Difference between revisions of "Project Brutality"

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(Weapon Changes)
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Secondary Fire: Right Punch
 
Secondary Fire: Right Punch
  
Weapon Special: When the Bersk Pack/Demon Rune effect is on the player, use this to toggle between the classic "Smash enemies in gibs" (Smash mode) and "Brutal Doom fatalities" (Rip and Tear Mode)
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Weapon Special: When the Berserk Pack/Demon Rune effect is on the player, use this to toggle between the classic "Smash enemies in gibs" (Smash mode) and "Brutal Doom fatalities" (Rip and Tear Mode)
  
 
=== Chainsaw aka “The Great Communicator” (Slot 1) ===
 
=== Chainsaw aka “The Great Communicator” (Slot 1) ===
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Primary Fire: Fire
 
Primary Fire: Fire
  
Secondary Fire: Attach/Detach a silencer, which doesn’t alert enemies, but doesn’t hit as hard
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Secondary Fire: Equips a silencer/de-equips silencer. Silenced shots do less damage but do not alert all enemies in the vicinity, good for silenced kills when stealth is preferred.
  
Weapon Special: If the player has collected an extra pistol, they may dual wield them
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Weapon Special: Allows the player to dual wield pistols if they have two in their possession.
  
 
=== UAC .50 Hand-Cannon (Slot 2) ===
 
=== UAC .50 Hand-Cannon (Slot 2) ===
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Primary Fire: Fire
 
Primary Fire: Fire
  
Secondary Fire: Fan the trigger “Western-Style” faster but less accurate
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Secondary Fire: Western (as in cowboy western) trigger "fanning", which makes for faster shots but lower accuracy.
  
Weapon Special: If the player has collected two revolvers, they may dual wield them
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Weapon Special: Allows the player to dual wield revolvers. if they have two in their possession.
  
  
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A rapid fire sub-machine gun that boasts a 50 round magazine and uses light caliber ammunition
 
A rapid fire sub-machine gun that boasts a 50 round magazine and uses light caliber ammunition
  
Primary Fire: Fire from the hip
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Primary Fire: Hip fire, less accurate than aimed fired.
  
Secondary Fire: Iron sights
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Secondary Fire: Activates iron sights.
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 +
Weapon Special: Activates/deactivates laser sight add-on that increases accuracy and reduces spread, but can alert enemies due to the light.
  
Weapon Special: Toggle on/off a laser pointer that reduces spread, but can alert nearby enemies
 
  
 
=== 12-Gauge Pump Shotgun (Slot 3) ===
 
=== 12-Gauge Pump Shotgun (Slot 3) ===
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The pump action shotgun that we all love and adore. Can be upgraded to include the incendiary “Dragon’s Breath” shells once the proper upgrade has been collected
 
The pump action shotgun that we all love and adore. Can be upgraded to include the incendiary “Dragon’s Breath” shells once the proper upgrade has been collected
  
Primary Fire: Fire from the hip
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Primary Fire: Hip fire
 +
 
 +
Secondary Fire: Sighted aiming
 +
 
 +
Weapon Special: Switch shells for different effects:
 +
 
 +
* Buckshot: Standard damage.
  
Secondary Fire: Iron sights
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* Slug: More concentrated fire, less spread damage.
  
Weapon Special: Switches between shells. Each one has its perks.
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* Dragon's Breath: Incendiary rounds that can light targets on fire.
  
  

Revision as of 05:14, 1 May 2016

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

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

Weapon Changes

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

  • Project Brutality: Weapons are as described in the below subsections. Player starts with the UAC Pistol and UAC-30 DMR as well as the Fists by default. All specialized features of this modification are in effect.
  • Classic v20 Mode: Weapon loadouts and drops conform to Brutal Doom' standard. All features not in vanilla Brutal Doom are disabled.
  • Traditional: "Vanilla" Doom experience, all loadouts and drops same as in original games, with all custom changes removed.

Fists

The Brutal Doom melee system, with new combos such as round-house kicking, straight punching, and uppercuts. Chain combos together to inflict devastating close-quarters damage

Primary Fire: Left Jab

Secondary Fire: Right Punch

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

Chainsaw aka “The Great Communicator” (Slot 1)

The brutal doom v20 chainsaw, enhanced with secondary-fire as well as a unique weapon special

Primary Fire: Attack similar to Brutal Doom v.20b chainsaw, with a rare secondary attack animation during attacks

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

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

UAC .45 Standard Issue Handgun (Slot 2)

Standard issue UAC .45 caliber handgun, with a 15-round magazine. Uses light ammunition

Primary Fire: Fire

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

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

UAC .50 Hand-Cannon (Slot 2)

A heavy hitting .50 caliber six-shooter, for when what you’re shooting absolutely must die. Uses 2 light ammunition per round

Primary Fire: Fire

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

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


UAC-Compact SMG (Slot 2)

A rapid fire sub-machine gun that boasts a 50 round magazine and uses light caliber ammunition

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

Secondary Fire: Activates iron sights.

