// Simplified ZScript logic (conceptual) class PB_GloryKillDetector : EventHandler override void WorldThingDamaged(WorldEvent e) let victim = e.Thing; if (victim.health < victim.GetMaxHealth() * 0.2 && !victim.bDontThrust) victim.A_SetTics(-1); // Freeze movement victim.SetState(victom.FindState("GloryKill_Stagger")); victim.A_StartSound("glory/ready"); victim.SetUserVar("gk_ready", 1);
Unlike Doom Eternal ’s ammo/health drops, PB’s glory kills reward:
Project Brutality is built on the foundation of Brutal Doom , which emphasizes speed, movement, and constant shooting. Glory Kills, by design, force you to stop moving. During the 1–2 second animation, you are invincible, but you are also a sitting duck for other enemies. In a game where you are often fighting 50+ enemies on a screen, stopping to watch an animation can feel jarring. It interrupts the rhythm of circle-strafing and chain-killing.