I assume gzdoom probably increased its hit points because it has mouse look, which makes it fairly trivial to shoot rockets into the opening and sort of renders the rising platform a bit pointless.
Brutal Doom has scripts to spawn custom stuff like new enemies or bosses in most of these wads. Besides the ones already mentioned, Scythe 2, Alien Vendetta, Going Down, NeoDoom maps only edition,Valiant: Vaccinated Edition, and Epic 2. These differences are interesting, but what I had really wanted was just to play the original vanilla final level. Other than that, SergeantMarkIV could recommend his favourites to play with his gameplay mod.
Also, if I pump 3 (or even 5+) rockets into the hole, it doesn't seem to bring the boss monster down. However, in gzdoom, the position of the top of the platform seems lower. You had to fire just before it got to the top and it took about 3 rockets to beat it. I distinctly remember in the original, when the rising platform was at the top, the aim was too high to enter the opening in the head. So, I tried loading up gzdoom without BD and skipped to the final level. They have made the final boss much more active, shooting fireballs, and given it 40,000 hit points (I posted a couple of screenshots here). I've reached the final boss however, in BD they seem to have changed the Icon of Sin level significantly. It ships with Freedoom, which of course does not run in Chocolate Doom. 4ZS DOOM Doom II Doom 64 Brutal Doom wall. I've been playing through Doom 2 using Brutal Doom in gzdoom. I used this to run Brutal Doom w/ my Galaxy S8. keys to navigate the gallery, g to view the gallery, or r to view a random image.