I know a lot of people like vanilla Doom, but the gameplay mods and level packs make it for me. I love vanilla Doom but mods like Brutal Doom make it feel like a new game. The gameplay is as fast and responsive as it's ever been. I'd rather play Doom again over a lot of modern shooters like Medal of honour and COD. Compendium, assembled by “Dynamo” on the ZDoom forums, is a collection of classic older Doom level packs (over a thousand maps in total) linked through a co-op friendly lobby/browser level.
'The 'Starter Pack Map Pack' comes separately with 32 new maps, featuring realistic environments, cities, outdoors, space stations, hellish cities, new enemies and bosses, all balanced for Brutal. Description An 'unzip and play' pack containing Brutal Doom v20b, GZDoom ready to be played, FreeDoom and the Hell on Earth Starter Pack: Containing 32 new levels specifically designed for Brutal Doom. Just unzip and play, you don't need to edit anything.
With 2016’s Bethesda release Doom hanging out just just over the horizon, it’s been a good time to get back into the old boots ‘n’ shotgun to take on some evil undead hordes. Replaying id Software’s classic series always yields exciting rewards upon revisit, and this time I’ve really delved into the modding side of things.
I’ve always been aware that Doom has one of the most impressive modding communities around, but there is something to be said for a community that is still hard at work cracking and remaking a video game that was released in 1993. The developers originally made access to editing the game a very easy line in with .wad files, and that open invite to its community is still being rewarded almost 25 years later.
As I plowed into gigantic databases of game changing modifiers and fan made levels, everything from the last few years seemed to point toward a single must-have mod that I’d never taken a chance on before, which in retrospect, seems heretical. Everyone needs to take Brutal Doom for a spin.
Brutal Doom is the product of Brazilian programmer Marcos Abenante who released the first version in 2010 and who has continuously made upgrades and improvements since then. The newest incarnation features a 32-level map pack and campaign that tells the story of the demons bursting out into Los Angeles. Most fan-made campaigns take place back on Mars or in the depths of hell, the two main locations from the first game, but this Earth-based setting is created using an elaborate series of texture packs that really go above and beyond what Doom should be capable of producing. All maps have continuous progression, starting where the previous map ended, giving a feeling of a big adventure instead of just random maps placed in a megawad. Maps that take place on Earth even have daytime progression (first map starts at dawn, second map at noon, third and fourth maps in different parts of dusk, next map is at night, and so on).
And while there’s such an intense focus placed on lighting and world design, the real joy of Brutal Doom is how it reinvents the entire game. Everything is bigger, louder, faster, and much bloodier. If you thought Doomguy moved at an inhuman speed before, it is nearly double that now. The melee system has been readjusted to make punching (and the added kick feature) a viable secondary attack. Plus, it adds unique gibes, death animations, dismemberments, head shots, executions, fire and explosion particles, flares, shadows over all objects, and the ability to push objects — which opens up an entire world of puzzle design.
On a lower artistic note, you can also do this:
This equal dedication of time and effort between making shadows more impressive and making bits of flesh effectively paint the walls sort of sums up the entire experience of being a Doom fan. There’s a degree of artisanship in the tweaking of each small gameplay element and a sense of scale that the world building requires to offset the fact that the player came here to saw dog monsters in half with a chainsaw. You have to make it a very artful dog monster chainsawing or else it just seems silly.
It’s easy to see how these rebalancing efforts have actually influenced the new Doom, especially the functional melee system and finishing moves which take up a good portion of the latest trailer. Which is such an appropriate move for the series to turn. In 1993, Doom invited its fans to edit the game and make it something greater. In 2016, Doom is using everything those fans created to give them a finished product that is less sequel than culmination.
From DoomWiki.org
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Brutal Doom 64 is a gore-themed modification for GZDoom and Zandronum, currently being developed by Marcos Abenante (Sergeant Mark IV). The mod features new graphical effects such as smooth weapon animations, glowing particles and realistic lighting, recoil and 'earthquake' effects onscreen, 3D blood animations, and more. Unlike Brutal Doom, this modification does not contain fatalities, focusing more on Doom 64's horror atmosphere. Brutal Doom 64 is compatible with The Ultimate Doom, Doom 2 and Final Doom.
Features[edit]
- Revised weapon sprites
- New weapons (such as a laser gun)
- Enhanced enemy AI
- Revised Doom 64 maps
- Two player classes: 'Classic' (for the original gameplay experience) and 'Tactical' (includes an assault rifle, reloading mechanism, and possibly sprinting)
- The classic enemies (such as the revenant). Arch-viles will most likely be not included.
- New enemies (such as the Hell hound)
- 64-player multiplayer support: co-op, survival co-op and deathmatch
- Most content that was cut from Doom 64
- New sky backgrounds
Weapon changes[edit]
- Fists: No executions when using a Berserk Pack.
- Chainsaw: Now has ammo and increased damage as of version 2.0.
- Pistol: Increased firing rate and damage.
- Shotgun: Pump action based on Doom's shotgun. Now shoots 10 pellets per shot instead of 7 therefore increasing damage.
- Super shotgun: Break action, based on Doom's super shotgun. Increased damage. Alt-fire fires one barrel
- Assault Rifle: An automatic weapon with a high fire rate and DPS, spread dramatically increases over prolonged periods of fire.
- Chaingun: Longer barrel and a faster firing rate allowing for high DPS out to longer ranges.
- Rocket launcher: Rockets are affected by gravity over long distances.
- Plasma gun: Unknown.
- BFG 9000: Now deals splash damage, it is possible to kill yourself using it. As of version 2.0, it's mechanics were reverted to fire off hitscan tracers after the projectile explodes.
- Unmaker: Now has its own ammo system. Converted to a semi-automatic railgun-esque weapon with each shot dealing dramatically high damage depending on how upgraded it is.
- Lasergun: Concentrated beam weapon that delivers consistent damage.
Enemy AI changes[edit]
Brutal Doom V21 Map Pack
- Zombieman: New sprites showing a pistol.
- Shotgun Guy: Unknown.
- Heavy Weapon Dude: Appears as a rogue red marine wielding a chaingun.
- Imp: Increased walking speed and fireball speed. Possibly increased fireball damage and faster melee attack.
- Nightmare Imp: Extremely fast. Invisible until it is stops moving or is idle. Possibly faster attack sequence.
- Pinky: Faster walking speed and attack sequence.
- Spectre: Faster movement. Invisible until it is stops moving or is idle. Possibly faster attack sequence.
- Cacodemon: Unknown.
- Hell Knight: Unknown.
- Baron of Hell: Unknown
- Pain Elemental: Unknown.
- Lost Soul: Flame glows an orange aura.
- Mancubus: Unknown.
- Revenant: Slow and fires two rockets. Made from the early Revenant model shown here: http://romero.smugmug.com/Video-Games/The-Archives/i-8djkVsC/1/L/model_revenant-L.jpg
- Arachnotron: Faster.
- Spider Mastermind: New sprite that looks like a larger Arachnotron with a skull based face. Armed with two Super Chainguns as opposed to one.
- Cyberdemon: Fires rockets more frequently.
- Mother Demon: Unknown.
- Hellhound: A two-headed giant skinless dog that is fast and spits two fireballs, one from each head.