Brutal Doom won the first ever Cacoward in 2011 for Best Gameplay Mod and a MOTY award for creativity by Mod DB in 2012.īrutal Doom received public recognition from John Romero himself during the IGN gameplay video made for the 20th anniversary of Doom, stating that if they had released Brutal Doom instead of Doom back in 1993, they "would've destroyed the game industry" and that "Brutal Doom is hilarious" (said at 1:08:48). It is compatible with Doom, The Ultimate Doom, Doom II: Hell on Earth, Final Doom, TNT: Evilution, Plutonia and other custom WADs. But you won't learn anything trying to copy somebody else's work.Brutal Doom is a gameplay mod that was created in 2010 by Sergeant Mark IV.
At least you can improve your mapping skills through trial and error. Whatever map you make, no mater how bad it turns out, is still a better idea than trying to polish the game's original maps. Don't waste a portion of your life working on something this irrelevant. There is just no point in trying to save them. I learned the hard way that no amount of new lights, textures, and cluttering decorations will improve maps like The Chasm or Unruly Evil. Another highlight of how useless it was.Īlso there is a golden rule: A polished turd is still a turd. To my surprise, half of the people who record playthroughs of Brutal Doom disables this feature. The system also works with a switch in the options menu, you can turn it off and just play normal Vanilla levels. Before this I had this other stupid idea of a project called " Recurring Nightmares" that I probably spent another year on it. Time I should had spent with my family and friends, or working on my own stuff, my own maps, my own games. Techbase levels have shinny new textures, the cities of Doom 2 have Terminator-like post-apocalyptic debris, the jungles of Plutonia looks like an actual jungle, and so on.ģ years of my life wasted into a stupid obsession developing an useless feature. Spawning them in every specific point of the map.
Yes, I opened every Doom map from the classic games and checked the position of every object, so I could find the X and Y world coordinates of them, feed them into the code, and manually add every new detail through DECORATE code.
So how I did it? I wrote about 30,000 lines of DECORATE code to make a system that could read what map has been loaded. But I wanted to get around the limitation of modifying Doom maps. Same idea as yours, improving Doom maps by adding new stuff to them. in 2015 I started working on a new feature for Brutal Doom called "The Map Enhancement System". Mr Chris used literally all Doom maps from all Doom games to make his popular Maps of Chaos, and as far as I know, Bethesda never tried to throw him in jail for it, despite the fact that it allows you to play literally every doom map from every classic doom game using FreeDoom. Thanks in advance for any information about this :)Ībout the legal problems of doing it, there is nothing stopping you from doing this. You just won't be allowed to upload it to idgames. Since my version of Brutal DooM is nearly 2 years old by now there is, for example, no alteration to Sigil whatsoever - would this be different with a newer version? Which WAD files are actually supported/upgraded this way by Brutal DooM? Is there a list, a changelog or whatever? Unfortunately I couldnt find anything useful about this. It's raining outside, there are vines hanging from the walls and so on. I also took a quick look in the first Plutonia level which is also heavily modified in terms of ambience. I really enjoy these kinds of alterations because it adds much to the replay value for me - not "only" having the brutal part of BD. How exactly does Brutal DooM alter the WAD files? I mean, how does Brutal DooM know "when" to change something? For example, in the very first DooM Level E1M1 there are already minor changes in the first room with warning lights at the ceiling and a giant burning aircraft standing on the outside field right to the starting position (where the blue armor is). I am planning to play DooM, Sigil, DooM II, TNT, Plutonia and the Hell on Earth Starterpack with Brutal DooM because 1) I really enjoy BD and 2) I already know all of those MegaWADs without the BD-Mod - with the exception of Hell on Earth Starterpack, this one is completely new to me. At the moment I'm playing DooM with GZDooM as frontend and Brutal DooM (bd21RC8.pk3).