Your Name: Lieutenant John Doom. Your Mission:
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: BDJ - well I'll be damned, it works with Zand
Hey thanks man for all the hard work you put out on this thing, I'ts easily my favorite mod. My idea with the fist weapon is that attacks would be stronger/faster because you're dedicating yourself to melee. as it is now, you have it balanced out that quick kick/fist hits are fairly week so that it requires quite a few hits, but with a dedicated melee this would be less of an issue. IDK, just one of those "what the hell might as well" things. I usually just use the chainsaw for melee.
Re: BDJ - well I'll be damned, it works with Zand
Wow, im so glad to hear that akimbo rifles and plasmas won't be appearing in BDJ, and stoked about the return of the third person weapons!
Can't wait for the next BDJ. It's pretty much superior to Mark's BD in every way, although admittedly, I do enjoy shouting GO FUCK YOURSELF in coop games, but alas, I can live without that for the mountain of things that BDJ does better.
Can't wait for the next BDJ. It's pretty much superior to Mark's BD in every way, although admittedly, I do enjoy shouting GO FUCK YOURSELF in coop games, but alas, I can live without that for the mountain of things that BDJ does better.
- ArtVandelay
- Posts: 22
- Joined: Wed Feb 25, 2015 11:10 pm
Re: BDJ - well I'll be damned, it works with Zand
This is encouraging news! I played v20 out of curiosity and yeahhh... it's pretty bad.johnny wrote:Fear not, fellow forum members--dual wielding will never see the light of day in this mod. Nor will shooting through walls, like wow really what a terrible idea.

I love it. I love it! You're amazing! You're astounding! YOU'RE ON A ROCKET TO THE MOON!johnny wrote:ArtVandelay I didn't forget about you (your smoothdoomj changes will be the first thing I release), and even if I disappear for a few days, don't worry cause I'm not going anywhere.
Re: BDJ - well I'll be damned, it works with Zand
Thank you very much for acknowledging my post. I will send you those baron of hell sprites tomorrow after modifying them a bit.Kagur - I'm sure you knew before making your post that I'd disagree with most of your points, which is why I like your honest feedback. It seems to me that while you may not have enjoyed BDJ, you could appreciate it to some extent, and decided to express your thoughts while remaining as nice as possible. Take notes here, folks--this post is THEE definition of constructive criticism. You outlined your likes/dislikes, explained your thought process behind them, and gave suggestions on what you'd do to improve. I love me some civil discourse. Anyways, I have toyed with the idea of adding timers for each powerup, and am in the process of learning more ACS, which is what I assume something like this would require. Somewhere down the line I will probably implement this. Regarding smart scavenger, I discussed this with another member (Devianteist) a few weeks ago. I ultimately decided against it, mainly for cosmetic reasons (gotta have my voxels), but I've been thinking about replacing the medikit spawns with a group of three stimpacks. I've run into the accidental medikit pickup with 98% health problem before and yeah, it's a bitch, so maybe I will do that. I'm going to make a smartscav BDJ compatibility patch though, so while it won't be integrated in the main mod, it'll exist for those who want to use it. As for your baron of hell fatality sprites, I am absolutely interested and would love to include them!
Its because it feels too much like one of those funky first slot weapons in Russian overkill. One of the more charming features of Mark's Brutal Doom is how everything still feels Doom like and not like some power-fantasy based mod (like Space Pirates or PillowBlaster's mods).But you really didn't even like the exploding roar berserk thing?
Speaking of which, I don't care what people think of Mark's chainsaw aesthetics. That weapon was gnarly on how it acted smart in cutting down the enemy based on proximity and health state. It felt more satisfying than the combo system in Sigfloyd's chainsaw and the cartoony overused one I see here (no offense Jay).
I disagree. I believe Mark provided both those features for good reason. I have found them very useful for saving allied marines from a crowd of enemies without having to alert them or to dispatch them quickly before they kill the helpless marine.Fear not, fellow forum members--dual wielding will never see the light of day in this mod. Nor will shooting through walls, like wow really what a terrible idea.
Also, If you play in realistic difficulty on the original Doom 2 maps, some levels are impossible to beat without those functions. Here is how;
Shooting through the walls:
- Killing the mancubus in the very start of the barrel-o-fun before he lights up the place with his flamethrowers. Its impossible to kill him otherwise or try to out run the exploding barrels.
- In Nirvana, when you get ambushed by imps in a location containing the yellow key. If you don't clear up some of the imps by shooting through the walls, they will absolutely rape you the minute the walls lower down.
