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Trivia / Brutal Doom

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  • Dummied Out: Multiple cases of this in the mod. Some examples:
    • Although v19 removed the Waffen-SS soldiers due to controversy surrounding the display of Nazi imagery, their MP40 is still in the mod; the player just has to use the console to get it. The weapon makes a comeback in Extermination Day, alongside the MG42.
    • Prior to v21, the Skulltag weapons (the railgun, grenade launcher, and BFG10K) weren't anywhere to be found in Extermination Day, but console commands allowed you to wield them. Similarly, the weapons from Chex Quest can be used in Extermination Day via console commands, but they use Brutal Doom's art assets.
    • In v20b, there's a dummied-out "BrutalPistol" that is a reskinned and reworked version of the vanilla pistol, using its own ammo pool and with a rate of fire determined only by how fast the player can pull the trigger. v21 reintroduced the pistol as an optional starter weapon, but it uses vanilla Doom's graphics—as well as some unused assets posted by John Romero on Twitter. It was originally slated to use the same ammo as rifles and miniguns, but in the public beta, has its own pool of ammo. (The MP40 and the UAC's own Submachine Gun use this ammo as well.)
    • Though the player will typically encounter NPC Marines welding Assault Rifles, Pump-Action Shotguns, Miniguns and (rarely) Super Shotguns and Plasma Rifles, there are also marines who wield Rocket Launchers and BFG9ks that can only be found by summoning them with the console.
    • In v21 Release Candidate 3, there's a summonable (but unfinished) monster dubbed "Titan" which turns out to be a full-bodied, incredibly massive Icon of Sin. Notable because v21RC3 came out a year before Doom Eternal. The Titan has no attacks (other than its every footstep causing massive Splash Damage to everything around it) but has 100,000 HP; when killed, it just vanishes.
  • Follow the Leader: There are a fair few variations of Brutal Doom that have been created by other Doom modders, and that's not even counting the "Mutator" side-mods that have been released.
  • Humble Beginnings: Extermination Day has origins in Sergeant_Mark_IV's Recurring Nightmare mod for Doom II. This mod sought to rework the original Doom campaign levels to have more detail and believable architecture while retaining their layout. A demo beta, released on June 19, 2015, allows players to go through the first episode sans the secret "Military Base" level. However, as Sergeant_Mark_IV mentions, it contains 50 maps. The rest of the reworked Doom episode maps are there, in various states of completion, as well as a number of similarly redesigned Doom II maps. The kicker is that Recurring Nightmare includes several early versions of levels later used in Extermination Day. For instance, MAP50 is an early, unfinished version of the Extermination Day level "Eye of the Storm," with the battle against a Cyberdemon and a Spider Mastermind happening in a Hellishly mutated indoor stadium rather than a shopping mall. What would have been "Against Thee Wickedly" from the fourth episode of Doom, on the other hand, is a near-complete version of the Extermination Day level "Necropolis."
    • As of v21, Sergeant_Mark_IV created a "brutalizing" script that detects which map the player is on and switches the intended map out for a new one. In this way, he's bringing back the Recurring Nightmare revamped levels as "brutalized" versions of the original game's levels—and with the way the script works, any IWAD or PWAD level can be brutalized in this way. What's more, the script's smart enough to tell the difference between levels from one WAD or another, so that it won't mistakenly send players to a brutalized version of a different WAD's level.

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