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Here's some footage of Project Brutality running on Linux (Mint) via ZDoom for Linux: https://vid.me/pfcL Interestingly, the silenced handgun and futuristic M4/M16 don't make an appearance. However, everything else seems to line up with Project Brutality's features. Weapons, enemy behavior, sound effects..just fine. Also note the intro screen being dim-lit in black & white. Here's the (somewhat weird) setup for the zdoom.ini [doom.autoload] Path=Project Brutality v2.03.pk3 Path=DoomMetalVol3.wad However, attempting to launch Doom II/Plutonia/TNT with Project Brutality is a no-go. So, you need to use a regular Brutal Doom .pk3. Nonetheless, most of Project Brutality's features will show up in Doom II/Plutonia/TNT anyway. So, here goes: [doom.doom2.Autoload] Path=brutalv018a.pk3 Path=DoomMetalVol3.wad [doom.doom2.plutonia.Autoload] Path=brutalv018a.pk3 Path=DoomMetalVol3.wad [doom.doom2.tnt.Autoload] Path=brutalv018a.pk3 Path=DoomMetalVol3.wad
Post edited December 21, 2016 by nate1222
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DOOM seriesDeveloper(s)
Marcos 'Sergeant Mark IV' Abenante
Initial release
2012
Written in
ZDoom engine (Source port of Doom engine)
Platform
cross-platform (PC, Android)
Type
First-person shooter
Website
www.moddb.com/mods/brutal-doom
Brutal Doom is a gameplay mod for the video gameDoom. Developed by the Brazilian modder Marcos Abenante, a.k.a. Sergeant_Mark_IV, it adds numerous features to the gameplay. The mod has been in development since 2010, and continues to release new updates. The most current version is v21.[1]
Gameplay[edit]
Brutal Doom adds many gameplay features, such as ragdoll physics, gibs, blood splatter, allied marines, an updated particle system, the ability to drive vehicles such as tanks,[2][3][4] stealth kills, headshots, and a host of 'Mortal Kombat-esque fatality animations.'[5][6] Enemy AI has been revamped, with most enemies gaining new attacks and behaviours.[6]
The mod includes new and revamped guns, such as a flamethrower, the demonic Unmaker, assault shotguns, new rifle types, a grenade launcher and even allows the player to equip enemy weapons in the form of Revenant missiles or a Mancubus' flame cannon.[7] Weapon behaviour is also changed, with a fully working reload system for most guns alongside weapon recoil and iron sights.
Reception[edit]
The mod was praised by John Romero, who jokingly said that if Id Software had released the original Doom with the features of Brutal Doom, they would have 'destroyed the gaming industry'.[8]
Chris Plante of Polygon called it 'stomach-churning' and 'hysterical'.[9]
Andras Neltz of Kotaku said that it was 'shaping up to be one of the modding greats'.[10]
Brutal Doom won the 'Mod of the Year' award from Mod DB in 2012.[1]
Controversy amongst the Doom community[edit]
Brutal Doom has been the subject of numerous scandals. At one point, an older version of Brutal Doom used actual photos of dead bodies for some of the animations. In 2013, it was discovered that within some of the files found in Brutal Doom version 0.17, a comment including the word 'nigger' exists. This controversy resulted in one of the voice actors for the game removing themselves from the project.[citation needed]
See also[edit]
References[edit]
^ ab'Brutal Doom mod'. Mod DB. Retrieved 2017-07-21.
^Plunkett, Luke. 'Just in Case You Thought Doom Needed to be Even More Brutal'. Kotaku. Retrieved 2017-07-21.
^Neltz, András. 'Brutal Doom is—Surprise—Getting More Brutal'. Kotaku. Retrieved 2017-07-21.
^IGN (2013-12-10), We Play Doom With John Romero, retrieved 2017-07-21
^Plante, Chris (2014-07-21). 'Watch 1993's Doom with features you'd expect in 2015's Doom'. Polygon. Retrieved 2017-07-21.