Duel wielding:
- Needed in stages like the final level where enemies are located in areas where the minigun is quite useless. On certain stages like the downtown and factory map, you will need the duel plasma rifles to quickly dispatch an ambush by cacodemons and imps without using the more riskier BFG 9000 at such a dangerous range.
Re: BDJ - well I'll be damned, it works with Zand
People still play original maps? Shooting through walls is stupid. Dual wielding is pointless for this mod, plus the (rifle) spirtes look like ass and are too angled. You can't expect all levels to play fairly when you mod the game to be harder.
- DoomKrakken
- Posts: 3489
- Joined: Sun Oct 19, 2014 6:45 pm
- Location: Plahnit Urff
- Contact:
Re: BDJ - well I'll be damned, it works with Zand
I actually found shooting through walls to be somewhat realistic. I mean, how is it that none of the weapons can't go through any thin walls, not even wood or brick? How is it that the BFG-9000 can't even blow down a simple door, yet it can take down a Cyberdemon in 2-3 shots? It makes no sense.
I'm totally okay with it not showing up in other mods, though. Although I would like to see dual-wielding plasma rifles...
I'm totally okay with it not showing up in other mods, though. Although I would like to see dual-wielding plasma rifles...
Re: BDJ - well I'll be damned, it works with Zand
I am torn on dual-wielding and wall-piercing, not leastly because while I think BDJ is really slick as-is Kagur raises some good points. I would be okay with dual-wielding OR wall-piercing---dual-wielding is over-the-top, wall-piercing is supposed to be realistic, combining the two makes for a schizophrenic Call of Duty-esque mod. Also, wall-piercing only make sense for rifle/minigun bullets, rocket explosions and maybe some of the other munitions to pierce---it wouldn't make much sense for pistol rounds or shotgun pellets as they have blunt noses and rely more on the sheer kinetic impact to do damage.
Also, I think the BDJ hand grenades are quite adequate as an indirect-fire solution as is, and used well are at least as good as any wall-piercing attack. And the chance to collect them from fatalities is better incentive to charge into the melee than anything from regular BD IMHO.
Ultimately I think the mod is more than functional enough without dualies and wall-piercing, but if you're going to have one it's going to be a stylistic clash with the other. Sarge may be good at making tech demos of sorts, but he has NO idea how to make a streamlined and coherent product.
I do think the chainsaw needs some work, though. Some of the saw sprites have rusted-looking blood on them, some of them don't. It's very inconsistent with no clear reason for it.
On the subject of buckshot, the single-shotgun's damage seems a bit schizo---sometimes I can blast an imp's leg clean off from a room away, other times it takes three shells at the same range to take down one sergeant. And it ALWAYS blasts a hole clean through a pinky at point blank range. It feels like a very different beast from the vanilla shotgun.
@johnny: Thanks for making sure to fix the minigunner stunlock! As for the footsteps problem, I'll take care of it tomorrow morning or so. Also, are the built-in BDJ footsteps ONLY supposed to work with KDIZD-J, or any sufficiently-vanilla level set?
Also, I think the BDJ hand grenades are quite adequate as an indirect-fire solution as is, and used well are at least as good as any wall-piercing attack. And the chance to collect them from fatalities is better incentive to charge into the melee than anything from regular BD IMHO.
Ultimately I think the mod is more than functional enough without dualies and wall-piercing, but if you're going to have one it's going to be a stylistic clash with the other. Sarge may be good at making tech demos of sorts, but he has NO idea how to make a streamlined and coherent product.
I do think the chainsaw needs some work, though. Some of the saw sprites have rusted-looking blood on them, some of them don't. It's very inconsistent with no clear reason for it.
On the subject of buckshot, the single-shotgun's damage seems a bit schizo---sometimes I can blast an imp's leg clean off from a room away, other times it takes three shells at the same range to take down one sergeant. And it ALWAYS blasts a hole clean through a pinky at point blank range. It feels like a very different beast from the vanilla shotgun.
@johnny: Thanks for making sure to fix the minigunner stunlock! As for the footsteps problem, I'll take care of it tomorrow morning or so. Also, are the built-in BDJ footsteps ONLY supposed to work with KDIZD-J, or any sufficiently-vanilla level set?
Last edited by Big C on Wed Jun 10, 2015 4:29 am, edited 1 time in total.
