The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.
Johnny Doom by Johnny. The newest test build of Zandronum 3.0 works with this. There is a Smooth Doom version of this (minus fatalities) for those who don't like brutal! Its all about them combo's, fatality system, combat knife, the chainsaw, grenades, powerups and customisation. Comes with NChud and various mutators. A compatible version of Smartscavenger can be found in its own separate download page. Added two new mutators that change the Fatality system to give you health and armor instead of ammo and one that makes the chainsaw give you ammo drops upon eviscerating enemies.
Forum.zdoom.org
Old version: Dropbox.com
BD Redemption sound pack: Mediafire.com
BDJv20g 13
Increased the firing speed of the shotgun.
Increased headshot damage multiplier for bullets.
Added damage indicator mod by the D4D Team as a separate addon.
Added Immerse "bodycam mod" by the Josh771, Nash Muhandes and The Zombie Killer as a separate addon.
BDJv20g 12 to 12.5
Added BDv21 assaultshotgun, railgun, grenadelauncher and BFG10K. They sometimes spawn in place of the regular weapons. Just use the addon ExtraWeaponsAndSkulltagWeapons.pk3 to get it working.
Fixed some errors.
Added missing tokens to prevent some errors from popping up.
Fixed issues with shotgun zombie dropping a shotgun twice and not dropping one on various deaths.
Fixed issue with wrong single rockets spawning.
Made both types of rifle clips give 30 rounds.
Fixed vanilla chaingun.
BDJv20g 11.1 to 11.5
Fixed bugs associated with the player sprites being both missing and not playing correctly.
Added advanced move roll left and roll right.
Added a crate that opens up and gives an assortment of ammunition, health, armor or weapon combinations. Thanks to Brutal Doom: Black Edition by Blackmore1014 for this. If you load DoxsRevolver, BrutalDeagle or LMG addons they will sometimes spawn in a crate.
Added "grenade box" and "grenade box and landmines" sprites from BD:BE also.
Fixed Minigun bug.
Fixed potential errors when saving in Slade in its new version.
BDJv20g 11
Made low tier enemies drop random doom alpha bonus items (they add Jpoints).
Added some randomization to the clip based ammo drops.
Made supershotgun sometimes spawn instead of the shotgun.
Made grenades spawn more often and sometimes a box of grenades will spawn instead of rocket box.
BDJv20g 10.4
Made kicks and berserker attacks causes hell knight and baron to enter the pain state.
BDJv20g 10.3
Added compatibility for BDv21 weapons.
Added working versions of Doxs Revolver and Doxs Deagle.
Pinky's and Spectre's die with two shotgun blasts.
BDJv20g 10.1 and BDJv20g 10.2
Fixed bugs.
Pinky's and Spectre's should now die with a single shotgun blast.
Added WolfesteinSS from Brutal Doom with their new sounds. These enemies are special type since they do not infight.
EvilMarines are loaded in the pk3 but have no spawn point as of yet.
BDJv20g 9 and BDJv20g 10
Rebalanced damage of weaponry such as shotgun, super shotgun, rifle, minigun and rocket launcher to remove the RNG.
Rocket launcher is more powerful and pistol is more accurate. Caco's now die with a single rocket.
Vanilla weapons bug fixes.
Slowed down the shotgun zombie and chaingun zombie.
Rifle magazine pickup with voxels disabled now look like their bd21 counterparts.
Added BDv16 Zombie sounds as a optional addon. Some people really enjoy it so might as well include it.
BDJv20g 8.3
Fixed a bug causing kicks to skip fatalities on pain elementals and arachnotrons.
BDJv20g 8.2
Fixed bug that was causing marines to be hurt when slashing them with your combat knife.
BDJv20g 8.1
The LMG addon will now correctly work with BDv21. Added a LMG for vanilla doom.
BDJv20g 8
Increased speed of firing while aiming down sights with the combat shotgun.
Doublebarrel shotgun (SSG) can now be reloaded after a single barrel shot.
Fixed some bugs; made it so that dying imps no longer provide grenades on fatality as they don't carry them. Some dying imp and dying zombie fatalities have been dropped since they where legless or armless (didn't make sense). Grenade box now has a sound effect and isn't as large as used to be. The lightmachine gun (LMG) addon randomly replaces the minigun spawn.
BDJv20g 7.1
BDJ Classic Experience fixed bugs with shotgun iron sights randomly lowering and the player being hurt by blood effects, trample damage is now at normal.
BDJv20g 7
Clipbox now yields 72 rounds.
