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** As of [=v21RC3=], explosive barrels no longer explode when taunted even with the Berserk pack, or even with Skulltag damage powerups given via the command console ... ''However'', on the ''Extermination Day'' level "Return to Earth," the two massive aviation fuel storage tanks out on the airfield '''will''' explode with a flip of the bird.



** "Return to Earth" changed from a hillside overlooking Los Angeles to a UAC air base in the Mojave Desert, already compromised--though the hillside complex of the earlier version is still part of this level, after a trek through a winding desert highway.

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** "Return to Earth" changed from a quiet hillside overlooking Los Angeles to a an already-compromised UAC air base Regional Air Base in the Mojave Desert, already compromised--though Sierra Pelona mountains--though the hillside complex of the earlier version is still part of this level, after a trek through a winding desert highway.

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* ArtificialStupidity: Friendly Marines are totally oblivious to the notions of cover and stealth. They will run directly in front of you even while you're hosing down the room with the BFG 10000. They will occasionally attack imprisoned fellow Marines. If ordered to hang tight and wait, they will occasionally flinch and start shooting at each other.

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* ArtificialStupidity: Friendly Marines are totally oblivious to the notions of cover and stealth. They will stealth, eagerly squaring up with enemies no matter their size or number. They'll even run directly in front of you even while you're hosing down the room with the BFG 10000. They will 10000--which, considering your shots ''won't'' pass through them while they're in combat, can mean a very unfortunate end for both you and them.
** Friendly Marines
occasionally attack imprisoned fellow Marines. If ordered to hang tight and wait, they will occasionally flinch may "panic" and start shooting shoot at each other.any Marines who are following Doomguy.



** Similarly, as of v21 flipping off a pinky Demon or a Spectre will also piss it off and cause it to move ''much'' faster. Mancubi also react to being flipped off, appearing to return the favor--despite lacking hands--before attacking.



** In v20b, Evil Marines (enemy UAC marines with dark grey armor that tote either Plasma Rifles or Assault Rifles) have voice clips taken from Brotherhood of Nod soldiers in ''VideoGame/CommandAndConquerRenegade''. In v21, this was changed to use the lines meant for Former Humans from a mutator side mod.

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** In v20b, Evil Marines (enemy UAC marines with dark grey armor that tote either Plasma Rifles or Assault Rifles) have voice clips taken from Brotherhood of Nod soldiers in ''VideoGame/CommandAndConquerRenegade''. In v21, this was changed to use the lines meant for Former Humans from a mutator side mod.



* EvilTaintedThePlace: In a clever and subtle nod to the original ''Doom'' episodes, ''Extermination Day''[='s=] episodes gradually play this trope out. In the first episode, you'll come across quite a bit of corpses mutilated by the demonic invaders, but nothing too bizarre. By the second episode (mirroring what happened to Deimos Base in ''The Shores of Hell'' and Earth in ''Doom II'') however, the further you advance through Los Angeles the more you'll notice the city ''itself'' turning into an eldritch hellscape. At first it's just evidence of horrific Satanic rituals--but then you'll come across rooms which give way to [[MeatMoss walls of writhing flesh]] and streets parted by rivers of lava and blood...
* EveryCarIsAPinto: Originally averted in Extermination Day, as all cars and vehicles were simply part of the geometry. Played straight in v21, however: as part of [=Sergeant_Mark_IV's=] ongoing effort to make the levels more interactive, he made it possible to damage and destroy vehicles. After taking enough hits, they'll catch fire, and after a few more they'll explode.
* ExplodingBarrels: 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, or hit with a rocket to make them explode like standad ones.

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* EvilTaintedThePlace: In a clever and subtle nod to the original ''Doom'' ''[=DooM=]'' episodes, ''Extermination Day''[='s=] episodes gradually play out this trope out. trope. In the first episode, Mars base, you'll come across quite a bit of corpses mutilated by the demonic invaders, but nothing too bizarre. By the second episode (mirroring Later, mirroring what happened to Deimos Base in ''The Shores of Hell'' and Earth in ''Doom II'') however, II'', the further you advance through Los Angeles the more you'll notice the city ''itself'' turning into an eldritch hellscape. At first it's just evidence of horrific Satanic rituals--but then you'll come across rooms which give way to [[MeatMoss walls of writhing flesh]] and streets parted by rivers of lava and blood...
* EveryCarIsAPinto: Originally averted in Extermination Day, as all cars and vehicles were simply part of the map geometry. Played straight in v21, however: as part of [=Sergeant_Mark_IV's=] ongoing effort to make the levels more interactive, he made it possible to damage and destroy most vehicles. After taking enough hits, they'll catch fire, and after a few more they'll explode.
* ExplodingBarrels: Aside from standard barrel behavior from the original ''Doom'', ''[=DooM=]'', non-flaming barrels can be picked up once you have a Berserk pack and thrown for a ''massive'' boom. Walking right You can also push them around by walking into barrels allows to move them. Flaming ones barrels can be kicked and rolled on the floor, over, leaving behind a trail of flames, or flames as they roll on the floor--or, you can hit them with a rocket to make them explode like standad standard ones.



* GatlingGood: ''Brutal Doom'' replaces the Chaingun with a proper Minigun that shoots very fast indeed. v21 introduced another weapon, the belt-fed Machine Gun, to bridge the gap between the slower but more accurate Assault Rifle and the Minigun.

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* GatlingGood: ''Brutal Doom'' replaces the Chaingun with a proper Skulltag-inspired Minigun that shoots very fast indeed. v21 introduced another weapon, the belt-fed Machine Gun, to bridge the gap between the slower but more accurate Assault Rifle and the faster but wildly inaccurate Minigun.



* GoombaStomp: Yes. You can, in fact, damage and kill enemies by jumping on top of them.

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* GoombaStomp: Yes. You can, in fact, damage and kill enemies by jumping on top of them. This is easiest to do if you've picked up a Berserk pack or Demon Strength Rune, or if you've transformed into a Baron of Hell by picking up a Demon Sphere.



* GrievousHarmWithABody: 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 shield}}s if you grab one you've previously wounded, and launch them at your enemy when you're done.
* GroinAttack: Can be done on regular mooks and all Hell Knights/Barons of Hell.

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* GrievousHarmWithABody: With a Berserk pack, you can grab Lost Souls and chuck them at whatever you please. After certain {{Finishing Move}}s, you can also throw (what's left of) Imps and Former Humans as well. (You can can also simply grab one to throw at your enemies, or use them as {{human shield}}s first.)
**
Hell Nobles also have the ability to chuck zombies at you and you.
**
Revenants can do the same with Imps (after after slamming them around a bit). You yourself can use zombies as {{human shield}}s if you grab one you've previously wounded, and launch them at your enemy when you're done.
bit.
* GroinAttack: Can be done on regular mooks Kicking Former Human Commandos and all Hell Knights/Barons of Hell.Hell will cause them to hold their crotches and groan. (Some other attacks, like throwing body parts from enemies you've brutalized with a Berserk Pack, also elicit this reaction from the hell nobles.)



