Exciting parts:
4:29 exploding headshots
6:29 no reloads
9:42 chainsaw
13:50 mastermind chaingun
15:39 getting another powerup and high score with the mastermind chaingun
17:06 berserk MADNESS
18:01 berserk caco INSANITY
18:54 vanilla weapons
Good evening esteemed colleagues. A beautiful man named Loku discovered the game breaking bug that has been plaguing this shit for years and it is finally fixed. THIS IS DEDICATED 2 U, BRO This is for 3.7.2 OR the "vintage" version of gzdoom. For some people, it works perfectly fine with gzdoom 4.0. For others, it’s broken. If you try it in 4.0 and you’re having problems, downgrade.
EXPLANATION OF WHAT JOHNNYDOOM IS:
Spoiler:
So, the core of this mod is focused around the fact that I didn't like how fatalities in original BD could only be performed when the fists were equipped. There was a special key specifically for kicking, so I thought hey why not have one for punching too? So now you can kick or punch with dedicated keys, and these kicks and punches can trigger fatalities while using any weapon. You can also perform dial-a-combos (a la mortal kombat 3) which are super dope. Then I added grenade tossing to its own separate key too, because grenade throwing is cool. Then I took it a step further and thought hey wouldn't it be even better if you got little bonuses for doing fatalities, so that performing them wasn't just a gimmick, and there would be an actual incentive to do them?
JOHNNY DOOM WAS BORN.
-Each fatality you perform will give you a bonus unique to that monster type (plus one grenade), with both the likelihood of the fatality triggering and the "goodness" of the bonus received increasing as the monster rank goes up. Zombieman - not very likely to trigger, bonus is cool but not that great. Revenant - always triggers, nice bonus. Baron - always triggers, bonus is dope, plus you get 2 grenades!. Basically from hell knight on up, it's 100% because it's a huge risk to get in that close with hard monsters. THIS IS WHY the enemy healthbar exists. You can see when their health is near zero, and then go in for the punch/kick kill.
-Punching and kicking have combos that are super easy to perform. There are ten total, and they are shown in the JD FAQ on the main menu so you can access them whenever you need to. Also jump kicks are a thing--press kick while you're in the air.
-Grenades can be cooked by holding down the grenade key. The fuse is like... barely longer than a second. 36 tics from the moment the pin is pulled. It's fucking quick but it makes things super fast paced and exciting.
-There is a radio "weapon" that comes with backpacks that allows you to teleport a marine in to help you. He will shoot, fight, and occasionally spit out a popular quote from a 1980's or 90's era movie. This right here is worth the download alone I feel like. 100 DIFFERENT WAVs SON lol I love it.
-This has NC hud, gifty/perkristan's smoothdoom weapons, the imp/demon variants (spawnable by cvar) from project brutality, voxelbro's BD + vanilla voxels, amv2k9's smart scavenger, nash's spriteshadow, and the enemy healthbar feature from jpalomo's JP hud built into it. One stop shopping, baby. From the JD options menu, you can swap between vanilla doom weapons and JD weapons at any moment and your ammo will be unaffected. You will also retain the ability to fight and throw grenades. Neat!
-JPoints system - You get JPoints (J is for Johnny lol get it) for killing stuff and doing other cool shit. You get more points for more dramatic kills. For instance, melee/chainsaw/knife kills are going to give you more points than gun kills, and kills with explosives will give you even more than that. Grenade kills also can give you multi kill bonuses on top of that, starting at triple kills going up to X12. I also added the bonus items from the Doom alpha to this, which were originally planned to be in Doom like the treasure chests and stuff from Wolf3d. They are dropped at random by enemies, and give you lots of JPoints.
-When your JPoints gauge is full (probably will happen about once per level), the screen will flash and make a sweet ass SHIIINNNG sound, indicating that you have entered MAXIMUM OVERDRIVE. The JPoints gauge will be on fire. Whenever you're ready, you can press J to "redeem" those points for a powerup chosen at random from the group of powerups you chose to use in the JD options menu. These powerups are as follows:
Exploding headshots - Self explanatory. Headshot kills result in an explosion, essentially turning every enemy into a walking barrel, provided you kill him with a headshot.
No reloads - Also self explanatory. Note that this means the shotgun and SSG do not reload at ALL--no cocking, no shell refilling. It also prevents the plasma rifle from overheating.
Mastermind chaingun - Your chaingun becomes like the one the spider mastermind has. It takes a second to spin up, then fires explosive tracer rounds.
Hellfire missiles - Your rocket launcher now fires extremely powerful rockets that explode into piles of fire that super fuck up enemies while leaving you immune. Shoot them into the ceiling to rain fire down on a pile of bad guys and let it kill them while you hide.
Rip & Tear - Get out your fists to throw unlimited critical hits, or press the reload key to use your hand to summon up some explosions and shoot them across the ground. It uses 15 of your "demon ammo" (manc flame cannon and revenant missile ammo) per shot.
Plasma shotgun - Your plasma rifle can be charged up and blasted like a shotgun. Beware of overheating!
**VANILLA SET**
2x weapon strength - Weapons and melee attacks are twice as strong.
