

- #BRUTAL DOOM V21 ADDONS MOVIE#
- #BRUTAL DOOM V21 ADDONS MOD#
- #BRUTAL DOOM V21 ADDONS MODS#
- #BRUTAL DOOM V21 ADDONS CODE#
Grenade damage and armour save modifier closer to Brutal Doom 21 (pre-patch) Slightly higher 'weak' monster HP (Imps and Zombies)
#BRUTAL DOOM V21 ADDONS MOD#
Mod name "BD21 XVME 1.3.1 brutal doom 21 MONSTERS ONLY addon" Download the altered BDpatch21.0.3 and main file bd21_xvme1.3.1_TPR_(MonstersOnly) from. If you use this in Doom 2 or other WADS there might be too many of these strong monster variants.Īn attempt at a monsters only version has been made. Is intended only for Doom1 so that Revenants, Arachnotrons, Mancubii, Barons, Archviles, Commandos and Pain Elementals and mini masterminds will spawn (small chances to replace rifle zombie, pinkys and imps and hell knights). Optional: BD_SniperRifle_TPR (works well with the Sniper mod so sniper Zombie will drop a sniper)Ĭompatible weapons that drop from relevant monsters
#BRUTAL DOOM V21 ADDONS MOVIE#
Good to download the sister addon = bdv21mut_ewm & Tomtefars light (so quad shotgun, doom movie rifle, hell rifle, unmaker and compact SMG drop from new enemies and many other changes, new revolver, smoke on casings//minigun, railgun&bfg10k, autoshotgun&assaultshotgun, mancubus flamer all have seperate ammo) Optional monsters drop ammo not guns: if you don't want to get all the high level weapons in the early game from monster drops. Now the players will also explode with gibs.Optional: bd21_xvme1.3.1_TPR_Monsters drop ammo not guns (Optional)īd21_xvme1.3.1_respawner_TPR_(21.0.3 patch) Fixed a bug that allowed Arch-Viles to resurrect exploded monsters, making them return as invisible creatures. Added colored green and blue gibs (they require an addon to work). More garbage data deleted, filesize reduced from 1,1mb to 800kb. Greatly improved gibs, added more animations, improved blood mist effects. You can even remove the CVARs and load it with Brutal Doom to get Brutal Brutal Doom.
#BRUTAL DOOM V21 ADDONS MODS#
Now everyone can stop harassing mod creators to make their mods compatible with Brutal Doom, because with this, you can now turn anything into Brutal Whatever. Is compatible with Zandronum 3.0, or any version of GZDoom newer than 1.8. So far I have tested it with Smooth Doom, Project MSX, Ashes 2063, Blade of Agony, Stronghold, Quake2Stuff, FreeDoom, DemonSteele, and DukeNukemThreeDee. It should theoretically run with anything, as long as it doesn't features sprites with the same name.
#BRUTAL DOOM V21 ADDONS CODE#
2300 lines of DECORATE code compared to Ketchup's over 5000 lines. Every actor is commented with their purpose explained. With a cleaner code, now it's easier to incorporate the system into your mod. Code is also sensitive to the monster's size, which spawns more gibs if you are killing bigger enemies. It's up to date with Brutal Doom v21's gore effects, code has been entirely remade and is now easier to read, it performs better, has new features (uses sv_corpsequesize to control the maximum amount of bloodspots and gibs, and allows you to control the minimum gibing health) and now it no longer uses DECORATE code to spawn gibs, but it uses ACS to spawn them without touching the monster's original code, allowing it to work with custom monsters.

Bolognese is a more advanced version of Ketchup.
