectiles
 
 
 
Secondary: Fire a seeking spirit that will possess a monster to fight for you/Shrink Ray
 
 
 
Weapon Special: Cycle weapon modes (Inferno/Caustic)
 
 
 
 
 
=== Hand Grenades ===
 
 
 
On par with rockets in terms of damage. Along with Proximity Mines, they can be procured from special explosive ordinance boxes (found amongst Rocket Launcher ammo).
 
 
 
=== Proximity Mines ===
 
 
 
Plantable version of grenades, will detonate only when enemy enter their blast arc. Significantly more potent than hand grenades. Can be defused with Use key.
 
 
 
== Items ==
 
 
 
Thsese inventory items can be occasionally found in the place of Backpacks:
 
 
 
=== Combat Backpack ===
 
 
 
Provides large amounts of every type of ammo, 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. Can restore up to 100 HP per piece (only a single Medical Backpack can be carried).
 
 
 
=== UAC Distress Beacon ===
 
 
 
Can summon Marines as NPC controlled allies (up to 3).
 
 
 
=== UAC Automatic Sentry Gun ===
 
 
 
A stationary machine gun platform that can be deployed to assist in holding certain positions. Can be destroyed, but once destroyed, can be recovered by pressing the "use" key on it (picking it back as the special item that it is). Susceptible to friendly fire.
 
 
 
=== Swarmer & Electricity Pods ===
 
 
 
Two special types of grenade-like means of attack.  Swarmer releases a pack of fast-cutting drones that move fast along the ground, whereas Electricity Pod launches bouncing robots that emit high-voltage pulses repeatedly. They both inflict extremely high damage to enemies in their area of effect, and last for about 10 seconds. As they both are very rare items, Swarmer and Electric Pods should be saved for most difficult engagements (e.g. immediate teleport ambushes - since these weapons can travel through teleports, like grenades do).
 
 
 
== New Powerups ==
 
 
 
All of these powerups are randomly spawned from slain enemies:
 
 
 
=== Demon Essence ===
 
 
 
The most common powerup. Demon Essence is dropped by 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. Both varieties can empower you above health/armour limit of 100. 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.
 
 
 
=== Demon Strength Rune ===
 
 
 
Inherited from Brutal Doom. Heals 10 HP and grants Berserk effect for the remainder of the level. Drops more frequently than the rest of new powerups.
 
 
 
=== 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 800 HP and two attacks: a punch and its missile launchers. Also, you can use the Weapon Special command to activate its jetpack. Transformation lasts for around 60 seconds.
 
 
 
== Monsters ==
 
 
 
Project Brutality also introduces "variant" types of each monster. These tend to sport increased strength and toughness over the original monster, as well as new abilities and powers (e.g. Imps can now climb on ceilings, Revenants will sometimes survive their "death" in a leg-less form, Hell Knights can throw three plasmaballs in quick succession, and so on). They can spawn with a varying frequency, depending on the chosen spawn setting.
 
 
 
===Former Human Variants===
 
 
 
The zombie-soldiers now utilize more varied tactics (e.g. throwing grenades, evasive rolls, crouch-fire). Their new variants are the most numerous, and come with widely different armaments: 
 
*Trooper variants: Axe Zombie, Chainsaw Zombie Pistol Trooper, Riot Shield Trooper, Lieutenant, Minigun Trooper, Plasma Trooper
 
*Sergeant variants: Pyro Trooper, Rocket Trooper, Z-Sec Ops, Quad Shotgun Trooper, Auto Shotgun Trooper, Zombie Patrol, Hell Trooper, Suicide Trooper
 
*Commando variants: HMG Commando, LMG Commando
 
*Wolfenstein-SS variants: Evil Marine, Nazi
 
 
 
===Imp Variants===
 
 
 
*Dark Imp: Stronger version of Imp. It has more HP and able to fire homing energy balls that deal more damage than a regular fireball.
 
 
 
 
 
There are several types of dark imp apart from the basic dark imp. They can be identified due to the shape of their body and eye color:
 
* The first variant (Basic):
 
It is known as Nami Dark Imp, this has the shape of the basic Imp, has yellow eyes and shoots plasma balls that chase slightly to its target.
 
* The second variant (Basic 2):
 
It is known as St Dark imp, it has the form of one of the variants of the classic imp, it has red eyes and shoots more weak plasma balls but much faster and does not chase its target.
 
* The third variant:
 
It is known as Void Dark Imp,
 
The third variant is a Dark version of one of the variants of the classic Imp, has dark orange eyes and a slightly more intimidating appearance, is slower than the other variants but more resistant, shoots plasma balls that do moderate damage and no tracking.
 
* The fourth variant:
 
It is known as Nether Dark Imp,
 
It has the same appearance as the previous variant, but with green eyes, it is very resistant and also has two different attacks, the first one charges acid balls that take approximately 1 second and inflict damage that can vary from very low to high, the second attack takes the same as the first but instead of invoking acid balls invokes balls of electricity and plasma that travel at moderate speed and inflict very high damage that can reach 50 hp, caution is advised.
 
 
 
===Lost Soul Variants===
 
 
 
*Phantasm: Has the same model with the Lost Soul but with green flames. Explodes on death, making it more dangerous in close combat
 
 
 
===Revenant Variants===
 
 
 
*Beam Revenant: This Revenant is armed with a beam cannon, firing with deadly precision. The beam attack is weaker, but faster than homing missiles, and consequently it is especially difficult to dodge at longer ranges
 
 
* Draugr Revenant: is a hellish version of the classic Revenant, has a much greater resistance and considerably greater damage, is armed with two guns on the shoulders that fire projectiles fire traveling at high speed.
 
* Draugr Revenant: is a hellish version of the classic Revenant, has a much greater resistance and considerably greater damage, is armed with two guns on the shoulders that fire projectiles fire traveling at high speed.
(If the "Offending" key is used, it will get angry, becoming a temporary Revenant and triggering a quick succession of the basic Revenant rockets, then it will return to its normal state).
 
  
===Demon Variants===
+
====Demon variants====
  
Like a couple other monsters, in Project Brutality the Pinky Demon has a special 'agonized' state: sometimes after losing an arm (caused by depleting their health), a Pinky may become berserk and resume hostilities with increased celerity, but will expire soon from blood loss, even without causing anymore damage to it.
+
Like a couple other monsters, in Project Brutality the Pinky Demon has a special 'agonized' state: sometimes after losing an arm (caused by depleting their health), a Pinky may become berserk and resume hostilities with increased celerity, but will expire soon from blood loss, even without causing anymore damage to it. According to the lorebook, basic Pinky Demons are female.
  
*Blood Demon: Has large horns and is dark-reddish in color. Way more aggressive, it runs and bites much faster. Also has slightly more HP than original Pinky
+
* Blood Demon: Has large horns and is dark-reddish in color. Way more aggressive, it runs and bites much faster. Also has slightly more HP than original Pinky.
*Mech Demon: More similar to the original but with cybernetic legs and spiked armour plate along the spine. Has higher HP than its brethren
+
* Mech Demon: More similar to the original but with cybernetic legs and spiked armor plate along the spine. Has higher HP than its brethren.
*Dark Demon: aaThis version, while not the hardest or the most damaging is very fast and can easily confuse your target running from one side to another has a dark gray skin almost black and a large red eye similar to a cyclops, is a bit more resistant than a classic Pinky but is considerably faster, unlike the other variants this can create a kind of hallucinations to confuse your opponent, it is recommended to keep it at bay alway
+
* Void Spectre: This spectre variant, while not the hardest or the most damaging is very fast and can easily confuse your target running from one side to another has a dark gray skin almost black and a large red eye similar to a cyclops. It is a bit more resistant than a classic Pinky but is considerably faster, unlike the other variants this can create a kind of hallucinations to confuse its opponent. It is recommended to keep it at bay.
  
===Cacodemon Variants===
+
====Cacodemon variants====
  
 
Project Brutality version of Cacodemon is able to evade slower projectiles, making it trickier to deal with.
 
Project Brutality version of Cacodemon is able to evade slower projectiles, making it trickier to deal with.
  
