Just unzip and use Brutal FreeDoom with any mapset that uses vanilla weapons and monsters with GZDoom 4.0 or higher, or LZDoom 3.88. Also works on Delta Touch. The other PK3 is DOOM style version that is very similar in gameplay. bonus goodie basically.
Changelog:
Nov 9/23: Did some cleanup due to lag issues happening in GZD4.11.3. Updated Textures to work better. Nashgore menu in Options has Gore cleanup function. Use it if it gets too gorey with lag, That fixes most issues with lag. Made Grenade throw animation slightly faster.
Brutal FreeDoom GZD V4
Intro
Welcome to the new update to Main line Brutal FreeDoom GZD now at V4.
The Combat and Guns have all been switched around again, for the better and better balancing.
Mainstays such as the Steve's Flashlight, Tilt++ and Nashgore are still implemented.
We are now back to more vanilla styled looking guns but they are from the latest autobuild dated of 10/19/23. The Combat has also changed and better balanced. Zombies are not grenade chuckers any longer, but the tactics have completely changed as well.
Theres a few more guns. We now have Normal throwing grenades rather than Duke styled Pipe Bombs, g-button throw or whatever you want.
Please note that Gun Switch after the throw usually goes to a Pistol, FreeDoom Guy is a quickdraw mcgee now too!
Reloads are generally slower but fire rate and weapon switch speed are very high.
As usual Altfire on all guns is a Melee, now as a punch that hits hard enough to deal with low tier enemies and Slime Worms fairly quickly.
Also along in this package is a Doom styled version called Kal's XIV Doom, as this is also become a tradition of sorts now of making a Doom art style friendly version.
(please note this is based on Exkalibered at it's Core, but has been refined to a higher extent for style and polish)
With Love I present this FreeDoom(and Doom of course) mod as personal achievement in Gameplay Modding, and hope it brings as many smiles to others that it did for me.
Kalenser.
Ammo Types:
Civilian Rounds: Used by Security Pistol and the UAC M16--- max 200, max backpack 400
AGM Military Rounds: Used by Colt 45 and AGM Rifle-- Max 100, max Backpack 200
AGM Navy Rounds: Minigun. max 200, max backpack 400
Plasma Rounds-- Vanilla amount
Rockets-- Vanilla amount
Weapons:ALL GUNS ALTFIRE IS PUNCH except AngleGrinder. Punch is active when berserk is found on all guns. Duke Nukem 3D adopted mechanic.THERE ARE NO ZOOM on any weapon ala Vanilla homage and safe to use vanilla autoaim!All bullet weapons have tracers and so do Zombie enemies too. Tracers deal zero damage and are just there for show.
Player.WeaponSlot
1, Fist,Flamer,chainsaw
2, revolver,Colt45,Pistol
3, Shotty,SSG1
4, AGMrifle,M16
5, chaingun1
6, RocketLauncher
7, PlasmaRifle1
8, BFG9000
AGM Security Pistol--- No magazine ammo shown because its old school and doesnt sync to the HUD. Fires fast.16 shots before reload.
Colt 45-- Hits hard -- No magazine shown but still reloads-- 7 shots per reload. Hits very hard. Usually first to be drawn after throwing a grenade.
UAC M16-- Low damage but high fire rate, accurate and has ammo type shared only with Security Pistol. 35 round mag.
AGM Rifle-- High Damage, accurate, good fire rate. Read ammo type above. 30 round mag.
Minigun--- Realistic fire rate!!! so be easy on the trigger finger. no reload needed, for better or worse.
Plasmarifle-- vanilla but pretty. Fire Damage(yup, burn deaths!!)BFG--
Big Freeze Gun 9000. Hits as hard and just like classic BFG, but Freeze enemies + Shatter.
Flamer--- An infinite ammo flamethrower. Balanced out by the fact it can hurt YOU too. Be careful. It shows Plasma ammo, but does not use it.
Chainsaw--- Angle grinder, but yeah. Hits hard and causes bloody messes on anything that dies to it. +Extreme Death.
RocketLauncher--- Nothing to say here. Performs its job to vanilla standards which is good enough
.Grenades are not loud and do not alert enemies unless with damage. They are incendiary grenades and done need a loud boom to be affective.
MONSTERS!!!All Monsters have close to vanilla health values. All Zombies will back away from you if you get too close.Shotgunner, Chaingunner and Baron of Hell ARMOR HEALS! so stay on them or use heavy weaponry.
Zombieman--- moves faster than vanilla by a small amount. Agressive and shoot triple burst.
Shotgunner--- Moves very fast. They will surprise you quite often. This is an Armored Zombieman! He can survive if his armor is destroyed.
Chaingunner--- This is also an Armored Zombieman with a chaingun. Armor is heavier than Shotgunner and can still break.
IMP---
.Pinky--- Classic Worm and same for brother Spectre.
Hell Knight and Baron are 2 monsters in 1! The Baron is the exosuit, and the "hell knight" is the smaller biological pilot
Pain Elemental--- Very fresh coat of pain..... Performs Vanilla
Lost Soul--- Fresh coat of paint. Performs vanilla.
Archie--- Looks excellent-- has a complete overhaul. Becareful and shoot every chance you get. Does NOT have his normal attack. Hes a summoner
.Revenant--- new Vanilla. Looks awesome imo/
Fatso-- hes the freedoom version but looks great. Vanilla performance.
Arachnotron--- FreeDoom but looks fantastic. Vanilla Performance
CacoDemon-- Fresh sounds but FreeDoom vanilla otherwise.
CyberDemon-- Fresh coat of CHANGE-- Super Demon upgraded in code to be more deadly. Yes yeah yes. It is the Super Demon because BIG HEART.
