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Changes since Beta 8:
-New sounds (Infrared, Auto-map, Invul., bullet clip, shells)
-DSSECRET (secret sound) replaced with DSGETPOW.
-Secret Cheat Map for Doom 1 supports all four episodes (E(1-4)MX).
-Rocket, Plasma ball, BFG ball, and Unmaker demon sphere appear (spawn) from their weapons not the player (animation tweak).
-New sprites for Spectre.
-Improved Cacodemon death.
-Revenant Missiles now improved.
1.New Missile sprites and effects.
2.Now has RevRockets(normal) and RevTracers(seekers).
3.Now fires two missiles from both barrels.
4.RevTracer chance of appearing reduced to 25% (from original 50%.)
-Plasma Rifle fire animation improved.
-Glow effects and brightmaps added to common Doom liquids.
-New liquid splash sprites.
Features removed from Beta 8:
-AFONT.wad removed from pk3 (in favor of original Vanilla interface).
-Expanded title screen removed from use (but is still in Graphics.wad).
-Footstep sounds removed in favor of classic Doom ambiance.
-D3 Wraith removed in favor of Vanilla hanging Keen (looking for Keen 4 death sounds).
Be sure to let me know of problems, suggestions, and criticisms.
NOTE: Be sure to read the text file with the Beta to get the most of out Expanded.
Welcome to Doom Expanded, a comprehensive mod for the original Doom IWADs.
The purpose of this modification is to add a number of graphical/sound enhancements
and other gameplay tweaks/additions to the classic Doom experience while keeping
the original gameplay intact. This mod keeps the fast and fun style of the original
Doom games but adds more to make it a much deeper experience.
You can use this mod with any Doom IWADs (Doom, Ultimate Doom, Doom 2, and both Evilution and
Plutonia), or even together with PWADs that use Vanilla based resources, contain minimal changes,
or have DECORATE information that's independent of anything that's in Expanded. You can try to
mix and match mods, but be sure to keep in mind the features of both Expanded and the pk3/wad
your using with it (as they may or may not work properly with each other). Loading Order (which
PWAD loads first) should be keep in mind when using Expanded with other mods and having a
front-end like ZDoom Launcher or similar can come in handy in that regard.
If you have any critiques, feedback, or suggestions, please contact me either through email or post
your thoughts right here on the thread.
Screenshots:
Spoiler:
Doom (E2M8): Tower of Babel
Doom 2 (MAP10): Refueling Base
Final Doom - Plutonia Experiment (MAP32): Go 2 It
D2 Master Levels: Black Tower
D2 No Rest For The Living (MAP08): Tomb of Malevolence
Doom: The Lost Episode (E5M8): Redemption Denied
Lost Episodes of Doom/Jupiter Missions (E1M1): UAC Spaceport
Doom the Way ID Did (E3M8): Core
Features
Spoiler:
-Updated Vanilla monsters with new sounds, gore, and alternate deaths.
-New blood and gore effects (compliments of edited NashGore resources).
-Monsters have accurate blood color (Baron/HK = Green, Caco = Blue).
-New GL effects for Monsters (fireballs, glowing bodies, and new Lost Soul).
-Smooth animated weapons, with enhanced sounds, sprites, and effects.
-Bullet and Shell casings for Pistol, Shotgun, S. Shotgun, and Chaingun.
-New explosion and plasma effects.
-New sounds for all items, some with new sprites.
-High-res versions of many of the classic Doom sounds.
-New world sounds for ricochet bullets, body thuds, and weapon drops.
-All new wall decal effects (bullets, saw marks, scortches, blood, etc).
-New OpenGL light effects for lamps, torches, and other light sources.
-Warp effects for all liquids and Doom 2 falls (Plutonia has an addon for waterfalls in the works).
-Glow effects for various flats.
-Brightmaps for characters, items, decor, flats, and walls.
-Detailed footstep sounds and splashes for player.
-Updated in-game fonts (and "Bigfont" for Custom Map Names).
-Updated and fixed Doom 2 Cast Call.
-Skunk's "Thy Flesh Consumed" episode intermission map built-in.
-5 new music tracks for "Thy Flesh Consumed", 4 from Robert Prince's unreleased Doom beta tracks, and 1 from Doom 2.
-A new monster has been sighted! Seek where Keen once was.
