I hope you genuinely know this and were posting tongue in cheek.
I'm not above making fun of myself. You were right calling me on it too. No offense meant to you or your friend. :)
I'd rather point a newcomer friend towards GZDoom, possibly with dynamic lights, using carefully selected, aesthetically pleasing PWADs, and perhaps perkristian's weapon mod or other similar enhancements; but if Brutal Doom works for other people, more power to them.
Truth be told, within my own clique I get the feeling it's the lack of a cohesive whole, once you start hunting for mods to fix specific issues, that turns them away from the experience. They want games to go from A to Z, and to be done with it forever once they beat it, and expect consistency during their one and only playthrough. Coupled with Doom 2's fairly abstract level design, it's hard to make them relate to the whole thing.
I've had a little more luck getting people to play through Doom E1, and to a lesser extent the other episodes; but Doom 2, TNT, Plutonia or PWADs? Forget about it. There has to be some narrative, some point to the game beyond just having fun shooting stuff, otherwise it's not worth it. Even if that narrative is just "kill the bad guy because he's bad", or that point "kill dudes to level up so you can kill more dudes". :)
It's the same in just about every other game, too, save for one: L4D 1. Somehow, we played dozens of custom maps in co-operative. I wonder if it's because the base game is so light on traditional expository telling - and reinforces the concept of "exit rooms" so well, making it a story centerpiece as well as a game goal, players accept that as the norm and a custom campaign is indistinguishable from the official content in that aspect. Just as well, could be because they loved the game and the atmosphere. Could also be a freak event and me overanalyzing stuff.