^Neltz, András. 'Brutal Doom Is About To Become Even More Brutal'. Kotaku. Retrieved 2017-07-21.
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Brutal_Doom&oldid=902784168'
From DoomWiki.org
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.
This mod is compatible with Doom / The Ultimate Doom, Doom II, and Final Doom.
3Weapons overview
4Items
5New Powerups
6Monsters
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 Doom 2's 'episodes', and accordingly, it is divided into four 'Tiers':
- Tier I: levels 01-06
- Tier II: levels 07-11
- Tier III: levels 12-20
- Tier IV: levels 21-30 (and secret ones)
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 tertiary 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.
Expanded monster roster, with most of the monster types having at least three other 'variants' - alternate versions, of increasing threat level and various abilites.
Extra power-up types and inventory items.
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).
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.
New death animations and fatalities, complementing introduced monster variants.
Weapon changes[edit]
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 by default. All specialized features of this modification are in effect, including Weapon Specials and the weapon upgrades.
Classic v20 Mode: Weapon loadouts and drops conform to Brutal Doom's 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.
Weapons overview[edit]
Fists (Slot 1)[edit]
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.
Primary: Left Jab
Secondary: Right Hook
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)
Chainsaw (Slot 1)[edit]
Primary: Attack similar to Brutal Doom v20b chainsaw, with a rare secondary attack animation during attacks
Secondary: The chainsaw is used as slashing melee weapon, and can be combined with the kick attack for combos
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
UAC .45 Standard Issue Handgun (Slot 2)[edit]
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.
Primary: Fire
Secondary: Equips/de-equips a silencer. Silenced shots do less damage but do not alert enemies in the vicinity. Good for silent kills when stealth is preferred
Weapon Special: Allows the player to dual-wield Pistols if they have two in their possession (unsilenced pistols only)
UAC .50 Hand-Cannon (Slot 2)[edit]
Tier II weapon. A powerful revolver. Each shot consumes 2 units of pistol-type ammo (actually consumed only during reload).
Primary: Fire
Secondary: Western (as in cowboy-western) trigger 'fanning', which makes for faster shots but lowers accuracy
Weapon Special: Allows the player to dual-wield Revolvers, if they have two in their possession
UAC-Compact SMG (Slot 2)[edit]
Tier III weapon. Rapid-fire submachinegun.
Primary: Hip fire, less accurate than when fired while aiming down sights
Secondary: Use iron sights
Weapon Special: Activates/deactivates laser sight add-on that increases accuracy and reduces spread, but can alert enemies to your presence
12-Gauge Pump Shotgun (Slot 3)[edit]
Pump action shotgun. Can use two - or three, with the upgrade - different ammo types (which all consume Shell ammo supply).
Primary: Hip-fire
Project Brutality 3.0 Test Update
Secondary: Iron sights aim
Weapon Special: Switch shells for different effects:
Buckshot: Standard damage
Slug: More accurate fire, slightly less powerful than buckshot
Dragon's Breath: Incendiary pellets that can light targets on fire and leave temporary fires on the ground *Upgrade only*
Sawed-Off Double Barrel Shotgun (Slot 3)[edit]
The new version of Super Shotgun.
Primary: Both barrels fire like Super Shotgun, with extra recoil
Secondary: Single-barrel fire
Weapon Special: Dual-wield shotguns, if two are owned
Automatic Shotgun (Slot 3)[edit]
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.
Primary: Automatic fire. Less accurate in comparison to the Pump Shotgun
Secondary: Flak cannon-like burst of penetrating, bouncing shot. Consumes two shotgun Shells per burst
Weapon Special: Dual-wield if two autoshotguns are in player possession
UAC-30 Designated Marksman Rifle (Slot 4)[edit]
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)[edit]
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)[edit]
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)[edit]
Primary: Fire
Secondary: Prespins barrels. Lowers accuracy
Weapon Special: None
UAC-HMG Auto-Cannon (Slot 4)[edit]
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)[edit]
Not much different compared to the classic Rocket Launcher, albeit now comes 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)[edit]
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)[edit]
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)[edit]
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)[edit]
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.
