BDJv20 - Classic Experience

Projects that alter game functions but do not include new maps belong here.
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.
Uninstall
Posts: 52
Joined: Sun Dec 09, 2012 4:08 pm

Re: BDJv20 - Classic Experience

Post by Uninstall »

Just uploaded new version based on BDJv20. Have fun everyone.
User avatar
RikohZX
Posts: 307
Joined: Tue Sep 04, 2012 9:11 pm

Re: BDJv20 - Classic Experience

Post by RikohZX »

After playing the newest release a bit, and then comparing it to BDJv20, I hate to say it but the only thing this variant really has going for it is the more normalized enemies in my opinion. Having the imps not be so leap-happy, as well as all enemy speeds severely toned down, makes the game a lot more reasonable. But honestly, it feels like every gun's been put through the nerf rungs, the super shotgun feels much weaker than it should be (probably partly due to the sound), and for a 'classic experience' the Brutal Doom weaponset just feels strange combined with the random Warhammer 40k references all over. If you really want to make a vanilla-esque weaponset, you could look towards the Classic weapons of Brutal Doom v20 or see if Johnny will implement them in his next BDJ version, even.
User avatar
Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: BDJv20 - Classic Experience

Post by Gifty »

I really dig the changes, particularly the weapon tweaks.
Uninstall
Posts: 52
Joined: Sun Dec 09, 2012 4:08 pm

Re: BDJv20 - Classic Experience

Post by Uninstall »

Thank you Sier for your comment.
RikohZX wrote:the super shotgun feels much weaker than it should be (probably partly due to the sound)
Yes, you are right. I have not changed any pellets value or damage output of the SSG. Maybe the sound makes you feel the that the gun is weaker. But the sound is a matter of taste. No time for a discussion. Life´s short - eat dinner first^^
RikohZX wrote:the Brutal Doom weaponset just feels strange combined with the random Warhammer 40k references all over.
Combining BD with Vanilla is quite impossible. It is just what I wanted to see when playing BDJv20. It does not make sense nor is it well balanced. It is for brain-off-gaiming. Your critics are welcome Sier, but I will not change anything about since it is perfectly fine in my book :D
Regarding the Warhammer voices. They fit much better in the setting than the "funny" messages about shrimps etc.

Keep on Space-Marine :wink:
User avatar
USSRBear
Posts: 63
Joined: Tue Dec 11, 2012 3:20 pm

Re: BDJv20 - Classic Experience

Post by USSRBear »

The link doesn't exist anymore?
User avatar
cem26
Posts: 124
Joined: Wed Jan 07, 2015 3:34 pm
Location: i will ask somebody ''where i am?!''

Re: BDJv20 - Classic Experience

Post by cem26 »

yea link definitly ded
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: BDJv20 - Classic Experience

Post by Big C »

User avatar
cem26
Posts: 124
Joined: Wed Jan 07, 2015 3:34 pm
Location: i will ask somebody ''where i am?!''

Re: BDJv20 - Classic Experience

Post by cem26 »

am too lazy about report
User avatar
Average
Posts: 626
Joined: Fri May 20, 2011 4:28 am

Re: BDJv20 - Classic Experience

Post by Average »

I seem to have an issue with this mod. When I play with a controller movement is really slow, to the point of being virtually unplayable. It runs and plays fine with keyboard and mouse. Anyone know what would cause this? I don't have this issue with any other mod...
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: BDJv20 - Classic Experience

Post by Big C »

cem26 wrote:am too lazy about report
It's called proper forum netiquette around here. We do it to prevent unnecessary bumps and keep requests for missing files in one tidy space. Please learn to follow the rules, or at least not reply with absurd excuses like this one if following protocol is too hard for you.
manhunt7130
Posts: 10
Joined: Sun Mar 22, 2015 5:34 pm

Re: BDJv20 - Classic Experience

Post by manhunt7130 »

Download link is dead
Uninstall
Posts: 52
Joined: Sun Dec 09, 2012 4:08 pm

Re: BDJv20 - Classic Experience

Post by Uninstall »

New version uploaded.
Changes:
- Few minor fixes on monster behaviour (Cacodemon fires slightly faster, altered HP of Knight and Baron)
- Disabled smoke effect on rocket launcher
- Changed weapons sprite of RL back to Vanilla

Download link edited on first post. Good hunting Space Marine.
jimbob
Posts: 81
Joined: Mon Jul 04, 2011 11:52 pm
Location: Merkel's realm

Re: BDJv20 - Classic Experience

Post by jimbob »

Any (good) mirrors for the file? I can't download anything from WeTransfer. :(
User avatar
USSRBear
Posts: 63
Joined: Tue Dec 11, 2012 3:20 pm

Re: BDJv20 - Classic Experience

Post by USSRBear »

Since you scaled back the enemies, you may want to globally nerf all the weapons pretty hard. They don't have the classic "bullet sponge" feel anymore and all of the weapons, in my opinion, kill way too fast and are too accurate. To me, that's where the challenge of Doom came from; your rather lack luster arsenal and tanky enemies. In this version, you can just simply run through without any care, melting enemies left and right like you do in Call of Duty. I don't really have a problem with that, but your mod does have "classic" in its title and classic Doom is definitely known for its pretty long kill times. So, you know, just food for thought. Not getting disgruntled about it or anything lol.

My "classic" idea for brutal doom is simply cutting back on weapons damage and accuracy to classic stats, with exclusively horizontal spread and dialed back damage. Oh yeah, no reloading as well. Reducing damage back down to "5" for bullet weapons aligns them back in classic stats. Ridiculously, the Pump shotgun's damage is at 11 in this version! (It's substantially more powerful than the AR) And it's still firing 7 pellets, dealing twice as much damage as classic Doom, and that's before the randomness is factored in. The chaingun/minigun's damage value is at 8 while firing much, much faster than the original chaingun, melting even Mancubi in just a second. It takes all challenge out of the equation. The chaingun maybe a bit more difficult to balance with the current sprites; I remember messing around with the frames for the BD chaingun and it looks bad at lower rates of fire. It looks like you have an understanding of how to swap out sprites and stuff, maybe swap them out for classic chaingun? IDK, just a suggestion/idea.

So, yeah, maybe I'm being anal, but I would have to say this is still very much BD with extremely fast killing weapons that I've simply never been a fan of in Doom. But, obviously, this is your mod, and this may very well be the way you like it. =)
User avatar
Average
Posts: 626
Joined: Fri May 20, 2011 4:28 am

Re: BDJv20 - Classic Experience

Post by Average »

Uninstall wrote:New version uploaded.
Changes:
- Few minor fixes on monster behaviour (Cacodemon fires slightly faster, altered HP of Knight and Baron)
- Disabled smoke effect on rocket launcher
- Changed weapons sprite of RL back to Vanilla

Download link edited on first post. Good hunting Space Marine.
Just wondering if you managed to find the issue regarding controller movement? :)
Post Reply

Return to “Gameplay Mods”