Chaingunguy has a slow start up before firing his chaingun.
Revenant now is much more vulnerable to headshots.
BDJ Classic Experience now has updated ammo pickup amounts.
BDJv20g
Bug fixes.
Aesthetic changes like knocking back imps and zombies with melee, revenant headshot with plasma turns charred and other changes.
Zombieman now crawls around sometimes like the shotgunguy.
Instances when dying imp, arachnotron and zombies should give a cruelty bonus but didn't is fixed (plasma and flames).
Doom marine sometimes curbstomps a zombie after his guts are pulled out when fatalized, upon being punched or kicked again.
Rifle does more damage.
Reduced delay using aim down sights on the shotgun and its made to look smooth.
Shotgun fires slightly faster and has less excessive zoom with iron sights.
Shotgun can begin reloading during the pump before moving the weapon down which speeds it up though it has original sprites compared to the BDv21 Release Candidate 2.
Pistol is quicker to fire while doing rapid button presses.
Friendly marines now give a message when asked to wait.
Marines are no longer hit by rockets, they aren't hurt by player projectiles.
Marines will provide you with stimpack & clips when your low on them.
Landmines don't hurt the player when standing near or adjecent to them when an enemy triggers it, they are guaranteed to gib the enemy except the baron.
Alternate Mini BFG attack does zero damage to the Doom marine (thanks to aerospace UAC).
Revenants will stop looking for the player, Revenant & Mancubus is easier to headshot with small firearms, Archviles can be headshotted, headshots are easier to kill with shotgun and ssg, removed the RNG from the plasma rifle, RPG and BFG which is mostly from BDv21 and also the Doom marine isn't killed by breaking glass.
Revenants sometimes won't telegraph their special attack (consecutively firing each launcher).
Fatalities on dying sergeants gives the Doom marine 12 shells or a 30 round clip (old addition now listed).
Spectre's aren't sponges for kicks or melee.
Picking up SSG gives 10 shells and the shotgun provides 8 shells.
Clips now provide 30 rounds and shellbox 16 shells.
Arachnotrons don't drop cell or have fatality cell, rather they give healthbonus & armorshards.
Melee fists have the same chance to crit as doing a quick punch, triple crit rate now works while quick punching.
Kicks have a chance to do a kicking crit.
Aiming down sights is easier to fire when going into the zoomed ironsights mode with either rifle or the shotgun.
Superkicks (flying kick) do more damage to zombies.
The second kick (ninja kick) now does the damage its supposed to, mid level damage, higher than a normal kick.
All kicks have minute better range and all the punches and kicks don't miss as much.
Kicks do the same pain on zombiemen and chaingunguy (commando's) as it does on shotgunguy (sergeants) (it was less).
The Doom Marines combat knife is kept between maps and all hubs.
TripleCrit now lasts 120 seconds (from 90), that is gained from the demon strength rune.
Baron now drops the demon strength rune (its more frequent than other monsters) and pain elementals no longer drop them.
Nightmare difficulty now has much more faster monsters.
Fixed so that Caco's are fatalized some of the time.
Added some brutal options and BDJ gameplay options.
Added rocket backblast from BDv21, which is enabled by default (Rockets harm the player when near a wall or enemies).
Added optional Vanilla Shotgun sprites from Brutal Pack, a modified version to work with BDv21, has kick sprites by Alea, added a missing aim down sight sprite (ADS).
Added SpriteShadow (Duke3D Shadows) v1.9 by Nash Muhandes - requires GZDoom 4.1.3. So its placed as an option.
Added new nash tilting code, this should fix issues with mouse stuttering. Use Vsync in case there's delays in mouse input so its maybe the solution for screen tearing.
Added Vanilla weapons, JPoints system, Pain elementals don't do an damaging explosion which messed up everyone's day, and other bdv21 options.
Added score acknowledgements, every 5k points you rack up (to 50k) you get a message.
Powerups are stackable.
Finishers (melee attacks on enemies bleeding out) can now trigger fatalities. They have same chance to occur as a normal fatality.
You can find a grenade box instead of grenade/mine box or shellbox (from Project Brutality).
Added LMG by Doom Nukem and Project Brutality, the Project Brutality team and pa1nki113r.
Added a optional replacement sprite for the rifle i.e. UAC41 Carbine from Project Brutality, originally from Wild Weasel's Accessories To Murder and sprites made by DoomNukem.
Restored pistol ammo clip to 15 + 1 in the chamber.