Weapon Special: Dual-wield if two M2 Plasma Rifles are in player's possession
UAC Cryogenic Dispersion Rifle (Slot 7)[edit]
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)[edit]
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 an electronic scope
Weapon Special: Toggle infrared vision when using the scope
BFG 9000 Mark IV (Slot 8)[edit]
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)[edit]
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)[edit]
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)[edit]
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.
Acquired by gibbing a Revenant (either ordinary or the 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 beam firemodes are accessible through either regular or Beam Revenant-derived weapons.
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 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
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[edit]
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[edit]
Thsese inventory items can be occasionally found in the place of Backpacks:
Combat Backpack[edit]
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[edit]
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[edit]
Can summon Marines as NPC controlled allies (up to 3).
UAC Automatic Sentry Gun[edit]
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[edit]
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[edit]
All of these powerups are randomly spawned from slain enemies:
Demon Essence[edit]
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[edit]
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[edit]
Doubles inflicted damage for 30 seconds.
Rage Sphere[edit]
Doubles the speed of all weapon animations (firing, reloading, other functions) for 30 seconds.
Time Sphere[edit]
Freezes enemies and projectiles 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[edit]
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[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:
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[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
Revenant Variants[edit]
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.
(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[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.
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
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 s 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
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
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
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]
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
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 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 purple color
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)
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
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 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 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 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
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
New changes in Project Brutality 3.0[edit]
Here is a list of some of the changes made in the mod for the future 3.0 version:
Ledge-grabbing player ability (the player character will automatically mantle upon ledges if they jump and reach the edge at arms' height)
New weapon: Excavator, replacing Heavy Grenade Launcher
Other changes to extant weapons (e.g. a new HMG that cannot be belt-fed but can switch to Nailgun mode)
The nailgun completely replaces the HMG, with a secondary fire that shoots 20 nails at once in a shotgun-like spread. Its weapon special switches it to 'spear mode', which shoots javelins that deduct 20 ammo with every shot. Its secondary fire heats up the nail and imbues the fired javelin with shield piercing properties.
The weapon special for the railgun switches it into microwave mode.
New weapon upgrades: 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 Dark Matter Plasma Rifle for M1 Plasma Rifle, Lightning Gun mode for M2 Plasma Rifle, Unmaker Cannon for Mancubus Cannon, Desert Eagle for Revolver
Doom Project Brutality 3.0 Downloadwnload
New powerups: Haste, Quad Damage, Baron of Hell Transformation Rune
New monster variants: Chainsaw Zombie, Savage Imp, Draugr (Revenant variant), Void Spectre, Infernus (Baron of Hell variant), Hellion (Arch-Vile variant)
Retrieved from 'https://doomwiki.org/w/index.php?title=Project_Brutality&oldid=200484'
In 2010, a guy by the name of Sergeant_Mark_IV decided that Doom wasn't violent enough. So he made a mod for it dubbed Brutal Doom, which quickly rose to fame as one of the most ubiquitous (and infamous) Doom mods of all time..
Then, in 2014, a guy by the name of PA1NKI113R decided that Brutal Doom wasn't mechanically deep enough, so he made another mod for it.
Starting life as PA1NKI113R's Brutal Doom Mod and then Project PA1NKI113R, Project Brutality was initially an addon mod for Brutal Doom which sought to push the envelope of how gameplay mods for Doom could expand upon its gameplay mechanics while retaining the classic FPS formula. Suffice to say, if Brutal Doom takes what the original Doom did and cranked it all up to 11, then Project Brutality takes what Brutal Doom itself did and turns everything (in the words of one reviewer) up to 111! As of Version 3.0, the project is now being developed as its own standalone mod.
