
Almost everything is overhauled, from weapon handling and balance (faster, more deadly guns, and with reloading and alternate fire-modes) to enemy behaviour and movesets. Over the years, Brutal Doom has evolved into a total rework of Doom’s gameplay, leveraging most of the features of the GZDoom engine variant. Either way, it’s not really representative of the mod as it stands now. For some, the gratuitous grimdark splatter action was an immediate hook. Quake, Call of Duty, sequels and even full reboots have come and gone, but the original 90s Doom still stands strong, scaleable, adaptable and eternally self-reinventing.īetween countless engine upgrades thanks to Id generously releasing the source code and a seemingly endless stream of mod and level releases thanks in part to continually updated tools, the original Doom (and its engine-sharing derivatives) still boast one of the most active mod scenes out there, and one mod in particular has risen to such ubiquity that it has spawned a whole parallel mod scene of its own the splatteriffic Brutal Doom.Ĭhances are you’ve at least heard of Brutal Doom, but you might have written it off as being just a tacky gore mod as its early trailers put the focus heavily on Mortal Kombat-esque fatality animations. * The vertex count without the effect of node building is 301.There are few constants in videogames quite like the original Doom (or Doom 2, if we’re being picky) - a grand leap forward in FPS design that has somehow remained timeless and enduring even in the face of countless successors. The records for the map at the Doomed Speed Demos Archive are: Speedrunning Routes and tricks Current records

Sector numbers in boldface are secrets which count toward the end-of-level tally. Letters in italics refer to marked spots on the map.