*Inferno Cacodemon: A magma-like version of Cacodemon. It shoots a fireball rather than a lightning ball. The fireball is slower, but bigger and thus harder to evade in tight quarters. Rarely, Inferno Cacodemon will summon Watchers (small critters that resemble fledgling Cacodemons and fire fast, purple energy pulses). Watchers can also spawn on occasion after their "parent's" death (much like how a Pain Elemental leaves some Lost Souls in the wake of its demise)
+
* Inferno Cacodemon: A magma-like version of cacodemon. It shoots a fireball rather than a lightning ball. The fireball is slower, but bigger and thus harder to evade in tight quarters. Rarely, Inferno Cacodemon will summon Watchers (small critters that resemble fledgling Cacodemons and fire fast, purple energy pulses). Watchers can also spawn on occasion after their "parent's" death (much like how a pain elemental leaves some lost souls in the wake of its demise).
*Afrit: Another floating, fire-elemental demon, that has a body similar to the upper part of a Baron of Hell. Has 2 type of attacks. One is fast fireball projectile and one is a concentrated fireball that deals more damage
+
* Afrit: Another floating, fire-elemental demon, that has a body similar to the upper part of a baron of Hell. Has two types of attacks. One is fast fireball projectile and one is a concentrated fireball that deals more damage. Originates from [[Scythe 2]].
  
===Pain Elemental Variants===
+
====Pain elemental variants====
  
*Suffering Elemental: Has the same body as Pain Elemental, but with green eyes and mouth. Summons Phantasms instead of Lost Souls
+
* Suffering Elemental: Has the same body as pain elemental, but with green eyes and mouth. Summons Phantasms instead of Lost Souls.
*Trite Elemental: Roughly white-skinned version of Pain Elemental, with a characteristic, sewn-together mouth. Summons Trites (small, spider-like monsters that can swarm you easily if left unchecked)
+
* Trite Elemental: Roughly white-skinned version of Pain Elemental, with a characteristic, sewn-together mouth. Summons Trites (small, spider-like monsters that can swarm you easily if left unchecked).
*Overlord: A very powerful demon that can kill the player quickly if not dealt with carefully. Resembles a black Cacodemon, but unlike them Overlord has six arms, and multiple attacks. First, it is able to teleport around to both avoid engaging the player, or to approach them up close quickly. 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 summons red lightning: seemingly moving at random directions, but still able to track the player. This lightning attack deals massive damage - possibly the most out of all monster attacks - and can kill even a well-prepared player within an instant
+
* Overlord: A very powerful demon that can kill the player quickly if not dealt with carefully. Resembles a black cacodemon, but unlike them Overlord has six arms, and multiple attacks. First, its melee attack is extremely damaging. Secondly, it is able to teleport around to both avoid engaging the player, or to approach them up close quickly. Thirdly, it will fire a barrage of energy balls. Fourth, 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 summons red lightning: seemingly moving at random directions, but still able to track the player. This lightning attack deals massive damage - possibly the most out of all monster attacks - and can kill even a well-prepared player within an instant.
  
===Mancubus Variants===
+
====Mancubus variants====
  
*Daedabus: A green-skinned Mancubus that fires toxic projectiles. Can inflict poison-like afterdamage upon the player
+
* Daedabus: A green-skinned mancubus that fires toxic projectiles. Can inflict poison-like afterdamage upon the player. Has only one eye like [[Doom (2016)]] mancubus.
*Volcabus: Dark skin version. Harder than his brothers and armed with demonic launchers that cast a hellish type of Lost Souls that travel at a very high speed and inflict very great damage, this variant has a melee attack which is a jump that inflicts very serious damage. high, however he will only use it against the players.
+
* Volcabus: Dark-skinned version. Harder than his brothers and armed with demonic launchers that cast that hellish, skull-looking fireballs that travel at a very high speed and inflict very great damage, this variant has a melee attack which is a jump that inflicts very serious damage - high, however he will only use it against the players.
  
===Arachnotron Variants===
+
====Arachnotron variants====
  
*Demon-Tech Arachnotron: An Arachnotron that shoots Inferno bolts. These strike both faster and harder than ordinary plasma projectiles, turning this Arachnotron variant into a competent sniper  
+
* Inferno Arachnotron: An arachnotron that shoots Inferno bolts. These strike both faster and harder than ordinary plasma projectiles, turning this arachnotron variant into a competent sniper.
* Arachnophyte: an Arachnotron similar in appearance to a black Mastermind Spider (its appearance changed radically in PB 3.0, having an appearance similar to a basic Arachnotron with red and black eyes) of aircraft type equipped with a machine gun (Two in PB 3.0).
+
* Arachnophyte: an arachnotron similar in appearance to a black Mastermind Spider of aircraft type equipped with a heavy machine gun (Two in PB 3.0).
*Elite Arachnotron: The most powerful version. Has higher HP and shoots even more damaging barrages of dark matter plasma of red color.
+
* Elite Arachnotron 'Arachnoknight': The most powerful version. Has higher HP and shoots even more damaging barrages of dark matter plasma of purple color.
 +
* Aracnorb: A smaller flying arachnotron with no mechanical legs. Has green eyes, and fires green projectiles. Can also melee attack with biting if an enemy comes close. Only appears on Epic 2 WAD. Sprites and the general concept appears to be based off Octobrains featured in ''Duke Nukem 3D''. Can also dodge projectiles similar to the Cacodemon.
  
===Hell Knight Variants===
+
====Hell knight variants====
  
 
Standard Hell Knight - in addition to the triple volley attack mentioned above - can now perform a charge attack: running and jumping at you while doing a hammer punch, for great damage. Moreover, sometimes he can - after losing an arm - enter a last stand stance and continue to hurl plasmaballs at you.
 
Standard Hell Knight - in addition to the triple volley attack mentioned above - can now perform a charge attack: running and jumping at you while doing a hammer punch, for great damage. Moreover, sometimes he can - after losing an arm - enter a last stand stance and continue to hurl plasmaballs at you.
  
*Cyber Hell Knight: Cyborg version of Hell Knight. More durable and equipped with a chaingun, freezegun and missile launcher,( If you are lucky in making a fatality the player can put the Cyber ​​Knight on his side for the rest of the level ).
+
* Cyber Hell Knight: Cyborg version of Hell knight. More durable and equipped with a chaingun, freezegun and missile launcher.(if you are lucky in making a fatality the player can reprogram the Cyber Knight to fight for his side for the rest of the level).
*Hell Paladin: An even more powerful version of Hell Knight with a shield that can deflect a lot of your firepower. Armed with a grenade launcher and fireball gun (installed into its shield). Requires heavy ordinance in order to penetrate its defenses
+
* Cyber Paladin: Armed with a shield that can deflect a lot of your firepower. Also armed with a grenade launcher and fireball gun (installed into its shield). Is an unique kind, because its face resembles a lion instead of a goat that other Hell Knight and Baron of Hell faces resemble.
  
===Baron of Hell Variants===
+
====Baron of Hell variants====
  
 
Project Brutality Barons of Hell - much like their underlings Hell Knights - received an enhanced, alternate version of the plasmaball attack: a Baron will on chance fire a quintuple volley, with a wide spread.
 
Project Brutality Barons of Hell - much like their underlings Hell Knights - received an enhanced, alternate version of the plasmaball attack: a Baron will on chance fire a quintuple volley, with a wide spread.
  