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With its origins as an addon mod, Project Brutality offers many of the additions and changes as Brutal Doom; advanced combat and movement mechanics, an expanded/reworked weapons roster (including an akimbo system alongside most guns having at least 1 alt fire mode), a viciously revamped bestiary of foes with a number of AI improvements to keep you on your toes, sound/graphical enhancements and, of course, a more realistic and spectacularly messy gore system. From here, Project Brutality amps up the entire experience up to new levels with more than double the weapons, a variety of new equipment/powerups and subclasses for practically every enemy type (each possessing their own unique weaponry/attacks).
The V2.03 addon version of Project Brutality can be downloaded here, with V3.0 having an unslated release date. The Github build is here, though it is still very much a work in progress.
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Project Brutality provides examples of the following tropes:
Abnormal Ammo: The Demon Tech Rifle; it doesn't use physical ammo to reload but rather uses 'demon essence' (i.e. the glowing red orbs dropped from your foes) to shoot and to use its special fire modes to possess or shrink foes.
Other weapons that utilize demonic energy are the Unmaker upgrade for the Mancubus Flame Cannon and the unreleased leech grenade.
An Arm and a Leg: It's possible to detach the limbs of basic enemies: You can blow a Former Human's arm off and watch him fall to his knees screaming in agony; shoot off an Imp's leg and watch it hop around before it bleeds to death; or blow an arm off of a Bull Demon, who will still try to eat you, even when they're bleeding out.
The fatality for the Dark Imps involves Doomguy ripping off one of their lower legs and beating their skulls into paste on the ground with said dismembered leg.
The fatality for the Daedabus involves Doomguy ripping off one of the arm cannons and impaling the Daedabus' torso with it before it explodes.
Artificial Brilliance: Although Brutal Doom has made several changes to the A.I. note , Project Brutality further enhances the enemies you can encounter with the inclusion of several new variants and new attacks for existing ones.
Awesome, but Impractical: There are a few cases of this.
Project Brutality's expanded repertoire of plasma weaponry is easy to find—but not only do they rapidly consume ammunition, the energy cells they run off of are also much rarer to find compared to ammo for ballistic weapons.
Among the plasma weapon lineup is the Black Hole Generator. Although its name speaks for itself (the weapon shoots a black hole that sucks up demons on impact and disintegrates them), the BHG takes up a much longer time to shoot the black hole, takes 100 cells per shot, and the black hole itself can kill you if you are not careful. The slightly bigger damage output of the BHG compared to the other BFG weapons isn't worth it when the other two BF Gs could clear rooms of enemies more reliably with less cells.
The AS-16 Assault Shotgun can be dual wielded. While this provides you with plenty of firepower, unless you find the drum magazine upgrade you'll spend more time reloading than firing.
Badass Boast: Doomguy has a number of One-Liners taken directly from the comic which can be invoked with a hotkey, whenever he kills a monster spectacularly, or whenever he picks up a plasma weapon equivalent or a really big gun.
'My cause is just .. my will is strong .. and my gun is very, very large!'
BFG: It wouldn't be Doom without it, and Project Brutality has several: The BFG 9K Mark IV has it's plasma shot along with a contact laser and frontal shield; the BFG 11K Plasma Beam tears through hordes with its plasma beam and can act as a plasma chaingun; the Black Hole Generator creates a 'miniature' black hole that pulls in anyone stupid enough to be near enough and crushes them before it explodes.
This also applies to the many weapon upgrades as well; the Chaingun has an upgrade that turns it into a triple minigun, the Anti-matter Rifle upgrade for the stock plasma rifle can disintegrate foes upon death and its alt fire shoots a Doom 3-esque BFG ball, the M2-Plasma Rifle has a Lightning Gun upgrade, the Sawn-off Double-Barreled Shotgun can be upgraded to a Quad-Barreled Shotgun, and the Mancubus Flame Cannon has an Unmaker upgrade that shoots a deadly beam of demon energy as well as a Volcabus shot alt-fire.
