The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.
Latest bleeding edge version under development Requires Zandronum 3.1 or more modern to work. Probably any version of GZDoom can run this.
Very cool!
Finally!
I have been waiting for this!!!!
Hello, are there any commands to switch maps in Horde mode?
OMG
Yessssssss! I've been waiting, I'm so f**kin' ready.
Time to Rip and Tear once more!! ^_^
Nice!
thanks a lot. i wish a new episode of extermination day too
Nice nice!
It's a good day to Rip & Tear!
I think GZDoom crashes every time i start up Brutal Doom V22. WTF?
same here it crashes gzdooom early on the new intro...Are you using the dev builds?
Yes, quite by accident. Also, is there a way to run Brutal Doom V22 on GZDoom without crashing by any chance?
Yes, just use the official release GZDoom v4.11.3
Okay then, thanks.
Sergeant_Mark_IV
Sweet update, Thanks!
**** YEAAAAAAAAAAAAAAAAA
Brutal
HELL YEAH
YEEEAH
That's AWESOME!!!
Back with a vengeance!
Awesome thanks! But Can not kick and open flashlights, lighting are weird.
Hey Nightmare(Jack) did you test that one?? you missed something
The Beta 2 of BD v22 is a **** but this is like GOD
This version is wonderful, but I came here to report problems to have the perfect version, in episode 1 of Doom 1 in the fight with the two baron bosses, they have infinite life, they regenerate if I shoot them. Also missing are the dynamic lights of the imps on their fireballs and on the plasma balls fired by the plasma rifle, that I've noticed so far
That's odd. I finished this episode a few days ago and didn't have this issue. Could it be something in your settings?
Nice
**** YEAH!
awesome release, however if using the latest development build of gzdoom the intro crashes and i have to end task to get out. i tried with an older version of gzdoom and no crash. I hope this is helpful. thanks Sarge!
loving this. thank you for your work and passion.
as one of the few people who play this in VR, the adjusted weapons are supremely welcome but will require a rebuilt 3d weapon model patch.
The last time I updated was for V20, tried this and i love it (V22), its still makes me giggle like a psycho, and it even runs great maxed out on my phone with Delta Touch App 😎😜
Weapon recoil for the pump-action shotgun and assault rifle are the initially the biggest issue in the game. It's a bit much and I do think it should be taking down a notch, especially when the recoil would start to jolt your weapon around--it actually makes it harder to see anything. You're almost better off just hip-firing, but using alternate fire on the shotgun when aiming down the sights does have its benefits.
It's still good so far, and I've been loving the impact of the hand grenade--though I'd be lying if I said I wouldn't appreciate a better grenade count in the HUD as its hard for me to see how much I actually. I haven't made it that far and haven't used every single weapon so I comment too much on the arsenal, other than the aforementioned recoil on a select few weapons. And perhaps I shouldn't be comparing this to Project Brutality so I won't, but I will say there are things in PB I wish were here.
Just an addendum to this comment: I found out that a lot of the issues I have with the weapons' recoil is pretty much only when I pick the tactical game mode because when choosing between a pistol or a rifle start, there's absolutely no recoil. Which I also think is a problem; while I did initially think the weapons had too much of a kick at first, having no kick at all kinda makes the weapon lack the impact they need. There definitely needs to be a balance between decent recoil and weapon control, and once you find that sweet spot I think you should have it like that across all game modes.
I can't turn those damn Footsteps off. I have it on OFF but I still hear them. Besides that, feels pretty awesome.
Open the pk3 with winrar and delete the footsteps folder in sounds ->world (writing this from memory and an older bd version).
Oh yeah I remember changing something like that in BD21, because there was no option for it or it also didn't work.
Awesome it worked, thanks you so much!
I hate those laggy footsteps. Without the lag I wouldn't mind but it sounds like somebody is following me.
Yes i also have them off always. It's what i love about Doom..so easy to change things to your liking! I've deleted sounds, simplified enemy behavior, changed recoil amount etc
WOW TOTALLY AWESOME! ELITE IN MY BOOK! THANK YOU!
Amazing release!
Has anyone noticed the rocket launcher view model reverting to just the barrel being visible.
I can't see all of the cool new model.
(using GZDoom v4.11.3)
i dont see that issue in my gzdoom version
Yes it seems like it was a goof in a load order on my end.
Thanks for the reply.
Very nice! been waiting for this moment for years :D
Please re-add the option to disable weapon reloading, it's missing now.
Thank You for making this, Sergeant_Mark_IV Your Awesome !
For some reason blood doesnt get stick in the ceiling and is in small amounts. Do someone had the same problem?
they know about it, says they have a hotfix out by friday
Hotfix out by Friday? I sure hope the hotfix might include running Brutal Doom v22 on all versions of GZDoom (including the dev builds of that sourceport) IMO.
i dont think the guys who made the mod care too much about gzdoom compability as they care more about zandronum compability but i could be wrong
Well i think Brutal Doom v22 crashes on the dev builds of GZDoom for some strange reason IMO.
I noticed:
1. bfg9k after shooting and put back into inventory it can't be brought out again unless player pick up another one
2. Pistol can't reload when it have 15 ammo
3. Player can't pick up health/armor bonus from berserk kills until they have 200hp/armor