-Super Shogun can be used in Doom 1/Ultimate (with cheats).
-Secret cheat weapon (Unmaker).
-Secret cheat level EXMX/MAPXX (for Unmaker).
-And much more!
Settings
Spoiler:
Only the required settings needed for Expanded will be listed here along with their location.
Player Options:
-No custom skins preffered (unless made compatible).
HUD Options (Optional):
-Alternate HUD is recommended for Full Screen gameplay.
-Crosshairs NOT recommended as weapons and weapon effects are based on Doom's default aiming height.
-All Weapons are designed to be NameTag compatible.
Sound Options:
-HRTF Filter: ON (Some sounds from original IWADs and Expanded are not high quality
and the filter helps presentation)
Display Options (OpenGL):
Dynamic Lights: All On/1.0
Shader Options (if available, Shader 3 only): All On
OpenGL Preferences
-Sector Light Mode: Doom (if possible depending on GZDoom version, optional)
-Enhanced Night Vision Mode: OFF (Has Night Vision Effect which has issues with certain sprites and blood effects)
-Adjust Sprite Clipping: Smarter
Credits
Spoiler:
The is a list of resource and gameplay mods by their authors who allowed me to use them.
NOTE: Original Wad authors with be listed in brackets.
If you you notice resources being used in Expanded that you know are yours,
and you have not been credited, please let me know and it will be addressed.
1.Original Doom IWADS and related sources
[Author: ID Software]
-Reference for sprite names and such, along with other
resources.
2.BFG9001.wad
[Author: Myself-BlueFire, with special thanks to FDARI for extra DECORATE help]
-My own personal work, a smooth animated BFG 9000!
3.ConsoleDoom.wad
[Author: Kaiser]
-For certain Console Doom sound effects. A recommended download.
4.bloody.wad
[Author: Enjay]
-Used it for reference and the blood fade effects to help
keep a smooth framrate.
5.pk_weapports.wad
[Author: Perkristian]
-For smooth weapons animation for everything except BFG 9000
and Chainsaw. Recommended download.
6.pk_doom_sfx.wad
[Author: Perkristian]
-For the high quality versions of many of the classic Doom
sound effects.
8.Brutal Doom (Multiple Versions, .09 through .16)
[Author: Sergeant_Mark_IV]
-Various resources and references. A very highly recommended download.
9.Doom Enhanced (doomenh.wad)
[Author: Kinsie]
-Sounds and various resources.
10.ReDoom
[Author: Kinsie]
-Sounds and various resources.
11.enhanced.wad (a mod that combined ReDoom and pk_weapports.wad)
[Author: Kinsie, Perkristian]
-The foundation of this entire project, some original resources may
still be here, although I'm unsure.
12.Mutiny 2.0
[Author: Woolie Wool]
-Reference and resource pool. A recommended mod for a more
non-horror approach to Doom.
13.nashgore.wad
[Author: Nash]
-Implemented wad features and edited them. Download this
wad for your own projects.
14.Particle Fire Enhancer Mod Version 0.8(PFEnh.pk3)
[Author: Z86]
-More alt deaths, references, and Doom 3 sounds.
15.Doom IWADs Super Brightmaps (SBrightmaps.pk3)
[Author: Z86]
-Adds brightmap effects to various monsters/objects into
the game.
16.ZDoom Resource Pack
[Author: Keksdose]
-New Light and fire effcts.
17.qstyle.pk3 (Quake Style)
[Author: Jay Reichard aka SilentZorah]
-The Unmaker and other minor resources.
18.Lights.pk3 (Official GZDoom file)
[Author: Christoph Oelckers aka Graf Zahl]
-Official GZDoom OpenGL Lighting effects adapted for Expanded.
19.thyinterpic.wad
[Author: Skunk]
-Intermission map for "Thy Flesh Consumed".
Special Thanks to all the people on the forums who helped in some way
or another:
E.C.S. (for Unmaker pickup sprite)
Enjay
FDARI (For BFG animation coding)
hfc2x
Minigunner (for custom sprites: Zombieman Alt-Death edit, gloved fists)
Nash (for NashGore)
Perkristian (For the smooth weapons mod)
Sergeant_Mark_IV (For sharing resources)
SilentZorah (for permission to use the Unmaker)
Skunk (for his amazing map work)
terraova (for some play testing)
Vict
Z86 (For Permission to use his mods)
And a Special Thanks to the ZDoom and GZDoom teams
for making this mod possible.