Boss in Mook Clothing: The Overlord, which rarely spawns in place of a Pain Elemental. Not only does it have five times the health of a regular Pain Elemental, but it also has several devastating attacks that can kill any unprepared player. First, it has an extremely damaging melee attack. 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 fireballs at the player. Fourth, it can summon powerful homing orbs that deals a large amount of damage, althought the orbs can be destroyed by shooting at it. Finally, the Overlord can create a demonic shockwave that summons red lightning that seemingly moves 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. Even if the player manages to kill an Overlord, its death can still mess the player over as it spawns a group of homing orbs upon death.
Chainsaw Good: Project Brutality amps the chainsaw up to 111 as of the most recent 3.0 devbuild by giving it movement direction-based swings ala Killing Floor 2.
Demonic Spiders: With all classes of monsters having multiple variants, there is bound to be a couple annoying demons to fight. Some examples include:
Riot Shield Sergeants as their name implies carry a riot shield around with them at all times. Although their main method attack is a pistol, their shield can block any form of fire outside of acid, explosions, plasma, flame, or a berserk-infused kick. Not even a direct super shotgun blast can break through their shields, and they tend to appear quite normally in early levels where plasma and explosive weapons are a rarity. The only way to dispatch them without their aforementioned weaknesses is to either headshot them, which could only happen when they aren't shooting at you, or to get just behind them, which can be difficult when the foe is always facing you to attack.
The Phantasm variant for Lost Souls. These green lost souls have a much faster rate of attack than their normal counterparts, can home back onto Doomguy if their attack missed the player, and will explode upon death.
The Cyber Paladin variant for Hell Knights. Their main method of attack is a grenade launcher arm cannon that shoots grenades that bounce across and explodes upon unsuspecting players. However like the riot shield sergeants, they also are equipped with a shield that not only blocks attacks, but also launches energy wave attacks too.
Barons of Hell have twoDemonic Spiders variants under their belt. The centaur-esque Belphegors are essentially mook versions of their Brutal Doom Extermination Day boss counterparts with their larger-than-average explosive radius energy projectiles plus a devastating bull charge attack. The Infernus are hellfire-colored Barons that are constantly able to discharge 3 spike pillars that travel in a spread and can easily take off over 100 points of health from even the most unsuspecting player.
Disk One Nuke: Given the variety of enemy spawns and spawn mutators, it's perfectly possible to fight soldiers wielding the more traditionally lategame guns in the first level and loot it off of them once dead. In previous versions of Project Brutality in which Possessed Commandos utilised a Heavy Machine Gun, the weapon hurts more per-bullet than every other machine gun in the game; you still needed the minigun occasionally for sheer volume of fire, but there was little reason to use the other repeating weapons once you acquire the big gun. This has been averted in the latest builds of Project Brutality 3.0 where the HMG has been replaced with the Nailgun.
Rarely, this can cause enemies with the Hell Rifle to spawn in the first level. You know, the one that can shrink enemies to the point you can squish them under your boot or possess them to fight for you. Given its nature Project Brutality is never easy, but starting out with such weapons will significantly reduce the difficulty for a good portion of the level set.
Dummied Out: Multiple cases of this in the mod. Some examples:
Before PB 3.0, The Heavy Machine Gun could originally switch between a 100-round magazine or a belt-feed mode and could switch between standard anti-personnel ammo and armour-penetrating, full metal jacket rounds. The weapon has been reworked several times throughout the 3.0 development, with sprite changes, the belt-feed mode removed, and anti-personal ammo replaced with a nailgun mode until the weapon was entirely scrapped in favour for an actual Nailgun.
Feed It a Bomb: The DOOM (2016)-inspired fatality you can do on the Spider Mastermind has Doomguy fire a BFG blast right into its mouth, resulting in the demon's cranium splitting into two.
