DOOMJ.A.M: gory, full gameplay conversion mod

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sevenyearsgone
Posts: 10
Joined: Thu Oct 03, 2024 12:34 am
Graphics Processor: nVidia with Vulkan support

DOOMJ.A.M: gory, full gameplay conversion mod

Post by sevenyearsgone »

VIDEO:
https://www.youtube.com/watch?v=DJCZiCCLSLs

Name: DOOMJ.A.M
Filename: DOOMJAM.pk3
Version: 1.5 (see patch notes below)
Author: sevenyearsgone
For Ports/Ports Tested: UZDOOM 4.14.3

DOWNLOAD:
https://drive.proton.me/urls/G969Q44A7M#rsOZUTUZoRf2
Use this if the link above doesn't work: https://drive.google.com/file/d/1x2dUPt ... drive_link

OVERVIEW & GAMEPLAY:
DOOMJ.A.M is a gameplay mod that modifies all enemies and weapons in classic DOOM. Its main goal is to be a DOOM mod and ONLY a DOOM mod. That means not going too far with modifying weapon and enemy behaviour, so it still feels like classic DOOM when you're playing, but with a faster pace, a lot more gore and slightly different weapon functions here and there, to make it fresh and modern. This also gives great compatibility with as many WADs as possible. You can set the weapons to not reload automatically (default) from a custom options menu. The main reason for this is I like to do weapon swapping (e.g fire the SSG and swap to the rocket launcher for a burst of damage) and this is something you cannot do if the SSG reload is forced. Weapons don't automatically reload after swapping, so you can do higher damage in bursts, but still have to reload later. The ammo is also counted down when you reload, not when you fire. So the total ammo you carry is what you see on the HUD + what's in the weapon. This also means if you reload too early (weapons with magazines), you lose the ammo that was still in the magazine.

THE BLOODLUST MECHANIC: (check the end of the video for a demonstration of this)
Completely reworked from previous versions. Manually activated now with a dedicated key, costing 3 blood from a max. of 6. Does no longer automatically activate. It lasts much less now (7 seconds), but the manual activation makes the time much more efficiently usable (and the lower cost allows for two back to back activations with max. blood). You can now also use the blood charges to heal with a dedicated key as well, uses 2 blood. Like a medikit on-demand, heals 25 while below 100, but can exceed 100. You no longer get blood by killing enemies with the Smasher (gauntlet), this felt a bit forced, like you're not playing optimally if you're not killing enemies with the Smasher whenever you can. Now you can play like you want and enemies will randomly drop demon blood chalices that give you blood (will keep an eye on the drop chance and finetune if needed). More dangerous enemies have a higher chance of dropping a chalice. The best thing about this change is you can now activate Bloodlust seamlessly, e.g while firing the Minigun you realise you need more firepower, just activate Bloodlust and watch the enemies disappear. You don't have to stop firing to pull out the Smasher just to get Bloodlust on.

GORE:
It is a fairly gory mod, without going overboard (I think). There are some things I would like to add in the future, but honestly, at the moment just don't know how to do. Also, I'm constantly reminding myself of the goal mentioned above, to not go too far with stuff like this and have the mod not feel like DOOM anymore.

HUD:
At the moment the HUD uses force scaling, because I'm not too familiar with how to make HUDs yet. It works well with 16:9 and 21:9 so I might just leave it like this. Recommend setting GZDoom HUD scaling to "Adapt to screen size", so the texts in automap and random messages on-screen won't be super small.

KNOWN ISSUES:
There are some small aesthetic problems that don't affect gameplay at all, that need to be fixed at some point (they are very rare). At the same time, there probably are some things I haven't run into yet. Feedback on anything strange you encounter would be very much appreciated.

A WAD TO GO WITH THIS RELEASE:
I've made a DOOM II: Remake to go with the release of this mod.
viewtopic.php?t=80978

Constructive criticism on the mod in general will be very welcome.
For more detailed info, check the DOOMJAM.txt.