To-be-added: Doom Eternal-style damage indicator by Nash Muhandes, whenever he releases it
-edit prevented tied up marines from being hurt by crit punch.
-edit bull demon don't have a grenade on fatality.
-edit mastermind and cyberdemon are more damaging.
Expanded inventory has two changes over vanilla inventory, it will spawn flares in place of computer map at random and will spawn regeneration instead of a berserk pack.
BDJv20f
Lessened delay for a critical hit,
Cyberdemon has more health,
Mastermind is always hurt by explosives and takes less damage from mancubus fire,
Chainsaw now alerts enemies with secondary attack whereas before it was only the primary attack chainsaw swing,
Frag grenades do much less damage to the Doom marine,
Last stand zombie now has a audible and new pistol sound,
Can throw mines when using the rifle,
Berserk pack no longer is engulfing enemies into flames so they don't run around & damage the player,
Doom marine can carry multiple Berserk pack injectors,
Doom marine is in third person sometimes after doing an fatality,
Added compatibility patch for BGPA Missions: Liberation wad (load the BGPA file "njbgpabh" first otherwise its weapons are used instead of BDJ's),
Added Snail bullets alternate tracers,
Added BDJ Classic Experience by Uninstall, read the changes text for full list.
BDJv20e
Added some features from newer BDJ such as grenade priming,
You start with your fists as a selectable weapon which you can now switch to and do faster attacks,
You can sometimes find a knife instead of a berserk pack which enhances melee attacks,
Critical hits look alot better,
Guaranteed fatality for Pain Elemental and Archvile,
Additional fatality for Archvile and Imp,
Sparks and new sound for hitting objects with chainsaw,
Grenades occasionally spawn in place of armor shards,
Added Landmines which can be found sometimes in a Grenade box instead of a Shell box or in backpacks (from Gni's Brutal-Hellfest).
Grenades are green, look more real.
Based on BDv20 for monsters so pinkies charge when they have severed limbs.
-Note: set in the controls menu a button to throw the landmines.
BDJv20d:
edit- fixed health/chainsaw mutators for face kicking and face punching.
Decreased size of shotgun shells,
Kicks now hurt enemies slightly more than fists do (if they are 3x as powerful, then why not stun enemies longer?) -note: knights, barons & archviles do not get stunned longer by kicks than fists since they are strong,
Punching or kicking enemies in the face can now trigger a fatality,
Archvile fatality now gives berserk and health instead of radios (that was way too good & you can carry more than 1 through this method so you always benefit from doing it),
Zombiemen & Hellknights now give you health as well as armor during fatality's (before it was just on the HealthFatality mutator),
Pistol has smaller magazine size (12, 13 chambered) but it now has the advantage of having a rapid reload aslong as you have atleast 1 round left & does slightly more damage for taking out small groups of enemies at midrange quickly,
Gave lost souls a unique active sound (no more generic demon sound),
Mancubus left over flames from explosions no longer hurt (the flames are far to small to hurt Doomguys body, especially not the high damage as it was!)
Added 3 mutators, firstly a mutator for a vanilla inventory system ie items can be picked up, stored and used whenever you feel like using them!,
Added a mutator for BDv16 zombie sounds,
Added CC-Combo mutator which gives you a automatic pistol and automatic shotgun!,
And made the chainsaw slightly less reliable it takes few revs to rev up before use.
BDJv20c:
edit- Marines don't get hurt by bullets or critical punches, barrels don't flicker between voxel and 2d,
Made Berserk last longer, but made its speed boost much shorter and prevented the player from kicking/punching/throwing grenade upon weapon switch along with chainsaw,
prevented chainsaw alternate attack from knocking enemies back upon death (its not a kick),
improved the reliability of the chainsaw ammo mutator,
Added old pistol sound mutator.