First-Person Ghost: As of version 3.0, Project Brutality averts this - you can indeed see your feet if you look down.
Game Mod: This goes Up to One-Hundred-And-Eleven with Project Brutality; originally an addon mod for Brutal Doom, it eventually became a standalone mod that expands upon Brutal Doom with stuff such as new weapons, enemies and gameplay mechanics.
Gatling Good: While Project Brutality replaces the chaingun with a proper minigun that shoots very fast indeed, the Death Dealer upgrade goes one step further and gives you a Gatling gun—that is, three spinning miniguns that also spin, for a total of eighteen barrels of spinning death.
Hack Your Enemy: One of the fatalties for the Cyber Knight has Doomguy ripping off a cybernetic attachment off the foe's chest, which somehow reprograms the Knight to be Doomguy's ally.
Hand Cannon: The UAC .500 Hand-Cannon, a powerful revolver that you can dual-wield.
Harpoon Gun: The weapon special for the Nailgun transforms it into this, where it shoots large javelins that impales through demons. The alt-fire for it even preheats the loaded javelin for extra damage.
Heroic Mime: Not anymore; Doomguy can taunt and harass foes and Project Brutality makes him even more vocal as well as unhinged. He takes absurd pleasure in picking up big guns, chainsaws, even bigger guns, and ripping and tearing his way through all who oppose him.
Literally Shattered Lives: One of the weapons you may find is the Cryogenic Dispersion Rifle, which freezes enemies solid upon death. Its secondary fire pulls out your sidearm for some quick and easy shattering.
Luckily, My Shield Will Protect Me: All shields protect the wielder from damage sources coming head-on. This really only works for Riot Shield Sergeants as they can duck behind it. The BFG 9K Mark IV can generate one and the Paladins have one, but these shields only cover so much of their bodies so they have to make do with soaking up stray shots or not getting hit.
More Dakka: The vanilla game's minigun is replaced with the mighty R51 Mach-3 Minigun, a very useful tool for close-quarters combat. However, the weapon can be amped up with 'Death Dealer' upgrade, which converts your already powerful minigun into an eighteen-barreled tool of destruction. Yes, that's right, you now have 3 miniguns firing at once, that can be pre-spun for an even higher rate of fire. The result gobbles up ammo like a hungry pig, yet is able to fell a Cyberdemon in three seconds of focused fire.
Ninja Pirate Zombie Robot: Paladins, Cyber-Hell-Lion-Man-Knights with a grenade launcher Arm Cannon and a shield.
Nintendo Hard: By virtue of it originally being an addon mod for Brutal Doom, Project Brutality has new variants of the original enemies which deal more damage, and while it does give you new weapons and tactics to compensate, the end result is that gameplay still ends up being definitely harder.
Overdrawn at the Blood Bank/Paint the Town Red: With some extensive use of all the weapons you can carry, you will be able to paint the walls a very thick coat of red, and most of the finishers delivered by Doomguy and the monsters release generous amounts of the red stuff.
Doomguy will sometimes comment that a recent room-turned-battlefield 'looks better in red, anyway'.
Pinned to the Wall: Minor enemies finished off with the nailgun can get pinned to a nearby wall behind them.
Player-Guided Missile: The weapon special for the rocket launcher switches to a laser sight that lets the player control where the rockets go.
Power-Up: Most of the classics return but are accompanied by new ones in Project Brutality such as:
'Demon Strength Rune', a more common form of the Berserk Pack.
'Haste', which increases Doomguy's running speed.
'Quad Damage', which quadruples the damage dealt by Doomguy's weapons.
'Time Sphere', which stops time for everyone but Doomguy.
'Revenant/Baron of Hell Morph Runes', which forcibly warps Doomguy into superpowered variants of the aforementioned demons a short period of time.
