This is a project that originally stemmed from a file I named "Doom Co-op" which started off way back in 2006 or 2007 with increased monster count more or less plus a few sound and minor graphics visuals but I eventually moved into actually adding new sections to both original sets of maps (except episode 4 of Doom) on top of making it suitable for single and co-op multiplayer.
Now with the Brutal Doom mod florishing, it made my original Doom Co-op very fun to play so what did I do? I further increased difficulty of the maps once for the standard Brutalized set but a second time for Hardcore Brutalized. They are both playable with or without Brutal Doom but it increases difficulty twofold or threefold with the mod.
The biggest difference between Brutalized and Hardcore Brutalized is that I fixed up all the unclosed sector errors (courtesy of id that went unnoticed and were extremely minor) and some goof ups of my own (the E2M6 lowering floor HOM near start) when I jacked up the difficulty for Hardcore, on top of additional edits to two later Doom 2 levels.
The final major update will be the "Overkill Edition", which will throw as much as game can without killing your framerate. Don't expect this to be available for a while.
On a side note, playing this with vanilla Doom or Doom 2 is not recommended as there are some linedefs that utilize Boom style line actions so if one must play "pure", use a limit removing port such as Boom/prBoom as the bare minimum.
These are replacement levels only and is not an IWAD, so these cannot be used as an IWAD to circumvent the need for an IWAD to use PWADs.
Check here for updates! Downloads:
Brutalized Standard - v1.02 Final. No longer updated or supported. Brutalized Hardcore - "Hell on Earth" edition, Updated 3/3/13. Fixed E1M4 blue door. Brutalized Overkill - Teaser video. The toughest of all and meant for those wanting a major challenge.
I noticed a little stuttering like that while playing Evolution on various parts, most recently on Map 10 right after the door you open with the yellow card leading to an ambush with 2 mancubi and a bunch of other monsters. I'm running BD with your edited version, so I'll play around with the regular version to see if maybe it's an edit you did or just BD itself.
Loving This!!! I will be playing your version of Doom and Doom 2 from now on. I did locate a small mistake. On E3M1 the back of the exit door isn't correct. Keep up the good work If you remade Final Doom I would play those as well
Just finished Map04 with this + HD (unreleased update with a baron that can actually be killed).
...not a huge fan of the E1M1 rear ambushes although it does make the squad wipeout in the backstory actually plausible. x_x
One little quasi-bug: one of the helmets in the blue key room is just barely on the blue key platform... from the looks of it I assume it should be on the floor instead?
EDIT: I seem somehow to have forgotten to mention how much I like the little transitional areas before you reach the familiar starting points on the maps. Some could use a bit more detail but being able to see the "outside" of the facility really brings a new sense of place that I've never had before playing the regular levels...
Lava Grunt wrote:Where can I find the version of Brutal Doom your using in the video demonstrating your brutalized MAP01? Is it a development version of 0.16?
Looks really nice, if you could toss a link I'd greatly appreciate it.
You can find it by using Skulltag's IDE. Recently I've seen some servers playing with brutaldoom016test. wad's (01, 02, 03...). Before playing, IDE will download wad first, and then you can play... although, I guess only on Skulltag (did not try ZDoom/GZDoom yet)...
Mr. Chris, found one nasty thing. To be precise - a yellow door on E2M4, from the side with yellow keycard hall (with crusher). If player waits for it to close, and then tries to open it again - it won't open. At all. Only from the other side...