A few years ago, a guy by the name of SgtMarkIV decided that Doom wasn't violent enough. So he made a mod for it.The end result was Brutal Doom, a mod that takes the original game (or Doom II, or pretty much any IWAD you throw at it) and pumps new life into the aging classic. Taking cues from the infamous Doomcomic book, Brutal Doom allows Doomguy to perform all manner of new tricks on the forces of Hell, and for them to respond in kind. The mod is continually updated over the years.Can be download online, but be forewarned — to say that this mod is gory is an understatement. You will literally be painting walls red.Note: As the mod relies on the data from whatever IWAD you use with it, all tropes listed on the Doom page also apply here.
Brutal Doom provides examples of the following tropes:
An Arm and a Leg: It's possible to shoot off limbs of the basic enemies. You can blow off a Former Human's arm off and watch him fall to his knees screaming in agony, or shoot off an Imp's leg and watch it hop around before it bleeds to death.
The mod replaces the Partial Invisibility power-up with a chained fellow marine that can be freed and then offers more firepower. Those marines have the same artificial intelligence than the standard monsters, so they can (and probably will, especially when fighting in a doorway and/or with explosive weapons) hurt the player while targeting enemies. Also, they have no understanding of wall/ceiling traps and will cheerfully walk into them while randomly sprinting around the level.
Awesome, but Impractical: The Mancubus' flame cannon. It deals a decent amount of damage, but basic enemies will be set on fire by it, at which point they'll proceed to run around ablaze for a long time, bumping into you and dealing flaming collision damage.
This is not so true any more in the most recent versions. While it does still set basic enemies on fire, it can feel like a Game Breaker in certain instances where ammo is plentiful due to many Mancubi. Fire it around a corner, into a monster closet or around a hallway corner twice or three times and you can severely damage masses of pursuing enemies without placing yourself in harm's way, due to the generous length of time the flames coat the ground.
Back Stab: Punching an inactive and unaware zombie or Imp from behind triggers a short third-person animation showing the Doomguy killing said enemy with a quick Neck Snap.
Badass Boast: There's a button to pull one off. Usually uses a line from the comic. Unfortunately, this was Dummied Out in version 0.19.
Blood Knight: If he wasn't one already, this mod makes Doomguy into this. He will sometimes laugh triumphantly after performing a fatality on an enemy.
Bloody Hilarious: The gore is so over the top, that it often becomes this. And it is at least the half of the mod's appeal.
Blown Across the Room: The Super Shotgun, which was already dripping with awesome firepower, is in Brutal Doom. It is very powerful, has fairly good range, and has an enormous spread. Hit someone at close range with it, and they will be no more than demon meat.
Boom, Headshot: Brutal Doom adds the ability to shoot enemies at specific spots that affects the damage you deal to enemies. Headshots are not only the best way to slay humanoid enemies and conserve ammo, but also gives the satisfying destruction of your enemies' brains.
Bottomless Magazines: Averted. Unlike vanilla Doom, most of your weapons can only hold a limited number of ammo, and they must be reloaded either manually or once the clip has been emptied. However there is a Mutator mod that reverts back to Doom's bottomless magazines.
Cluster F-Bomb: If you play Brutal Doom online, chances are at some point you'll all start invoking this trope.
Covers Always Lie: This mod averts the vanilla game's oversight by replacing the pistol with an assault rifle.
Demon Blood: Cacodemons still bleed blue blood, but the green blood that Hell Nobles (Knights and Barons) bled in the original game has been removed.
Difficult but Awesome: Groin attacks (see below) are tricky to pull off against the opponents you can perform them on, but they stun-lock for a good few seconds, allowing for a coup-de grace with a close range weapon.
Dummied Out: v0.19 still has the hidden MP40; the player just has to use the console to get it, since the only enemy that dropped it was removed.
Exploding Barrels: Aside from standard barrel behavior from the original Doom, non-flaming barrels can be picked up once you have a Berserk pack and thrown for a massive boom. Walking right into barrels allows to move them. Flaming ones can be kicked and rolled on the floor, leaving behind a trail of flames.
Finishing Move: Melee attacks under the effect of a Berserk pack or Demon Strength Rune will trigger this and melee attacks of most monsters will do so as well if they kill you (or each other) with them. There are other fatalities Doomguy can perform that don't require a Berserk pack but can only be done under certain circumstances, such as kicking the head off an Imp or zombie when its arm has been blown off, mutilating an enemy with the chaingun, or bisecting a Hell Noble when its dying.