BDJv20b:
Fixed error on GZdoom 2.2(pre) and x64 versions,
Fixed the bug causing infinite blood splashes (changed 2d blood sprites to .png),
Fixed the bug causing the Icon of Sin to die at map start,
You can now kick and punch around barrels (don't know hot to get the player to pick them up though),
Allowed zombieman to have a variety of deaths when they get their head blown off by a shotgun instead of gibbing,
Dying breath zombies no longer sit their frozen after pulling out their pistol,
The player no longer has dripping blood sounds when near death,
Revenants no longer attack each other,
Added 2d sprites that match the shotgun, SSG and Rocketlauncher (Doomguy141),
Imps, Zombies, Caco's, Pains, Pinkies, Revenant, Arachno and Mancubus always get hurt from kicks, melee attacks, superkicks or airkicks,
Hellknight, Baron and Archvile have similar chances to get hurt by a melee, superkick or airkick as they did by normal kicks in BDV20 (ie not guaranteed, close combat is not for spamming combo's on stronger enemies),
Removed monster immunity to melee attacks that are aimed at their head (it now does normal damage),
Reduced marine chatter slightly,
Made shotgun do one point less damage since it was a tad too powerful but Revenant dies faster from it,
Restored the brutal doom v20 difficulty levels (except for the last one),
Added 2 mutators that make the fatality system to be based on health & armor only and instead have the chainsaw give you ammo like in Doom IV, but the fatalities are still random. I did however slightly increase the chance of fatalities for Archvile, Baron of Hell, Revenant, Hell Knight and Mancubus at 65%, 65%, 55%, 55% and 60% respectively).
If the mod is slow try this (like on laptops):
- never exceed 800x600
- disable all dynamic lights (this is a resource killer)
- open up your zdoom.ini and do a search for decals and particles and crank them both down to ~500. I have mine at around 200.
- also in your zdoom.ini, search for vid_maxfps and set it to just barely over 60. I have mine set at 62. I can't remember where I read this or why it helps but it does.
- vsync set to off, no anisotropic filtering
- if you're desperate, type cl_capfps 1 in the console to drop from 60fps to 30
- don't use dark_doom
- make sure rendering quality is set to "speed" and not "quality"
- The whole telling monsters to go fuck themselves thing is gone now because it's really lame. It has been replaced with GRENADES and FIGHTING. You can punch or kick or throw a grenade wherever, whenever. There are punching/kicking combos that are super easy to pull off, and grenade throwing is basically perfect as far as I'm concerned. It's like they know exactly where you want them to land, and the explosions are just bad ass. You start with 5 of them, max of 25. My keys are currently bound as E for kick, Q for punch, Lshift to throw a grenade, and capslock to jump. This is the one true setup. The default keys of G and F suck, please don't use them, you will not have fun with that setup.
- There are a jillion combos. Just press punch and kick in whatever order and it will do stuff.
- Fatalities are always ON and are now based on chance, which varies between 50-60ish% depending on the monster. If you finish off an enemy with a punch or kick, you'll fatality him and be awarded with a sweet bonus of health, armor, or one of your ammo types maxed out. Bigger bad guys yield cooler rewards. You also get grenades (one apiece) by performing fatalities, or from zombies/sguys/cguys who have a chance to drop them. This system makes fatalities actually worth using instead of a gimmick you check out once and never use again. Berserk is gone but melee attacks are on the higher end of medium damage-wise, and you'll be comboing most of the time anyways so it ends up being pretty strong. Edit The fist weapon is back in and it's fast and now useful, so I gave you an infinite ammo (still needs to reload--15 clip) bad-but-not-useless pistol in case you run out of bullets. (Reload sprites courtesy of Lippeth's Weapons of Saturn)
- Backpacks give you a little radio that you can call for help over to spawn those ally marines you normally have to set free. You get 5 calls and it doesn't always work, but you can spawn 5 dudes right there in a row if you so desire.
- DOOM64 SHOTGUN (from smoothdoom) AND SSG! YES! They are doomguy handed (as is everything else, I missed those brown gloves) and look sweet as hell. The rifle also looks and sounds 900 times more badass thanks to some really cool spritework by Mike12 & Edward Marlus (lovely lovely ADS sprites). Really all of the weapons look and sound much better than in original BD, but of course I would say that cause I'm the one who picked them. I spritesheet ripped and gimp2.0'd a lot of these (left the RL alone because it's cool) and DECORATED all of them and the frames are perfect. I literally spent an _entire day_ moving the rifle firing frames around by single pixels until they were "right". Most of the sounds came from various fallout new vegas mods (also a halo 4 pack) and they are all heavy-hitting and satisfying as fuck. There's also no ricochet sounds, instead the tracers have (occasional and super tasteful amounts of) bullets zipping by sounds attached to them which gives everything a movielike feeling.
- Some weapons work a little differently. The chainsaw slashes back and forth, features sprites from Zero Tolerance by Zero Prophet, and has super legit sounds that I ripped right out of a youtube video of some guy revving a stihl in his garage. The plasma rifle is now heat-based in lieu of having a clip. Firing speed ramps up the longer you hold fire, but let it overheat and you'll be left open to getting your ass handed to you for a good chunk of time. Risky business! Secondary plasma is now a railgun type deal which is actually a stream of projectiles that are each slightly slower than each other. The regular railgun laser is just a dumb solid line and disappears too fast so I wasn't gonna use that. Since grenade throwing is a thing, I changed the rocket launcher altfire to heat seeking mode on/off, and the seekers are about 60% as strong and a little slower firing/flying than your conventional rockets. It's fun watching them chase down those super sneaky strafing cacos.