* HeartContainer: 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. Prior to v21, it could go well beyond, into the thousands. And depending on difficulty level, you're gonna need that much health and armor to survive the FinalBoss. As of v21, it's been capped to 300% instead.

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* HeartContainer: Health and armor bonuses can still boost your stats beyond 100 as they normally would, however, they can go beyond vanilla ''Doom''[='=]s ''[=DooM's=]'' cap of 200. Prior to v21, it could go well beyond, into the thousands. And depending on difficulty level, you're gonna need that much health and armor to survive the FinalBoss. As of v21, it's been capped to 300% instead.



* HeroicMime: Not anymore; Doomguy can taunt and harass foes with the press of the F-key.

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* HeroicMime: Not anymore; Doomguy can taunt and harass foes with the press of the F-key. Earlier versions of Brutal Doom also gave Doomguy one-liners largely taken from the comic. [[https://www.youtube.com/watch?v=c6Q33VKs8wM There's mods which restore that functionality.]]



* HumanShield: If you get a Berserk pack, it's possible to grab Former Humans (including Evil Marines!) as well as Imps and Nazis. Once Doomguy has them by the neck, he use them as a shield via SecondaryFire--he can only use sixteen shots from his pistol while doing this, though. Once the gun's out of ammo (or upon using SecondaryFire again) Doomguy will [[GrievousHarmWithABody throw his "volunteer" as a weapon unto themselves]].



* ItCanThink: Zombiemen are much more dangerous here. They fire in bursts, can roll to avoid attacks, and ''Extermination Day'' reveals that they can drive tanks and pilot attack choppers and ''mechs''.

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* ItCanThink: Zombiemen Former Humans are much more dangerous here. They fire in bursts, can roll to avoid attacks, and ''Extermination Day'' reveals that they can drive tanks and pilot attack choppers and ''mechs''.''mechs''.
** Brutal Doom also gives the myriad Former Humans very human reactions to injury, despite being "zombiemen." Minor damage aimed at their head or face will cause Former Humans and Sergeants to temporarily hold their head. Former Human Commandos wince and grab their crotch if subject to a GroinAttack. Many of the Former Human variants also scream in agony if lit on fire, lose a limb, or are in the process of being brutalized by a berserk Doomguy.



* ModernStasis: ''Extermination Day'' takes place in the mid-22nd century. While humanity has established settlements on Mars and [[PlasmaCannon Plasma Rifles]] are issued to soldiers, civilian technology on Earth appears to be the same as present-day. Vehicles in v20b had a more futuristic look to them, but as of v21 they've been changed to resemble cars and trucks from the 1970s to 1990s.

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* ModernStasis: ''Extermination Day'' takes place in the mid-22nd century. While humanity has established settlements on Mars and [[PlasmaCannon Plasma Rifles]] are issued to soldiers, civilian technology on Earth appears to be the same as present-day. Some of the military aircraft seen in the campaign would be 250 years old by the time ''Extermination Day'' takes place. Vehicles in v20b had did have a more futuristic look to them, but as of v21 they've been changed to resemble cars and trucks from the 1970s to 1990s.



* NightVisionGoggles: Prior to v21, ''Brutal Doom'' changed the way the Light Amplification Visor works. Instead of simply changing the lighting of a map to maximum level, it instead mimics an [[https://en.wikipedia.org/wiki/Image_intensifier image intensifier]] by brightening everything with a green monochrome appearance. However, the visor also displays most monsters (and some other things, like light sources) in an inverted, bright green color palette--evocative of [[https://en.wikipedia.org/wiki/Thermographic_camera thermographic cameras,]] a ''very'' different sort of technology.
** As of v21, the Light Amplification Visor now behaves the way it did in vanilla ''Doom''. However, the Rocket Launcher and Railgun have been given a scope feature which uses the hybrid image intensifier/thermographic camera effect.

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* NeckLift: If Doomguy has a berserk pack and grabs a Former Human/Sergeant/Commando/Lab Worker, Evil Marine, or Imp, he'll hold onto them this way until either he throws them or uses them as a shield ''before'' throwing them.
* NightVisionGoggles: Prior to v21, ''Brutal Doom'' changed the way used Skulltag's take on the Light Amplification Visor works.Visor. Instead of simply changing the lighting of a map to maximum level, it instead mimics an [[https://en.wikipedia.org/wiki/Image_intensifier image intensifier]] by brightening everything with a green monochrome appearance. However, the visor also displays most monsters (and some other things, like light sources) in an inverted, bright green color palette--evocative of [[https://en.wikipedia.org/wiki/Thermographic_camera thermographic cameras,]] a ''very'' different sort of technology.
** As of v21, the Light Amplification Visor now behaves the way it did in vanilla ''Doom''. However, the Rocket Launcher and Railgun have been given a scope feature which uses the Skulltag-like hybrid image intensifier/thermographic camera effect.



On the flipside, there are less enemies compared to the easier modes. They're also much easier to kill; Former Humans, Imps, and Nazis die immediately to a headshot from the Assault Rifle, and most of the tougher enemies can't survive more than two direct hits from a rocket.

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On the flipside, flip side, there are less enemies compared to the easier modes. They're also much easier to kill; Former Humans, Imps, and Nazis die immediately to a headshot from the Assault Rifle, and most of the tougher enemies can't survive more than two direct hits from a rocket.



** Prior to v21, "Nukage Processing" had ''no'' safety measures to keep someone from falling into the pools of nukage outside, and there were no radsuits in sight. However, as [=Sergeant_Mark_IV=] continued work on the map pack, later versions included a radsuit locker and decontamination shower as well as guard rails for the outside walkways. This also made it possible to get all the secrets in Realism Mode.

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** Prior to v21, "Nukage Processing" had ''no'' safety measures to keep someone from falling into the pools of nukage outside, and there were no radsuits in sight. However, as [=Sergeant_Mark_IV=] continued work on the map pack, later versions included a small radsuit locker and decontamination shower as well as guard rails for the outside walkways. This also made it possible to get all the secrets in Realism Mode.



* PowerUp: Most of the classics return but are accompanied by new ones such as the "Demon Strength Rune," which is a variant of the Berserk Pack that's occasionally dropped by enemies. There's also a Demon Sphere transformation power-up, which forcibly warps Doomguy into a Revenant (or a Baron of Hell!) for a short period of time.

