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** The sawn-off shotgun, on the other hand, is practically useless at any range greater than six feet. It becomes less of this trope once you upgrade it to the Quad-Barrel shotgun, as the sheer amount of lead in each shot significantly ups your chances of hitting something.

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** The sawn-off shotgun, on the other hand, is practically useless at any range greater than six feet. It becomes less of this trope once you upgrade it to the Quad-Barrel shotgun, as the sheer amount of lead released in each shot significantly ups your chances of hitting something.



* StarterGearStayingPower: While ''Brutal Doom'' gives you a choice between an assault rifle and a pistol for your starting weapon, ''Project Brutality'' gives you both. The assault rifle has decent stopping power and accuracy and the ability to aim down the sights makes getting headshots a breeze, while the minigun that replaces the chaingun is high on spread, rate of fire, and tends to be ammo-wasting. The rifle can also be upgraded to have an underbarrel grenade launcher and a scope, upping its usefulness even more. The pistol does rather modest damage but has a silencer that allows you to take out enemies quietly if you're quick enough.

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* StarterGearStayingPower: While ''Brutal Doom'' gives you a choice between an assault rifle and a pistol for your starting weapon, ''Project Brutality'' gives you both. The assault rifle has decent stopping power and accuracy and the ability to aim down the sights makes getting headshots a breeze, while the minigun that replaces the chaingun is high on spread, rate of fire, and tends to be ammo-wasting. The rifle can also be upgraded to have an underbarrel grenade launcher and a scope, upping its usefulness even more. The Meanwhile, the pistol does rather modest damage but has good accuracy, a three-round burst mode, and a silencer that allows you to take out enemies quietly if you're quick enough.
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** The DMR, has an iron-sight mode. This turns the DMR into an excellent marksman's weapon. Picking up the grenade launcher and scope upgrades for the DMR allow you to toggle them on and off in the WS menu.
** The pump-action shotgun aims down the sights. WS allows you to switch ammo types.

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** The DMR, has an iron-sight mode.DMR aims down the sights. This turns the DMR into an excellent marksman's weapon. Picking up the grenade launcher and scope upgrades for the DMR allow you to toggle them on and off in the WS menu.
** The pump-action shotgun aims down the sights. WS allows you to switch ammo types. Picking up the detachable magazine upgrade grants increased mag capacity (from 8+1 to 10+1) and reload speed, and also adds Dragon's Breath as an available ammo type.



** The minigun's barrel can be spooled, 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 WS that activates a triple-barrel mode.

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** The minigun's barrel can be spooled, increasing its rate of fire but making it massively inaccurate while alerting monsters to your presence just by its constant spinning noise. WS enables/disables chaingun mode, with reduces rate of fire. The Death Dealer upgrade gives the chaingun a weapon an additional WS mode that activates a triple-barrel its triple-gun mode.



** Carbine has an iron-sight mode. WS switches fire rate modes for the carbine.

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** Carbine has an iron-sight mode.aims down the sights. WS switches fire rate modes for the carbine.
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E 2 M 2 exit can be accessed without keys just by jumping and thus not specific to this mod. However, the skip into the yellow key room is only possible due to clamber/mantling, and thus specific to this mod.


* DungeonBypass: Since ''Project Brutality'' runs on the [=GZDoom=] source port, Doomguy can jump by default. In addition, PB also gives the double-jump, dash, and mantle/ledge-grab abilities, all of which result in some ''Doom''/''Doom 2'' levels, both official and custom, being completable without having to hit certain requisite switches or even obtain certain keys (assuming the map isn't set up to disable these abilities). For example, the exit in ''Doom'''s [=E2M2=] is accessible simply by jumping the gap over a trench of acid, whereas vanilla gameplay requires the blue and red keys be obtained first, as the former opens a door to get the red key, which in turn is used to access a switch that raises a platform and allows for the gap over the trench to be crossed.