Flipping the Bird: You can flip off (and insult) whatever is stands in your way with a simple push of a button, and it's conveniently mapped to the F key by default no less. It is actually a useful way to wake up unaware enemies without wasting ammunition. It also sends certain enemies into Berserk Mode.
Follow the Leader: There are a fair few variations of Brutal Doom that have been created by other Doom modders, and that's not even counting the "Mutator" side-mods that have been released.
Grievous Harm with a Body: With a Berserk pack, you can grab Lost Souls and chuck them at whatever you please. Hell Nobles also have the ability to chuck zombies at you and Revenants can do the same with Imps (after slamming them around a bit). You yourself can use zombies as human shields if you grab one you've previously wounded, and launch them at your enemy when you're done.
Groin Attack: Can be done on Chainguners and all Hell Nobles.
Half the Man He Used to Be: One of Doomguy's finishing moves after getting a Berserk pack involves ripping and tearing an enemy half from the torso. It is also possible to finish off dying Hell Nobles by blowing their upper body messily off their bodies.
Have a Nice Death: If you have the obituaries enabled, the game sometimes gives you a message to mock your death, such as "[player] got his face splattered by a Zombie Sergeant" and "[player] has been smitten by a Cacodemon."
Heart Container: Health and armor bonuses can still boost your stats beyond 100 as they normally would, however, they can go beyond vanilla Doom's cap of 200.
High-Pressure Blood: Happens sometimes when zombies and imps have their heads blown into bits — they'll stand in place while blood spurts out from their neck for a few seconds before their bodies finally drop.
Invulnerable Attack: You are completely invincible when performing fatalities. This means you can be pelted by projectiles from five different directions and not feel a single thing until you finish stabbing that Pain Elemental with its own horn. Unfortunately, this also applies to enemies.
Last Ditch Move: Introduced in v0.19. When you shoot off an arm from a zombieman, he'll sometimes pull out a pistol and shoot you before he dies.
Man on Fire: Happens to the zombies, imps, pinky demons and the marine himself if they are killed by fire. They deal collision damage, so it's advisable not to get too close with them.
The Many Deaths of You: Just as your enemies can be killed in brutal ways, the same applies to you. Demons can bite your head off, Former Commandos can blow a hole into your torso, your body melts if you die in pit of nukage/lava/blood, Barons of Hell will tear your body in half vertically, and then some.
Revenants can be blown in half and their upper half can be just as capable of hurling rockets at you. Meanwhile their legs will amusingly waddle around aimlessly before falling over.
Nerf: Prior to version 0.19, the default maximum you could carry for bullets was 300 (and 600 with a backpack). In version 0.19, those stats have been brought back to their unmodded values of 200 and 400.
The greatly heightened threat of the enemies can play hell with the intended difficulty level of certain third-party maps. Brutal is intended to turn the original Doom levels from somewhat hard to fairly hard, but if a map pack is tuned to be very hard in the original game it can become almost impossible to beat it in Brutal — and occasionally downright so; see Unwinnable example below.
Non-Indicative Difficulty: The theoretically easiest difficulty level ("Power Fantasy") gives you Ultra-Violence and Nightmare's enemy frequency, but they only deal 30% damage, allowing you to mow down hordes of monsters with impunity.
Off with His Head!: If you're unlucky enough to have Imps claw you to death, they might tear your head off your body.
One-Hit Kill: If you let a Baron of Hell grab you, it will rip you in half, killing you instantly.
Overdrawn at the Blood Bank: With some extensive usage 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. Fire a BFG in a room full of weak enemies, making sure you're seeing all of them for the invisible tracers to hit. Holy crap.
Precision F-Strike / Flipping the Bird: At the push of a button: "FUCK YOURSELF!" One side mod makes the finger taunt a literal strike, making anything you flip at explode into gore.
Rare Random Drop: The Demon Strength Rune, which provides Doomguy the same effect as a Berserk pack sans the healing effect, rarely drops from the demonic enemies like Imps and Demons.