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* PowerUp: Most of the classics return but are accompanied by new ones such as the "Demon Demon Strength Rune," Rune, which is a variant of the provides Berserk Pack that's strength with a Stimpack level of health recovery, dropped occasionally dropped by demonic enemies. There's also a Demon Sphere transformation power-up, which forcibly warps Doomguy into a Revenant (or a Baron of Hell!) for a short period of time.
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Up To Eleven is a defunct trope


* BloodierAndGorier: Takes the gore of the original game UpToEleven and putting it about on level with ''Film/{{Braindead}}''. Fallen enemies form pools of blood when killed, Imps slump against walls when dead, Doomguy will hold onto a Shotgun Guy's head when he rips it off and can throw it as an attack, etc. ..

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* BloodierAndGorier: Takes the gore of the original game UpToEleven up to eleven and putting it about on level with ''Film/{{Braindead}}''. Fallen enemies form pools of blood when killed, Imps slump against walls when dead, Doomguy will hold onto a Shotgun Guy's head when he rips it off and can throw it as an attack, etc. ..



* GameMod: ''Extensively''. New graphics and visual effects, new weapons, new features like finishing moves and being able to pick up monster weapons, remixed music, LudicrousGibs taken UpToEleven (complete with objects like flesh chunks and blood splatter persisting in the world and reacting to things like explosions even after death), and new enemy attacks and behaviors to balance out all the changes for the player (as well as higher difficulties beyond the Ultra-Violence level).

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* GameMod: ''Extensively''. New graphics and visual effects, new weapons, new features like finishing moves and being able to pick up monster weapons, remixed music, LudicrousGibs taken UpToEleven up to eleven (complete with objects like flesh chunks and blood splatter persisting in the world and reacting to things like explosions even after death), and new enemy attacks and behaviors to balance out all the changes for the player (as well as higher difficulties beyond the Ultra-Violence level).



* {{Gorn}}: '''''[[Comicbook/{{Doom}} Sweet Christmas.]]''''' The original ''Doom'', which was extremely bloody and gory for the time, is downright tame compared to the blood-splattering carnage on display here. Not gory enough for your taste? You can crank it up ''[[UpToEleven even further]]'' to "Edgy as Fuck", "Japanese Cartoon" or the maximum, "OverdrawnAtTheBloodBank." [[note]]Alternately, you can dial it down to the slightly more restrained "Realistic".[[/note]]

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* {{Gorn}}: '''''[[Comicbook/{{Doom}} Sweet Christmas.]]''''' The original ''Doom'', which was extremely bloody and gory for the time, is downright tame compared to the blood-splattering carnage on display here. Not gory enough for your taste? You can crank it up ''[[UpToEleven even further]]'' ''even further'' to "Edgy as Fuck", "Japanese Cartoon" or the maximum, "OverdrawnAtTheBloodBank." [[note]]Alternately, you can dial it down to the slightly more restrained "Realistic".[[/note]]



** Later updates take this even ''[[UpToEleven further]]'', introducing the ability to mutilate fallen enemies and spray the walls with even MORE blood after you've killed them. Doomguy can also kick enemy body parts around after they've been gibbed.

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** Later updates take this even ''[[UpToEleven further]]'', ''further'', introducing the ability to mutilate fallen enemies and spray the walls with even MORE blood after you've killed them. Doomguy can also kick enemy body parts around after they've been gibbed.
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* GunsAkimbo: v20 added akimbo Assault Rifles and ''Plasma Rifles'', with v21 throwing akimbo Pistols and [=SMGs=] to the mix.

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* GunsAkimbo: v20 added akimbo Assault Rifles and ''Plasma Rifles'', with v21 throwing akimbo Pistols and [=SMGs=] to the mix. Your aim goes to pack in the process, though.
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* FilkSong: [[https://www.youtube.com/watch?v=89iszJNcKQw One of the official trailers]] (v19) uses "Knee-Deep in the Dead" by [[https://www.youtube.com/c/metaldaniel03/videos Daniel Tidwell]], which combines the melody of "At Doom's Gate" with lyrics narrating the events of the first ''Doom'' game.
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* AnAxeToGrind: v21 introduces a new type of enemy for at least Doom, the Zombie Civilian: labcoat-wearing zombies who moves extra swift and attack you viciously with a fireaxe, which you can take for yourself as an additional melee weapon along with the chainsaw. You can easily behead or dismember enemies and even charge the attack to strike at the right moment and with enough strength.

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* AnAxeToGrind: v21 introduces a new type of enemy for at least Doom, the Zombie Civilian: labcoat-wearing zombies who moves move extra swift and attack you viciously with a fireaxe, which you can take for yourself as an additional melee weapon along with the chainsaw. You can easily behead or dismember enemies and even charge the attack to strike at the right moment and with enough strength.
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* UnexpectedlyRealisticGameplay: The "Brutal" part of the mod's title comes in from the wide and various ways enemies will respond to injuries, as shooting a zombie in the arm will cause it to lose it's weapon and pull out a sidearm instead, or how you can blow a Revenant in half, causing it to crawl after you, still firing it's rockets at you. Certain injuries will also cause enemies to keel over in agony, and eventually bleed out.
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* {{Hitscan}}: Averted unlike the vanilla for both the player character and the enemies, where projectile weapons will have spread at longer ranges and sustained automatic fire.

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* {{Hitscan}}: Averted unlike the vanilla for both the player character and the enemies, where projectile weapons will have spread at longer ranges and sustained automatic fire.fire, though one may occasionally see enemies enter their death animation before your shot reaches them.
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* RareRandomDrop: 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.

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* RareRandomDrop: The Demon Strength Rune, which provides Doomguy the same effect as a Berserk pack sans the healing effect, rarely occasionally drops from the demonic enemies like Imps and Demons.

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* VideoGameCaringPotential: It's possible--albeit ''[[ArtificialStupidity very]]'' [[ArtificialStupidity difficult]]--to keep friendly Marines alive throughout the entire campaign, as they will follow you from one level to another (though they might not always spawn in specific maps).
* VideoGameCrueltyPotential:
** Prior to v21, 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. Bonuses that aren't caused by melee fatalities are instead triggered through close-range {{Mercy Kill}}s, though, downplaying the trope. As of v21, most of these were removed in favor of having enemies drop bonus health vials and/or armor shards in situations where a Cruelty Bonus would have been awarded.
** 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''.
* UltraSuperDeathGoreFestChainsawer3000: This mod provides the spectacularly apropos page image for that trope. And, as far as Brutal Doom's gorefest qualities go, that image doesn't show off the ''half'' of it.


