You can even remove the CVARs and load it with Brutal Doom to get Brutal Brutal Doom.
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.
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. but I searched that map up and down and even used noclip and couldn't find a thing.Bolognese is a more advanced version of Ketchup. I can only guess that maps like PSXMAP58 Twilight Descends can be entered from Map 14 (I forget which map that is), since it ends on 15. I know that The Mansion is able to be entered from The Suburbs, and Club Doom from The Mansion, so they're definitely in the game and accessible, so at this point I'm guessing the only way to figure it out is to run through every level with the finest of tipped combs. What's really strange is the syntax changes, like the latter maps were added in later, or perhaps earlier? So these maps have been redefined, it seems, but how you're supposed to get to them without the console is beyond me. Here's what I found in the MAPINFO lump of the April version of BD v21 beta. If it helps, here are a few useful links to help you see what I'm talking about:Īlso fun fact, I now think that I need to replay through the game because I didn't realize there were two more updates, I had the February update. Now, my question is, has anyone else accessed any of the Playstation Doom levels, or any other hidden levels from the Brutal Doom mod? Now this mod seems to have a good number of secrets, including 2 weapons not even available via cheatcode, and one (seemingly) only available through cheat code, so it wouldn't surprise me if this mod has secret levels too. My first thought was to check and see if this was just something added to the ZDoom source port that I had never noticed, so I went back through the level without the mod, and it's not there, so it's definitely a mod exclusive map.
I looked up the level on the Doom wiki (actually I just googled it, but yea), and apparently The Mansion is a Playstation Doom map, hidden in Level 44. I tried to use codes to get to this level (IE idclev58) but it didn't work, so I can't test to see if there are more hidden levels like this. I'm in the process of writing a review for Brutal Doom's recent beta, and while playing through Doom II, I found a hidden exit in Level 16: Suburbs, leading to level 58: The Mansion. I'm really not sure where to post this, so I figured this would be a decent place.