- This mod comes with an altered layout NC HUD, the enemy healthbar feature from jpalomo's JP HUD, and voxelbro's BDSE voxels built in. No need for a batch file 10 miles long here--it's all in one baby.
- I also cut down on the blood spraying/splatters some. There's still a lot of it, obviously, but it's not so ridiculously over the top (to the point of slowing your pc down) like it was before. This is no longer true since the introduction of v20 elements, but I'm working on it. Annnnd there's literally a thousand other little things I can't remember that I've tweaked and have been tweaking since the day I downloaded BD.
That's all friends. Highlight everything, right click download as zip. Mega is fast as fuck.
This suggestion was to make it easier to download everything at once if you WANTED to get all the completely optional extras in the dl link in one fell swoop. DO NOT DOWNLOAD AS ZIP AND THEN TRY TO RUN SAID ZIP WITH GZDOOM. This seems to be causing a lot of random youtubers and russian dudes a ton of problems. BDJ20.pk3 is the only file required to get everything you see in the video. OPEN THE ZIP, TAKE OUT BDJ20.pk3, PLAY BDJ20.pk3
FAQ
1. SmoothDoomJ REQUIRES SmoothDoom to be loaded before it. It is simply a patch. Loading it by itself will do a whole bunch of absolutely nothing, because it only contains code, and loading it with BDJ20 will break things. (THIS IS WHERE YOUR CVAR ERRORS ARE COMING FROM, you keep trying to load a patch for SmoothDoom with BDJ20, don't do that)
2. BDJ.pk3 (without the 20) was a previous version of this mod based on BDv19. I kept it up there for nostalgia's sake. I deleted it to remove any possible confusion, as a fairly large amount of people thought both BDJ & BDJ20 had to be run together for some reason.
3. If you're gonna use ANY addons from the dl folder, BDJ20 gets loaded first, then whatever else. Mods stack on top of each other and will overwrite shit they have in common with the one underneath. Make a batch file, something like this:
C:\Users\johnny\Desktop\Doom\GZDoom\gzdoom.exe -file wad_that_has_maps_you_want_to_play.wad -file bdj20.pk3 -file RIFLEAUTO.pk3
Since BDJ20 comes before rifleauto, the rifleauto patch will overwrite the rifle in BDJ20, making its secondary fire automatic instead of single shot.
4. DO NOT PUT EVERYTHING IN ONE ZIP/PK3 AND TRY TO RUN THAT. GZDoom has no idea what order you want to load them in, you have to tell it. JUST DRAG AND DROP BDJ20.pk3 ON GZDOOM.EXE, that's all it takes.
5. Reassign your keybinds. Reassign your keybinds. Reassign your keybinds. I know you've played an fps before, you know how this works. Do not use G and F for grenades and punching. My keys are currently bound as E for kick, Q for punch, Lshift to throw a grenade, and capslock to jump. IT'S THE ONLY WAY so copy me exactly. Don't use a gamepad, that's just silly.
6. The voxels, the hud, the weapons, the enemies... these are all contained within one file, BDJ20.pk3. You cannot cut any of these pieces out of BDJ20.pk3 and make them separate to use with other mods. You also cannot just load this with other weapon mods and hope that the enemies or the gore or whatever will translate over fine and dandy. If you don't know what a "slade" is, then it ain't gonna happen, son.
7. You need AT MINIMUM the gzdoom-g2.1.pre-671 FEB 20 2015 svn version of gzdoom to play this. 1.8 IS NOT THE LATEST VERSION. GZDoom is different from most programs in the sense that the SVN versions are quite stable and reliable, and are much more feature-rich than the stable versions. You really just shouldn't ever use the stable version if you want to play the newest mods. Don't try to use 1.8.whatever, or BDJ20 will not work for you. There is no way and never will be a way for it to work with your lower version. Go here:
Devbuilds.drdteam.org
to get the latest gzdoom, get the topmost one. Also try to update at least once a month, preferably more.
8. What's CC combo? CC-COMBO is a little mod that adds Semi/Fully Auto shotgun (NOT OP), high accuracy, high recoil rifle, Smoking and drinking to give health, armor (adapted from jonny's old blood code), and a glock semi/fully auto pistol, high accuracy high recoil in semi, low accuracy high recoil in full auto.