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* VideoGameCaringPotential: It's possible--albeit ''[[ArtificialStupidity very]]'' [[ArtificialStupidity difficult]]--to keep friendly Marines alive throughout the entire campaign, as they will follow you from one level to another (though they might not always spawn in specific maps).
* VideoGameCrueltyPotential:
** Prior to v21, 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. Bonuses that aren't caused by melee fatalities are instead triggered through close-range {{Mercy Kill}}s, though, downplaying the trope. As of v21, most of these were removed in favor of having enemies drop bonus health vials and/or armor shards in situations where a Cruelty Bonus would have been awarded.
** 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''.
* UltraSuperDeathGoreFestChainsawer3000: This mod provides the spectacularly apropos page image for that trope. And, as far as Brutal Doom's gorefest qualities go, that image doesn't show off the ''half'' of it.
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* GiantSpaceFleaFromNoWhere: In the updated version of the last act of the original Doom ''Thy Flesh Consumed'', [[spoiler: the Mother Demon from Doom 64]] replaces out of nowhere the second Spider Mastermind normally encountered in the final level. On the other hand, it delivers the satisfaction of a brand new final boss fight.

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* GiantSpaceFleaFromNoWhere: GiantSpaceFleaFromNowhere: In the updated version of the last act of the original Doom ''Thy Flesh Consumed'', [[spoiler: the Mother Demon from Doom 64]] replaces out of nowhere the second Spider Mastermind normally encountered in the final level. On the other hand, it delivers the satisfaction of a brand new final boss fight.



* GrievousHarmWithABody: 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 [[HumanShield human shields]] if you grab one you've previously wounded, and launch them at your enemy when you're done.

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* GrievousHarmWithABody: 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 [[HumanShield human shields]] {{human shield}}s if you grab one you've previously wounded, and launch them at your enemy when you're done.
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* BoomHeadshot: ''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 give the satisfying destruction of your enemies' brains.

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* BoomHeadshot: ''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 give the satisfying destruction of your enemies' brains. On top of that, shooting a stronger enemy like a Baron of Hell in the head will cause them to flinch, making it much easier to avoid their attacks.



* YourHeadASplode: Perfectly do-able with headshots.
* YouNukeEm: v21 Release Candidate 3 makes available the Nuclear Rocket Launcher. It's available in the test map, but is otherwise unused in that version.

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* YourHeadASplode: Perfectly do-able with headshots.
Much like the vanilla game's gibbing mechanic, a headshot that reduces the enemy's health to their starting health times negative one will result in their head exploding in a shower of blood and brain matter.
* YouNukeEm: v21 Release Candidate 3 makes available has the Nuclear Rocket Launcher. It's available in the test map, but is otherwise unused in that version.
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** If you type "summon/give dsweap" in the console commands, you can acquire a [[BFS great weapon]] described as being "[[Manga/{{Berserk}} too big to be called a sword]]".

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** If you type "summon/give dsweap" in the console commands, you can acquire a [[BFS [[{{BFS}} great weapon]] described as being "[[Manga/{{Berserk}} too big to be called a sword]]".
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** If you type "summon/give dsweap" in the console commands, you can acquire a [[BFS great weapon]] described as being "[[Manga/{{Berserk}} too big to be called a sword]]".

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In November 2019, [=Sergeant_Mark_IV=] announced that he is working on a new mod called ''VideoGame/VietDoom'', a UsefulNotes/VietnamWar themed total conversion for ''Doom''.

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In November 2019, [=Sergeant_Mark_IV=] announced that he is working on a new mod called ''VideoGame/VietDoom'', a UsefulNotes/VietnamWar themed total conversion for ''Doom''.
''Doom'' themed on UsefulNotes/TheVietnamWar.



* AdaptationDistillation: ''Extermination Day'' retells the plot of ''Doom'' and ''Doom II'', with events shifted around (the equivalent of "Deimos Anomaly" takes place during what would have been the final third of ''Doom II'', early versions had a version of ''Doom II''[='=]s "Dead Simple" during the opening Mars portion, etc.) or excised (Doomguy doesn't die at the end of the Mars section and have to [[ToHellAndBack rampage through Hell]] to get back to Earth) and some elements of [[Film/{{Doom}} the movie]] added in (particularly, the first level originally used the music from the movie's infamous FPS sequence near the end). The first episode, ''Hell on Mars'', takes place at a UAC research facility on the red planet rather than on Phobos and Deimos. The second, ''Battle of Los Angeles'', takes the action to Earth as Hell invades--but rather than the entire planet being overrun, the fighting's contained to the eponymous city. The third episode, ''Behind Hellish Lines'', takes place in Hell itself as Earth's forces attempt to stop the invasion.

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* AdaptationDistillation: ''Extermination Day'' retells the plot of ''Doom'' and ''Doom II'', with events shifted around (the equivalent of "Deimos Anomaly" takes place during what would have been the final third of ''Doom II'', early versions had a version of ''Doom II''[='=]s "Dead Simple" during the opening Mars portion, etc.) or excised (Doomguy doesn't die at the end of the Mars section finds a portal which works and have to [[ToHellAndBack rampage through Hell]] to get sends him straight back to Earth) Earth, skipping everything in the first game from its second episode onwards and only actually visiting Hell during the final third) and some elements of [[Film/{{Doom}} the movie]] added in (particularly, the first level originally used the music from the movie's infamous FPS sequence near the end).end, and footage of the sequence also shows up in the theater in the first secret level). The first episode, ''Hell on Mars'', takes place at a UAC research facility on the red planet rather than on Phobos and Deimos. The second, ''Battle of Los Angeles'', takes the action to Earth as Hell invades--but rather than the entire planet being overrun, the fighting's contained to the eponymous city. The third episode, ''Behind Hellish Lines'', takes place in Hell itself as Earth's forces attempt to stop the invasion.



* AllUpToYou: While the second and third episodes of ''Extermination Day'' are bridged by a ''fantastic'' [[TheWarSequence War Sequence]] level, after that point you're alone once again--barring any friendly Marines who survived up to that point. Intermission text explains at a few points that large forces attract attention, which is why you're sent on your own towards the portal after the first time you meet up with live and friendly Marines. Earth's invasion force is tangling with Hellish reinforcements once you do go through the portal, so Doomguy decides to go it alone, reasoning that a lone Marine would attract less attention. A few levels later, Doomguy learns the UAC forces have suffered thousands of casualties and were forced to pull back to Earth and hold the line there.

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* AllUpToYou: While the second and third episodes of ''Extermination Day'' are bridged by a ''fantastic'' [[TheWarSequence War Sequence]] level, after that point you're alone once again--barring any friendly Marines who survived up to that point. Intermission text explains at a few points that large forces attract more attention, which is why you're sent on your own towards the portal after the first time you meet up with live and friendly Marines. Earth's invasion force is tangling with Hellish reinforcements once you do go through the portal, so Doomguy decides to go it alone, reasoning that a lone Marine would attract less attention. A few levels later, Doomguy learns the UAC forces have suffered thousands of casualties and were forced to pull back to Earth and hold the line there.