Robo Cam: The Revenant Transformation power turns Doomguy into a Revenant. He (and you) see the world through red lenses along with some static and programs running.
Secondary Fire: Added to most guns, including a weapon special in almost all cases:
Bare Hands allows you to punch with either fist and can perform combo attacks depending on the order of which fist you use to attack.
The chainsaw gets a downwards strike, which allows for the more effective evisceration of singular targets as opposed to the horizontal swipes.
Weapon special fires off a sawn-off shotgun Evil Dead 2 style.
The DMR, Pump-Action shotgun, and MP 40 have an iron-sight mode. This turns the DMR into an excellent marksman's weapon, the shotgun into a decent precision weapon (especially when paired with Slug shells), and somewhat cuts down on the MP 40's wide shot pattern.
Weapon special dual wields the DMR and MP 40, while the weapon special for the pump-action shotgun switches between Buckshot, Slug and Dragon's Breath shell types.
The sawn-off shotgun's secondary fire consists of firing only one barrel instead of both.
The minigun's barrel can be pre-spun, increasing its rate of fire but making it massively inaccurate while alerting monsters to your presence just by its constant spinning noise.
The Death Dealer upgrade gives the chaingun a weapon special that actives a triple-barrel mode.
The Grenade Launcher can detonate fired grenades before their fuse has expired.
Weapon special changes the type of grenade between Impact, Sticky, Incendiary, Cryo, and Acid
The Plasma Rifle gets a twelve-shot shotgun-like spread, which becomes a Doom 3-esque BFG ball once the Anti-matter rifle upgrade is acquired
Weapon special dual wields two plasma rifles
The railgun zooms in and becomes the ultimate sniper rifle from hell.
Weapon special switches between stock railgun mode with a chargeable microwave beam mode, and using weapon special while zoomed in toggles infrared sights
The rocket launcher can be charged to fire 3 rockets at once in a spread.
Weapon special activates laser-guided rockets.
Mancubus Flame Cannon uses a flamethrower when in flame cannon mode or an acid spray in Daedabus slime mode.
Weapon special switches between flame cannon mode and daedabus slime mode
Demon Tech Rifle fires a possessing spirit in inferno mode or a shot that shrinks demons in caustic mode.
Weapon special switches between inferno and caustic mode.
Heavy Plasma Rifle fires a plasma-thrower that Doomguy spreads in a wide arc; lightning gun mode has a Stun Bomb alt fire instead
Weapon special dual wields the heavy plasma rifles, but when the lightning gun upgrade is obtained, the weapon special switches to lightning gun mode
UAC .500 Revolver: Fanning the trigger for faster but less accurate shots.
Weapon special dual wields the two revolvers
Automatic Shotgun: Flack cannon shot from the under barrel launcher.
Weapon special dual wields two auto shotguns.
Nailgun: Charges up to fire a spread of 20 nailguns in nailgun mode, charges up a heated javelin in javelin mode
Weapon special switches between nail and javelin mode
UAC Cryogenic Dispersion Rifle: Switches to the pistol to shatter frozen foes.
Weapon special switches between freeze missile mode and a freeze ray mode
BFG 9000 Mark IV fires smaller plasma bolts in classic mode, place stationary shields in shield mode, or fires rapid lasers in laser mode
Weapon specials switch between these classic, shield, and laser mode
The BFG 11K Plasma Beam shoots plasma bolts like a chaingun.
The Black Hole Generator remotely triggers the black hole you shot.
Revenant's Hellish Missile Launcher fires an unguided missile or burst beam for the Rail-gun mode.
Weapon special switches between missile mode and railgun mode
Carbine has an iron-sight mode
Weapon special switches fire rate modes for the carbine.
Excavator detonates the fired explosive
Weapon special switches between the drop charge mode and drill mode
Shield Bash: While in 'Rip and Tear' mode, Doomguy can rip the shields away from either Riot Shield Sergeants or Paladins and strike at them with it. Doomguy crushes the sergeant's skull with the shield in one fell swoop. For the Paladins, it takes two hits to the head to bring them down and a single strike to crush their skulls.