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* DungeonBypass: Since ''Project Brutality'' runs on the [=GZDoom=] source port, Doomguy can jump by default. In addition, PB also gives the double-jump, dash, and mantle/ledge-grab abilities, all of which result in some ''Doom''/''Doom 2'' levels, both official and custom, being completable without having to hit certain requisite switches or even obtain certain keys (assuming the map isn't set up to disable these abilities). For example, the exit yellow key room and its goodies in ''Doom'''s [=E2M2=] is accessible simply without the key from the room next to it by jumping crouch-jumping into a gap that links the two rooms together, causing Doomguy to clamber into the gap over a trench of acid, whereas vanilla gameplay requires and allowing him to crawl through and exit into the blue and red keys be obtained first, as the former opens a door to get the red key, which in turn is used to access a switch that raises a platform and allows for the gap over the trench to be crossed.yellow key room.

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Removed: 1399

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** The chainsaw gets a downward strike, which allows for the more effective evisceration of singular targets than the normal horizontal swipes.
*** WS switches to a ''VideoGame/Doom2016'' chainsaw mode that restores health in exchange for fuel ammo.
** The pistol aims down the sights.
*** WS allows you to switch between single and dual pistols, toggle a three-round burst mode, and attach and detach a silencer.
** The DMR, Pump-Action Shotgun, SMG, Martian Raptor, and [=MP40=] 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 [=MP40=]'s wide shot pattern.
*** WS dual-wields the DMR and [=MP40=], while the pump-action shotgun cycles through Buckshot, Slug and Dragon's Breath shell types. Picking up the grenade launcher and scope upgrades for the DMR allow you to toggle them on and off in the WS menu.

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** The chainsaw gets a downward strike, which allows for the more effective evisceration of singular targets than the normal horizontal swipes.
***
swipes. WS switches to a ''VideoGame/Doom2016'' chainsaw mode that restores health in exchange for fuel ammo.
** The pistol aims down the sights.
***
sights. WS allows you to switch between single and dual pistols, toggle a three-round burst mode, and attach and detach a silencer.
** The SMG aims down the sights. WS allows you to switch between single and dual wielding and toggle a laser sight.
** The
DMR, Pump-Action Shotgun, SMG, Martian Raptor, and [=MP40=] have has 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 [=MP40=]'s wide shot pattern.
*** WS dual-wields the DMR and [=MP40=], while the pump-action shotgun cycles through Buckshot, Slug and Dragon's Breath shell types.
weapon. Picking up the grenade launcher and scope upgrades for the DMR allow you to toggle them on and off in the WS menu.menu.
** The pump-action shotgun aims down the sights. WS allows you to switch ammo types.



** The minigun's barrel can be spooled, 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 WS that activates a triple-barrel mode.
** The Grenade Launcher can detonate fired grenades before their fuse has expired.
*** WS 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.
*** WS dual-wields two plasma rifles.
** The railgun zooms in and becomes the ultimate sniper rifle from Hell. Quite literally, depending on where you find it.
*** WS switches between stock railgun mode and a chargeable microwave beam mode. Using WS while zoomed-in toggles infrared sights.
** The rocket launcher can be charged to fire 3 rockets at once in a spread.
*** WS activates laser-guided rockets.
** The Mancubus Flame Cannon uses a flamethrower when in flame cannon mode or an acid spray in Daedabus slime mode.
*** WS switches between the above two modes.
** Demon Tech Rifle fires a possessing spirit in inferno mode or a shot that shrinks demons in caustic mode.
*** WS switches between the above two modes.
** Heavy Plasma Rifle fires a plasma thrower that Doomguy spreads in a wide arc; lightning gun mode has a Stun Bomb alt-fire instead.
*** WS dual-wields the heavy plasma rifles, but when the lightning gun upgrade is obtained, WS switches to lightning gun mode.
** UAC-B750 .500 Revolver: Fanning the trigger for faster but less accurate shots.
*** WS dual-wields two revolvers.
** Automatic Shotgun: Flack cannon shot from the under-barrel launcher.
*** WS dual-wields two auto shotguns.
** Nailgun: Charges up to fire a spread of 20 nails in nailgun mode, charges up a heated javelin in javelin mode
*** WS switches between the above two modes.
** UAC Cryogenic Dispersion Rifle: Switches to the pistol to shatter frozen foes.
*** WS switches between freeze missile mode and freeze ray mode.
** BFG 9000 Mark IV fires smaller plasma bolts in classic mode, places stationary shields in shield mode, or fires rapid lasers in laser mode.
*** WS switches between the above three modes.
** The BFG 11K Plasma Beam shoots plasma bolts like a chaingun.