** As of v20b, the Plasma Rifle has SplashDamage of its own. While that gives it great crowd control potential, it also means that Doomguy ''will'' get hurt if he tries firing it too close too monsters or obstructions. Given the size of the projectiles, this means it's only safely usable in open areas. This issue also extends to friendly Marines wielding Plasma Rifles, as they can wind up hurting Doomguy with the splash damage. v21 makes Doomguy immune to the splash damage from his own Plasma Rifle, but he'll still get hurt by the splash from friendly Plasma Rifle-wielding Marines. (Release Candidate 3 made Doomguy immune to that, too.)

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** As of v20b, the Plasma Rifle has SplashDamage of its own. While that gives it great crowd control potential, it also means that Doomguy ''will'' get hurt if he tries firing it too close too monsters or obstructions. Given the size of the projectiles, this means it's only safely usable in open areas. This issue also extends to friendly Marines wielding Plasma Rifles, as they can wind up hurting Doomguy with the splash damage. v21 makes Doomguy immune to the splash damage from his own Plasma Rifle, but he'll still get hurt by and Release Candidate 3 also made him immune to the splash from friendly Plasma Rifle-wielding Marines. (Release Candidate 3 made Doomguy immune to that, too.)Marines.



* GatlingGood: ''Brutal Doom'' replaces the Chaingun with a proper Minigun that shoots very fast indeed. (v21 introduced another weapon, the belt-fed Machine Gun, to bridge the gap between the slower but more accurate Assault Rifle and the Minigun.)

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* GatlingGood: ''Brutal Doom'' replaces the Chaingun with a proper Minigun that shoots very fast indeed. (v21 v21 introduced another weapon, the belt-fed Machine Gun, to bridge the gap between the slower but more accurate Assault Rifle and the Minigun.)



* {{Gorn}}: '''''[[Comicbook/{{Doom}} Sweet Christmas.]]''''' The original ''Doom'', which was extremely bloody and gory for the time, is downright tame compared to the blood-splattering carnage on display here. Not gory enough for your taste? You can crank it up ''[[UpToEleven even further]]'' to "Edgy as Fuck", "Japanese Cartoon" or the maximum, "OverdrawnAtTheBloodBank." [[note]](Alternately, you can dial it down to the slightly more restrained "Realistic".)[[/note]]

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* {{Gorn}}: '''''[[Comicbook/{{Doom}} Sweet Christmas.]]''''' The original ''Doom'', which was extremely bloody and gory for the time, is downright tame compared to the blood-splattering carnage on display here. Not gory enough for your taste? You can crank it up ''[[UpToEleven even further]]'' to "Edgy as Fuck", "Japanese Cartoon" or the maximum, "OverdrawnAtTheBloodBank." [[note]](Alternately, [[note]]Alternately, you can dial it down to the slightly more restrained "Realistic".)[[/note]][[/note]]



* HeartContainer: 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. Prior to v21, it could go well beyond, into the thousands. And depending on difficulty level, you're gonna need that much health and armor to survive the FinalBoss. (As of v21, it's been capped to 300% instead.)

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* HeartContainer: 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. Prior to v21, it could go well beyond, into the thousands. And depending on difficulty level, you're gonna need that much health and armor to survive the FinalBoss. (As As of v21, it's been capped to 300% instead.)



* InASingleBound: Evil Marines, as of v21 Release Candidate 3, have the ability to make ''very'' high jumps. As of [=v21RC3=] they're only "naturally" encountered on Mars toward the end of ''Extermination Day's'' "Nuclear Power Plant," which justifies their height jumps as part of Mars' lower gravity. (However, they'll do it on any map, whether it takes place in low gravity or not.) They often jump and fire in mid-air, and have a particularly ''nasty'' habit of ambushing a tar get by jumping just before they round a corner, firing down just before their target appears.

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* InASingleBound: Evil Marines, as of v21 Release Candidate 3, have the ability to make ''very'' high jumps. As of [=v21RC3=] they're They're only "naturally" encountered on Mars toward the end of ''Extermination Day's'' "Nuclear Power Plant," which justifies their height jumps as part of Mars' lower gravity. (However, However, they'll do it on any map, whether it takes place in low gravity or not.) not. They often jump and fire in mid-air, and have a particularly ''nasty'' habit of ambushing a tar get target by jumping just before they round a corner, firing down just before their target appears.



* MythologyGag: "Rip and Tear" has been a popular meme among the ''Doom'' community thanks to the ''Doom'' comic. With this mod, however, you can literally [[FinishingMove rip and tear some enemies]] [[HalfTheManHeUsedToBe in half]] after picking up a Berserk Pack or [[RandomDrop Demon Strength Rune]]. (In fact, players can alternate between two modes while Berserk, the one that causes {{Finishing Move}}s literally named "Rip and Tear! Mode.")

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* MythologyGag: "Rip and Tear" has been a popular meme among the ''Doom'' community thanks to the ''Doom'' comic. With this mod, however, you can literally [[FinishingMove rip and tear some enemies]] [[HalfTheManHeUsedToBe in half]] after picking up a Berserk Pack or [[RandomDrop Demon Strength Rune]]. (In In fact, players can alternate between two modes while Berserk, the one that causes {{Finishing Move}}s literally named "Rip and Tear! Mode.")"



** As of v20b and the Starter Pack, the difficulty levels received a revamp. In place of ''Last Man on Earth'', there is now ''Realism Mode''. In this mode, Doomguy takes dramatically more damage--for example, at 100 health and no armor, a single Imp's fireball is a OneHitKill, and their pounce attack is also immediately lethal even if you've picked up a fresh piece of Heavy (Blue) Armor. Stepping into slime or other damaging floors is almost immediately lethal if your health and armor isn't well above 200. This causes some problems, as certain levels (even those in ''Extermination Day''!) require taking a fairly extended dip in the stuff--often ''without'' a radsuit. (And even ''with'' a radsuit, you might still die [[https://doomwiki.org/wiki/Damaging_floor#.22Leaky.22_radiation_suits if the suit leaks.]])\\

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** As of v20b and the Starter Pack, the difficulty levels received a revamp. In place of ''Last Man on Earth'', there is now ''Realism Mode''. In this mode, Doomguy takes dramatically more damage--for example, at 100 health and no armor, a single Imp's fireball is a OneHitKill, and their pounce attack is also immediately lethal even if you've picked up a fresh piece of Heavy (Blue) Armor. Stepping into slime or other damaging floors is almost immediately lethal if your health and armor isn't well above 200. This causes some problems, as certain levels (even those in ''Extermination Day''!) require taking a fairly extended dip in the stuff--often ''without'' a radsuit. (And And even ''with'' a radsuit, you might still die [[https://doomwiki.org/wiki/Damaging_floor#.22Leaky.22_radiation_suits if the suit leaks.]])\\]]\\



** Prior to v21, "Nukage Processing" had ''no'' safety measures to keep someone from falling into the pools of nukage outside, and there were no radsuits in sight. However, as [=Sergeant_Mark_IV=] continued work on the map pack, later versions included a radsuit locker and decontamination shower as well as guard rails for the outside walkways. (This also made it possible to get all the secrets in Realism Mode.)