And a Very Special Thanks to ID Software.
Last edited by BlueFireZ88 on Wed Oct 24, 2012 10:58 am, edited 7 times in total.
Pretty cool!
I loved the chainsaw sound (really, I love it), the rocket explosions and the new weapon, the skull thingy that launches ghosts!
The blood spills are also very cool!
Only thing I didn't like was the blood splat sound. It sounded weak. I know that blood isn't heavy at all, but it sounded strange to me (of course it's just my opinion).
i think the plasma ball, rocket and BFG could use some work effects wise.
(see Particle Fire Enhancer for a rocking Plasma, BFG - and Brutal Doom for a nice Rocket impact effect)
The blood sounds have been in there for as long as I can remember. I've tried finding other sounds, but it's hard to find a balance for sounds that are too gore heavy or just too strange sounding (I mainly encounter the former, but the worse is where the blood sounds like sand bags).
I'm going to be attending college in mid October, so I hope to get it finished before then.
mckracken:
I'm fully aware of the Particle Enhancer wad as I've asked permission to use it as a resource from Z86. And as much as I like the effects, the large amount of particles can cause the framerate to drop on my system. Besides, the effects are more meant to have a vanilla feel to them, hence being more simplistic in style (but complicated to input, mod wise).
I have borrowed from Brutal Doom before, but ultimately, a line should be drawn to where resources should be used. And something I would never want is for Expanded to be making itself look like a carbon copy of Brutal Doom. That's not the point and out of respect we both have our own styles. Mine is more Vanilla oriented, and his is, well...Brutal. I don't expect everyone to like every aspect of Expanded, but for the sake of consistency, certain aspects should remain as they are. And besides, lord knows how long I spent working on those plasma effects.
Though to look into your suggestion:
While the plasma effects are good, they ain't what I'm going for. I honestly just don't like how its broken into multiple sprites, in the case of Vanilla style, they are more complicated than they need to be, when just a few simple sprites can work just as well.
Minus the fog effect, the BFG ball is the exact same as mine (the original BFG ball from the IWADs). The difference being that he uses the original two frames and I use four (for ball rotation). Again, keeping the Vanilla faith here, were trying to keep things relatively simple, both in code and execution, but still have it look good.
i was rather thinking about the BD BFG impact not the ball itself. (its the original impact effect that i find so lame)
Have you seen the cool flare BFG ball from Beautiful-doom?
Yes, I have seen the impact effect of the BFG Ball in Brutal Doom, and Brutal pretty much defines the effect. I can understand that you really like the effects in Brutal Doom for their over the top eye candy, there's no doubt there. The problem is that the effect goes against the basic idea of Expanded, which is enhancing the original Vanilla Doom experience. I'd say while the Expanded version of the BFG Ball may not be as impressive as Brutal Doom's, I would at least say it's a step up from the Vanilla version.
Well got some new stuff for you all, and it involves what your going to see in the Final Version.
I won't say exactly what it is, but you can see for yourselves with this pics.
Spoiler:
Did you see it? Well, here's your answer:
Spoiler:
The Spectre has gotten a monochrome makeover and is looking better than ever. Originally it was just a black stencil render to achieve the invisible effect, but now he's actually got detail. And as you may have noticed, Doom 2's Cast Call now has the Spectre in it. Also, the BOSSBACK has been replaced with the Expanded title screen, leaving the original vanilla title screens alone.
BlueFireZ88 wrote:Well got some new stuff for you all, and it involves what your going to see in the Final Version.
I won't say exactly what it is, but you can see for yourselves with this pics.
Spoiler:
Did you see it? Well, here's your answer:
Spoiler:
The Spectre has gotten a monochrome makeover and is looking better than ever. Originally it was just a black stencil render to achieve the invisible effect, but now he's actually got detail. And as you may have noticed, Doom 2's Cast Call now has the Spectre in it. Also, the BOSSBACK has been replaced with the Expanded title screen, leaving the original vanilla title screens alone.
Is there a way to bump up the aiming height for the weapons? I like what you've done with the mod, but the changes to aiming height is getting me killed with the rocket launcher.