Re: BDJ - well I'll be damned, it works with Zand
I personally think dual wielding has no place is Brutal Doom. It's overkill and makes the game much easier than it already is. (Yes I find Doom alot easier to play and complete in BD than it is in vanilla Doom. We don't need dual plasmas to make it even easier.)
Shooting through walls is something else I really was not fond of. I don't see why we need it in Doom. Doom is not, nor has it ever been considered a realistic game. ESPECIALLY BD. Why do we suddenly need realistic call of duty features?
Shooting through walls is something else I really was not fond of. I don't see why we need it in Doom. Doom is not, nor has it ever been considered a realistic game. ESPECIALLY BD. Why do we suddenly need realistic call of duty features?
Re: BDJ - well I'll be damned, it works with Zand
Hello gentlemen,
I am editing this wad currently to my likings and I have one question. I like the vanilla behaviour of the monster way more than the new one from BD. Since BDv20 adds the option for vanilla monsters I wanted to ask how I can achieve the same with the BDJ mod?
Currently I am tweaking all the monster stats (deleting monsters special attacks, reducing walk-speed, reducing fire-speed etc.) until it gets close to Vanilla.
But I just wanted to ask if there is an easier way to do that? Unfortunaetly the option for vanilla monsters is deleted in the options.
Thank you a mil for your answer.
Best wishes always
Martin
I am editing this wad currently to my likings and I have one question. I like the vanilla behaviour of the monster way more than the new one from BD. Since BDv20 adds the option for vanilla monsters I wanted to ask how I can achieve the same with the BDJ mod?
Currently I am tweaking all the monster stats (deleting monsters special attacks, reducing walk-speed, reducing fire-speed etc.) until it gets close to Vanilla.
But I just wanted to ask if there is an easier way to do that? Unfortunaetly the option for vanilla monsters is deleted in the options.
Thank you a mil for your answer.
Best wishes always
Martin
Re: BDJ - well I'll be damned, it works with Zand
Johnny, it is very good of you to read through these forums so carefully and get to know your fans. Yes, I'm a fan now. I was disillusioned with brutal doom after version 17 or so. I just had to accept that Sarge had a very different vision for his mod. And it is his mod, so I just shut up and stopped playing. Your vision seems more similar to mine. Your mod is close enough to what I want from doom that my very limited skills are enough to modify it to be exactly what I want.
I made it so that I can just hold down a melee button and get rapid fire combos, since I don't want to break my controller mashing the bumpers. I also added a rumble function for when I melee, which is sweet.
I'm modifying the weapon slots so that I can access 8 weapons from 4 D-pad buttons.
I think I'll mess with your rocket too. I might add a bigger direct hit bonus to the non-seeking mode, and then increase the splash damage of the seekers up to the same level as the non-seeker, but with absolutely zero direct hit bonus, since you don't have to aim. To keep it balanced, I'll make the seeker much much slower.
And I probably will cut the grenade drop rate in half and see how it plays. I'll add a second splash damage radius that will do more damage to big guys if you manage to get the grenade very very close to them. That way, even if they aren't always spammable, it will feel like more of a special treat when I use them. I was going to try and steal grenade cooking code from Hideous Destructor code and put that in, along with a longer fuse.
Additionally I want to mess with the demon weapons. I like the idea of them being in the same slot and using the same "demon fire" ammo type. And I want the hellfire missiles to be actually fun to use. Maybe others feel differently, but I always feel like the flame cannon overshadows it in fun factor and usefulness. Not sure what changes I'll make yet.
Also, the mouse stick combo is intriguing. I might try that sometime, except with a flightstick.
And I need to say once again, I love that title map. The synched blue and yellow Fuck Yeah... well..... you know exactly what you did.... You broke my heart you bastard.
Don't stop being cool.
I made it so that I can just hold down a melee button and get rapid fire combos, since I don't want to break my controller mashing the bumpers. I also added a rumble function for when I melee, which is sweet.
I'm modifying the weapon slots so that I can access 8 weapons from 4 D-pad buttons.
I think I'll mess with your rocket too. I might add a bigger direct hit bonus to the non-seeking mode, and then increase the splash damage of the seekers up to the same level as the non-seeker, but with absolutely zero direct hit bonus, since you don't have to aim. To keep it balanced, I'll make the seeker much much slower.
And I probably will cut the grenade drop rate in half and see how it plays. I'll add a second splash damage radius that will do more damage to big guys if you manage to get the grenade very very close to them. That way, even if they aren't always spammable, it will feel like more of a special treat when I use them. I was going to try and steal grenade cooking code from Hideous Destructor code and put that in, along with a longer fuse.
