The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.
Meatgrinder brings the dismemberments, explosions, and special effects of Brutal Doom to a slaughterfest-friendly setting.
Meatgrinder is a mod meant to bring the dismemberments and explosions of Brutal Doom to a slaughterfest-friendly setting, in a better and more optimized manner that not even Bolognese could.
The gameplay is designed to make things easier for people that don`t have the time to learn how to play hardcore mods or are playing with shitty controls such as a touchscreen phone. The weapons may be two to four times more powerful than their vanilla counterparts. But remain balanced in a way that they only increase the player`s damage output speed, but barely touches the total damage given so you aren`t really overpowered. For example, the plasmagun fires three times faster, but deals the exact same damage. The minigun fires 4 times faster than the vanilla Chaingun, and can carry twice as much ammo, but you still are dealing the same amount of damage per bullet.
This makes the original map`s ammo distribution balance barely untouched.
The only weapons that got re-balanced were the shotguns (in Vanilla the ssg is meant to do 105 mean damage per shell and the normal shotty do 70, now both of them does 100 damage per shell). Also you will notice that the normal shotty and the ssg switched places, the ssg has become a pump-action gun replacing the normal shotgun (and being dropped by Sergeants), and the normal shotgun is now full auto and replaces the ssg.
Also the random number generation for enemy damage was heavily nerfed to prevent cheap deaths. For example, in Vanilla Doom a Revenant rocket can deal a ridiculous d8 x 10 damage (between 8 to 80, it either can annihilate you, or just give you scratch damage). Now it will deal a much more consistent 38 to 42 damage.
This mod is designed to be played with very hard mods such as Speed of Doom and Slaughterfest 2012. If you are playing on Vanilla, or more traditional wads, always play on Nightmare to balance things.
Of course this is a very different mod when compared with Brutal Doom. There is no locational damage, no advanced enemy behavior, destroyable dead bodies or advanced enemy behavior, all were sacrificed for the sake of having the maximum performance gains. Blood effects are always exaggerated to display the power of the new guns.
For people that don`t enjoy the overpowered guns but wants a lighter version of Brutal Doom without the bloat of the original mod, don`t worry, I will be using this mod in the future to base off a Vanilla-ish version of Brutal Doom. The code was basically rewritten from scratch.
I don't know if there may be bugs, I basically made this mod in two days just for fun. I only gave two playtests and found no bugs and I believe the mod is too simple to be causing anything troublesome.
Use the sv_corpsequeuesize cvar to control the amount of gibs you want to stay in the floor forever.
Weapon changes:
Fists and Chainsaw: attacks two and four times faster respectively.
Pistol becomes Machinegun, same fire rate of a Chaingun, pinpoint accuracy.
Shotgun becomes a pump-action SSG, almost the same damage of a regular SSG, more accurate, fires almost three times faster.
SSg becomes an auto-shotgun, 30% more damage per shell to match the SSG's damage per shell, can fire one barrel at once with alt fire.
Chaingun becomes Minigun, 4 times the fire rate, slightly better horizontal accuracy, added vertical spread, no chaingun tapping (use the machinegun for sniping instead).
Rocket Launcher: Fires twice as fast, much faster rockets. Alt-Fire shots a volley of three rockets.
Plasmagun: Fires twice as fast.
BFG: Fires about 50% faster. (the Vanilla BFG is already quite OP, no reason to make it even more).
Player can carry 400 bullets without a backpack, 800 with it (changes from 200/400 from Vanilla)
General behavior changes:
- All hitscans were replaced by actual projectiles. Because it's a cool effect and it's always nice to know where the fucktards are shooting you from.
- Chaingunners drops two clips instead of of the new minigun. Because the player's starting weapon is now supposed to be their weapon.
- Player starts with 100 bullets instead of 50.
- Sergeants have a slightly slower firing animation because they have Brutal Doom's frames for pumping their gun after each shot.
- Revenants will always fire homing missiles so they become a more consistent threat, but the missiles have a slightly larger turn arc, making them easier to dodge and they get suspended on their fire animation for half a second longer, slightly reducing their fire rate.
- Since everything in Doom has oversized hitboxes, all projectiles have reduced hitboxes and have their sprites properly alignated with the hitboxes. You are less likely to explode yourself shooting rockets through windows, and less likely to be hit by enemy fireballs in your "invisible arm".
The gore system differs from Brutal Doom and Bolognese by spawning bigger and more dense decals that can easily cover the floor, but floor and ceiling decals are only spawned once then the enemy dies.
Mod is designed for either Zandronum, Zdoom, or GZDoom.
Projectiles having no dynamic lights and leaving no wall decals is proposital to improve performance.