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*** Once you pick up the quad-barrel upgrade, you can switch between firing single and dual shotguns, firing two or four barrels with primary fire, and toggle Demon's Breath ammo.
** The minigun's barrel can be spooled, increasing its rate of fire but making it massively inaccurate while alerting monsters to your presence just by its constant spinning noise.
***
noise. The Death Dealer upgrade gives the chaingun a WS that activates a triple-barrel mode.
** The Grenade Launcher can detonate fired grenades before their fuse has expired.
***
expired. WS 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.
***
acquired. WS dual-wields two plasma rifles.
** The railgun zooms in and becomes the ultimate sniper rifle from Hell. Quite literally, depending on where you find it.
***
it. WS switches between stock railgun mode and a chargeable microwave beam mode. Using WS while zoomed-in toggles infrared sights.
** The rocket launcher can be charged to fire 3 rockets at once in a spread.
***
spread. WS activates laser-guided rockets.
** The Mancubus Flame Cannon uses a flamethrower when in flame cannon mode or an acid spray in Daedabus slime mode.
***
mode. WS switches between the above two modes.
** Demon Tech Rifle fires a possessing spirit in inferno mode or a shot that shrinks demons in caustic mode.
***
mode. WS switches between the above two modes.
** Heavy Plasma Rifle fires a plasma thrower that Doomguy spreads in a wide arc; lightning gun mode has a Stun Bomb alt-fire instead.
***
instead. WS dual-wields the heavy plasma rifles, but when the lightning gun upgrade is obtained, WS switches to lightning gun mode.
** UAC-B750 .500 Revolver: Fanning the trigger for faster but less accurate shots.
***
shots. WS dual-wields two revolvers.
** The Martian Raptor upgrade has iron sights. WS allows you to dual-wield it.
** Automatic Shotgun: Flack cannon shot from the under-barrel launcher.
***
launcher. WS dual-wields two auto shotguns.
** Nailgun: Charges up to fire a spread of 20 nails in nailgun mode, charges up a heated javelin in javelin mode
***
mode. WS switches between the above two modes.
** UAC Cryogenic Dispersion Rifle: Switches to the pistol to shatter frozen foes.
***
foes. WS switches between freeze missile mode and freeze ray mode.
** BFG 9000 Mark IV fires smaller plasma bolts in classic mode, places stationary shields in shield mode, or fires rapid lasers in laser mode.
***
mode. WS switches between the above three modes.
** The BFG 11K Plasma Beam shoots plasma bolts like a chaingun.
modes.



** Revenant's Hellish Missile Launcher fires an unguided missile or burst beam for the Rail-gun mode.
*** WS switches between missile mode and railgun mode
** Carbine has an iron-sight mode.
*** WS switches fire rate modes for the carbine.
** Excavator detonates the fired explosive.
*** WS switches between the drop charge mode and drill mode.

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** Revenant's Hellish Missile Launcher fires an unguided missile or burst beam for the Rail-gun mode.
*** WS switches between missile mode and railgun mode
** Carbine has an iron-sight mode.
***
mode. WS switches fire rate modes for the carbine.
** Excavator detonates *** After being upgraded to the fired explosive.
***
LMG, WS switches between the drop charge mode and drill mode.to micro-missiles.



