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Showing results for 'Brutal-Doom' in files.
Found 266 results
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The Real Doom 2 Is Here :) I played it with Brutal Doom,it was fun ! Hellbound is better than the Original Doom 2 to me,big maps,excellent level design,varied gameplay and atmosphere maps after maps,i think that some levels went further than what the engine could display. Sometimes there is also a Doom 3 feeling about the enemy encounters,the rooms with less light or totally dark ones,i liked that mix of old school doom and sometimes more modern doom,so excellent work. Hellbound is a must play,one last thing,i couldn't play the last level,it was laggy as hell,even by changing things,it was still laggy and unplayable.
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crusades.wad is one of the finest vanilla Doom experiences ever created. It's just a set of really well-made, well-paced maps filled with striking details and brutal, punishing difficulty. No huge mazes, convoluted switch hunts, or artificially inflated monster counts, just good ol' fashioned Doom level design. 4.5/5
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Ok...so it was fun and frustrating at the same time and we are forced to have strategy to progress on some maps and i liked that,because a lot of time i was like "Damn Mouldy you like to see people suffering that's sadism haha",i even laughed hard on some traps or on some deaths,yes we die a lot,it's old school hard doom gameplay,it's not for everyone,you are warned. Nice concept of small/very small maps and going back to the elevator to finish the level,it reminds me Blake Stone. It's challenging on UV and with Brutal Doom.
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I'm breaking up with Valiant to start my new love with Hellbound. Best DOOM mapset that has been made. I have replayed it more than once with Brutal DOOM Platinum and Final Doomer(Hellboundguy class) and I still can't get tired of it. Cities, hellish maps, tech bases, I just love it. I also really like the combination of E2M1, E2M2 and E2M3 in Map19. Amazing stuff right there, I strongly recommend this
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Skillsaw is a genius. This is a legendary megawad with amazing level design, unique visual style and tones of new ideas. Levels are very non-linear, mostly arena-like. After every ten levels you lose all your weapons and start over, making berserk packs much more useful. One complaint: There's just too many teleporter ambushes. Brutal compatibility: The map pack is playable with Brutal Doom/Project Brutality, only with some minor graphical glitches, except for around three maps by the end of the game that contain too many monsters for the scripts to handle. Had to iddqd through a few encounters on those maps because FPS dropped to single digits.
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This wad is incredible. Could very well be my new favorite (although I still SLIGHTLY prefer Going Down). This wad's level design is amazing and if you told me Romero himself designed some of these, I would not doubt it. Genuine thought and care were clearly put into every single part of this wad and I cannot recommend it enough. Stop reading this review AND GO PLAY IT! Also, I highly recommend playing this with Brutal Doom. It adds a lot to a already amazing experience!
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Version
158 downloads
This is a small Doom/Doom II gameplay mod that utilizes ZDoom derivated ports' DECORATE functions (GZdoom, Skulltag, Zandronum, etc.) to change the behaviour of the Chainsaw. It includes .pk3 files for Vanilla Doom as well as popular mods (currently Beautiful Doom 6.1.3.1 Zandronum, Beautiful Doom 6.3.2, Project Brutality 2.0.3a, Project Brutality 3.0[Jan 21, 2018] and Brutal Doom v21[Apr 25, 2018]). -
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A bland jokewad parodizing somehow the clickbaiting youtube videos based upon videogames half-assed "facts" like "If you play BRUTAL DOOM at #3 AM while drinking #SODA, you'll open a hell portal that spawn PEWDIEPIE that gives you a KISS TO THE CHEEK, a caress and 10000000 $ in FORTNITE MERCHADISE!!!!!1!1!!"... yeah that type of videos. However the Doom representation of this phenomenon is just a large picture of some sensational stuff, the floor lowers while hearing The Demons from Adrian Pen SLOWLY just for showing a "please subscribe" epileptic animation wall, then when you reach the wall, a monster closet opens working as a jumpscare filled with screaming commenters / revenants. Bah.