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


12-Gauge Pump Shotgun (Slot 3)

The pump action shotgun that we all love and adore. Can be upgraded to include the incendiary “Dragon’s Breath” shells once the proper upgrade has been collected

Primary Fire: Hip fire

Secondary Fire: Sighted aiming

Weapon Special: Switch shells for different effects:

  • Buckshot: Standard damage.
  • Slug: More concentrated fire, less spread damage.
  • Dragon's Breath: Incendiary rounds that can light targets on fire.


Sawed-Off Double Barrel (Slot 3)

The famous twin barrels of carnage, used for blasting the top of baddies too close for comfort

Primary Fire: Fire both barrels

Secondary Fire: Fire one barrel at a time

Weapon Special: If you have two sawed-off shotguns, dual wield them, but bigger spread and slower reload speed

Automatic Shotgun (Slot 3)

An automatic buckshot shotgun, higher spread, holding up to 12 rounds. Can be upgraded with a drum magazine that increases the capacity from 12 to 16 and greatly reduces reloading time

Primary Fire: Fire

Secondary Fire: Flak cannon, consumes two ammo per shot, and pumping between shots

Weapon Special: If you have two auto-shotguns, you can dual wield them, just like in Wolfenstein: The New Order

UAC-30 Designated Marksman Rifle (Slot 4)

Standard-issue rifle: heavy hitting, automatic, slower rate of fire

Primary Fire: Fire

Secondary Fire: Zoom in

Weapon Special: Dual Wield when you collect a second rifle


UAC-41 Carbine (Slot 4)

Fast rate of fire, larger spread, more recoil compared to the DMR. Can be upgraded to the UAC-349 Light Machine Gun once the proper upgrade has been acquired. Tactical users will make the most of the ability to cycle between fire modes to fit the situation

Primary Fire: Fire

Secondary Fire: Zoom in

Weapon Special: Cycle between semi, burst, or full-auto fire modes

UAC-Mach-3 Minigun (Slot 4)

Fastest rate of fire lead spitting death machine in the UAC armory that will tear hordes of enemies apart. Can be upgraded to the triple barrel minigun for unparalleled firepower once the necessary upgrade has been collected

Primary Fire: Fire

Secondary Fire: Pre-Spin the barrels

Weapon Special: Cycle between Standard mode and Upgraded Mode

UAC-Mach-2 Minigun (Classic v20 Mode Only)

Fastest rate of fire lead spitting death machine that will tear hordes of enemies apart

Primary Fire: Fire

Secondary Fire: Pre-Spin the barrels

Weapon Special: Not available in Classic Mode

UAC-HMG Auto-Cannon (Slot 4)

The heaviest hitting lead slinging automatic weapon the UAC has developed, packs a hell of a punch for when sustained fire on multiple tough enemies is needed

Primary Fire: Fire

Secondary Fire: Cycle between ammo box and belt fed ammo, belt fed requires no reloading but the user must pay attention to not overheat the barrel and jam the gun

Weapon Special: Cycle between Anti-Personal and Full Metal Jacket Rounds (which can pierce thin walls, multiple enemies, and even shields)

Rocket Launcher (Slot 5)

It’s a rocket launcher, with a few new modifications

Primary Fire: Fire single rocket

Secondary Fire: Hold to load up to 3 rockets to fire in a simultaneous spread

Weapon Special: Toggle laser guided missile mode, where you guide the missile in real-time

High Explosive Grenade Launcher (Slot 5)

A single round thumper-style grenade launcher with one hell of a blast radius. Fragmentation rounds are ideal for closed spaces for maximized effectiveness

Primary Fire: Fire impact grenade

Secondary Fire: Fire bounce grenade

Weapon Special: Switch between High Explosive and Fragmentation Payloads

Heavy Grenade Launcher (Slot 5)

A six-round automatic grenade launcher with multiple grenade types and remote detonation

Primary Fire: Fire currently selected grenade type

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

Weapon Special: Cycle grenade types

Plasma Gun (Slot 6)

A revamped plasma rifle, with new animations, and sound.

