The hype was very much alive last night, as everyone was waiting patently for Sergeant Mark IV to release his tremendously anticipated latest edition of “Brutal Doom,” which of course would be “Brutal Doom v20.” People have been waiting for months and months for this moment. The wait is finally over! Nevertheless, what a night it was yesterday, it honestly felt like the day before E3 (or something like that). People just kept on refreshing Sergeant Mark´s Brutal Doom Facebook page, and the ModDB Brutal Doom page. So when the count down clock reached zero, it was party time! Well, so we thought (it was 00:00 at night). However, the party was delayed due to some last minute fixes by Sergeant Mark.
At that moment, it really felt like “Brutal Doom v20” might just get cancelled. I think that i was not alone to have those thoughts either (just read the Facebook comments), so i waited about 2 more hours for “Brutal Doom v20” to get release, but it never got released. So I rage quitted and went to bed. Well, I’m glad to inform you all that I noticed that the game is now finally available via ModDB´s homepage!
So my day has just been made, and it happened on the National Day of Sweden as well (fu**ing awesome!), and yes, you guessed it. I will of course record videos for “Brutal Doom v20”. In fact, I will do a brief introduction video for BD v20 today. Anyhow, i have added the change log for BD v20 down below (Sergeant Mark has made tons of changes to BD v20), and don´t forget to download Zandronum 2.0 or GZdoom 1.8, or else you won´t be able to run BD v20. Now, let´s rock!
CHANGELOG FROM V19 TO V20
– Headshot system was completely remade. This fixed a bug causing headshot kills to not contabilize to a player’s score on a multiplayer game, and has a better way to calculate damage input, making every attack deal a fixed double ammount of damage.
– Added uncountable new attack, pain, fatality, and death animations for all monsters.
– All gore and blood sprites from other games such as Blood were completely removed, and new ones, better fitting Doom’s art style, were added.
– You can now dual wield the assault rifles.
– Many sounds for gore and environment were changed, to add more variety.
– Fixed a bug causing the Revenant Missile Launcher’s projectiles to not lock on enemies.
– Blood pools will form around a killed monster.
– Greatly improved driping blood effects.
– Improved bullet decals.
– Every projectile such plasmaballs and fireballs will leave decals on floor and ceiling.
– The Spidermastermind’s collision and movement was completely remade. Now the players will be able to walk under it’s legs, but if you run directly into it’s moving legs, you will be stomped.
– Fixed explosive barrel’s colision. Now you will able to pile up barrels and use them to climb places.
– When shooting a cyberdemon, the bullets will also ricochet on his steel skeleton.
– Fixed Player’s sprites flickering on Player Settings menu.
– Explosions over natural surfaces such as grass or dirt will launch lots of dirt and dust, into the air.
– Explosions over liquid surfaces will launch the liquid over the air, and will leave it smearing on the walls. (currently only for water)
– Mancubi will use a flamethrower alt attack when the player is too close.
– Recoil for all weapons remade.
– Updated weapon sprites.
– After a player dies, Demons and imps will pile up on it’s body to eat it.
– Gibbing a monster, or exploding its head near a tree or barrel, will leave the object smeared with blood.
– Fixed many missing dynamic lights.
– Restored and improved old Plasmagun alt-fire.
– Restored old Plasmagun sprites.
– Chainsaw completely remade.
– Mancubus Flame Cannon has new skins, it’s projectiles are no longer affected by gravity just like the Mancubi ones, and now the player can use a flamethrower alt fire.
– Stealth Kills on zombies and imps were improved. Even if you alert the enemy but is able to punch him before he turns, you will able to perform a stealth kill.
– Much improved most fire deaths.
– Fixed a bug making the Super Shotgun display its reload animation after the ammo runs out.
– Fixed a bug that allowed the player to fire the Super Shotgun with both barrels with only 1 shell remaining.
– Changed the internal code name of the RevenantMissiles to RevenantBalls because why not?
– Fixed a sploit that allowed players to jump over Pinky Demons, rendering their cornering abilities useless.
– Improved teleport effect.
– Zombies and the Mastermind now have vertical spread on their guns.
– When shooting trees, it will spawn wood chips.
– Restored shotgun’s wooden grip and added DoomNukem’s shotgun side sprites.
– Added an option to play with Vanilla Doom weapons.
– You will leave blood footprints after you step in a blood puddle, Duke Nukem-style.
– When you kill a zombie or imp with the shotgun, and sends it flying, it will get slumped if it hits a wall.
– Fixed a bug causing the Chaingunguy to have a vanilla Zombieman XDeath animation when killed by the SSG.
– Changed the way the Assault Rifle looks and works. It now uses Mike12’s sprites, fires faster, and is meant to be fired in bursts. (Holding the fire button for too long will cause it to spread a lot)
– Added “Sling physics” to shotgun’s animations.
– Fixed a bug causing the Archvile’s body to block things even after death.
– Improved kicks. They deal more damage, and have a better feel.
– After you remove the arm from a Pinky demon, it will have a 50% chance of not dying and keep fighting you. He will move faster, but will eventually bleed out.
– Shotgun will no longer play the pump animation during reloads if you already have a shell in the chamber.
– Added Grenades. They can be picked up with Backpacks. You can either use a bind quick-toss them, or select them as an individual weapon on Slot 0.
– Added Friendly Marine variations. After rescued, they can either come up with a rifle, shotgun, minigun, plasmagun, rocket launcher, or BFG. You can now also release marines by
pressing use near them.
– Marines can follow orders. Press the Use button in front of them to change between “Follow” and “Hold Position” modes.
– Added ammo counter for SSG.
– Added a script will detect automatically if you are playing on SinglePlayer/Coop, and will automatically make your rockets and plasmaballs pass through other players/marines. This will also make any projectile of friendly marines to pass directly through you too.
– Friendly marines can’t be killed by friendly fire.
– Bodies and gibs are no longer shootable.
– Reduced the duration of the camera shake caused by explosions by 50%.
– Fixed a bug causing stealth kills/fatalities to not happen if the player selected the fists where aiming down the sights with rifle/shotgun.
– Improved performance on maps that have lots of candles.
– Infrared will allow you to see Spectres like translucent pinkies.
– Fixed some bugs related to lamps. Also improved their destruction animations.
– Added map replacements for Doom 1’s E2M8 and E3M8 featuring new boss fights.
– Added an unload function to remove ammo from the rifle, shotgun, and super shotgun.
– Added CVARs.
Robin “V-Act” Ek
The Gaming Ground
Twitter: @TheGamingGround
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Tags: Andrew Hulshult, Brutal Doom, Brutal Doom v20, Doom, Sergeant Mark IV