* WaveMotionGun: 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.
** The Unmaker special weapon does the same, ''while screaming''.

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* WaveMotionGun: One of the BFG variants The Unmaker's primary fire in ''Project Brutality'', the BFG 11K, fires "Devastation Mode" is a gigantic energy continuous beam capable of turning the most powerful demon into smouldering chunks of burnt meat in seconds.
** The Unmaker special weapon does the same, ''while screaming''.
accompanied by a demonic screaming sound.
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* MacrossMissileMassacre: The [=LMG=]'s upgrade allows it to fire belt-fed mini-missiles that fly erratically and will effortlessly reduce a crowd of low-tier monsters to a fountain of [[LudicrousGibs flying gibs]].
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** In a more roundabout way, the cryogenic grenades for the Special Grenade Launcher freeze enemies in place; when shattered, every frozen enemy will spawn three or four health potions.

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** In a more roundabout way, the cryogenic freezing attacks - cryo grenades for the Special Grenade Launcher Launcher, two of the four firing modes on the Freezer Rifle and blasts from frozen explosive barrels - freeze enemies in place; when shattered, every frozen enemy will spawn three or four health potions.

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* ShortRangeShotgun: Zigzagged. The standard shotgun averts this, 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 effectively turns the shotgun into a sniping weapon. The sawn-off shotgun, on the other hand, is practically useless at any range greater than arm's length. The assault shotgun splits the difference, having an effective range shorter than the standard, but greater than the sawn-off.

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* ShortRangeShotgun: Zigzagged.
**
The standard shotgun averts this, 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 effectively turns the shotgun into a sniping weapon.
**
The sawn-off shotgun, on the other hand, is practically useless at any range greater than arm's length. six feet. It becomes less of this trope once you upgrade it to the Quad-Barrel shotgun, as the sheer amount of lead in each shot significantly ups your chances of hitting something.
**
The assault shotgun splits the difference, having an effective range shorter than the standard, but greater than the sawn-off.



** The sawn-off double-barreled shotgun punches punches ''way'' above its weight here, even moreso than vanilla Doom's workhorse powerhouse Super Shotgun. It features a single-shot firemode for ammo conservation purposes against weaker enemies, though even these singular shots eclipse the damage than one from the pump shotgun, being perfectly capable of killing pinkies and sometimes ''cacodemons'' in one shot. However, it really comes into its own when both barrels are fired, dealing enough damage to OneHitKill most Mancubi and Baron variants if going for a headshot. Fired pellets will also occasionally overpenetrate through enemies, often killing weaker enemies standing behind the intended target. Not enough? You can ''dual wield'' them. Using two sawn-offs is awkward because you lose the ability to fire single barrels and they're a hassle to handle, but when you can unload two double blasts in quick succession there isn't very much that'll survive to harass you while you reload.
** ''Still'' not enough? Youn can upgrade the sawn-off into the ''quad-barrel'' shotgun, complete with a demonic skull. While the quad SSG retains its predecessor's single- and double-shot firemodes, the main attraction is undoubtedly its hysterically overpowered quad-shot blast; not only does it have the damage output (greater than even akimbo double-barrels) to turn anything that isn't a boss into LudicrousGibs, it can easily wipe out a distant crowd of imps and grunts (or a single one, if you don't care about wasting ammo) through sheer area saturation. Given some cover in which to reload, even Cyberdemons don't stand a chance against it. Oh, and that demonic skull isn't just for show; selecting the Demon Breath mode allows the gun to fire ''explosive'' shells. In exchange for a damage reduction, Demon Breath pellets can ''ignite'' enemies, which works [[ManOnFire hilarious wonders]] against crowds of grunts. '''Still''' not enough? That's right - you can ''dual-wield quad [=SSGs=]'', allowing you to unleash the ''utterly devastating'' destructive power of an eight-barrel blast. It's as exactly as comedically absurd as it sounds, to the point that there's very rarely a sensible reason to actually use it, especially given the lengthy reload. Quantity has a quality all of its own, though, and cackling like a maniac as you utterly ''annihilate'' everything in front of you is a whole other level of satisfying.