Primary Fire: Fire hot plasma to melt your enemies

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

Weapon Special: Dual Wield

M2-Plasma Rifle (Slot 6)

A heavy hitting burst fire plasma rifle variant, fires as fast as you can pull the trigger

Primary Fire: Fire super plasma burst

Secondary Fire: Plasma Flamethrower

Weapon Special: Dual Wield

UAC Cryogenic Dispersion Rifle (Slot 7)

Freeze your enemies solid, a good alternative to use instead of the rocket launcher up close

Primary Fire: Fire Cryoball/Cryobeam

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

Weapon Special: Switch between Ice Missile and Freeze Ray modes

Railgun 2.0 (Slot 7)

Fire a hyper accelerated piercing slug that punches through rows of enemies

Primary Fire: Fire

Secondary Fire: Zoom in

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

BFG 9000 Mark IV (Slot 8)

The latest and greatest pinnacle of UAC firepower, the Mark IV is the ultimate field super weapon, supporting three different fire modes (Classic BFG, Guard Mode, and Contact Beam).

Primary Fire: Fire

Secondary Fire: Alternative fire

Weapon Special: Cycle between fire modes

BFG 11K Plasma Beam (Slot 8)

An automatic BFG beam that can literally fry hordes of demons, but rapidly drains ammo.

Primary Fire: Plasma Beam (ideal for large hordes)

Secondary Fire: BFG Chaingun (ideal for larger enemies)

Weapon Special: NA

Black Hole Generator (Slot 8)

A dangerous but effective tool of destruction, the black hole generator is absolutely devastating against massive hordes and enemies alike

Primary Fire: Fire the black hole

Secondary Fire: Trigger the black hole you just fired remotely

Weapon Special: NA

Mancubus Flame Cannon

Acquired by disassembling a Mancubus, a deadly fire weapon to enemies and users alike

Primary Fire: Mancubus/Daedabus ball

Secondary Fire: Flamethrower/Acid spit

Weapon Special: Cycle weapon modes

Revenant Missile Launcher

Acquired by disassembling a fallen revenant, a great alternative to the rocket launcher

Primary Fire: Fire Seeker Missile/ Beam

Secondary Fire: Fire straight missile/ burst beam

Weapon Special: Cycle weapon modes

Demon Tech Rifle

Acquired by fallen Demon Tech Troopers, a rare but extremely deadly weapon if acquired, ammo is supplied from the dropped essence of the demons you slay.

Primary Fire: Fire inferno/caustic projectiles

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

Weapon Special: Cycle weapon modes

Weapon Upgrades

Currently there are a total of 4 distinct upgrades that affect weapons, some unlock new abilities, while others completely improve the gun in a number of ways. Upgrades are normally encountered where you’ll find backpacks. Of course, these can optionally be toggled off, and are not supported in a Classic v20 or Traditional play-through.

UAC-349 Light Machine Gun (Upgrades UAC-41 Carbine)

This beast is the latest squad automatic weapon developed by the UAC weapon systems and features a 70+1 drum magazine, solid accuracy, steady recoil, and raw stopping power.

Triple Minigun Barrels (Upgrades UAC Mach-3 Minigun)

This upgrade unlocks the weapon special for the minigun and allows the addition of two more barrels added to the weapon, for mowing down hordes of monsters rapidly. Best used in tandem with a Combat Backpack for ideal ammo management

Drum Magazine (Upgrades Automatic Shotgun)

This upgrade increases the round capacity of the Auto-Shotgun and is faster to reload.

Dragon’s Breath Shells (Upgrades Pump Shotgun)

This upgrade unlocks a third shell type for the pump shotgun, which are slower traveling, less direct damage than buckshot, but ignite an area in flames that continually damage enemies, as well as inflict minor damage over time with direct hits on enemies.

Items

There are many new items that are introduced for the player’s disposal in Project Brutality. Some of these are activated on pickup, while others are required to be activated once they are in your inventory.

Thrown Items: Hand Grenade & Proximity Mines

Hand grenades are extremely useful when you need quick access to something that can clear a large cluster of enemies in a single deadly blast. Proximity mines have an even more lethal blast, but require a hostile to be within a certain range in order to trigger. Additionally, proximity mines that you’ve deployed can be disabled and collected by pressing “Use” on them

Combat Backpack

This backpack increases your maximum ammo capacity even more than a regular backpack! Very useful especially with the Triple Barrel Minigun

Portable Medic Backpack

This backpack gives the use 100 points worth of health to use in their inventory. Note that healing will not exceed past 100 HP, and you’re briefly vulnerable while healing

UAC Distress Beacon

Identified by a holographic floating arrow, this beacon can be placed down to link a temporary conduit to central command, allowing up to 3 allied marines to aid you

UAC Automatic Sentry Gun

Identified by a white UAC crate with a holographic floating arrow, this tool of destruction can be used to place a stationary sentry gun that will automatically open fire on any hostiles within its line-of-sight. You can box-up and recollect a previous placed sentry gun and deploy it somewhere else, too. Great for setting choke points with guarding allied marines.

Swarmer & Electricity Pods

These items are great for clearing an entire room of bad guys, as well as providing a good distraction if you need to run past enemies being damaged by these neat UAC devices