*Cyber Baron: Just like the Hell Knight, the Baron of Hell also has its own cyborg version. Cyber Baron's weapons include flamethrower and rocket launcher, but unlike Cyborg Hell Knight retains the ability to throw his plasmaballs. The Cyber Baron's appearance is almost similar to a Cyberdemon with one mechanical leg and one rocket launcher attached to its arm
+
* Cyber Baron: Just like the Hell knight, the baron of Hell also has its own cyborg version. Cyber Baron's weapons include flamethrower and rocket launcher, but unlike Cyborg Hell Knight retains the ability to throw his plasmaballs. The Cyber Baron's appearance is almost similar to a Cyberdemon with one mechanical leg and one rocket launcher attached to its arm.
*Belphegor: This demon has 4 reptilian legs and is brown in color, appearing like a centaur version of Hell Knight. Belphegor is very fast, strong and able to launch more powerful energy balls with huge splash damage. Extremely deadly in tight quarters
+
* Belphegor: This demon has 4 reptilian legs and is brown in color, appearing like a centaur version of Hell Knight. Belphegor is very fast, strong and able to launch more powerful energy balls with huge splash damage. Extremely deadly in tight quarters.
*Infernus: Demon similar to an Orange Baron of Hell with black legs and hooves on fire, has several attacks, his first attack is a ball of infernal fire that can set fire to a target, his second attack is the same as the previous one but throws a bigger ball that takes a little more time, his third and last attack is to hit the ground which takes half a second and make out of the ground a giant orange colored pegs that get to remove around 80 to 100 hp and also have a very high range and leave everything on fire in its path inflicting less damage, the damage it inflicts is the highest in the game and being almost impossible to evade in confined spaces extreme caution is recommended.
+
* Infernus: A fire-elemental demon similar to an orange Baron of Hell with black legs and hooves on fire. Infernus has several attacks: his first attack is a ball of infernal fire that can set fire to a target. His second attack is the same as the previous one but throws a bigger ball that takes a little more time. The third and last attack is to hit the ground which takes half a second and summon a wave of giant, orange fiery spikes that inflict around 80-100 HP and also have a very high range and leave everything on fire in its path inflicting less damage. The damage it inflicts is the one of the highest in the game and is almost impossible to evade in confined spaces. Extreme caution is recommended.
 
 
===Arch-Vile Variants===
 
 
 
In Project Brutality, regular Arch-Viles have expanded skillset. In addition to their fire blast and resurrection spells, they can also spawn Imps or Afrits, perform a firecrawler attack or heal nearby demons.
 
 
 
*Ice-Vile: Ice-elemental variant of Arch-Vile, tougher and faster than their relatives. Instead of sight-based fire blasts, Ice-Vile casts homing cryo-projectiles that cause a big splash damage. Uniquely, it can also summon Ice Imps, which are way more powerful and resistant compared to ordinary Imps. In addition, both Ice-Viles and Ice Imps will enter hibernation-like state if they sustain fatal damage, and will recover with partially restored health if not finished off quickly
 
*Flesh Wizard: An ominous apparition that remains invisible except when attacking. Flesh Wizard moves at incredible speeds, trying to disorient and exhaust you before suddenly stopping and launching a blood-looking powerful projectile. It is also suprisingly resilient for its relatively small frame. Extreme caution is advised
 
*Hellion: It is another variant of the Arch Vile, this variant seems to be elemental infernal fire, it is strong orange and without horns and a long tail, it has several attacks, the first one is a infernal fireball that does a high damage and travels to great speed, the second attack is very similar to the common attack of the Arch Vile, but inflicts considerably more damage, his last attack usually serves to mislead the prey, since in this it travels at a huge speed, temporarily setting fire to its path
 
 
 
===Spider Mastermind Variants===
 
 
 
*Demolisher: Upgraded version of Spider Mastermind. Armed with twin gatling cannons that shoot explosive rounds. But most dangerously, it also can fire BFG 9000 blasts
 
*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. Extremely durable and also fast for its size, Juggernaut necessitates an enormous amount of punishment to be brought down
 
 
 
===Cyberdemon Variants===
 
 
 
*Annihilator: A Cyberdemon with both mechanical legs and armed with rocket launchers at both hands. With two rocket launchers on hand, Annihilator can fire twice as fast, making him even more dangerous than a normal Cyberdemon and arguably the most dangerous foe in Project Brutality
 
 
 
== New changes in Project Brutality 3.0 ==
 
  
Here is a list of some of the changes made in the mod for the future 3.0 version:
+
====Arch-vile variants====
  
* Ledge-grabbing player ability (the player character will automatically mantle upon ledges if they jump and reach the edge at arms' height)
+
In Project Brutality, regular arch-viles have expanded skillset. In addition to their fire blast and resurrection spells, they can also spawn imps or afrits, perform a firecrawler attack or heal nearby demons.
  
* New weapon: Excavator, replacing Heavy Grenade Launcher
+
* Ice-Vile: Ice-elemental variant of arch-vile, tougher and faster than their relatives. Instead of sight-based fire blasts, Ice-Vile casts homing cryo-projectiles that cause a big splash damage. Uniquely, it can also summon Ice imps, which are way more powerful and resistant compared to ordinary imps. In addition, both Ice-Viles and Ice imps will enter hibernation-like state if they sustain fatal damage, and will recover with partially restored health if not finished off quickly.
 +
* Flesh Wizard: An ominous apparition that remains invisible except when attacking. Flesh Wizard moves at incredible speeds, trying to disorient and exhaust you before suddenly stopping and launching a blood-looking powerful projectile. It is also surprisingly resilient for its relatively small frame. Extreme caution is advised.
 +
* Hellion: It is another variant of the arch-vile, this variant seems to be elemental infernal fire, it is strong orange in appearance and without horns and a long tail. Hellion has several attacks: the first one is a infernal fireball that does a high damage and travels to great speed. The second attack is very similar to the common attack of the Arch Vile, but inflicts considerably more damage. Its last attack usually serves to mislead the prey, since in this Hellion travels at a huge speed - using fire as the conduit - setting fire on its path.
  
* Other changes to extant weapons (e.g. a new HMG that cannot be belt-fed but can switch to Nailgun mode)
+
====Spider mastermind variants====
  
* New weapon upgrades: '''box magazine upgrade''' (comes along with Dragon's Breath ammo type) for Pump Shotgun, '''Quad Shotgun''' for Sawed-Off Shotgun, '''Underbarrel Grenade Launcher''' for DMR, '''M1 Pulse Cannon''' for M1 Plasma Rifle, '''Lightning Gun mode''' for M2 Plasma Rifle, '''Unmaker Cannon''' for Mancubus Cannon
+
* Demolisher: Upgraded version of Spider Mastermind. Armed with twin gatling cannons that shoot explosive rounds. But most dangerously, it also can fire BFG 9000 blasts.
 +
* 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. Extremely durable and also fast for its size, Juggernaut necessitates an enormous amount of punishment to be brought down.
 +
* Super Mastermind: It is a version equal to the classic Spider Mastermind, only that much bigger and considerably more resistant, only appears as a boss in the remastered version of the final level of Doom 1.
  
* New powerups: Haste, Quad Damage, Baron of Hell Transformation Rune
+
====Cyberdemon variants====
  
* New monster variants: Chainsaw Zombie, Savage Imp, Draugr (Revanant variant), Void Spectre, Infernus (Baron of Hell variant), Hellion (Arch-Vile variant)
+
* Annihilator: A cyberdemon with two mechanical legs and rocket launchers instead of its two hands. With two rocket launchers on hand, Annihilator can fire twice as fast, making him even more dangerous than a normal cyberdemon and arguably the most dangerous foe in Project Brutality.
 +
* Cyberdemon Lord of Deimos: This version is very similar to the classic version with the difference of being much bigger and more resistant compared to the common one, just as the classic Cyberdemonium has the ability to crush your target if it approaches, only appears as a boss in the new Remastered final level of the Tower of Babel.
  
 +
== External links ==
 +
* [https://projectbrutality.com/ Official website]
 +
* [https://github.com/pa1nki113r/Project_Brutality GitHub project]
  
[[Category:PWADs by name]]
+
==References==
 +
<references />

Latest revision as of 10:46, 13 March 2024

Project Brutality
Title screen for the current Project Brutality buildTitle screen for the current Project Brutality build
Authors pa1nki113r and the Project Brutality Team
Port GZDoom
IWAD Doom, Doom II
Year N/A
Link https://projectbrutality.com/

Project Brutality (formerly known as Project Brutality 3.0) is a WIP gameplay mod for the GZDoom source port that is currently being developed. Development began in 2015 as a fork of Brutal Doom version v19b that greatly expanded upon it, using assets from Realm 667 as well as its own custom content. However, it has since changed its direction to become a standalone project, with most inherited coding being removed and replaced with totally unique assets, as well as dropping its numbered version subtitle. There is currently no official release candidate or expected release date; it is actively developed at GitHub, and users are instructed to obtain it there, either in a stable Master Branch or the regularly updated Staging Branch.[1]

Project Brutality is one of the most popular mods for the GZDoom source port. As of July 2023, it has received the second most votes in an informal ZDoom forum poll about favorite mods.[2] It has also received extensive coverage on YouTube, where a large majority of its fanbase has originated from; many of these videos pair the mod with unofficial addons which are not officially endorsed by the team. Currently, all official discussion regarding the mod is present in its discord server.[3] An official campaign (Project Black Mass) is in development, with focus on it being delayed until the standalone gameplay mod's completion.

