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Brutal Wolfenstein-Part II

Mod for Doom II: Hell on Earth (1994) | Category: Total Conversion

Author: ZioMcCall | Curator: User AvatarModbadger

Mod for Doom II: Hell on Earth (1994) | Category: Total Conversion

Author: ZioMcCall | Curator: User AvatarModbadger

Brutal Wolfenstein-Part II is a sequel to Brutal Wolfenstein 3D built on Brutal Doom v22. The campaign continues the story of the first part, adding new episodes covering events from 1945 to 1960, as well as a reimagining of the Rise of the Triad storyline.

Uploaded06.05.2026 17:27
VersionLatest
Size90.35 MB
Views42
Downloads0

Localizations:

English

The mod is localized into 1 language

(You don’t need to download anything extra to play in these languages)

Brutal Wolfenstein-Part II offers three main game modes:

Campaign

The story begins immediately after the events of Brutal Wolfenstein 3D. The campaign will be divided into five episodes. The first takes the player to June 1945, to a Spanish monastery where Heinrich Himmler and the remnants of the Nazis have fled to meet with a local cult. The remaining four episodes take place in the 1960s and serve as a reimagining of Rise of the Triad, originally conceived as a sequel to Wolfenstein 3D.

Scenarios

A sandbox mode for additional missions and modding content. Plans include reworked versions of Laz Rojas' Wolfendoom campaigns, completion of GamingMarine's The Second Encounter port, as well as a port of Caleb26's Spear Resurrection and possibly the Mission Packs from Spear of Destiny.

Hell Awaits

A custom mission mode with no conflicts with original resources. Allows running any WAD files, including Doom 1. Uses the WAD Compatibility System (WCS) and enemies from BDv22. Future plans include switching between Brutal Doom and Brutal Wolfenstein enemy sets in custom maps.

How to install a mod Brutal Wolfenstein-Part II

To run the mod, you will need the GZDoom engine and doom.wad, doom2.wad, or one of the FreeDoom IWADs

  1. Make sure that doom.wad / doom2.wad or freedoom1.wad / freedoom2.wad is located in the GZDoom folder

  2. Move the mod's .pk3 file to the GZDoom folder

  3. Drag and drop the .pk3 file onto gzdoom.exe

  4. Play!

You can also create a Launcher.bat. This is useful for launching more complex mod builds where the loading order of mods is important, or to launch the game via a shortcut.

How to create a launcher for running mods based on GZDoom

Create a text file in the GZDoom folder, you can name it Launcher. The text can look like this, depending on which files you're using:

gzdoom.exe -iwad freedoom2.wad -file "brutalv22test4.pk3"

-iwad must always be first, and the number of files after -file can be unlimited, just write them in quotes separated by spaces, like this:

gzdoom.exe -iwad doom2.wad -file "addon1.pk3" "addon2.pk3" "addon3.pk3" "addon4.pk3"

Change its format from .txt to .bat by simply renaming it. Now you can launch your builds with a double-click on this launcher.