to:

** The sawn-off double-barreled shotgun punches punches ''way'' above its weight here, even moreso more than vanilla Doom's workhorse powerhouse Super Shotgun. It features a single-shot firemode for ammo conservation purposes against weaker enemies, though even these singular shots eclipse the damage than one from the pump shotgun, being perfectly capable of killing pinkies and sometimes ''cacodemons'' in one shot. However, it really comes into its own when both barrels are fired, dealing enough damage to OneHitKill most Mancubi and Baron variants if going for a headshot. Fired pellets will also occasionally overpenetrate through enemies, often killing weaker enemies standing behind the intended target. Not enough? You can ''dual wield'' them. Using two sawn-offs is awkward because you lose the ability to fire single barrels and they're a hassle to handle, but when you can unload two double blasts in quick succession there isn't very much that'll survive to harass you while you reload.
** ''Still'' not enough? Youn You can upgrade the sawn-off into the ''quad-barrel'' shotgun, complete with a demonic skull. While the quad SSG retains its predecessor's single- and double-shot firemodes, the main attraction is undoubtedly its hysterically overpowered quad-shot blast; not only does it have the damage output (greater than even akimbo double-barrels) to turn anything that isn't a boss into LudicrousGibs, it can easily wipe out a distant crowd of imps and grunts (or a single one, if you don't care about wasting ammo) through sheer area saturation. Given some cover in which to reload, even Cyberdemons don't stand a chance against it. Oh, and that demonic skull isn't just for show; selecting the Demon Breath mode allows the gun to fire ''explosive'' shells. In exchange for a damage reduction, Demon Breath pellets can ''ignite'' enemies, which works [[ManOnFire hilarious wonders]] against crowds of grunts. '''Still''' not enough? That's right - you can ''dual-wield quad [=SSGs=]'', allowing you to unleash the ''utterly devastating'' destructive power of an eight-barrel blast. It's as exactly as comedically absurd as it sounds, to the point that there's very rarely a sensible reason to actually use it, especially given the lengthy reload. Quantity has a quality all of its own, though, and cackling like a maniac as you utterly ''annihilate'' everything in front of you is a whole other level of satisfying.
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** The railgun zooms in and becomes the ultimate sniper rifle from Hell. Quite literally, it depends on where you find it.

to:

** The railgun zooms in and becomes the ultimate sniper rifle from Hell. Quite literally, it depends depending on where you find it.
Is there an issue? Send a MessageReason:
Spelling/grammar fix(es)


** The sawn-off double-barreled shotgun - no weak weapon even in the base game - punches ''way'' above its weight here. It can fire one barrel at a time for ammo conservation against weaker enemies, and even in that mode each shot has ''much'' higher damage than a pump shotgun shotshell, perfectly capable of killing pinkies in one hit and even cacodemons about half the time. It really comes into its own when you fire both barrels, though, which results in high enough damage to OneHitKill most Mancubi and Baron variants if you go for the head and do it in two hits otherwise. The pellets also have a tendency to pass through enemies, often accidentally killing weaker enemies behind your target that you hadn't even noticed yet. Not enough? You can ''dual wield'' them. Using two sawn-offs is awkward because you lose the ability to fire single barrels and they're a hassle to handle, but when you can unload two double blasts in quick succession there isn't very much that'll survive to harass you while you reload.
** Not enough ''yet''? There's an upgrade that turns the shotgun into a ''quad'' barrel, and adds a demonic skull on it. The quad SSG can fire four single shots, two doubles, or one hysterically overpowered four-shot blast. Not only does that have more power than a full akimbo dual shot and the ability to turn into LudicrousGibs anything that isn't a boss, it'll easily wipe out a distant crowd of imps and grunts (or a single one, if you don't care about wasting ammo) through sheer area saturation. Given some cover in which to reload, even Cyberdemons don't stand a chance against it. Oh, and that demonic skull? It isn't there just for show - you can select Demon Breath mode, for a reduction in damage but pellets that have area effect and the ability to ignite enemies, which works [[ManOnFire hilarious wonders]] against crowds of grunts. Not enough '''yet'''? You guessed it - you can ''dual-wield quad [=SSGs=]''. The destructive power of an eight-barrel blast is ''utterly absurd'' to an almost comical degree, so much so that there's very rarely a sensible reason to actually use it, especially given the lengthy reload. Quantity has a quality all of its own, though, and cackling like a maniac as you utterly ''annihilate'' everything in front of you is a whole other level of satisfying.