Features[edit]

General changes[edit]

  • Dynamic spawn system, affecting what monsters, weapons and items you will encounter. The exact active actors can be switched in the mod's options. By default, the spawn progression follows its own custom episode format which can be changed by users to follow the amount of levels in a map, ranging from 4-128 levels. It is divided into four "Tiers", where each weapon and monster type receives a new , stronger variation at this threshold. Tiers can either start directly upon reaching a level number, or can gradually form depending on the amount of levels played, with random variation on if a weapon/monster will receive a higher tier variant.
  • Expanded weapon arsenal, featuring overhauled versions of all classic doom weapons, as well as 18 custom weapons, with influences derived from numerous sources. Every weapon includes numerous fire modes and a special ability that can change its function. Few, selected weapons have "weapon upgrades" tied to them, which are their improved versions that replace the old weapons (but can be obtained without the base weapon in possession).
  • Expanded monster roster, with most of the monster types having at least two other "variants" - alternate versions, of increasing threat level and various abilities. An overhaul of this feature is in development and is actively teased on its respective discord server.
  • Respited power-up types and new inventory items, as well as custom "respect" animations for weapons when they are picked up.
  • Additional player abilities, e.g.: a "dash" dodging maneuver, double jump, ledge grabbing, sliding, and in development first person fatalities on all monster types through usage of a "quick melee" keybind.
  • New movement physics, custom weapon crosshairs that are automatically paired for each weapon, a custom HUD, menu font, overhauled weapon slot organization, particle effects, and reworked gore system.
  • New death animations and fatalities, complementing introduced monster variants.

Weapon changes[edit]

Every weapon in base doom has been revisited to include a rebalanced standard fire, as well a secondary fire. Most of the weapons include tertiary functions (also called "Weapon specials"), which range from changing the secondary (or rarely, primary fires), to changing the entire weapon appearance and functionality. Weapon specials are accessed through a built in circular wheel that allows a player to directly pick which special behaviors they want their weapon to inherit; many of these are exclusive to each other, similar to weapon modules in Doom Eternal.

Weapons are divided into specific tiers, with tier 1 adding no new weapons and only overhauled versions of classic doom's arsenal. Further tiers add in custom content or upgrade the power of weapons before.

Tier 1[edit]

- Fists (Slot 1)

  • Primary fire: A standard punching motion with the left fist of the player; if paired with a secondary fire in an alternating pattern, it can deliver a harsh jab to the side to finish off enemies.
  • Secondary fire: A standard punching motion with the right fist of the player. It can also perform a finishing, highly damaging haymaker similar to the primary fire.
  • Weapon special: When berserk is acquired, the player can crack their knuckles and change their execution settings to a high powered blow towards the enemy, similar to vanilla's berserk, or a first person execution towards an enemy fit with a custom animation and bonus health.
  • Quick melee: A special keybind that will automatically use the fist's functionality regardless of weapon being currently held (as long as they are not dual-wielding their current weapon). When pressed, the player can use a machete to damage/stun an enemy or execute a low health enemy.
  • Fists can also grab barrels by punching them. The player can grab both nukage and burning barrels. When a barrel is picked up, with left click the player can throw the barrel, but with right click the player can place it down harmlessly, which can be used to set up traps. Fists are also stained with blood after use and can be paired with a kick function (with a keybind in controls) to perform extra combos)

- Axe (Slot 1)

  • Primary fire: Swings the axe for large amounts of damage. Holding primary fire will continually swing the axe, at a rate that is slightly faster than the vanilla fists swing.
  • Secondary fire: Throws the axe for a large amount of damage; the player can hold up to 10 axes at a time, and throwing an axe will cause the player to lose it until its recollected on the ground.
  • Its official name is simply the Fire Axe. A counter on the hud indicates how many axes the player currently has in their position. This weapon is one of the few that does not have a weapon special.

- Chainsaw (Slot 1)

  • Primary fire: Directly force the chainsaw forward to slice through enemies and drain their blood; when the player is moving, the chainsaw's primary attack will cause it to slice in the direction of their movement, back and forth.
  • Secondary fire: A downwards slash that charges up, and then slices the chainsaw downwards, upwards, and then back to its resting position. It can also be combined with kicks while still firing.
  • Weapon special: Disables the "Resource gather" function of the chainsaw.
  • Its official name is the Mixom Beavertooth Chainsaw. The chainsaw will be able to attack without ammo, similar vanilla, but has an extra features known as "Resource Gather," which uses a custom fuel ammo type and will cause all primary attacks the chainsaw delivers to heal the player, even past 100 health. This will quickly consume this fuel ammo, and if it runs out, the chainsaw will still function as normal but will not be able to heal the player. It is toggleable by the player pulling the startup string of the chainsaw.

- Pistol (Slot 2)

  • Primary fire: A partially accurate shot of low tier bullet ammunition.
  • Secondary fire: Aiming down the sights of the pistol for increased accuracy.
  • Weapon special wheel: The player can add a silencer onto the pistol, change the primary fire from semi-automatic to a burst of 3 bullets (and vice versa), or dual wield the pistols, where primary and secondary controls the respective pistol, left and right (this logic also applies to all future dual wieldable weapons).
  • Its official full name is UAC .45 Standard Issue Handgun. This pistol has a significantly faster firing rate than the vanilla pistol and is a starting weapon along with the rifle. It has a max capacity of 16 bullets before reloading.

- Shotgun (Slot 3)

  • Primary fire: A traditional pump firing of a single shotgun shell.
  • Secondary fire: Aim down the sights of the shotgun. Primary firing while holding this button will allow the player to pump the shotgun directly without losing aim.
  • Weapon special wheel: Change the ammo type of the shotgun, from buckshot (with spread similar to vanilla's shotgun), to a green slug shot with high accuracy. At this tier, a 3rd shell type is locked.
  • Its official name is the 12-Gauge Pump Shotgun. It has a max capacity of 9 shells before reloading.

- Double barrel "super" shotgun (Slot 3)

  • Primary fire: Shoot both barrels of the sawed off shotgun.
  • Secondary fire: Shoot only one of the barrels, can be combo'ed to shoot both in a row quickly before reloading.
  • Weapon special: Dual wield two SSG's if the player has a secondary one picked up.
  • Its official name is the Sawed-Off Double Barrel Shotgun.

- Rifle (Slot 4)

  • Primary fire: Automatically shoot high tier bullet ammunition
  • Secondary fire: Aim down through a green digital sight in order to increase accuracy slightly.
  • Weapon special: Dual wield two rifles if the player has a secondary one picked up.
  • Its official name is the UAC-30 Designated Marksman Rifle. It is a starting weapon along with the pistol. It has a max capacity of 31 bullets before reloading.

- Minigun (Slot 5)

  • Primary fire: Fire a barrage of high tier bullet ammunition from 6 barrels with no reload after a short barrel wind up animation.
  • Secondary fire: Pre-wind up the barrel, leading to higher speeds but lesser accuracy (the barrel windup is immediately stopped after switching firing modes or to a different weapon).
  • Weapon special wheel: Changes the firing speed to and from either "chaingun" mode and "gatling" mode; the chaingun mode acts similar to vanilla, slower but more conservative of ammo, while the gatling mode is faster and consumes ammo quicker.
  • Its official name is the UAC-Mach-3 Minigun.

- Rocket launcher (Slot 6)

  • Primary fire: Fires a single rocket; can fire automatically after a new rocket is automatically loaded, similar to vanilla.
  • Secondary fire: Loads up to 3 total rockets that will be fired all at once; this has a slight delay to load the ammunition into the firing area.
  • Weapon special wheel: Changes the firing mode of the rocket from standard to either guided or lock-on. Guided will create a laser pointer that all rockets will fire, allowing the player to coordinate their flight patterns. Lock on will let the player use the secondary firing button to lock onto a monster; pressing the primary firing button more than once while holding the secondary mode to lock onto the target will load up extra rockets similar to the basic secondary firing mode.
  • Its official name is the UAC Guided Rocket Launcher. When the firing mode of the rocket changes, the coloured light on the side of the rocket will also change, from green in standard mode, orange in laser mode, and blue in lock on mode. Loading 2-3 rockets will also create an icon of 2-3 dots on the coloured indicator. It can hold 6 rockets in its magazine before reloading.