==================== NOTE ====================
IF YOU ARE COMING HERE FROM SOME OUTSIDE SITE (YOUTUBE) AND/OR YOU DON'T KNOW WHAT YOU'RE DOING, THIS IS FOR YOU. IF YOU CHOOSE NOT TO READ THE SPOILER BELOW AND RUN INTO PROBLEMS, well then I'm afraid I can't help ya man
Changelog:
UPDATE1: I made a standalone grenades thing, it's in the link folder. Also a full auto ADS mode rifle patch if you want it.
UPDATE2: CHRISTMAS EDITION! There is now a Smooth Doom patch as well (requires smoothdoom). It only has grenades right now, but will include punching/kicking in the next few days. Grenades are (sometimes) dropped by the zombies. Other than that, there are lots of new things that might not be immediately noticeable.
- Everything is now widescreen friendly.
- There's a new combo, PPP, which is punch-haymaker-uppercut. Whether or not you do the first combo or the second depends on timing. If you press punch again before the sprites of the initial punch have left the screen, you'll go into the two quick jabs. Anything after it leaves the screen goes into the haymaker.
- The fatality process has been streamlined quite a bit. You won't see flashes of nothing followed by the third person sprites popping in out of nowhere anymore. Also your doomguy will be shown carrying the weapon he is currently using rather than just fists.
- The hud face was only looking to the left because of a simple mistake on my part--he works now. And he blinks too! (thanks smoothdoom)
- Just for the hell of it, the ally marines' chatter has been replaced with 74 different movie quotes from various timeless classics, such as Back to the Future 1-3, Top Gun, Good Morning Vietnam, Full Metal Jacket, Forrest Gump, Indiana Jones 1-3, and more.
- The radio hand has been gloved.
- The shotgun ADS sprites have been replaced with my own shitty creation (please someone help me make a better one).
- The rifle now sounds the same both zoomed and unzoomed, and the ADS sprites have been replaced with something a little less visually restrictive than before.
- Pistol ejects 9mm casings instead of rifle casings, and the dropped clip is pistol-sized now.
- The imp fatality grenade reward has been reduced from 5 to 3. Zombiemen, shotgunguys, and chaingunguys now have a chance to drop 2 grenades.
- The fatality chance has been lowered on low level enemies, and ever so slightly increased for higher level ones. The pain elemental fatality rate is 100% because they explode upon death, and if you're standing right there punching them then you die too. Anything less than 100% makes meleeing them a risk not worth taking.
- The knockback upon punch impact (for all enemies) has been reduced, so you won't whiff combos as often due to your first punch sending them flying backwards.
- The RL firing sound and splash/drip/footstep sounds have been quieted a tad, and the plasma rifle has been cranked up.
- The pistol has been powered up a bit (damage increased by 1) so it's less useless than before.
- Grenades are a teensy bit more bouncy.
ALSO, regarding the inevitable "how do I turn off santa imps" question... if you have no Christmas spirit and hate dashing through the snow and tidings of comfort of joy, go ahead and open up slade, go into the sprites folder, and delete the XMAS directory. Jerk.
UPDATE3: Small update.
- Crudux Cruo's rifle ADS sprites have been added.
- Rifle secondary mode is still semi auto, but will now fire as fast as you can click, which gets pretty damn close to full auto.
- Zombies now drop one grenade rather than two, since two caused you to pile up on them too fast.
- SSG sound beefed.
UPDATE4:
- Plasma rifle has new vanilla sprites from smoothdoom (love smoothdoom), has bugfixes, and starts to beep if you're close to overheating.
- More bullet whizz sounds, new rocket flyby sounds, shotgun sound beefed a little, pistol sounds are new, ssg close sound new, zombie rifle sound new, more grenade explosion sounds, probably a bunch more I am forgetting.
- All fatalities give you one grenade now, and you start with 5. Imps give you 1 full clip of rifle/1 full clip of shotgun ammo.
- Tracers look more badass.
- Allies don't talk so goddamn much so their catchphrases are more enjoyable, plus they spawn way more reliably (that is when the radio call succeeds, there's still a chance for that to fail, but it's lower than before). They are also more colorful! And the teleport fog is blue. And their code has been messed with so they won't get stuck in weird places as often.
- All % chances of bad things happening to you (where they exist) in general have been lowered.
- KDIZD fixes/updates, imprandomizer optimized, special imps merged into main BDJ file.