In an instance that probably qualifies as a Good Bad Bug, you can use Doom II's super shotgun in Doom I wads via a rare drop. You have to find and free a friendly Marine, hope they're armed with the double shotgun and either have them die or kill them yourself. Grab the dropped double shotgun and you're in business. Needless to say, this very rarely happens in normal play without Save Scumming (the Marine's weapon is randomized).
Rated M for Manly: It's badder, bloodier, and filled to the brim with heavy metal mayhem.
Red Eyes, Take Warning: The spectres' appearance has been altered. In the unmodded games, they look like a highly visible pinky-shaped smoke or shadow. In the mod they are invisible until they attack, except for a pair of glowing red eyes and the nearly totally transparent shape of their body.
The assault rifle and the single shotgun have an iron-sight mode that makes them, respectively, an excellent sniper rifle and a decent precision one.
The super shotgun secondary fire consists in firing only one barrel instead of both.
The chaingun's motor is revved up and fires much faster, but is massively inaccurate and alerts monsters to your presence just by its constant spinning noise.
The Skulltag grenade launcher fires fused non-impact grenades for excellent around-the-corner potential.
The plasma rifle used to get a seven-shot shotgun-like spread, but version 0.19 changed it into a plasma flamethrower. The author says it's going back to how it was, with the flamethrower action being added to the Mancubus' flame cannon instead.
The Skulltag railgun zooms in and becomes the ultimate sniper rifle from hell.
Shout-Out: A number of the in-game text references the Doom comic.
Spread Shot: Hell Nobles can perform a 3-way fireball attack. Pre-v0.19 versions of the Brutal Doom gave the plasma rifle a seven-way spread shot for its secondary fire.
Take That: Prior to version 0.19, the Commander Keens were reskinned with Justin Bieber's face. Since then, the reskin was removed.
Those Wacky Nazis: Again prior to version 0.19, in both Doom IIWolfenstein 3D-themed secret levels, the blue-dressed and comedically accented SS enemies were replaced with more realistic troopers wearing grey dark uniforms and shouting actual German phrases (taken from Call of Duty 2). They also carried MP40s that could be picked up and used by Doomguy.
The "Cruelty Bonus" (a health or armor boost) is granted when you kill enemies in a particularly creative fashion — usually those whom you've just dismembered or set on fire.
It can take some effort to master killing monsters with fatalities — if you go about it the wrong way, punching an enemy to death is likely to rob you of more health than the fatality gives you back, to say nothing of armor. But watching the bad guys being torn to bloody shreds by the Doomguy makes it so worth it.
Video Game Flamethrowers Suck: Version 0.19 changes the plasma rifle's secondary fire into a flamethrower and averts this trope rather strongly — the flames are very effective at leaving charred remains where once stood enemies, the only downside being they eat through your ammo in no time.
The Mancubus Fireball Cannon is regarded as pretty underwhelming; the player's fireballs are affected by gravity, and in general you'll get more damage out of your rocket launcher. SgtMark hopes to fix this in version 0.20.
Universal Ammunition: As the pistol is replaced by an assault rifle, its common ammunition shared with the chaingun now makes sense. On the other hand, versions prior to 0.19 also added an MP40, which in-game fires the same ammunition used by the M16-shaped assault rifle. One of the points that identifies a submachine gun (which the MP40 is, "MP" being short for "machine pistol" in German) as such is that it is a pistol-caliber automatic weapon; we're pretty sure the assault rifle and the minigun aren't firing 9mm rounds!
Unusable Enemy Equipment: Averted. With the right tool, you can acquire the Mancubus and Revenant's weapons. Explode them with the rocket launcher, kill them with the chainsaw, or chainsaw the corpse. The SS replacements in versions prior to 0.19 likewise dropped their unique guns on death.
Unwinnable: The mod is made for the original Doom levels, and it's optimized for a small number of other mods as well. But every map-replacement mod ever made for Doom can be played with Brutal as well, including some that make assumptions about gameplay that are no longer true with Brutal Doom. For instance, a map that spawns a Cyberdemon in a relatively small enclosed room and relies on the player's reflexes to dodge its rockets can easily become unwinnable, because the Brutal Cyberdemon fires much faster and its rockets have massively increased area damage. And if the player tries to attack at melee range in order to prevent the Cyberdemon from firing rockets, they'll be squished to death instantly thanks to his new stomp attack.
Although, for such situations, there's always IDDQD.