SpiderMasterMind-- Is now FreeDoom Assault Tripod ART, but performs exactly the same as a normal Spidermom.
The real bread and butter--- CREDITS!!!
1.FREEDOOM PROJECT--- Guns and MONSTERS, textures, sounds
2.Liquid Texture Pack 5.0-- for them awesome splashes
3.Cryonaut--- Original Contribution to Brutal FreeDoom GZD For all the pretty fireballs and plasma!!!
4.REALM667--- SuperDemon, UAC Battle Rifle, EMS Rifle, UAC Plasmatic Rifle, Colt SA, SeekerBazooka, Glock21, XMShotgun, Daggerfall Skeleton,
5.Cryonaut--- YAFT: Yet Another Flame Thrower contribution! AKA Flamer Decorate: Brett-Bot The Cryonaut GLDefs: Xim Sounds: Id Software, FreeRadical, Croteam Sprites: Jimmy Beaubien, The Innocent Crew, Id Software
6.
7. Rachel-- ZDoom Forum for her liquid texture code that looks amazing. Fluids.pk3
8. RWMM Reloading System--- Some art and sounds from the downloaded pack. ZDoom Forum.
9. FREEDOOM base sprites and textures from latest 10/19/23 autobuild for Phase 1 and Phase 2.
10. Weapons of Saturn-- Reload animations for Pistol and UAC Rifle.1
1. Zandronum for GLDEF Doomdefs.
12. BLASPHEMER PROJECT: Sky boxes--- Those things are awesome. Blasphemer is the FREEDOOM equivalent for Heretic.
13. Loaded in Immerse mod for Tilt, Lean, and footsteps.Immerse: a combined movement and camera immersive effects mutator for GZDoom
-Leaning and RealAim code by Joshua Hard.
-Immerse uses (a lot of) code from:
-Tilt++ by Nash Muhandes
-Footsteps by Benjamin Moir
-It's as much their work as my own; I just stitched it all together and made them all play nicely with one another.
-Footsteps Credits: Ral22 Supplying the vast majority of default sounds
14. -Liquid Texture Pack 4.0 by Project Remap
15. - More Lights v1.3 by SnakieJakie
16. PalPlus by Sigvatr
17. Map name script - Kipo
Intermission Break...Inhale.
Kalensar---
1.Better Blood for GZD and Zandronum at ZDoom-- gore mod base and alt death states
2. Brutal FreeDoom GZD main compiler
3. DBMB- Doom But More Build-- Main compiler and main base for this mod
4. Code Zleek Doom-- Full Author, and used heavily for Monster and Gun code. Gun Tracers
5. Kal's Silly But Accurate Recoil code.
6. All Decorate code deviation from originals, original code for project, art modification, and sound placements in this project.
Permissions---
All material used in this project was sourced from open to use material, donated material, or used for non-profit purposes. This project may be used for reference purposes or recycled for other uses due to the nature of its contents as already open material.Any other questions can be relayed to me. Kalensar.
FREEDOOM is Freedom.
Made the small update today due to some lag issues. The changes made were listed in the main description
I like this but there's no alternate deaths and glory kills
Nor is there really intended to be honestly. This isnt a Brutal Doom clone or use anything from Brutal Doom. Everything compiled together was either donated, open for use, or written and edited by myself. Artwork is not my primary strength, nor is sprite. So instead I focused mainly on the combat feel rather than body parts flying everywhere or 3rd person camera antics that don't have any place for my view on the project.
Put simply, I'm open for extra art, but have no capacity to make it. Therefore I use existing material, and almost everything you see happening is predominantly from Vanilla FreeDoom assets. The only 3rd party art is some guns, liquid texture stuff and Nashgore doing it's thing
How do i disable that odd zooming effect when i shoot?
I dont have an option put in to turn that off because its part of the weapons themselves. The zooming is basically a recoil style effect and its not the same iteration used by other mods, but one I adapted from a different technique. Since this is meant to be part of the Brutal Doom inspired style of gameplay it contains immersive factors like gun recoil on the bullet guns specifically.
I'm sorry if you dislike the recoil effect, and yes I can understand why. What I can do is make a seperate version of the mod that eliminates those features.
Drive.google.com
Thank you kindly for a separate version. This effect rendered this (otherwise quite nice) mod borderline unplayable. Lets say that it had the opposite effect to the one you stated - it actively degraded immersion. As someone once said: "Human eye is full of deficiencies on it's own, there's no need to add more through effects".
Very good mod, but a question Why when I shoot shotguns at shotgunners they transform into gunslingers?
Thanks for the good question! Its Armor Destruction! I tried to replicate the Halo 3 style Brute armor destruction. So when a Chaingunner or Shotgunner dies they have a chance of spawning a zombieman creating the variable that you just destroyed their armor instead of outright killing them. You can outright kill them with stronger weapons in one blow. THis armor mechanic also applies to HellKnights and Baron equivalent monsters. So it can get kinda mean in some places if the maps are really savage.
Great, good mechanics, anyway, thank you so much for answering my question!
Thanks for the good question! Thanks for enjoying the mod.
Are you thinking of making a version for the freedoom app
The answer is a mixed bag. Brutal FreeDoom even from its original version was never released for Zandronum, aka the closest approximate version of GZD to what the FreeDoom app supports. So for the current time being the answer is a soft no, but it is a plan for the future and always has been.
The main issue that stops this from happening is the code syntax and base capabilities of Zandronum do not support some of the custom special effects found in Brutal FreeDoom such as the plasma and fireball special effects art used; at least as far as they are currently implemented. It may not seem like it at first glance, but there is heavy amounts of Zscript shenanigans going on and Zandronum does not support the Zscript language at all, nor does the FreeDoom app.