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 rebalanced 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 droped 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 anihilate 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 sacrified for the sake of having the maximum performance gains. Blood effects are always exxagerated 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 respectedly.
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 three times faster, a bit less accurate.
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.

Aditional 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.