Easier to read version here:
http://doom.wikia.com/wiki/Brutal_Doom
Primary changes
Dramatic increase of gibs creating a much gorier atmosphere.
3D bloodspots allow all textures to be covered with blood, including the floor and ceiling.
A more dynamic interface. For example, blood splashes on the screen if the player kills an enemy up close, and glass cracks and/or bullet holes may appear on the screen when you get injured.
When the player is critically injured (30% health or lower), the screen gets stained with tiny blood splatters, and a dripping sound is played intermittently as the marine's blood drips continuously on the ground (albeit this is just a visual effect which adds to gameplay realism and does not incur in further health loss).
New death animations for all enemies. Body parts can be torn apart by regular fire on various locations on the enemy's body, cut in half with the chainsaw, melted with the plasma gun, burnt into smoky scorch by fire or electricity-based attacks, and blown to smithereens by explosives.
Corpses can be further mutilated upon death.
Many enemies have new attacks (more details below), and many enemy attacks do up to twice the normal damage.
Many of the game's weapons have been altered or tweaked in various ways, such as by making it necessary to reload or by adding secondary functions (see also below).
Additional changes
The berserk pack's functionality has been expanded. With it, the player can perform fatality-style finishers on monsters, as well as grab Lost Souls and explosive barrels and throw them. Performing fatalities on monsters replenish player's health - the more powerful and dangerous the slain enemy, the more health will be recovered. Also using the berserk pack, the player can pick up stunned zombies and imps (a "stunned" monster will have had one of its limbs blown off and be kneeling on the ground) to use as meat shields against projectiles or throw them at other enemies by pressing the alternate fire key, causing enormous damage.
Implementation of headshots for all monsters - except for the Cacodemon, Lost Soul and Pain Elemental.
Headshots deal as much as double damage (depending on the weapon), and can gib the monster's head for one of many special death animations (see the screenshot at the right). Autoaim does not assist in getting headshots.
Invisibility spheres are replaced with captured marines. If the player punches or kicks the marine, he will be freed and will attempt to fight against the demons. The captured marines hold random weaponry, with multiple playthroughs of a level resulting in differing weapons that the marine will fight with (more powerful weapons have smaller probability of occurring in the marine's hands). The demons around the captured marine will attempt to kill him before the player can free him. If the marine is killed after being freed, his weapon will be left for the player.
If the player kills certain monsters (or shreds their corpses) with the Chainsaw or Rocket Launcher, they can steal their weapons (for example, the Revenant's hellish rocket launchers and the Mancubus's flame cannon, both mapped to keys 8 and 9 respectively).
Enhanced lighting and shadow effects for decorations and projectiles similar to those found in the Doomsday engine.
Enemy bullets now act as projectiles, albeit very fast ones, allowing the player to dodge them given sufficient distance.
The fists are faster and can make quick jabs. They are also a silent attack and will not alert enemies. The alt-fire throws a slower but more powerful hook punch. Punching a Zombieman, Shotgun Guy, or Imp from behind before the enemy has noticed will snap their neck, killing it instantly without alerting others.
A kick attack has been added to shove enemies away from the player, similar to the one in Duke Nukem 3D. It can be bound to a specific key. When performed in mid-air, the player performs a flying kick with his foot turned 45 degrees left-upwards, which deals more damage.
The chainsaw uses the Doom 3 Chainsaw sound effects and blood splatters on it when sawing an enemy.
The useless pistol is replaced by an assault rifle, matching the player's sprite, which unlike the original pistol remains useful even late in the game. The assault rifle has a decent fire rate (close to the original chain gun) and is one of the most accurate weapons in the mod. The alt-fire mode allows the player to aim down the sights to snipe enemies (starting from version 0.18, the aim is made via a realistic telescopic crosshair embedded on the weapon itself). It has a clip size of 30.
The shotgun now has a black synthetic pump and stock instead of wooden ones, and also has a vented heatshield on the barrel. Like the assault rifle, the sights can be used for more accurate shots. It now fires ten pellets per shot to match the super shotgun's 20. It has a magazine size of 8.