- Plasma gun (Slot 7)

  • Primary fire: Fires an automatic stream of circular plasma balls. Letting go of the primary fire key will cause the player to let it temporarily cool down.
  • Secondary fire: Charges up a heat blast that can penetrate through numerous enemies at the cost of 20 ammo when released. Holding this charge and getting in melee range of an enemy will also hurt them, similar to the chainsaw, albeit with less damage.
  • Weapon special: Dual wields two plasma rifles if the player has a secondary one picked up.
  • Its official name is the UAC-M1 Plasma Rifle. The blue screen on the weapon shows how much ammo is left in it before having to reload. It has a max capacity of 60 cells before reloading.

- BFG9000 (Slot 9)

  • Primary fire A: Charges up and fires a large damaging BFG shot; enemies that are near it will be damaged or killed by its radius. Furthermore, upon impact it will explode similar to vanilla, and tracers will also shoot out at all nearby enemies in a cone of the line of sight. This costs 100 plasma.
  • Secondary fire A: Charges up a beam of energy that pierces through enemies and fries them. It takes around 4 seconds to run through 100 plasma cells worth of ammo.
  • Weapon special: Switches from the traditional BFG mode to "Black Hole Launcher" mode, which totally changes both of its firing actions.
  • Primary fire B: Charges up a large blackhole that will slowly move through the air; upon impact or pressing the reload key, it will activate and suck all enemies in a radius towards it. Anything that reaches the center will receive high damage in quick succession, which can prove fatal to even some of the strongest creatures, as well as the player.
  • Secondary fire B: Shoots a fast moving "gravity" projectile that, upon collision, will draw things nearby it quickly and deliver damage towards them by forcing them to the ground. It costs 30 cells.
  • Its official name is the B.F.G. 9000 MK. V.

Tier 2[edit]

- Revolver (Slot 2)

  • Primary fire: Automatically shoot a low tier bullet (at the cost of two) with high recoil.
  • Secondary fire: Fans the hammer for much faster firing but less accuracy.
  • Weapon special: Dual wield two revolvers if the player has a secondary one picked up.
  • It's official name is the UAC-B750 .500 'Hand Cannon' Revolver. It can hold 6 bullets at a time in its chamber, which equates to a total of 12 low tier pistol ammo consumed per reload. It replaces shotgun spawns in tier 2.

- Auto-shotgun (Slot 3)

  • Primary fire: Automatically shoots buckshot shells with very little delay, but with less accuracy than the pump shotgun.
  • Secondary fire: Fires a flak cannon-like burst of penetrating, bouncing shot. Consumes two shotgun shells per burst
  • Weapon special: Dual wield two autoshotguns if the player has a secondary one picked up.
  • Its official name is simply the Automatic Shotgun. It can hold 12 shells at a time in its chamber. It reloads by putting shells manually into its chamber, meaning the more empty the gun is, the longer it will take to fully reload. It has a chance to replace shotgun spawns in tier 2.

- Carbine (Slot 4)

  • Primary fire: Fire based on configuration in weapon special.
  • Secondary fire: Aim through a red scope for increased accuracy. Aiming while in semi-auto firing mode uses the secondary scope that functions as a sniper scope with higher zoom, while obscuring the rest of the screen.
  • Weapon special wheel: Switch from default automatic fire to semi-auto or burst fire (which shoots 3 bullets in a row). It also allows players to dual wield two carbines if they have a secondary one picked up.
  • Its official name is the UAC-41 Carbine. It is styled after the main rifle from Doom (film). It shoots faster than the DMR but with more slant to the right and extra spread. It will replace minigun spawns in tier 2.

- Super grenade launcher (Slot 6)

  • Primary fire: Automatically fires grenades that will bounce around 2-5 times before exploding.
  • Secondary fire: Remote detonates the grenade regardless of distance travelled or bounces travelled.
  • Weapon special wheel: Circles the grenade types between Impact (default), Sticky, Fire, Ice, and Acid; each of these have their own benefits; fire has lower damage in a large area, ice has high damage (which can freeze enemies) in a small area; acid is a blend of both, as well as leaving a damaging cloud. Sticky will never explode on its own unless the player remote detonates.
  • Its official name is the UAC-MGL Automatic Grenade Launcher. It holds 7 rounds at a time before reloading. Each of the firing modes is a different colour grenade, and changes the coloured icon on the weapon sprite, indicating what type is selected. It will replace rocket launcher spawns in tier 2.

- Heavy plasma rifle (Slot 7)

  • Primary fire: Fires two plasma bolts at once in a straight motion with higher damage than the standard plasma gun, though it does use 2 cells for each shot.
  • Secondary fire: Consumes 10 cells and does a quick flamethrower animation, fanning from side to side as it spreads plasma outwards and harms enemies in a close radius.
  • Weapon special: Dual wield two heavy plasma rifles if the player has a secondary one picked up.
  • Its official name is the UAC-M2 Heavy Plasma Rifle. It is styled after the Plasma Gun from Doom 3. It has a max capacity of 50 cells before reloading. Its screen on the sprite shows a rotating triangle UAC logo. It will replace the standard plasma gun spawns in tier 2.

- Flamethrower (Slot 8)

  • Primary fire: Fires a continuous blast of that has medium-long range and will coat enemies, consuming fuel ammo.
  • Secondary fire: Shoots a small ball that will land on the floor and burst.
  • Weapon special: Changes the default fire mode to a nukage mode, changing damage type to be acidic, and allows for traps by lighting coated enemies/blobs of nukage (created from the secondary firing mode) on fire, causing them to light up and explode.
  • Its official name is UAC-M3 Flamethrower. It has a max capacity of 90 fuel before reloading. It replaces chainsaw spawns in tier 2.

Tier 3[edit]

- SMG (Slot 2)

  • Primary fire: Automatic Rapid-fire of low tier bullets in a inaccurate pattern.
  • Secondary fire: Iron Sights ADS for better accuracy.
  • Weapon special wheel: Allows the player to add laser sight, replacing the built in crosshair with a dynamic light that changes based on distance. It also allows the player to dual wield two SMG's if they have a secondary one picked up.
  • Its official name is UAC-17 Compact Submachine Gun. It has a max capacity of 51 low tier bullets before reloading. It can be considered an upgrade of sorts to the pistol, offering much of the same functionality with a higher firing rate. It has a chance of replacing minigun spawns in tier 3.

- Pump shotgun upgrade (Slot 3, upgrades Shotgun)

  • Primary fire: Same as original, with added function of being able to automatically pump at the hip, cutting the delay between shots.
  • Secondary fire: Same as original.
  • Weapon special wheel: Unlocks the 3rd shell type, Dragon's Breath shells. These are similar to buckshot but leave lingering damaging fire on the ground after impact, and also light enemies on fire for their death animations.
  • Its official name is the Magazine Upgrade for the Pump Shotgun. This is the first upgrade in the game, adding extra function to a previous weapon versus replacing it outright. It also increases ammo capacity to 11 instead of 9. It will spawn in place of traditional shotgun spawns in tier 3.

- Quad shotgun (Slot 3, replaces SSG)

  • Primary fire: Shoots a blast of two (four) shells.
  • Secondary fire: Shoots a single (two) shells.
  • Weapon special wheel: Transforms the default 2/1 shell logic into "full blast" mode, where primary will shoot 4 shells and secondary will shoot 2. It also allows to enable "Demonic Breath" mode, which transforms all shells into blasts of demonic fire. Finally, it allows the player to dual wield 2 quad-shotguns if they have a secondary one picked up
  • Its official name is the Quad Shotgun Upgrade for the Super Shotgun. It is implied to be demonic in origin versus made by the UAC. It will replace SSG spawns in tier 3.