- Christmas stuff is gone. Let's be honest, that was only enjoyable for like, 2 days. I feel bad for you guys who don't know how to edit wads who had to put up with that titlemusic for so long.
UPDATE5:
- Updated to Brutal Doom v20
- More combos added
- Some sound changes
- Monster knockback from punches reduced to zero--no more whiffs! Your melee attacks actually push you forward a little bit now to guarantee connects.
UPDATE6:
- Fixed a portion of the lift blocking problems (I think), but they still exist and it's making me crazy that I can't fix it totally.
- You can fatality some bad guys from the dying on their knees position now.
- Zombiemen aren't cannon fodder anymore, they're actually something to worry about sometimes maybe (he has a superdragon).
- kdizd_J keys fixed, I didn't know they were broken before, I guess I messed with something I shouldn't have somewhere along the line but all is well now.
- The monster randomizer contains random barons/knights now. They have a chance to spawn a Hell's Fury/Hell Warrior, and cybs will sometimes be Bruiser Demons.
TINYUPDATE7:
- Put the zman/sguy/cguy/imp/demon health values back to where they were in BDJ19. I don't know why I increased them, they were fine before.
- All kneeling dying guys now have proper, satisfying death animations after being punched.
UPDATE8 & 8.5:
- Stopped all random gibs and dead bodies from blocking lifts and doors - A_NoBlocking... A_NoBlocking everywhere
- Fixed headshots and the hitboxes! Previously they seemed really hit-or-miss and "felt wrong." Now they feel so, so right.
- Added a new baron fatality where you kick his beanbag and shoot him in the face. He only had one before so this was a must. Plus the sprites were all already there so it wasn't too hard to patchwork something together.
- Made a ridiculous titlemap that took a shameful amount of time for what it is
- Did away with the "really short light earthquake" recoil and made something better
- Changed the plasma altfire into a spartan laser
- Slowed down the assault rifle loop to be perfectly in sync with the firing speed and altered the pitches and bass levels of some other sounds.
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you should include the video from the original post!
A video or screenshot would be nice yea
Alright: Youtu.be
Looks nice and all, but i don't get it... where the hell are the grenades that you receive from the imp when finalize it? =_='
aniway, that's some piece of work, i'll try it.
Which soundtrack are you using in the demo video?
I think it was the Orchestral Movie Soundtrack mod, you can find it in the download section of Brutal Doom here in modDB.
Fatalities are broken af. Seriously? 40 rockets for a Arachnotron fatality? Minigun is weak, so is the Plasma Gun.
Version with v20b would be awesome as ****
im not sure if jonny is still workin on this
It would be a shame if he is not still working on this version of BD, is one of my favorites! BDJ v20b would be great
Any chance you could make a separate pk3 or addon for the pistol? I think it would be handy in other mods!
There are a few pistol mods uploaded here already :) unless you want the traditional pistol looks and such, someone will have to make one
I mean like a pistol that's weak but has unlimited ammo. All the mods available either use up rifle and mini-gun ammo or replace the rifle entirely.
I'm using GZDoom 1.8.0.
Is Jay's version for my GZDoom??
You need AT MINIMUM the gzdoom-g2.1.pre-671 FEB 20 2015 svn version of gzdoom to play this.
How can I edit the fatality chance percentage? I got the slade editor but I have no idea where to look for it. Is there a console command for it?
Its basically the part that says A_Jump(x,_) the x being the number out of 256 that skips the fatality. So if its 100, thats 100/256 = 39% of skipping the fatality. Invert that and its 61% of doing a fatality. I've updated BDJ to fix various bugs & provided 2 mutators inspired by Doom IV. The mutators also increase the chances of doing fatalities on tougher monsters.
Marines you summon with radio device are not friendly :/ they kill you too
marines you summon with radio don't come with you to next level... can you make them follow you ? if you can edit the thing
Hi. This pack is great. Just one thing: How can I get the NCHUD you are using for the BDJ? I love it and I want to use it whit other BD's
Anyone else notice how obscenely big the shotgun shells are?
I fixed that not long ago.
Johnny has released an all new version of BDJ!! anyone reading this should see!
Thanks!! My favourite!!!
It would be nice to add the function to clear blood along with gibs with The Janitor.
Hey just wondering, not that I have anything against this but why does this have a fair few different mechanics compared to Johnny Doom of the same vein on the ZDoom forums?
I personally prefer this since for whatever reason, that caused a lag fest for any number of monsters that was ~200 or over but I still was wondering why this is so different.