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** Prior to v21, "Nukage Processing" had ''no'' safety measures to keep someone from falling into the pools of nukage outside, and there were no radsuits in sight. However, as [=Sergeant_Mark_IV=] continued work on the map pack, later versions included a radsuit locker and decontamination shower as well as guard rails for the outside walkways. (This This also made it possible to get all the secrets in Realism Mode.)



* PaintItBlack: As of v21's beta, captured Marines who turn into Evil Marines will have their armor turn black. (v21 Release Candidate 3 changed it to olive drab instead.)
* PistolWhipping: If friendly Assault Rifle-wielding Marines are close enough to an enemy, they'll smash them with the rifle's butt. (By the way, this is known as a [[https://en.wikipedia.org/wiki/Buttstroke "buttstroke."]] We're not kidding.)
** In v20c made it possible for Doomguy to also melee with the Assault Rifle and Pump-Action Shotgun. If he's [[SecondaryFire aiming down the weapon's sights]] and attempts a kick, he'll perform a buttstroke instead. (This was removed by v21 in favor of just kicking at the enemy.)

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* PaintItBlack: As of v21's beta, captured Marines who turn into Evil Marines will have their armor turn black. (v21 v21 Release Candidate 3 changed it to olive drab instead.)
instead.
* PistolWhipping: PistolWhipping:
**
If friendly Assault Rifle-wielding Marines are close enough to an enemy, they'll smash them with the rifle's butt. (By the way, this is known as a [[https://en.wikipedia.org/wiki/Buttstroke "buttstroke."]] We're not kidding.)
butt.
** In v20c made it possible for Doomguy to also melee with the Assault Rifle and Pump-Action Shotgun. If he's [[SecondaryFire aiming down the weapon's sights]] and attempts a kick, he'll perform a buttstroke instead. (This This was removed by v21 in favor of just kicking at the enemy.)



** Initially for v21, [=Sergeant_Mark_IV=] intended to include a Skulltag difficulty setting in which the Skulltag weapons (and an Assault Shotgun) would have a one-in-four chance of replacing certain weapons. ([=BFG10K=] would replace the [=BFG9000=], the Railgun would replace Plasma Rifles, the Grenade Launcher would replace Rocket Launchers, and the Assault Shotgun would replace Super Shotguns.) As of Release Candidate 3, this was changed to a general mechanic for all modes except Purist.
** In addition to the Skulltag weapons and the Assault Shotgun, Release Candidate 3 ''also'' introduces a belt-fed Machine Gun as a rare replacement for the Minigun. Even more rarely, the [=BFG9000=] gets replaced by the ''Unmaker''. In this version, some powerups can also get replaced with a Flamethrower or a Demon Sphere.

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** Initially for v21, [=Sergeant_Mark_IV=] intended to include a Skulltag difficulty setting in which the Skulltag weapons (and an Assault Shotgun) would have a one-in-four chance of replacing certain weapons. ([=BFG10K=] weapons: [=BFG10K=] would replace the [=BFG9000=], the Railgun would replace Plasma Rifles, the Grenade Launcher would replace Rocket Launchers, and the Assault Shotgun would replace Super Shotguns.) Shotguns. As of Release Candidate 3, this was changed to a general mechanic for all modes except Purist.
** In addition to the Skulltag weapons and the Assault Shotgun, Release Candidate 3 ''also'' introduces a belt-fed Machine Gun as a rare replacement for the Minigun. Even more rarely, the [=BFG9000=] gets replaced by the ''Unmaker''.Unmaker. In this version, some powerups can also get replaced with a Flamethrower or a Demon Sphere.



*** The Pistol gets a fire-mode switch, selecting either single-shots or quick three-round bursts. (This also works when dual welding pistols.)

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*** The Pistol gets a fire-mode switch, selecting either single-shots or quick three-round bursts. (This This also works when dual welding pistols.)



*** The Machine Gun fires a single rocket as an explode-on-impact grenade. (You have to reload before firing another one this way.)

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*** The Machine Gun fires a single rocket as an explode-on-impact grenade. (You You have to reload before firing another one this way.)



*** ''Extermination Day'' also features a few nods to the Doom movie. The first level uses the music from the films' infamous [=FPS=] sequence, and footage from it is used in the cinema in the previously mentioned Hollywood Holocaust re-creation.

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*** ''Extermination Day'' also features a few nods to the Doom movie. The first level uses originally used the music from the films' film's infamous [=FPS=] FPS sequence, and footage from it is used in the cinema in the previously mentioned Hollywood Holocaust re-creation.



* StrippedToTheBone: Killing a Former Human, Nazi, or Imp with a Plasma Rifle will reduce them to a charred skeleton. (This is also what happens to Doomguy if he's killed by plasma bolts.)
* SquadControls: Friendly marines have two general commands--hold position, or follow the player. Switching between states requires walking up to the Marine and using the "use" function. This allows the player to set up killzones by having the Marines lie in wait for incoming enemies, or to keep them from tangling with something that will certainly get them killed. (Alternatively, ordering them to stay put is also good for keeping them out of your way if they make the game too easy for you.)

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* StrippedToTheBone: Killing a Former Human, Nazi, or Imp with a Plasma Rifle will reduce them to a charred skeleton. (This This is also what happens to Doomguy if he's killed by plasma bolts.)
bolts.
* SquadControls: Friendly marines have two general commands--hold position, or follow the player. Switching between states requires walking up to the Marine and using the "use" function. This allows the player to set up killzones by having the Marines lie in wait for incoming enemies, or to keep them from tangling with something that will certainly get them killed. (Alternatively, Alternatively, ordering them to stay put is also good for keeping them out of your way if they make the game too easy for you.)



** Again prior to v19, in both ''Doom II'' ''VideoGame/Wolfenstein3D''-themed secret levels, the blue-dressed and comically accented SS enemies were replaced with more realistic troopers wearing grey dark uniforms and shouting actual German phrases (taken from ''VideoGame/CallOfDuty 2''). They also carried [=MP40s=] that could be picked up and used by Doomguy.

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** Again prior to v19, in both ''Doom II'' ''VideoGame/Wolfenstein3D''-themed secret levels, the blue-dressed and comically accented SS enemies were replaced with more realistic troopers wearing grey dark uniforms and shouting actual German phrases (taken from ''VideoGame/CallOfDuty 2'').''VideoGame/CallOfDuty2''). They also carried [=MP40s=] that could be picked up and used by Doomguy.



* TorsoWithAView: A possible result of shooting a zombie with the Shotgun; the blast removes most of their chest, including a good portion of their ribcage. (The Railgun is also capable of this.)

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* TorsoWithAView: A possible result of shooting a zombie with the Shotgun; the blast removes most of their chest, including a good portion of their ribcage. (The The Railgun is also capable of this.)