UPDATE 20-FEB-2026, Version 1.5 Patch Notes:
-fixed the projectile problem with the Rocket Launcher not proccing linedefs
-converted all sprites to truecolour PNG so WADs like AA and BTSX work properly
-completely changed how Bloodlust works
-added a "shoulder-mounted" flashlight with a dedicated keybind and removed the previous one (selectable)
-added an inbuilt Randomiser
-removed TERRAIN lump, I think WADs should control this
-changed shotguns & plasma rifle (pump-action pumps a bit quicker)
UPDATE 14-DEC-2025, Version 1.11. Patch Notes:
-fixed a bug with weapons getting stuck in an infinite reload loop, when the automatic reload settings were enabled
UPDATE 9-NOV-2025, Version 1.1. Patch Notes:
-added a custom options menu (J.A.M Options) in the Main Menu
--here players can change the reload behaviour of the weapons (automatic reload, separately for each weapon)
--here players can choose a more traditional Rocket Launcher, if they don't want to use the one shown on the video
Last edited by sevenyearsgone on Fri Feb 20, 2026 3:31 am, edited 7 times in total.
User avatar
Spaceman333
Posts: 676
Joined: Thu Oct 13, 2016 8:40 pm

Re: DOOMJ.A.M: gory, full gameplay conversion mod

Post by Spaceman333 »

Very good mod. For those who haven't tried it, please give it a go, its like Quake and Doom 64 was fused together, metal as fuck.

Image
Image

Lots of detailed effects, its up there with Weapons of Saturn in terms of punchiness and polish!
(Note, the double mugshot is just me using an addon, since I was playing with Alt Hud on, I turned on the default hud for sake of the screenshots.)
User avatar
fatlarry
Posts: 28
Joined: Fri Sep 20, 2019 12:17 am

Re: DOOMJ.A.M: gory, full gameplay conversion mod

Post by fatlarry »

This was a fun little mod! the rocket launcher sprite's placement took some getting used to, though
sevenyearsgone
Posts: 10
Joined: Thu Oct 03, 2024 12:34 am
Graphics Processor: nVidia with Vulkan support

Re: DOOMJ.A.M: gory, full gameplay conversion mod

Post by sevenyearsgone »

Mod updated to v1.1.

UPDATE 9-NOV-2025, Version 1.1. Patch Notes:
-added a custom options menu (J.A.M Options) in the Main Menu
--here players can change the reload behaviour of the weapons (automatic reload, separately for each weapon)
--here players can choose a more traditional Rocket Launcher, if they don't want to use the one shown on the video

If you don't like doing quick weapon-swapping you can set the SSG to reload automatically, like most people are likely used to.
User avatar
Facínora
Posts: 171
Joined: Fri Sep 18, 2015 5:46 pm

Re: DOOMJ.A.M: gory, full gameplay conversion mod

Post by Facínora »

I gave it a try. Good stuff!

User avatar
Crudux Cruo
Posts: 1177
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: DOOMJ.A.M: gory, full gameplay conversion mod

Post by Crudux Cruo »

This is absolutely awesome, and I really love your Doom 2 Remake megawad too! I've been looking for a new, good vanilla + mod!
On a point of feedback, i don't think the bloodlust mechanic lasts long enough for all the trouble of getting it, could use a little love in that department.
It's still worth doing though on a heavy map.
i LOVE claymores, would be nice to have a frag grenade to round it out. the balance feels really good with weapons for the most part.
sevenyearsgone
Posts: 10
Joined: Thu Oct 03, 2024 12:34 am
Graphics Processor: nVidia with Vulkan support

Re: DOOMJ.A.M: gory, full gameplay conversion mod

Post by sevenyearsgone »

Crudux Cruo wrote: Sat Jan 17, 2026 9:01 am This is absolutely awesome, and I really love your Doom 2 Remake megawad too! I've been looking for a new, good vanilla + mod!
On a point of feedback, i don't think the bloodlust mechanic lasts long enough for all the trouble of getting it, could use a little love in that department.
It's still worth doing though on a heavy map.
i LOVE claymores, would be nice to have a frag grenade to round it out. the balance feels really good with weapons for the most part.
Thanks to everyone for the feedback/comments and for playing. Sorry, haven't been around for a while, a lot of things to do. Anyway, the mod's now updated to v1.5.
About the Bloodlust, it's now completely reworked. The description is updated in OP. I think it's much better now, hopefully people agree. I will keep finetuning and balancing based on testing and feedback.
Will think about the grenade.

UPDATE 20-FEB-2026, Version 1.5 Patch Notes:
-fixed the projectile problem with the Rocket Launcher not proccing linedefs
-completely changed how Bloodlust works
-added a "shoulder-mounted" flashlight with a dedicated keybind and removed the previous one (you can keep your hands free for slaughter this way)
-added an inbuilt Randomiser (fairly well balanced now, but can get a bit chaotic like randos do)
-converted all sprites to truecolour PNG so WADs like AA and BTSX work properly
-changed shotguns & plasma rifle (pump-action pumps a bit quicker)

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