- HDMR (Slot 4, upgrades the Rifle)

  • Primary fire: Same as original, with a much slower firing rate in Heavy Sniper mode.
  • Secondary fire: Aim through the digital scope, complimented with a digital ammo counter in DMR mode, and with a high accuracy intense zoom in Heavy Sniper mode, OR fire an underbarrel grenade launcher, taking 1 rocket ammo and prompting an immediate reload.
  • Weapon special wheel: Allows the player to change from DMR mode to heavy sniper mode after a short animation, and vice versa. It also allows toggle of an underbarrel grenade launcher which uses the secondary firing key instead of scope usage. Finally, it allows the player to dual wield 2 HDMR's if they have a secondary one picked up.
  • Its official name is the UAC Heavy Designated Marksman Rifle. Its ammo capacity remains the same as the DMR it upgrades. Each single bullet, which has higher damage than its un-upgraded version, costs 2 overall to reload, meaning reloading a 31 chamber mag costs 62 overall. Meanwhile, a single shot in Heavy Sniper mode immediately consumes 2 bullets to offset its high damage. It has a chance to replace minigun spawns in tier 3.

- Nailgun (Slot 5)

  • Primary fire A: Shoots nails from two separate cannons, which deal extra damage to enemies and pin them to walls.
  • Secondary fire A: Shoots a burst of 20 nails in a giant group with horizonal spread.
  • Weapon special: Transforms the nailgun into a harpoon launcher with slower firing speed but higher damage.
  • Primary fire B: Shoots a harpoon which pierces through enemies (which costs 20 nails)
  • Secondary fire B: Charges up a heated harpoon which deals extra flaming damage to enemies.
  • Its official name is the UAC-240 Perforator Nailgun. It has a max ammo capacity of 120. Switching firing modes via the weapon special will also automatically reload the weapon. It has a change to replace minigun spawns in tier 3.

- Cryo rifle (Slot 8)

  • Primary fire: Shoots one of the following formations based on weapon special:
    • An ice missile that freezes enemies, costs 10 cells.
    • A solid ice beam that freezes enemies it touches after repeated contact, can also create small ice crystals on the floor rarely.
    • An ice spear that functions similarly to the nailgun harpoon and pierces enemies.
    • A barrage of ice flaks that bounce against the ground and can hit numerous enemies and walls before fading away.
  • Secondary fire: Equip a pistol that can be used to shatter frozen enemies.
  • Weapon special: Changes primary firing mode.
  • Its official name is the TeiTanga Arms Cryo Rifle (though it is referred to as the UAC Cryogenic Dispersion Rifle on the GitHub). It has a max ammo capacity of 60. Enemies frozen by this weapon will not unthaw and are considered defeated. Ice missiles and the Ice beam can also freeze barrels; detonating frozen barrels will cause a large ice crystal formation. It has a chance to replace plasma rifles spawns in tier 3.

of - Railgun (Slot 9)

  • Primary fire: Fires a piercing shot that will heavily damage any enemies in a straight line of its projectile. Standard rail mode costs 12 shots, while laser mode can charge to a total of 60 cells.
  • Secondary fire: Uses a scope that increases aiming and visibility.
  • Weapon special: Changes from rail mode to laser mode, and vice versa. Rail mode shoots a singular high damage ray which can be held down without reloading, though it has considerable delay before firing again, and always takes the same amount of ammo. The laser mode has a charge-up which allows the player to increase the amount of ammo they spend; the more ammo leads to a higher damage output. Pressing weapon special while in scope mode will change the scope to fullbright.
  • Its official name is UAC-MKIII Railgun. It has a max ammo capacity of 60 before reloading. It will replace BFG spawns in tier 3. It should be noted that a fully charged, or "overloaded," cell in laser mode delivers the highest damage output present in the mod, able to take down a Cyberdemon in a single hit, despite its large charge time and forced reload.

Tier 4[edit]

- Deagle (Slot 2, replaces Revolver)

  • Primary fire: Automatic shot of low tier bullets with a high damage output and high recoil.
  • Secondary fire: Aim down the iron sights for better aiming and less recoil.
  • Weapon special: Dual wields two deagles if the player has a secondary one picked up.
  • Its official name is UAC-H54 'Martian Raptor' Automag. It has a max ammo capacity of 8 before reloading. This weapon sacrifices the hammer fanning of the revolver for aiming down the iron sights; the increased firing speed of the weapon over its counterpart largely makes up for this however. It has a chance to replace tier 4 shotgun spawns.

- Autoshotgun Upgrade (Slot 3, upgrades ASG)

  • Primary fire: Same as original.
  • Secondary fire: Same as original.
  • Weapon special: Same as original. (Note, dual wielding with the ASG after the upgrade currently makes the barrel visually disappear; it still functions as if it has it, and this will be fixed in a future patch.)
  • Its official name is the Drum Upgrade for the Automatic Shotgun. This weapon increases the ammo capacity of the ASG from 12 to 24 shells, something essential for its quick ammo consumption. It has a chance to replace tier 4 shotgun spawns.

- LMG (Slot 4, replaces the Carbine)

  • Primary fire: Fire its ammunition at a speed roughly between the chaingun and Gatling speeds of the minigun; it also has less spread for its bullets.
  • Secondary fire: Aim through a red sight in order to increase accuracy.
  • Weapon special: Switch from bullets to micro-missiles, which cost 3 bullets yet will create miniature explosions upon impact; the father these missiles fly, the more they will swerve and deviate from their path, something the bullets do not do.
  • Its official name is the UAC-349 Light Machine Gun. Its max ammo capacity before reloading is 75 high tier bullets. It has a chance to replace tier 4 minigun spawns.

- Triple-Barrel Minigun (Slot 5, upgrades Minigun)

  • Primary fire: Same as original, with the triple rotary mode having triple the firing speed of the gatling mode.
  • Secondary fire: Same as original, with triple rotary mode having the fastest firing speed of any weapon in the game.
  • Weapon special: Gains the ability to switch to triple rotary mode (nicknamed "Death Dealer" mode), which adds two extra barrels to gatling mode. It will quickly deplete ammo but has a chance to not consume every 3rd bullet.
  • Its official name is simply the Triple Rotary Mode Upgrade. Switching out the triple rotary mode to another weapon will automatically change it to gatling mode without pressing weapon special; it can be assumed this is done for balancing issues by being able to quickly flip back to the high firing speed of the triple rotary firing mode. It also slightly changes the weapon sprite, though it lacks a new respect animation for the upgrade pickup. It has a chance to replace tier 4 minigun spawns.

- M2 Lightning Gun (Slot 7, upgrades the M2 Heavy Plasma Rifle)

  • Primary fire: Same as original, or a constant beam of lightning that will fry and pierce through enemies.
  • Secondary fire: Same as original, or a quick ball of lighting that will stun any enemies in its radius. This costs 25 cells.
  • Weapon special: Switch from normal firing to lightning mode, which adds extra prongs to the muzzle with flashing electricity. This will change the primary and secondary firing modes.
  • Its official name is UAC-M2 Heavy Plasma Rifle Lighting Module. Notably, dual wielding is lost in this upgrade, and a new respect animation is missing. This is to be patched in a future update.

- Flamethrower Backpack (Slot 8, upgrades the Flamethrower)

  • Primary fire: Same as original
  • Secondary fire: Same as original
  • Weapon special: Same as original
  • Its official name is the UAC-M3 Flamethrower Backpack Upgrade. This upgrade gives the flamethrower a backpack which it automatically connects to, taking away all need for reloading as the overall fuel amount is automatically funneled into the gun.

- The Unmaker (Slot 10)

  • Primary fire A: Fires a red and black demonic laser consuming Demon Energy which will "unmake" enemies in its wake and deal heavy damange.
  • Secondary fire A: Fires a demonic orb that costs 4 Demon Energy. The longer the button is held, the faster the orbs will fire.
  • Weapon special: Using the unmaker will grant the player SOULS from demons, which has its own ammo bar. When the SOULS ammo bar is fulled, the weapon special can be activated, letting players use an "overcharge" mode of the weapon for a limited time with special firing modes.
  • Primary fire B: Fires a golden demonic laser with much more recoil and power, forming crystals in its path that will detonate after a short while for extra damage of anything in its radius.
  • Secondary fire B: Fires a golden skull that costs 100 Demon Energy and will release numerous sprits that posses enemies nearby, turning them into allies that fight for the player for a limited time.
  • Its official name is simply the Unmaker, with a caption naming it the "Penultimate Wrath of Hell Itself." It currently lacks a smooth respect animation. The demon energy used for its ammo is gathered from red collectables that are picked up from enemies upon their death, letting it be a reusable source of ammo.