** Prior to v21, 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. Bonuses that aren't caused by melee fatalities are instead triggered through close-range {{Mercy Kill}}s, though, downplaying the trope. (As of v21, most of these were removed in favor of having enemies drop bonus health vials and/or armor shards in situations where a Cruelty Bonus would have been awarded.)

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** Prior to v21, 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. Bonuses that aren't caused by melee fatalities are instead triggered through close-range {{Mercy Kill}}s, though, downplaying the trope. (As As of v21, most of these were removed in favor of having enemies drop bonus health vials and/or armor shards in situations where a Cruelty Bonus would have been awarded.)



* UltraSuperDeathGoreFestChainsawer3000: This mod provides the spectacularly apropos page image for that trope. (And, as far as Brutal Doom's gorefest qualities go, that page image doesn't show off the ''half'' of it.)

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* UltraSuperDeathGoreFestChainsawer3000: This mod provides the spectacularly apropos page image for that trope. (And, And, as far as Brutal Doom's gorefest qualities go, that page image doesn't show off the ''half'' of it.)
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** However the newest versions such as v20 toned down monsters strengths to more balanced levels, allowing slaughtermaps to be completed with skilled players. The Cyberdemon and Spider Mastermind are just toned down a little though.
** The dedicated mod ''Maps of Chaos'' can get unwinnable simply by its insanely increased difficulty. For instance, many levels spawn you already under attack, and your reaction is bound to trigger every enemy around who wasn't already targeting you from the start. It's common to take a lot of damage before being able to take a breather, and if you ended the previous level already damaged, no amount of godlike reflexes will save you from a reload loop.

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** However the newest versions such as v20 toned down monsters monsters' strengths to more balanced levels, allowing slaughtermaps to be completed with skilled players. The Cyberdemon and Spider Mastermind are just toned down a little though.
** The dedicated mod ''Maps of Chaos'' can get unwinnable simply by its insanely increased difficulty. For instance, example, many levels spawn you already under attack, and your reaction is bound to trigger every enemy around who wasn't already targeting you from the start. It's common to take a lot of damage before being able to take a breather, and if you ended the previous level already damaged, no amount of godlike reflexes will save you from a reload loop.

Added: 4

Removed: 89

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* MohsScaleOfViolenceHardness: Pushes the needle all the way up to 10 and keeps it there.



* YouNukeEm: v21 Release Candidate 3 makes available the Nuclear Rocket Launcher. It's available in the test map, but is otherwise unused in that version.

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* YouNukeEm: v21 Release Candidate 3 makes available the Nuclear Rocket Launcher. It's available in the test map, but is otherwise unused in that version.version.
----
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** The [[UsefulNotes/YanksWithTanks U.S. Air Force]] is explicitly mentioned in the intermission text after the ''Extermination Day'' level "Final Destination," and in the level "Industrial Zone" you'll regularly see F-22 fighters flying overhead. F-22s also perform low-altitude bombing runs twice in the campaign, [[BigDamnHeroes taking out a Cyberdemon or a large group of other enemies for you]].

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** The [[UsefulNotes/YanksWithTanks U.S. Air Force]] is explicitly mentioned in the intermission text after the ''Extermination Day'' level "Final Destination," and in the level "Industrial Zone" District" you'll regularly see F-22 fighters flying overhead. F-22s also perform low-altitude bombing runs twice in the campaign, [[BigDamnHeroes taking out a Cyberdemon or a large group of other enemies for you]].
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** v21 reintroduces the Pistol. While it still has poor damage, it has good accuracy and a three-round burst mode that is useful for scoring headshots against low-level enemies. It also draws ammo from a separate pool from the AR.

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** v21 reintroduces the Pistol. While it still has poor damage, it has good accuracy and a three-round burst mode that is mode, making it useful for scoring headshots against low-level enemies. It also draws ammo from a separate pool from the AR. You can either select it as your starting weapon in place of the rifle, or pick it up from a fallen zombieman.
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In November 2018, ''[[https://www.moddb.com/mods/brutal-doom/downloads/bolognese-gore-mod-v20 Brutal Bolognese]]'' has been released, allowing the LudicrousGibs effect of ''Brutal Doom'' to be used by many, many other mods. It was a more compatible version of "Ketchup" released earlier that removes monster coding dependency, thus allowing all monsters to be gibbed without changing the monster script.

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In November 2018, ''[[https://www.moddb.com/mods/brutal-doom/downloads/bolognese-gore-mod-v20 Brutal Bolognese]]'' has been released, allowing the LudicrousGibs effect of ''Brutal Doom'' to be used by many, many other mods. It was a more compatible cross-script friendly version of "Ketchup" released earlier that removes monster coding dependency, thus allowing all monsters monsters, including those from other mods, to be gibbed without changing the monster script.

Added: 1855

Changed: 76

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* MarathonLevel: As of [=v21=], ''Extermination Day'' received new maps and changes to existing ones best described as a journey rather than a maze.
** "Staging Area" on Mars has Doomguy trekking across the Martian landscape from the "Nuclear Power Plant" of the previous area to the "Lab Complex Entrance" of the next.
** "Return to Earth" changed from a hillside overlooking Los Angeles to a UAC air base in the Mojave Desert, already compromised--though the hillside complex of the earlier version is still part of this level, after a trek through a winding desert highway.
** The "Depot" of [=v20=] is now "Roadblocks," picking up where "Return to Earth" leaves off as Doomguy finds himself at a rail yard/truck depot, with the previous iteration of the level further down a highway and past a gas station.
** "Eye of the Storm" receives a near complete overhaul to look more like downtown Los Angeles with highrises and skyscrapers lining the streets. The mall--which is the last vestige of the level's origins as a remake of "Gotcha!"--now precedes a wonderful sequence in which Doomguy can commandeer a tank and fight his way through downtown to a parking garage overlooking the heart of the invasion.
** "Necropolis" now has a lot of outside areas, and the level doesn't end with the battle against the Cyberdemon; that now continues to underground caverns leading to a large open-area arena outside the city gates of the next level, "Dis."
** "Sacrificial Grounds" receives a ''massive'' expansion, including an entire section of swamp that leads to an abandoned UAC facility!
** [=v20's=] "Bloodfalls" underwent a near-total transformation into "Lavafalls." The level involves plenty of open-air fighting against enemies high and low amidst the crags of the eponymous lava-filled canyon, with some of the previous iteration of the map remaining intact.



** ''Extermination Day'' cribs a lot of textures from other games, such as ''VideoGame/DukeNukem3D''--which is formally acknowledged in one of the campaign's secret levels, a near-exact replica of ''Duke 3D''[='=]s first level, "Hollywood Holocaust."