Short-Range Shotgun: Averted with the standard shotgun, as its tight spread and ability to aim down the iron sights make it decent at medium ranges as well. Slug shells take the aversion Up to Eleven, as switching to them turns the shotgun into a sniping weapon. The sawn-off shotgun, however, plays this trope straight.
Shotguns Are Just Better: The sawn-off double-barreled shotgun, which was already dripping with awesome firepower in the base game, benefits greatly from the gameplay overhaul. It is very powerful, has a fairly good range, and an enormous spread. Hit someone at close range with it, and they will be no more than demon mince. Project Brutality also includes an automatic shotgun that fires shells rapidly and has a flak shot as its alt fire.
Project Brutality goes one further and gives you an upgrade that turns the sawn-off shotgun into the Quad-B Shotgun, which is exactly what it sounds like - and yes, it can fire all four barrels simultaneously. In this upgraded state, it will one-hit a Mancubus or Hell Knight at short range, and if can you find some cover in which to reload, it becomes a weapon fit to fight Cyberdemons. Other upgrades for the shotguns includes a 20-shell drum magazine for the automatic shotgun and a box magazine upgrade for the pump-action shotgun, which also comes packaged with Dragon Breath shells that can set demons on fire.
Shout-Out: The mod heavily references the Doom comic. Many of the new names for the skill levels are directly taken from Doomguy's lines in the comic, as are most of his one-liners.
The new Carbine is heavily based on the assault rifle from the 2005 Doom movie, which in of itself are based on G36 assault rifles.
Meanwhile the upcoming LMG upgrade redesign appears to be based off the Heavy Assault Rifle from Doom 2016, down to the similar coloration.
The Nailgun is a direct reference to Quake's nailgun, and the magazine on the gun itself even has the Nine Inch Nails logo.
The M2-Plasma Rifle is designed after the Doom 3 plasma rifle, with the stun-bomb secondary fire taken directly from the same upgrade in Doom 2016. Its Lightning gun upgrade is inspired by the Lightning gun from Quake.
The fatality against the Spider Mastermind is based on the ending of Doom 2016 where Doomguy shoves the BFG into the Spider-mastermind's mouth and fires into its head, the resulting explosion causes the brain to split apart.
Tear Off Your Face: One of the new shotgunner fatalities introduced in Project Brutality has Doomguy forcibly rip off a shotgunner's face, causing the former sergeant to writhe in pain until he keels over.
There Is No Kill Like Overkill: The fatalities you can perform on the Arch-vile. Performing one fatality causes Doomguy to rip the Archvile in half, throw its upper torso to the floor, curbstomp its head against the ground and then laugh in triumph. The other fatality has Doomguy tear off one of the Archvile's horns and repeatedly stab at its face until the demon becomes a bloody corpse on the ground. Damn.
Flesh Wizards in don't have it much better; Doomguy rips their guts out, forcing the demon to collapse into a bloody pile, and is stomped on in a fit of rage just to make sure the bastard is dead.
The Spider Mastermind fatality has Doomguy force-feed the creature a BFG shot ala Doom 2016
Throwing Your Sword Always Works: The alt-fire for the axe involves Doomguy throwing the weapon like a tomahawk at his foes for massive damage. He can even retrieve the thrown axe after it has fallen to the ground.
Unrealistic Black Hole: The Black Hole Generator. Enemies that get sucked into the miniature black hole it creates gets disintegrated as if they were shot by a dark matter pulse rifle, and tougher enemies and bosses gets stunlocked by the black hole until death/disintegration.
Wave Motion Gun: One of the BFG variants in Project Brutality, the BFG 11K, fires a gigantic energy beam capable of turning the most powerful demon into smouldering chunks of burnt meat in seconds.