Well basically the original JohnnyDoom - before his newer updates, there was alot of problems, bugs & just a assortment of annoyances that I felt was worth cleaning up. When I found various people listing out long posts with these problems, I figured it was worth addressing them if I ever got around to it.
Ah. So the update today is the fixes you have made to the latest addition, hopefully with no lags due to such? Many thanks!
This is one of my go tos when I feel like it's become too much of a pain to do fatalities in a wad.
Okay so just play tested it a little and I didn't realize that the changes you listed were actually the only changes. Hope you find the time to implement all of the latest features like Jpoints and everything and also the ability to add some of the project brutality monsters. Man it is going to be so fun to be able to actually pull off a fatality on belphegor far more easily.
Anything specifically besides Jpoints & PB Monsters? Because adding in lots of monsters is rather easy and Jpoints is going to require some time because theres alot of things that have to be changed in order to get that work.
Oh it's quite alright. Please continue at your own leisure. I simply think that all iterations of brutal doom from base upwards could use an overhaul to the fatality system to have an activation similar to DOOM 2016 i.e. having a single button at least to initiate the fatality instead of having to switch out to your fists and then punching the enemy which can cause a mess up in the interim period.
I usually play Project Brutality for the variety in monsters and weapons it has (who doesn't love being fried by that OP beholder or compressing the cyberdemon with a blackhole) on top of the awesomeness of BD. But fatalities not being as easy as in DOOM 2016 or BDJ/Johnny Doom takes out half the fun and the point of BD. That and the arcadey goodness of BDJ make it more fun to play sometimes.
Probably should have said this in my initial reply to this but there is no rush on the newer features like Jpoints and the rewards system. I was just surprise that it wasn't there since you said you had fixed the latest version of Johnny Doom which had such features.
If PB Monsters will be added, please consider implementing them as an optional mutator s.t. players will have a choice.
Also, fixing both the vanilla inventory mutator and COC-combo mutator would be nice.
When vanilla inventory mutator was loaded after the BDJ v20e main file, the item pick-ups like the small health and armor pick-up (the potion-alike and the helmet-alike ones) just become invisible.
Enabing COC-combo mutator seems to prevent player from switching to "fist" weapon directly
Just found out about the newer versions that you released, what with BDJv20d coming out in December 2016, so I gave it a run. There seems to be a bug with the fatalities, though. Whilst using the minigun at range, I noticed that sometimes the troopers would teleport right next to me for the fatality to be carried out, even though I never pressed a melee key and couldn't attack them at melee range anyway. Don't know if it happens with other enemies or with other guns. I wasn't using any of the mutators.
Yes I fixed it and updated it with a few new changes. Not much because I haven't had the time to really update everything. Let me know if there is anything wrong.
It seems okay so far, though I just noticed another update since your comment - BDJ20d4.2 - so I'll have to give that one a go too, now. :)
Nothing related to the gameplay, but do you find that the music and the animation of the intro video on the main menu is not in sync? I've managed to edit the animdefs file in WAD for the menu intro inside the PK3 so that the music and the animation are more in sync and it looks much better.
There seems to be no way to switch back to fists in this version. Also, what does vanilla inventory do and what happened to the awesome D64 pistol spirte pistol?
EDIT: Just noticed the lack of the cool per weapon crosshairs, too.
Also, I suggest you use the new method for adding menus instead of replacing menus as it doesn't conflict with other mods that add menus.
EDIT2: Huh, a lot of things are gone actually. The J Points system has been removed despite the binds still being present for it in the
control options.
EDIT3: Sorry for not reading patch notes. Those answered some of my questions. It seems CC-COMBO stops you from switching back to fists.
Yes there are few bugs and many missing additions. I'll be updating this to include them and the bdv21 game play changes, many options and jpoints.
For the latest update, is it possible to use other addons such as prof existentials addons? Also how optimized is this? Base BD can usually run on smaller slaughtermaps but I don't want to set my expectations too high or low if it should or shouldn't work with them.
Why the grenade is so big man and the chainsaw attacking sprites dont even match to the idle sprites
It's time to save Americ- Oh. I mean Earth.
Cool mod. Feels like a light version of Brutal Doom or something.
Why it doesn't work with GZDoom 3.2.5?
Everytime i get bored i just boot up Johnny doom and my day gets insantly better. Best way to relax. Amazing work!!!
Why my jp bar doesn't appear? Wrong gzdoom version? I tried it with 3.7.2 and 4.11.3a versions.