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** ''Extermination Day'' cribs a lot of textures from other games, such as ''VideoGame/DukeNukem3D''--which is formally acknowledged in one of the campaign's secret levels, a near-exact replica of ''Duke 3D''[='=]s first level, "Hollywood Holocaust."" ([=v21=] also added an additional ''Duke 3D'' level, "Red Light District.")
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Dummied Out is now trivia. Moving examples accordingly.


** There's also (as of v20) a DummiedOut feature in which Friendly Marines will give Doomguy stimpacks when he's low on health. This can only be invoked in-game by summoning Marines performing the action via console commands.

to:

** There's also (as of v20) a DummiedOut an unused feature in which Friendly Marines will give Doomguy stimpacks when he's low on health. This can only be invoked in-game by summoning Marines performing the action via console commands.



* HalfTheManHeUsedToBe: 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 Barons of Hell by blowing their upper body messily off their bodies. Some enemies ''survive'' this, however. The Revenant will still try to rocket you even after you've blown its torso apart from its legs. There's also (as of v21) a DummiedOut instance of the Baron of Hell doing the same.

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* HalfTheManHeUsedToBe: 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 Barons of Hell by blowing their upper body messily off their bodies. Some enemies ''survive'' this, however. The Revenant will still try to rocket you even after you've blown its torso apart from its legs. There's also (as of v21) a DummiedOut an unused instance of the Baron of Hell doing the same.



* YouNukeEm: v21 Release Candidate 3 makes available the Nuclear Rocket Launcher. It's available in the test map, but is otherwise DummiedOut in that version.

to:

* YouNukeEm: v21 Release Candidate 3 makes available the Nuclear Rocket Launcher. It's available in the test map, but is otherwise DummiedOut unused in that version.
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* PowerUp: Most of the classics return but are accompanied by new ones such as the "Demon Strength Rune," which is a more common form of the Berserk Pack. There's also a Demon Sphere transformation power-up, which forcibly warps Doomguy into a Revenant (or a Baron of Hell!) for a short period of time.
* QuickMelee: You can strike enemies with a kick attack.

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* PowerUp: Most of the classics return but are accompanied by new ones such as the "Demon Strength Rune," which is a more common form variant of the Berserk Pack.Pack that's occasionally dropped by enemies. There's also a Demon Sphere transformation power-up, which forcibly warps Doomguy into a Revenant (or a Baron of Hell!) for a short period of time.
* QuickMelee: You can strike enemies with a kick attack. If you' ve obtained a berserk pack, kicking a low-level enemy will send them flying backward with enough force to splatter them against the wall.
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* DirectContinousLevels: While the vanilla game's levels frequently start the player off in a completely random spot, ''Extermination Day'' is designed to give a sense of flow from map to map-the door, lift or other means of exiting the level will be visible when starting the next level.

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* DirectContinousLevels: DirectContinuousLevels: While the vanilla game's levels frequently start the player off in a completely random spot, ''Extermination Day'' is designed to give a sense of flow from map to map-the door, lift or other means of exiting the level will be visible when starting the next level.
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The end result was ''Brutal Doom'', a mod that takes the original game (or ''VideoGame/DoomII'', or pretty much any IWAD you throw at it) and pumps new life into the MS-DOS classic. Taking cues from the infamous ''Doom'' [[ComicBook/{{Doom}} comic book]], ''Brutal Doom'' allows Doomguy to perform all manner of new tricks on the forces of Hell, and for them to respond in kind. Ever since its first release in 2012, the mod's continued to receive updates and additional content.

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The end result was ''Brutal Doom'', a mod that takes the original game (or ''VideoGame/DoomII'', or pretty much any IWAD you throw at it) it[[note]]Yes, even freakin' ''VideoGame/ChexQuest''. Just ask WebVideo/TheAngryVideoGameNerd.[[/note]]) and pumps new life into the MS-DOS classic. Taking cues from the infamous ''Doom'' [[ComicBook/{{Doom}} comic book]], ''Brutal Doom'' allows Doomguy to perform all manner of new tricks on the forces of Hell, and for them to respond in kind. Ever since its first release in 2012, the mod's continued to receive updates and additional content.

Added: 288

Removed: 1920

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* DirectContinousLevels: While the vanilla game's levels frequently start the player off in a completely random spot, ''Extermination Day'' is designed to give a sense of flow from map to map-the door, lift or other means of exiting the level will be visible when starting the next level.



* DummiedOut: Multiple cases of this in the mod. Some examples:
** Although v19 removed the Waffen-SS soldiers due to controversy surrounding the display of Nazi imagery, their [=MP40=] is still in the mod; the player just has to use the console to get it. The weapon makes a comeback in Extermination Day, alongside the [=MG42=].
** Prior to v21, the Skulltag weapons (the railgun, grenade launcher, and [=BFG10K=]) weren't anywhere to be found in Extermination Day, but console commands allowed you to wield them. Similarly, the weapons from ''VideoGame/ChexQuest'' can be used in ''Extermination Day'' via console commands, but they use Brutal Doom's art assets.
** In v20b, there's a dummied-out "[=BrutalPistol=]" that is a reskinned and reworked version of the vanilla pistol, using its own ammo pool and with a rate of fire determined only by how fast the player can pull the trigger. v21 reintroduced the pistol as an optional starter weapon, but it uses vanilla Doom's graphics--as well as some unused assets posted by John Romero on Twitter. It was originally slated to use the same ammo as rifles and miniguns, but in the public beta, has its own pool of ammo. (The [=MP40=] and the UAC's own Submachine Gun use this ammo as well.)
** Though the player will typically encounter NPC Marines welding Assault Rifles, Pump-Action Shotguns, Miniguns and (rarely) Super Shotguns and Plasma Rifles, there are also marines who wield Rocket Launchers and [=BFG9ks=] that can only be found by summoning them with the console.
** In v21 Release Candidate 3, there's a summonable (but unfinished) monster dubbed "Titan" which turns out to be a full-bodied, incredibly ''massive'' Icon of Sin. Notable because [=v21RC3=] came out a year ''before'' Doom Eternal. The Titan has no attacks (other than its every footstep causing massive SplashDamage to everything around it) but has ''100,000'' HP; when killed, it just vanishes.
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* ExplodingBarrels: 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.

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* ExplodingBarrels: 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.flames, or hit with a rocket to make them explode like standad ones.
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* ArtificialStupidity: Friendly Marines are totally oblivious to the notions of cover and stealth. They will run directly in front of you even while you're hosing down the room with the BFG 10000. They will occasionally attack imprisoned fellow Marines. If ordered to hang tight and wait, they will occasionally flinch and start shooting at each other.
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* {{Hellhound}}: ''Brutal Doom 64'' has these as a new enemy type. They're large, [[MultipleHeadCase two-headed]], skinless dogs that can spit fireballs.
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* MookHorrorShow: In the ending of ''Brutal Doom 64'', Doomguy is able to scare off an entire army of monsters just by pumping his shotgun.

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