Secret weapons[edit]

- Mp40 (Slot 2)

  • Primary fire: Shoots low tier bullets at a speed slightly below the Mp40.
  • Secondary fire: Aims through the iron sights, increasing accuracy.
  • Weapon special: Dual wields two Mp40s if the player has a secondary one picked up.
  • Its official name is the Maschinenpistole 40. It is only dropped from Nazi enemies, which replace classic Wolfenstein SS monsters. It can be seen as an equivalent of the SMG with less functionality, but with WWII theming. It has a max ammo capacity of 32 before reloading.

- MG42 (Slot 5)

  • Primary fire: Shoots high powered bullets at an immense speed, increasing the HEAT level of the weapon; when this level hits max, it will stop firing. Manually pausing firing will cause the meter to decrease. A total of 100 shots can be fired in a row without interruption before HEAT level reaches max and firing stops.
  • Secondary fire: Aims down the iron sights for increased accuracy but increased recoil.
  • Weapon special: Swaps out a part of the gun ONLY when HEAT has reached max and the gun has lost functionality. Elsewise, this button is functionless.
  • Its official name is the Maschinengewehr 42. Unlike the easter egg MP40, this weapon is the highest power of any weapon in the slot it shares, even surpassing a fully charged triple minigun. It can rarely replace a BFG spawn in a weapon which is detected to have a Nazi in it.

- Hell rifle (Slot 10)

  • Primary fire: Fires a blast of demon energy, either inferno or caustic. It is around the level of the standard plasma rifle but with exotic projectiles.
  • Secondary fire A: Fires a ghoul, costing 20 demon energy, which will seek a singular enemy out and possess it, turning it into a temporary ally of the player.
  • Weapon special: Switches the default "inferno" mode to "caustic" mode, which is acidic themed and is a different damage type, through the damage amount itself is roughly the same. It also changes the secondary fire.
  • Secondary fire B: Fires a green electric bolt costing 4 demon energy that has a higher damage amount and will shrink an enemy with low health into a smaller version of itself, not killing the enemy but rendering it effectively harmless before it reaches 0 health.
  • Its official name is the Demon Tech Rifle. It has a max ammo capacity of 60. It uses Demon Energy, same as the Unmaker. It is dropped exclusively by Demon Tech troopers, which spawn in the final tiers of the game, leading for this to roughly be a tier 4 weapon, though it does not have any spawn itself nor is listed in the weapon spawn section of the menu.

Equipment[edit]

Similar to inventory weapons, equipment has its own selection wheel to change and keybind to use. The first 4 can be accquired through backpacks, and the first 3 can be dropped by zombies rarely.

  • Frag grenade - Can simply be thrown overhand, where it will explode after a short time, damaging all enemies nearby with enough damage to kill small fodder in the immediate vicinity. The player starts with 2. Default amount that can be carried is 6, which is increased to 12 with a backpack. Hitting throw twice in a row while it is being thrown will cause the grenade to be rolled on the ground versus thrown.
  • Stun grenade - Thrown in a smaller distance than the frag grenade, stunning all enemies nearby similar to the M2 Lightning Gun's secondary fire. Default amount that can be carried is 6, which is increased to 12 with a backpack.
  • Land mine - Tossed on the ground where it will stay beeping until an enemy walks nearby, where it will quickly explode in a highly damaging explosion which can also instantly kill the player if they are near the detonation. Default amount that can be carried is 6, which is increased to 12 with a backpack.
  • Quick launcher - A revenant launcher that fires demonic rockets when used before being put away again. It shoots a total of 8, 4 from each side of the player. They travel directly forward for quick small explosive damage which can stun enemies or kill lower enemies when fired in bulk. Default amount that can be carried is 15, which is increased to 30 with a backpack. The player starts with 4 (even if they have not encountered any revenants), and more can be killed by gibbing standard revenants.
  • Demonic Leech - A secret equipment which can rarely drop from Demon Tech Troopers (who also wield the Demon Tech Rifle). When equipped, it (which appears to be a baby cacodemon) will attach to the player's hand and siphon health out of an enemy and directly into the player, costing 100 Demon Energy, but healing the player beyond 100 health. When picked up, a message appears that says "What the fuck is this thing..?".

Enemy arsenal[edit]

Project Brutality also introduces "variant" types of each monster. These tend to sport increased strength and toughness over the original monster, as well as new abilities and powers. They can spawn with a varying frequency, depending on the chosen spawn setting.

Former human variants[edit]

The zombie-soldiers now utilize more varied tactics (e.g. throwing grenades, evasive rolls, crouch-fire). Their new variants are the most numerous, and come with widely different armaments:

Zombiemen variants:

  • Axe Zombie (which may drop stimppacks on death) | Tier 1
  • Chainsaw Zombie (which may drop stimppacks on death) | Tier 1
  • Pistol Zombieman | Tier 1
  • Helmet variants for Pistol and Rifle Zombiemen (attack with more aggression) | Tier 1-2
  • Plasma Rifle Commando | Tier 3-4
  • Carbine Zombieman | Tier 2

Sergeant variants:

  • Riot shield Sergeant | Tier 2
  • Rocket Sergeant (transforms into a suicide bomber when its rocket launcher is lost through damaging him) | Tier 3
  • Helmet Sergeant (attacks with more aggression) | Tier 1-2
  • Quad Shotgun Cultist | Tier 3
  • Auto Shotgun Sergeant | Tier 2

Commando variants:

  • Major (equipped with Nailgun) | Tier 3
  • Z-Spec Ops | Tier 3
  • Helmet Commando (attacks with more aggression) |Tier 1-2

All Wolfenstein-SS are replaced with a custom Nazi enemy.

Imp variants[edit]

Some imp variants now have the ability to climb on walls. Basic tier 1 imps can also have 2 extra skins, one being skinnier and one being bulkier. As of current, they function no differently than basic variants besides having no unique executions.

  • Savage Imp: A gray, eyeless imp with a large mouth that throws green acidballs and is faster than a basic imp, with more aggressive pouncing, though it cannot climb on walls.
  • Dark Imp: There are several types of dark imp. They can be identified due to the shape of their body and eye color:
    • The first variant (Basic): It is known as Nami Dark imp. It has the shape of the basic imp with yellow eyes and shoots plasma balls that chase slightly to its target.
    • The second variant (Basic 2): It is known as St Dark imp. It is modelled off of one of the variants of the classic imp, having red eyes It shoots more weak plasma balls, which are much faster and do not chase their target.
    • The third variant: It is known as Void Dark imp, and it has dark orange eyes and a slightly more intimidating appearance. It is slower than the other variants but more resistant, shooting plasma balls that do moderate damage and no tracking.
    • The fourth variant: It is known as Nether Dark imp. It has the same appearance as the previous variant, but with green eyes. It is very resistant and has two different attacks; the first one charges acid balls that take approximately 1 second and inflict damage that can vary from very low to high. The second attack takes the same as the first but instead of invoking acid balls invokes balls of electricity and plasma that travel at moderate speed and inflict very high damage that can reach 50 hp -- caution is advised.

Lost soul variants[edit]

  • Phantasm: Has the same model with the lost soul but with green flames. Extremely relentless. Explodes on death, making it more dangerous in close combat. Created by Suffering Elementals.

Revenant variants[edit]

All revenants now have the ability to float for a short period of time.

  • Beam Revenant: This Revenant is armed with a beam cannon, firing with deadly precision. The beam attack is weaker, but faster than homing missiles, and consequently it is especially difficult to dodge at longer ranges.
  • Draugr Revenant: is a hellish version of the classic Revenant, has a much greater resistance and considerably greater damage, is armed with two guns on the shoulders that fire projectiles fire traveling at high speed.

Demon variants[edit]

Like a couple other monsters, in Project Brutality the Pinky Demon has a special 'agonized' state: sometimes after losing an arm (caused by depleting their health), a Pinky may become berserk and resume hostilities with increased celerity, but will expire soon from blood loss, even without causing anymore damage to it. According to the lorebook, basic Pinky Demons are female.