Additionally I want to mess with the demon weapons. I like the idea of them being in the same slot and using the same "demon fire" ammo type. And I want the hellfire missiles to be actually fun to use. Maybe others feel differently, but I always feel like the flame cannon overshadows it in fun factor and usefulness. Not sure what changes I'll make yet.
Also, the mouse stick combo is intriguing. I might try that sometime, except with a flightstick.
And I need to say once again, I love that title map. The synched blue and yellow Fuck Yeah... well..... you know exactly what you did.... You broke my heart you bastard.
Don't stop being cool.
- Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: <!> BDJ - well I'll be damned, it works with Zand
Oh im sorry, i didn't see this. on the first page under the main post is my mods.Skrell wrote: which mods are yours?
Re: BDJ - well I'll be damned, it works with Zand
Hey Yall. I've made some changes, including making it so I can punch and kick while I have the chainsaw selected. Yeehaw! Now I have more incentive to use the saw, since it's a melee murder machine, and fatalities are no longer inaccessible while I have it out.
Here is my new Saw code if anyone wants it. I'm a dummy when it comes to coding, but I figured melee acted the same as grenades (an offhand attack coded into every weapon file) and all I did here was stick the punch and kick code from other weapons wherever I saw the grenade code in the Saw file. And also copy what i assume is melee combo code to the end.
Since I started modding this mod of a mod, the launch has been a little slower. And I get this message at the start.
M_LoadDefaults: Load System Defaults
Using program Directory For Storage
Anyone know what's up with that? Or why the startup would be slower? Not such a big deal, I just want to understand if I can.
My other question: How do you make certain objects immune to certain attacks? I'd like barrels to not explode when I punch them.
My new resolution is that every time I want to ask some put upon modder to change something about their mod, I'll ask how I can change it instead
Here is my new Saw code if anyone wants it. I'm a dummy when it comes to coding, but I figured melee acted the same as grenades (an offhand attack coded into every weapon file) and all I did here was stick the punch and kick code from other weapons wherever I saw the grenade code in the Saw file. And also copy what i assume is melee combo code to the end.
Spoiler:But now I have questions.
Since I started modding this mod of a mod, the launch has been a little slower. And I get this message at the start.
M_LoadDefaults: Load System Defaults
Using program Directory For Storage
Anyone know what's up with that? Or why the startup would be slower? Not such a big deal, I just want to understand if I can.
My other question: How do you make certain objects immune to certain attacks? I'd like barrels to not explode when I punch them.
My new resolution is that every time I want to ask some put upon modder to change something about their mod, I'll ask how I can change it instead

Re: BDJ - well I'll be damned, it works with Zand
Holy shit, I completely missed this. It fixes so many things that bothered me about the official version. SEAL OF APPROVAL
- Agitatio
- Posts: 242
- Joined: Mon Sep 05, 2011 10:07 am
- Graphics Processor: nVidia with Vulkan support
Re: BDJ - well I'll be damned, it works with Zand
It's an option which is turned off by default. Why are you complaining?johnny wrote:Nor will shooting through walls, like wow really what a terrible idea.
Anyway, you did a good job with BDJ. But there are some small things that bother me too much, to continue play BDJ.
- Pistol seems unnecessary.
- Exploding roar is kinda OP.
- I think you should move chainsaw back to slot 1.
- Rifle ironsight is incorrect, judging by bullet holes.
- Don't like enemy health bars, but it can be an option.
- Original sprite for Revenant Missile Launchers made more sense.
- Don't like the idea of random fatalities. Actually don't like randomness in general. I don't think it fits Doom.
- Some of the blood splats use 2d sprites, like when you play BD in ZDoom. Hope it's not intentional and will be fixed in the next version.
- You were talking about movement friction and you said you'll remove it, because I think that is the cause of some weird camera jerkiness for me.
- NC HUD is great, but I think you should stick to original layout. At least I think you should move ammo counters back to bottom right. Also, weapon slot 1 doesn't light up.
- I don't mind dual wielding. I can live with or without it.
- Don't know how I feel about having seeking mode on Rocket Launcher and free fire mode on Revenant Missile Launchers.
- Berserk being temporary is fine by me.
- Punches on a separate key is really convenient.
- Really liked weapon sounds, sprites and effects.
- I don't use taunts and rolls so having them gone is fine.
P.S. I think everyone should just stop comparing BDJ to original. Because it feels like some of the changes are made just to be different from original. Looking forward to check out new version.