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Project Survival

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

Author: ThePopeOfDope | Curator: User AvatarModbadger

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

Author: ThePopeOfDope | Curator: User AvatarModbadger

Project Survival is a heavily reworked version of the Project Brutality mod for Doom, focused on survival and horror, featuring new and redesigned weapons, new animations, enemies, improved AI, and strict resource management.

Uploaded24.05.2026 15:01
VersionLatest
Size656.37 MB
Views24
Downloads0

Localizations:

English

The mod is localized into 1 language

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

Project Survival evolved alongside Project Brutality, but deviated significantly from it in concept and execution. The project's goal is to take everything best from Project Brutality and bring it to a more complete, polished state.

All changes in the mod are guided by five core ideas:

  • Balance — every attack and damage source should feel fair and deliberate. Every threat either has its own pros and cons, or gives the player a clear way to deal with it.

  • Purpose — every enemy, weapon, and ability has a strictly defined role. Weapons occupy their own niche; every enemy brings something unique to the fight.

  • Progression — the player's arsenal and the enemies encountered should grow in complexity gradually and evenly. No five new enemies in one room and five new guns in one firefight.

  • Atmosphere — classic and modified Doom levels should feel more grim and alive. Enemies, props, and scenery work together to create a sense of desolation and immersion.

  • Tension — quiet moments in Doom have always been part of its identity. Here they have become even more unsettling: enemies appear more unexpectedly, dramatically, and frighteningly.

All weapons from Project Brutality have been substantially reworked — animations, damage balance, ammo consumption, and arsenal role have all been changed. In addition, a number of entirely original weapons have been added, such as: a blaster pistol, crossbow, lever-action rifle, and a melee weapon set — sledgehammer, crowbar, machete, wrench, demonic katana, and others. Weapons have a durability system, and only one such weapon can be carried at a time.

Ammo economy has been deliberately tightened: fewer bullets, weapons break, and choosing the right tool for the situation genuinely matters. Crosshairs, weapon inspection animations, and sound effects have also been reworked.

The enemy bestiary has undergone a sweeping overhaul. Redundant and duplicate enemies from the original Project Brutality were removed and replaced with new ones featuring unique behaviors and a horror-oriented focus. Among the additions:

  • Shambler, Puker, Screamer — new cannon-fodder variants replacing standard zombies.

  • Blighter and Spiker — later-game threats with unique tactics.

  • Wraith — a stealth enemy for the early game.

  • Flesh Wizard — a mini-boss. Hellrazer — an early mid-tier threat.

  • Leidenfrost Warlock — a merger of Ice Vile and Hellion into a single enemy.

  • Soul Reaper and The Amalgam — replacements for the final bosses with new attacks and behavior.

All enemies have received a damage type resistance and vulnerability system, improved death and gore animations, and refined AI — the special attacks of most enemies can no longer be interrupted by hitting them.

The equipment system has been greatly expanded. Items are now divided into categories, slots are limited, and a found item replaces the current one in the corresponding slot. For example:

  • Various special grenades (flashbang, defensive, acid, and others).

  • Remote mines.

  • A flashlight requiring batteries, selected via the equipment wheel.

  • A hazmat suit activated manually through the same menu.

The mod includes a level enhancement system borrowed and reworked from Project Malice. It adds corpses, wall decals, prop objects, and new gore details to maps — all contributing to an atmosphere of abandonment and danger. Some objects are destructible.

How to install a mod Project Survival

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 files prosurv1.zip and prosurv2.zip to the GZDoom folder, then rename their extension from .zip to .pk3

  3. Drag and drop the .pk3 files 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.