The super shotgun has a faster reload time, and at point-blank range will deal an additional damage boost. It now has the option of firing only one barrel at a time, thus shooting only 10 pellets.
The chaingun is now correctly referred to as a Minigun (as well as resembling the more traditional design of said guns), and fires 50% faster but also requires a spin-up and cool-off before and after firing respectively, similar to the plasma gun. The alt-fire mode makes the barrels continuously spin, further increasing the firing rate but also drastically decreasing the accuracy and alerting monsters. Unlike most of the reworked guns, it does not need to be reloaded.
The rocket launcher has a considerably smaller splash damage area, but has a faster fire rate and causes 50% more damage on a direct hit. It holds 6 rockets per clip. It is also the only weapon that reloads automatically after emptying a full ammo clip or when the players selects it for the first time.
The plasma gun now deals roughly double damage and can cause minor splash damage to enemies (and players, if the bolt hits a nearby wall), but fires at a slower rate. The alt-fire mode fires a spread of plasma bolts in a shotgun-like spread, which can do as much damage as two rockets. It has a clip size of 50.
The BFG9000 uses the Doom 3 BFG sound effects and the primary energy ball deals double damage. Instead of the original BFG's hitscan tracer attack, it simply deals damage in a very large radius. It can also fatally injure the player if the ball explodes too close (only applies if it hits an inanimate object or obstacle and not an enemy), again unlike the original BFG.
Most weapons cause kickback, especially the Super Shotgun and the BFG9000 - the bigger its firepower, the farther backwards the weapon pushes the player.
The player is able to flip monsters off by a bindable command known as "Offend". This command will alert nearby monsters as if the player had just fired a weapon. There are other bindable commands, such as "Wave". Pressing the wave button during a fatality (see below) will allow the player to see his own wave animation in third-person.
The player's ammo capacity for bullet weapons has been increased from 200 to 300 (and from 400 to 600 with a backpack).
Both the Grenade Launcher and the Rail gun from the Skulltag source port have been given new sprites and attributes. The Grenade Launcher is a standard issue M79; it has a much larger blast radius than the Rocket Launcher, but fires much slower. The Rail gun fires at a slower rate than the vanilla Skulltag Rail gun but uses half as much ammunition and reloads after 5 shots instead of 4.
Sprite change of rockets and box of rockets, backpack, armor bonus, armor and megaarmor.
Zombiemen will sometimes rapidly fire off 5 shots without pausing. Also, both he and the Former Sergeant must stop to reload their weapons after a while.
Shotgun Guys now fire 8 pellets per shot instead of only 3.
Nazis now have completely different sprites, sounds and animations, and are much more dangerous and deadly foes. They will drop their MP40 submachineguns upon death, which the player can pick up and use for himself (mapped to key 0). The MP40 has a higher rate of fire than the assault rifle and a 32-round magazine.
The Imp now has a pounce attack like his Doom 3 version, usable in medium to short distance, and can sometimes shoot two fireballs in quick succession. Its projectiles are now much more realistic, with several sound and visual effects.
Spectres are completely invisible - save for their eyes, making them much harder to detect - however, they briefly flash into a fully visible state (using the Demon's sprite) upon attacking and taking damage. When a Spectre is killed, its corpse loses the translucency power (in the form of a red aura which "smokes" upwards from it) and becomes permanently visible.
The Cacodemon can sometimes shoot two consecutive projectiles and shunt itself out of the way of incoming attacks.
Melee-oriented monsters, such as Hell Knight and the Demon, will perform fatalities on the player and even other monsters if they kill them with a melee attack.