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Version
36 downloads
This is my first released map. It's a random tech base level with medium length and difficulty. I took inspiration from Doom, Doom 2 and TNT Evilution maps. Since it's a vanilla map, you can play it as intended or with your favourite mod (e.g. Complex Doom, Brutal Doom, etc), but expect some balance issues if you play with a mod. -
I'd have to say this is a pretty creative one for Doom 2, its hard with lots of enemies, kind of plays like a direct sequel to Doom 2 in a lot of ways. One thing I will say is that the puzzles are hard to figure out, and might take you awhile to solve (use your map). The music is fantastic though, you don't really miss the classic music, and it's engaging to gameplay. I will say though, like Doom 2 or Plutonia, ultraviolence is pretty brutal and isn't for everyone. You will get swarmed by absurd amounts of monsters at times, and they'll give you a beating, but it's doable. I'd say the puzzles will snag you more than the monsters, level 2 is a real humdinger, lol. But, it's a big improvement over wads like Perdition's Gate, the mapping style is pretty creative. I give it 5/5, just so people will try it out.
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I really wish Sgt. Mark IV would come back to this one day and provide a polish update as, for me at least, the missing textures and things combined with the early game hitscan bonanza really kill the enjoyment of this partial conversion. In its current state I can't really recommend it to anyone except for those who are curious and want to see what Mark did before moving onto Brutal Doom (not to mention see what may have been the inspiration behind Brutal Doom before Brutal Doom became a thing).
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This map will take as long to complete as an episode of original Doom. It is VERY ornate and convoluted, and somewhat directionless. I played with latest Guncaster (1.777) and latest stable GZDoom (4.5). It took me nearly 2 hours. I still don't know how to get the yellow key without jumping. I recommend using a gameplay mod with double jump and mantling, like Project Brutality, or D4D or Guncaster. There are no new monsters or weapons, so you won't miss out on original content if you use a gameplay mod. There is a cool boss battle in the end. All the areas are nicely designed and detailed, and the final area looks cool. The exit area is central North, by the way. Beware, there are some inescapable traps if you play with jumping, so save often.
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Played through this a while back via GZDoom, going in with the expectation that this wasn't going to be the spooky ambient experience of Doom 64, but rather a re-interpretation of if this came out years prior as, say, a Doom II expansion of sorts. And for what it is, big thumbs-up on the execution, as it does all feel like what Doom 64 would have been like if it was made with Doom II's engine, assets and visual/musical presentation. We even have some creative QoL improvements that I wish were in the original, such as dioramas near some specific switches showing exactly what hitting it did in another room. Of course the lack of 64's scripting capabilities and the such make some parts of various levels different by necessity, but the workarounds to keep a similar experience work pretty well. One example that stood out to me is the opening area of Dark Entries. Normally going into the large room at the start triggers a volley of homing fireballs you have to take cover from; you don't have that here, and instead there are multiple monster closets full of Revenants that open one by one as you progress through the level and have to cross back through that room again. Creative stuff. The Absolution got a particularly interesting overhaul, with three side areas you now have to figure out your way through to get skull keys to turn off the spawners in the final arena (a replacement for the demon artifacts of the original). Of course, one of the selling points of 64 was the scarier atmosphere and visuals compared to the previous entries, so I could see the lack of that being a deal-breaker for some. Meanwhile for the Doom II fans they may expect levels that get as crazy in enemy count as those of Hell on Earth, and may be disappointed that 64 even in this incarnation doesn't quite do that either, and is a little more prone to making you backtrack and figure out puzzles. But those who have played the original probably already expect that, and if you know how those levels go you'll find the same flow you knew from before. It's all personal taste whether that's your jam or not, but if it is then this is certainly a fun romp through the levels, in a familiar yet interestingly different flavor. One additional pro for this wad I'd like to point out: for those who like to throw mods onto their Doom experience, one of the tricky things you may have run into when it comes to other ports/remakes of 64 (GZDoom 64, Brutal Doom 64, Doom 64 CE, etc.) is trying to get them to play nice with mods intended for Doom II wads. Depending on the mod, something always seems to break or glitch out when you try to apply your favorite gameplay mod to 64's levels. So having a version of the levels made all from Doom II assets is great to have from a compatibility standpoint.
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