
BroadSword Jim v3.8
A downloadable mod
The battle between Hell and the Mortal Realm has raged on for ONE MILLION YEARS. Entire battlefields lay strewn with corpses and discarded weapons. Coated in enough blood, the oldest and truest of Mortal weapons themselves began to come to life, with the singular purpose to continue fighting, and to succeed where their feeble human wielders had failed.
The Blade to Slay All Evil, (or Jim, as he prefers), was one such blade, his white-hot rage at Hell's transgressions caused him to spring into sentience, and sent him on a one-sword mission to destroy all evil across time and space, even if he has to do it alone.
After coming into possession of a Warpstone, he now has the ability to travel between worlds, to cut down the face of Evil wherever it might show itself...
Tis time to take matters into my own hands.
What this mod includes:
-7 new weapons, each with a devastating alternate fire mode!
-Heavily melee-oriented combat. Ammo is scarce!
-Diverse and powerful weapons. Each one has its use!
-Slightly over-the-top, anachronistic weaponry
-Custom HUD, statusbar and player voice! Be sure to bind a key to TAUNT your opponents in the controls menu!
Tested with GZDoom 4.10.0. Now also works with Zandronum v3.1 and LZDoom 3.87!
Will NOT work with Eternity Engine, DSDA-Doom, Nugget Doom or other non ZDoom-derived ports.
Broadsword Jim utilizes the GPL3 license, meaning that you may run, share, study and modify these files for personal or non-commercial use. You may NOT distribute this mod commercially or claim it as your own.
Broadsword Jim (c) Lumenoth 2018-2025.
LICENSING
You may view, modify or share this mod with others. You may modify this only for personal and/or non-commercial use. Please ask permission before publicly releasing any modified material based on this mod, and credit me under the name Lumenoth.
Download
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Development log
- v3.8 ChangelogSep 08, 2025
- v3.7a ChangelogJun 23, 2025
- v3.7 Changelog - Punch It Up!Jun 17, 2025
- v3.6 ChangelogJul 07, 2024
- v3.5b ChangelogJun 15, 2024
- Hotfix Update 24-05May 24, 2024
- Emergency Hotfix 27-01Jan 27, 2024
- v3.5a ChangelogJan 21, 2024






Comments
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Gee. It has been quite a bit since I played the mod, changes I am not used to, ones I do like a bit, others that I do miss like the fist charge and other little things.
I do want to report some things since I was playing the game and then did some testing separately though...
The Pocket Rocket Pengu poot and magic pickups do not make sounds, possibly due to the removal of those "unused sounds" that was mentioned in your recent patches.
[Should mention the below two were from testing cheats, but something I want to share since I have noticed them nonetheless]
Speaking of Pengu, while I like to use the 'sv_fastweapons 2' command to clear things faster manually or see what happens (like how the old pengu used get squeezed faster from it), it does seem to cause the game to close itself out while every other weapon operates fine albeit some do unequip slower for some odd reason. The pickup also seems to not be given to you if you use the ID(K)FA cheat/'give all' command. I am sure you would not expect others to use it still, but I recall it used to work with everything years ago. Yes, I know you got custom CVARs, but I never looked for them, but the other methods should at least still work.
But SPEAKING OF giving all, even though I have yet to come across it in my normal gameplay (probably because I am in Doom and not Heretic, even though the help screen does mention inv items), I did try to see the inventory items while I was at it, but I am not sure if that golden egg is supposed to usually spawn *a* chicken, but it seems that more often than not it would just not spawn that big chicken. Except once. Not sure how that happened even as I knew how the Morph Ovum/Porkalator works at least.
I think I found all that I am messing around with for the time being, but I do have a small suggestion if perhaps Jim can get a set of crouch sprites. Assuming it is no trouble, but I do find that extra detail often missed and with such makes protagonists look like squished accordions in a goofy manner. Might have to get a tad creative on that look what with the unique sword for a head hahah.
Very fun and flavorful weapon pack, sadly a bit overpowered in my experience.
Glad you find the mod fun! I'm not all that great at Doom, so I made the weapons sufficiently powerful enough to even the odds. To make things more challenging, I might load monster replacement mods such as DoomRL monsters, Project Malice or Legion of Bones, or trying a particularly hard mapset - no shortage of those around these days!
Either way, I appreciate the feedback.
You have done a great job, the main character is full of personality, the sword looking at the player is a brilliant idea and the melee is quite usable even if the health regained from melee combat is a bit too generous.
Unfortunately, I enjoy weapon packs that stay near the vanilla level of power and the shotgun in this one absolutely breaks any combat encounter, it does immense damage and the spread damage afterwards is no joke either.
I played doom 2 with project malice and unfortunately the shotgun destroyed any enemy with only one exception. On the other hand, when I used this weapon pack in Ashes Afterglow, I actually found it to be more balanced. The gang gunners there can actually put the hurt against Broadsword Jim.
The shotgun is currently immensely powerful, that's true. I'll take note of that.
P.S. Project Malice's monsters tend to have fairly low HP despite looking and sounding more threatening than in Vanilla.
Can you add other characters like Fisty 'Dan' Glover, Pistol Peter, Shotgun Shawn, Dubba B. Shawn, Chainsaw Chad, Chaingun Chad, Rocket Randy, Plasma Paz, or "Best Friend" George?
That may be too much to add into the game, but perhaps I'll make some official artwork of that, if I have the time. :)