Drain - Damage dealt to enemies heals you.
Haste - Super speed.
Reflection - Damage you take from enemies is reflected back on them times 5.
Regeneration - 5 points of health regenerates every second.
You can use one or the other, or both of these sets if you so choose (in the JD options menu).
IMMEDIATE STEPS TO TAKE UPON PLAYING:
Spoiler:
Reassign your keybinds through the options menu. You will need to choose keys for reloading, punching, kicking, grenade throwing, flashlight on/off, and JPoints use. This is what I recommend:
Q - reload
E - punch
R - kick
F - flashlight
J - JPoints use
Lshift - grenade
capslock - jump
OR if you can't get used to not having R as reload then:
Q - punch
E - kick
R - reload
This is the final version, boys and girls. Just bugfixes from here on out.Lol k maybe not. It sucked knowing I left my baby broken for so long, so I'm glad I could finally get a solid, complete version out to you guys. Please enjoy, it's been a blast working on this. Thank you, and may God bless these United States of America.
Changelog:
Spoiler:
Update 4/12:
-The melee combat experience is now more flashy and fun. Got some feedback on 4chan about the combo finishers being lacklaster, and I agree that yes, yes they are. The uppercut and head kick are "finishers" now, which make a loud punching sound and deal much more damage. This will cause enemies to fly back, into the air, etc (and usually die) so your combos actually feel like they end with a bang rather than just stopping. All melee attacks cause enemies to ragdoll now too, just like the critical hits. Idk why I didn't already have it like this in the first place.
-Tightened the shotgun's spread a little in order to make headshots a bit easier for those sweet, sweet exploding headshots moments.
-Cut the time it takes the plasma secondary to warm up by 50%.
-The chainsaw now refills a small bit of your health (vampirism) while you saw so you can actually stay alive while using it. I also cranked up the amount of jpoints chainsaw kills give you by a fucking lot, so use it more!
-Fixed all bugs mentioned here and a few others that I discovered along the way.
-Made the helper marine's bullets do more damage so he's more useful.
-Gave the pistol one more point of damage per shot. The pistol is actually really really strong by the way and you should use that too.
-Made rocket launcher kills count towards multikills.
Update 4/20:
-Added new nash tilting code, mouse stuttering should be gone now. If not, you can always enable vsync to get rid of tearing. You can also turn it on and off in JD options if you don't want it.
-Reworked the multikill code so that it's not running nonstop, but still works the exact same (this is potentially a big speedup for those with less than current hardware).
-Fixed bug that made you able to move during fatalities in a lot of mapsets for some reason
-Suped up fatalities in general to make them trigger and end very smoothly and quickly, also fixed camera so that it doesn't follow the pitch your mouse is aiming at so you end up with the camera way high in the air. Also also, you can aim your body during a fatality so when it ends you'll be pointing where you wanna be pointing.
-Fixed bugs people mentioned.
-Added score acknowledgements, every 5k points you rack up (to 50k) you get a message and then some of my favorite guitar solos will play.
-Rifle secondary is now triple burst, and the rifle and shotgun sound more beefy.
-Powerups are now stackable. I've been playing a bunch of slaughtermaps lately and the points pile up quick so why not?
-Finishers can now trigger fatalities, not sure why I had them not do that originally.
-Realized there's another combo, PKPPK, so I added that to the FAQ.
Update 4/28:
- Added 15 extra seconds to the powerup time length. They felt like they ended just a teensy bit too fast.
- Added two new vanilla powerups, reflection (damage inflicted upon you is reflected back times 5) and regeneration (5 health regenerated per second). The vanilla powerups felt really lacking, especially considering the fact that bullshit invisibility was one of them. Now they are dope.
- Made multikills go up to X15 (I've been playing slaughtermaps a lot still)
- Redid the FAQ to make it more readable
- Added more sound variety to the enemies (mix of PSX and regular doom)
- Made the baron, knight, and cyber knight have less health because they were bigtime bullet sponges
- Renamed the berserk powerup to "rip & tear" because people were thinking it affected the melee damage. It does not! It's its own weapon (slot 1)!
Re: BDJ - grenades, fighting, and fatalities worth doing
Posted: Thu Dec 04, 2014 1:10 am
by johnny
Will do! Thanks man, that's awesome to hear. I really appreciate it and I'm glad you enjoyed.
Re: BDJ - grenades, fighting, and fatalities worth doing
Posted: Thu Dec 04, 2014 9:36 am
by Slax
Dem's some sexy SFX.
Re: BDJ - grenades, fighting, and fatalities worth doing
Posted: Thu Dec 04, 2014 11:01 am
by Carbine Dioxide
I like this a lot. I like the original Doom Guy hands.
What I don't like is the ADS for the rifle. It's not consistent with the weapon. I also never liked the Doom 64 weapon color scheme for Doom.
What people really need is not derp death animations for Brutal Doom. They don't look smooth at all.
Re: BDJ - grenades, fighting, and fatalities worth doing
Posted: Thu Dec 04, 2014 12:12 pm
by Devianteist
Not a big fan of Brootal Dewm anymore, but I must say the I actually enjoy this version of it. Keep up the good work!