The Baron of Hell has gained two new projectile attacks: in the first one, it launches 3 projectiles in a wide spread instead of one. The animation for this tri-spread attack is shown by the Baron clapping his hands together instead of his usual sidearm throw - this animation is actually a cut-and-paste job of his sidearm throw animation horizontally duplicated to look like the Baron swings both arms in order to clap his hands together and launch the attack; in the second one, albeit quite rare to happen, the Baron can grab and throw a dead monster's corpse (usually a Zombieman or Shotgun Guy) like a missile towards the player, in the same concept of meat shield described above, incredibly causing massive damage - but this attack cannot be performed with corpses that were already placed in the action by the map designer.
The Hell Knight and the Baron of Hell can be kicked in the crotch, stunning them for a few seconds (applies only from v0.18 onwards).
Arachnotrons are much larger, around the size of a Baron of Hell, and also move faster. Their plasma shots now are the same blue projectiles fired by the player's own plasma gun.
Lost Souls now deal less damage, but fly around and attack much faster, which can potentially cause unlucky or slow players to miss attacks constantly - making them one of the more frustrating enemies in the game. Their health is also halved compared to their vanilla version. The Lost Soul's flames have been removed from the sprite and are now generated by particle emmiters.
Pain Elementals explode upon death, causing heavy damage to nearby monsters and the player as well. Said explosion can be prevented only by killing them with an execution/fatality.
Revenants always fire two guided missiles at a time (matching their animation of both shoulder cannons lighting up when firing), and non-guided missiles are fired in volleys of four. Guided missiles have a much more limited fly pattern (they tend to travel downwards to the ground unless they can reach their target or hit any obstacle or other monster) and are now indicated by a reddish glowing color (non-guided missiles have a yellowish lens flare effect).
Mancubus fireballs have a small radius blast area that deals slight fire damage. They leave damaging flames for several seconds after hitting a surface.
Arch-Viles are less powerful, as their attack takes longer time to charge and they have less hit points, however they can resurrect enemies without having to stop and face the monster's corpse. Their appearance also changes, as they now sport large stereotypical ram-like demonic horns.
The Spider Mastermind's minigun is now a high-calibre gatling gun loaded with explosive rounds (each round, although much weaker than a Cyberdemon's rocket, is still very powerful). Its reaction time is much quicker, giving the player less time to get out of its way. Perhaps the most dramatic change to this monster is that it has four times as much health as its vanilla counterpart (3000 to 12000), although it will take increased damage from some weapons. The screen will also shake when a Mastermind opens fire on a player, closeness to the monster or impacting fire varies shaking intensity. The creature's mechanical chassis absorbs most of damage inflicted (it nullifies around 7/8th of the attack's original damage value), dealing shrapnel damage and metal sparks from gunfire and chainsaw attacks respectively. Its death animation is also enhanced, and the resulting explosion can badly hurt or kill players or monsters too close to the blast (only applies in versions older than 0.17).
The Cyberdemon has a new melee attack: a devastating stomp, which against the player is almost always an instant kill. In addition, it shoots fire-engulfed rockets faster and for longer (four rockets instead of three) in a wider angle, giving it a limited ability to lead its shots against circle strafing players. The screen will also shake when its rocket impacts near a player's position, the closer a player is to an impacting rocket will mean a more intense screen shake. Like the Spiderdemon, its death animation is visually enhanced to deal massive damage to anything near the explosion (again, only below v0.17). As an aesthetic correction, the rockets are now fired from the Cyberdemon's rocket launcher arm instead of the middle of his legs, akin to his Doom 64 version. Starting from version 0.18, using the "Offend" command to flip the Cyberdemon off will enrage him, causing him to fire his rockets much more aggressively - he now fires six consecutive rockets, in a much faster rate and having smaller intervals between volleys.
Decorative props, such as trees, hanging corpses and lights, can be destroyed. Destroying hanging corpses will occasionally reward the player with health and armor bonuses.
The player and monsters now "wade" through a liquid instead of walking on it (their sprite appears partially submerged), and wading through liquids causes a splashing sound to be played. The various liquid textures are also enhanced.
Enemies randomly drop demon strength runes upon death, which act similarly to berserk packs (albeit they do not recover health as much as the berserk pack does).
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