to:

** The sawn-off double-barreled shotgun - no weak weapon even in the base game - punches punches ''way'' above its weight here. here, even moreso than vanilla Doom's workhorse powerhouse Super Shotgun. It can fire one barrel at features a time single-shot firemode for ammo conservation purposes against weaker enemies, and though even in that mode each shot has ''much'' higher these singular shots eclipse the damage than a one from the pump shotgun shotshell, shotgun, being perfectly capable of killing pinkies and sometimes ''cacodemons'' in one hit and even cacodemons about half the time. It shot. However, it really comes into its own when you fire both barrels, though, which results in high barrels are fired, dealing enough damage to OneHitKill most Mancubi and Baron variants if you go going for the head and do it in two hits otherwise. The a headshot. Fired pellets will also have a tendency to pass occasionally overpenetrate through enemies, often accidentally killing weaker enemies standing behind your target that you hadn't even noticed yet.the intended target. Not enough? You can ''dual wield'' them. Using two sawn-offs is awkward because you lose the ability to fire single barrels and they're a hassle to handle, but when you can unload two double blasts in quick succession there isn't very much that'll survive to harass you while you reload.
** Not enough ''yet''? There's an ''Still'' not enough? Youn can upgrade that turns the shotgun sawn-off into a ''quad'' barrel, and adds the ''quad-barrel'' shotgun, complete with a demonic skull on it. The skull. While the quad SSG can fire four single shots, two doubles, or one retains its predecessor's single- and double-shot firemodes, the main attraction is undoubtedly its hysterically overpowered four-shot blast. Not quad-shot blast; not only does that it have more power the damage output (greater than a full even akimbo dual shot and the ability double-barrels) to turn into LudicrousGibs anything that isn't a boss, it'll boss into LudicrousGibs, it can easily wipe out a distant crowd of imps and grunts (or a single one, if you don't care about wasting ammo) through sheer area saturation. Given some cover in which to reload, even Cyberdemons don't stand a chance against it. Oh, and that demonic skull? It skull isn't there just for show - you can select show; selecting the Demon Breath mode, mode allows the gun to fire ''explosive'' shells. In exchange for a reduction in damage but reduction, Demon Breath pellets that have area effect and the ability to ignite can ''ignite'' enemies, which works [[ManOnFire hilarious wonders]] against crowds of grunts. Not enough '''yet'''? You guessed it '''Still''' not enough? That's right - you can ''dual-wield quad [=SSGs=]''. The [=SSGs=]'', allowing you to unleash the ''utterly devastating'' destructive power of an eight-barrel blast is ''utterly absurd'' blast. It's as exactly as comedically absurd as it sounds, to an almost comical degree, so much so the point that there's very rarely a sensible reason to actually use it, especially given the lengthy reload. Quantity has a quality all of its own, though, and cackling like a maniac as you utterly ''annihilate'' everything in front of you is a whole other level of satisfying.

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