There is a known bug, the bullet ammo counter on the classic HUD is broken because of the max ammo increase limit. There is no way to fix this bug without making a custom HUD for the mod, which I would rather to not do because this could cause a conflict with custom huds people might be trying to use.
Additional Credits:
Mike12: Shotgun base sprites, machinegun bullet belt.
DoomNukem: Minigun base sprite.
isnaturetodie/David G: Many monster death sprites.
Dr. Doctor: Imp falling forward death sprite.
Rotating rocket launcher sprite from Necrodome.
Changelog v2-C (October 20 2021)
- Fixed cyberdemon rocket going through the player.
- Added more measures to prevent z-fighting between blood decals.
Changelog v2 (march 2 2020)
- Much improved new decal system.
- Now all bullets and projectiles will fly through the other players in co-op. No more dying because somebody ran in front of you the second you tried to fire a rocket.
- Chainsaw and Fists revamped.
- Autoshotgun fire rate slightly nerfed.
- Added two new difficulty modes Extra Violence and Extra Nightmare, which multiplies the number of fodder enemies such as zombies and imps. (not guaranteed to be bug-free, some monsters might get stuck into walls. Use at your own discretion).
- Added fake hitscans to weapons to ensure the mod will work properly with Sigil's switches.
based
Adorei , Γ© perfeito para jogar com maps of chaos , eu jogo no meu celular e nem fica travando, Γ³timo trabalho ππππ
Can you give doomguy brown gloves for his hand ?
Dark Brown gloves?
Yes
Heh.
how in the world do I get that awesome Rolling Stones cover!?
Here : Moddb.com
The music was taken from YouTube : Youtube.com
That Minigun and Pump-Action Double Shotgun, Holy Mother of God
Pretty sick Mod! :D
This mod is freaking awsome! Also i installed a Doomvisor and a flashlight, along with Maps of Chaos. And now this mod is even MORE awsome than it was on the release!
the chainsaw attack sprite is an overheating BFG instead
I guess it was slaughterfest 2012 causing the problem, TNT worked fine
Mark is a great blessing gift to doom community, i love everything this man has to offer <3 not **** lol but he's really great guy
Oh Sarge you're spoiling us! πΈ
Can you make this only as gore mod? And add to brutal doom as option for low end
This mod uses the gore from brutal doom. The only difference is the blood sprites.
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Could you make an actual VANILLA version? What I mean is, ONLY the blood and gore effects, the rest stays vanilla Doom (guns, sounds, etc etc). I've read you want to do a version for BD, but I enjoy the classic gameplay better and a lot of us do to, we just enjoy the extra blood.
why not just go for bolognese then?
Bolognese
I really like this mod.
I would be very happy if it could work with HXRTC hud.
Nice!
I will check it.
Can u please give black gloves for this? I love them black gloves.
My phone doesnt really work well with Brutal Doom if max gibs and blood pools values are set to high, but this mod changed that. U should add this to Brutal Doom as an option for low end devices
Weapons only version (to use with brutal doom 21 monsters only) would be much appreaciated.
Now that hitscan enemies shoot projectiles they don't hurt their species.
Projecties don't pass through decorations so now your bullet weapons can't shoot past things like torches.
Mastermind is only firing one bullet per volley instead of three.
You fist causes ricochet sounds.
Hellknight uses Baron sprites for plasmadeath.
Arachnotron plasma has it's original hitbox.
Arachnotron's radius should be lowered similar to Mastermind.
Cacodemon is missing it's normal death. It only plays xdeath.
Arachnotron is missing plasma death.
Your non-bullet projectiles have trouble hitting flying targets from below because they don't inherit from FastProjectile.
Cacodemons keep their reduced scaling after being resurrected.
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Valeu pelo fix do Sigil!
I was playing this with Ancient Aliens wad and the sprite of original doom shotgun is shown when using autoshotgun.Any way to fix that?
Same problem here, I just played "No rest for the living" and the autoshotgun use the vanilla shotgun sprites and animations (and Doomguy use the pump of his gun like a monkey filled with ectazy).
Change the mod load order, load Meatgrinder after everything else.
Clearly he didn't even read the comments before releasing an update. Nearly every bug I reported is still there. What a fail.
It's an interesting weapons mod but I'm not a fan of Brutal Doom gore. I had to remove the BD gore and monsters to make it more compatible with other monster mods like Colorful Hell instead.
I found a small bug on meatgrinderv2fix. cyberdemon rockets passes through the player instead of exploding on impact.
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This mod has potential, too bad this never got updated.
Feels bad man
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Just a quick update
Changelog v2-C (October 20 2021)
- Fixed cyberdemon rocket going through the player.
- Added more measures to prevent z-fighting between blood decals.
Thanks!
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