  • Blood Demon: Has large horns and is dark-reddish in color. Way more aggressive, it runs and bites much faster. Also has slightly more HP than original Pinky.
  • Mech Demon: More similar to the original but with cybernetic legs and spiked armor plate along the spine. Has higher HP than its brethren.
  • Void Spectre: This spectre variant, while not the hardest or the most damaging is very fast and can easily confuse your target running from one side to another has a dark gray skin almost black and a large red eye similar to a cyclops. It is a bit more resistant than a classic Pinky but is considerably faster, unlike the other variants this can create a kind of hallucinations to confuse its opponent. It is recommended to keep it at bay.

Cacodemon variants[edit]

Project Brutality version of Cacodemon is able to evade slower projectiles, making it trickier to deal with.

  • Inferno Cacodemon: A magma-like version of cacodemon. It shoots a fireball rather than a lightning ball. The fireball is slower, but bigger and thus harder to evade in tight quarters. Rarely, Inferno Cacodemon will summon Watchers (small critters that resemble fledgling Cacodemons and fire fast, purple energy pulses). Watchers can also spawn on occasion after their "parent's" death (much like how a pain elemental leaves some lost souls in the wake of its demise).
  • Afrit: Another floating, fire-elemental demon, that has a body similar to the upper part of a baron of Hell. Has two types of attacks. One is fast fireball projectile and one is a concentrated fireball that deals more damage. Originates from Scythe 2.

Pain elemental variants[edit]

  • Suffering Elemental: Has the same body as pain elemental, but with green eyes and mouth. Summons Phantasms instead of Lost Souls.
  • Trite Elemental: Roughly white-skinned version of Pain Elemental, with a characteristic, sewn-together mouth. Summons Trites (small, spider-like monsters that can swarm you easily if left unchecked).
  • Overlord: A very powerful demon that can kill the player quickly if not dealt with carefully. Resembles a black cacodemon, but unlike them Overlord has six arms, and multiple attacks. First, its melee attack is extremely damaging. Secondly, it is able to teleport around to both avoid engaging the player, or to approach them up close quickly. Thirdly, it will fire a barrage of energy balls. Fourth, 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 summons red lightning: seemingly moving at random directions, but still able to track the player. This lightning attack deals massive damage - possibly the most out of all monster attacks - and can kill even a well-prepared player within an instant.

Mancubus variants[edit]

  • Daedabus: A green-skinned mancubus that fires toxic projectiles. Can inflict poison-like afterdamage upon the player. Has only one eye like Doom (2016) mancubus.
  • Volcabus: Dark-skinned version. Harder than his brothers and armed with demonic launchers that cast that hellish, skull-looking fireballs that travel at a very high speed and inflict very great damage, this variant has a melee attack which is a jump that inflicts very serious damage - high, however he will only use it against the players.

Arachnotron variants[edit]

  • Inferno Arachnotron: An arachnotron that shoots Inferno bolts. These strike both faster and harder than ordinary plasma projectiles, turning this arachnotron variant into a competent sniper.
  • Arachnophyte: an arachnotron similar in appearance to a black Mastermind Spider of aircraft type equipped with a heavy machine gun (Two in PB 3.0).
  • Elite Arachnotron 'Arachnoknight': The most powerful version. Has higher HP and shoots even more damaging barrages of dark matter plasma of purple color.
  • Aracnorb: A smaller flying arachnotron with no mechanical legs. Has green eyes, and fires green projectiles. Can also melee attack with biting if an enemy comes close. Only appears on Epic 2 WAD. Sprites and the general concept appears to be based off Octobrains featured in Duke Nukem 3D. Can also dodge projectiles similar to the Cacodemon.

Hell knight variants[edit]

Standard Hell Knight - in addition to the triple volley attack mentioned above - can now perform a charge attack: running and jumping at you while doing a hammer punch, for great damage. Moreover, sometimes he can - after losing an arm - enter a last stand stance and continue to hurl plasmaballs at you.

  • Cyber Hell Knight: Cyborg version of Hell knight. More durable and equipped with a chaingun, freezegun and missile launcher.(if you are lucky in making a fatality the player can reprogram the Cyber Knight to fight for his side for the rest of the level).
  • Cyber Paladin: Armed with a shield that can deflect a lot of your firepower. Also armed with a grenade launcher and fireball gun (installed into its shield). Is an unique kind, because its face resembles a lion instead of a goat that other Hell Knight and Baron of Hell faces resemble.

Baron of Hell variants[edit]

Project Brutality Barons of Hell - much like their underlings Hell Knights - received an enhanced, alternate version of the plasmaball attack: a Baron will on chance fire a quintuple volley, with a wide spread.

  • Cyber Baron: Just like the Hell knight, the baron of Hell also has its own cyborg version. Cyber Baron's weapons include flamethrower and rocket launcher, but unlike Cyborg Hell Knight retains the ability to throw his plasmaballs. The Cyber Baron's appearance is almost similar to a Cyberdemon with one mechanical leg and one rocket launcher attached to its arm.
  • Belphegor: This demon has 4 reptilian legs and is brown in color, appearing like a centaur version of Hell Knight. Belphegor is very fast, strong and able to launch more powerful energy balls with huge splash damage. Extremely deadly in tight quarters.
  • Infernus: A fire-elemental demon similar to an orange Baron of Hell with black legs and hooves on fire. Infernus has several attacks: his first attack is a ball of infernal fire that can set fire to a target. His second attack is the same as the previous one but throws a bigger ball that takes a little more time. The third and last attack is to hit the ground which takes half a second and summon a wave of giant, orange fiery spikes that inflict around 80-100 HP and also have a very high range and leave everything on fire in its path inflicting less damage. The damage it inflicts is the one of the highest in the game and is almost impossible to evade in confined spaces. Extreme caution is recommended.

Arch-vile variants[edit]

In Project Brutality, regular arch-viles have expanded skillset. In addition to their fire blast and resurrection spells, they can also spawn imps or afrits, perform a firecrawler attack or heal nearby demons.

  • Ice-Vile: Ice-elemental variant of arch-vile, tougher and faster than their relatives. Instead of sight-based fire blasts, Ice-Vile casts homing cryo-projectiles that cause a big splash damage. Uniquely, it can also summon Ice imps, which are way more powerful and resistant compared to ordinary imps. In addition, both Ice-Viles and Ice imps will enter hibernation-like state if they sustain fatal damage, and will recover with partially restored health if not finished off quickly.
  • Flesh Wizard: An ominous apparition that remains invisible except when attacking. Flesh Wizard moves at incredible speeds, trying to disorient and exhaust you before suddenly stopping and launching a blood-looking powerful projectile. It is also surprisingly resilient for its relatively small frame. Extreme caution is advised.
  • Hellion: It is another variant of the arch-vile, this variant seems to be elemental infernal fire, it is strong orange in appearance and without horns and a long tail. Hellion has several attacks: the first one is a infernal fireball that does a high damage and travels to great speed. The second attack is very similar to the common attack of the Arch Vile, but inflicts considerably more damage. Its last attack usually serves to mislead the prey, since in this Hellion travels at a huge speed - using fire as the conduit - setting fire on its path.

Spider mastermind variants[edit]

  • Demolisher: Upgraded version of Spider Mastermind. Armed with twin gatling cannons that shoot explosive rounds. But most dangerously, it also can fire BFG 9000 blasts.
  • 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. Extremely durable and also fast for its size, Juggernaut necessitates an enormous amount of punishment to be brought down.
  • Super Mastermind: It is a version equal to the classic Spider Mastermind, only that much bigger and considerably more resistant, only appears as a boss in the remastered version of the final level of Doom 1.

Cyberdemon variants[edit]

  • Annihilator: A cyberdemon with two mechanical legs and rocket launchers instead of its two hands. With two rocket launchers on hand, Annihilator can fire twice as fast, making him even more dangerous than a normal cyberdemon and arguably the most dangerous foe in Project Brutality.
  • Cyberdemon Lord of Deimos: This version is very similar to the classic version with the difference of being much bigger and more resistant compared to the common one, just as the classic Cyberdemonium has the ability to crush your target if it approaches, only appears as a boss in the new Remastered final level of the Tower of Babel.

External links[edit]

References[edit]

  1. https://github.com/pa1nki113r/Project_Brutality. Retrieved 1 January 2022.
  2. ZDoom Community Top Works of All Time. Retrieved 31 July 2023.
  3. https://discord.gg/2hJxXPc. Retrieved 31 July 2023.