Oh, I just remembered; I was trying to find a grenade mod like the one you've employed here. Think you could make that it's own mod or point me to where I can get it?
Re: BDJ - grenades, fighting, and fatalities worth doing
Posted: Thu Dec 04, 2014 12:49 pm
by Armaetus
Use Mediafire or Dropbox because sites like mega.co.nz could be restrictive when the file expires.
Re: BDJ - grenades, fighting, and fatalities worth doing
Posted: Thu Dec 04, 2014 2:08 pm
by johnny
Thanks for the kind words fellas!
Slax - Aren't they?! I was playing with my computer HDMI'd up to the TV earlier and the bass was intense. My little laptop speakers don't do them justice.
Carbine Dioxide - I agree on all accounts. For the rifle, the only other option I could find was this:
and that doesn't really match up either. Maybe the original BD ADS would be a better choice? I feel the same way about that navy blue tint on the Doom 64 weapons, I would much rather it be a flatter black or at least not so obviously blue. The shotgun's ADS are slightly off as well, but I'll be fixing these soon. I'll put the effort in but I'm far from a professional sprite artist. As far as fatalities go, if Sgt. Mark VI sticks to his release date of Dec. 10 then we should have a fair amount of new and redone animations in a week or so. It shouldn't take long to transplant all my stuff into BDv20.
Devianteist - Sure man, I could do that. Do you want me to inject it into the standard weapons, or something like smoothdoom? It's not something that can exist in its own pk3 outside of the weapon code and be added/removed to other weapon mods on the fly, you gotta add new states to every weapon's decorate individually. [I might be wrong here--I'm sure there's some ACS wizardy that can be done to achieve this, but I am not trained in such magics.] Fortunately this only takes like 3 lines of ACS and is as easy as pasting the throwgrenade code at the end of each weapon and adding some JumpIfInventory checks here and there.
Glaice - Thanks for the heads up, I was unaware of this. I'll set up Dropbox now. [[EDIT: I looked into this, and Mega ("megaupload" is no longer a thing) links never expire. The bandwidth allowances and free storage capacity makes Dropbox look like a joke (2gb vs 50gb). The new Mega is the bee's knees as far as cloud storage goes.]]
Re: BDJ - grenades, fighting, and fatalities worth doing
Posted: Thu Dec 04, 2014 2:14 pm
by Devianteist
By "inject into the standard weapons," I assume you mean just adding it to the vanilla DOOM weapons, as you described, which would be perfect.
Though what do you mean by "something like SmoothDoom"?
Re: BDJ - grenades, fighting, and fatalities worth doing
Posted: Thu Dec 04, 2014 3:13 pm
by johnny
I meant the smoothdoom mod, or some other equally vanilla-friendly weapon set. But I gotcha, I'll get to work and report back.
Re: BDJ - grenades, fighting, and fatalities worth doing
Posted: Thu Dec 04, 2014 3:19 pm
by Carbine Dioxide
I didn't mean fatalities, because the fatalities are smooth enough to get by. I am talking about the death animations in general. The knight's and baron's deaths are just 3 to 4 frames. The minimum in, my opinion, is 6 frames for each death.
I could attempt to make some ADS sprites, and color the Doom 64 stuff if you want, unless you want a more qualified spriter.
I just now played this, and there are some things that I would like to point out:
I play in widescreen, and when you punch, the arms are not attached to anything, maybe you can make it widescreen friendly?
I like the arcade style game play.
The shotgun pickup is a little odd, it's just the vanilla shotgun.
The ability to call marines is pretty awesome, although Doom Guy is not only wearing no gloves, but also wearing his fisticuff spikes.
The kicking is much more bad ass.
Overall, this is a pretty awesome mod. Well done.
Re: BDJ - grenades, fighting, and fatalities worth doing
Posted: Thu Dec 04, 2014 3:50 pm
by Devianteist
johnny wrote:I meant the smoothdoom mod, or some other equally vanilla-friendly weapon set. But I gotcha, I'll get to work and report back.
ooooh, okay, I see what you mean. No, vanilla is fine. Plus, it'll give me something to play with once I start learning code.
EDIT: I just had a thought; could you also include the punching and kicking? If not, that's fine.
Re: BDJ - grenades, fighting, and fatalities worth doing
Posted: Thu Dec 04, 2014 4:42 pm
by Rustygold
Finally Someone knows how to balance the shotguns! I kept telling everyone that the SSGs alt fire mode makes the Shotgun useless because In the original game the SSg was supposed to be only a one fire mode to take down Big enemies while chewing trough ammo fairly quickly This Is one of the reasons the were balanced, Very few people realize this. GRATE JOB SIR!
Re: BDJ - grenades, fighting, and fatalities worth doing
Posted: Thu Dec 04, 2014 5:06 pm
by Carbine Dioxide
A preview of the zoom ADS sprite. You'll see this when you bring the gun to your face.
Because of anti aliasing, this sprite doesn't look that great.
Re: BDJ - grenades, fighting, and fatalities worth doing
Posted: Thu Dec 04, 2014 5:15 pm
by TerminusEst13
I love this mod so much, it lets me do amazing things.