https://www.afadoomer.com/wolf3d/about.html
This mod contains 2.7GB of HD textures to bring Wolfenstein 3D and the TC to a state where more players would want to again play the original game in a higher modernized standard. This does not attempt to incorporate Wolfendoom or any Doom graphics. It is simply a straight up HD upgrade of the original game. Two new textures were created for this game, a floor and ceiling. I decided having the floor/ceiling textures unchanging throughout was the best way to keep the focus on the original graphics and environments, without attempting to create something new. I am a big fan of the original but always wished it looked better and was more immersive. As I have played through these levels, I feel very strongly I have accomplished my goal.
E1M1 screenshots, no real spoilers past first 5 minutes of gameplay. Not sure how to put the images on this page, maybe I crop it or something, all shots are full 1440p quality anyway, so will fullscreen. Currently I have two thumbnails you can't click with full high resolution links below them, as I couldn't figure out any other way yet. Only 3 attachments per OP is allowed so the rest are simply links for the other screenshots below the thumbnails. The other screenshots are from Episode 1 Level 1 showing environment only:
High res link:
https://i.imgur.com/LxEFh7D.jpeg
High res links:
https://i.imgur.com/VG0YdDa.jpeg
https://i.imgur.com/sao1i0i.jpeg
https://i.imgur.com/H5aY5OV.jpeg
https://i.imgur.com/GXunOPP.jpeg
https://i.imgur.com/wcPhqWm.jpeg
https://i.imgur.com/ZNX1jeX.jpeg
https://i.imgur.com/fvunhK2.jpeg
https://i.imgur.com/XKGp8Xd.jpeg
https://i.imgur.com/guCradA.jpeg
https://i.imgur.com/MB1najn.jpeg
https://i.imgur.com/QcvGVXI.jpeg
Download link that requires GzDoom installation, ownership of Doom 2 with the doom2.wad file, and installation of AFADoomer's Consolidated Wolfenstein 3D TC before this is installed:
LINK REMOVED to make room for other projects.
8-30-21 I just came out with Wolf 3D HD Light. This is the RECOMMENDED DOWNLOAD to avoid caching issues on the newest version of GzDoom:
https://drive.google.com/file/d/10A015j ... sp=sharing
The TC thread contains my development journal entries, not everything I say is true as I hadn't completed everything yet:
viewtopic.php?f=19&t=4608&p=1195458#p1195458
Readme:
When installing this HD enhancement of the TC, simply place the textures file into the resources PK3 of the Wolf 3D TC (aka. Wolf3D_Resources) and replace the existing file. Or open the textures file itself and replace the weapon info with the text below. I am not 100% sure I have the latest version of the TC, so copying the text directly into the textures file in the resources pk3 may be better (replace existing text with the new coordinates)! The PK3 can be opened by WinRar, a free trial program that works after the 30 days free. You DO NOT need to use an old PK3 extractor! Use modern software, reduce your pain.

Once you have extracted the proper files that include this readme text file, the textures file, and TWO PK3 files containing HD textures only (there is no additions to the TC, it is graphics only) into the Wolfenstein 3D TC folder with the other PK3's, simply add these new PK3's to your favorite GzDoom launcher AFTER the normal PK3's for the Wolf 3D TC modification that go in this order:
Wolf3D_Highres.pk7
Wolf3D_Resources.pk3
Wolf3D_Common.pk7
Wolf 3D HD.pk3
Wolf 3D HD-2.pk3
If there is a better way to play this TC let me know, I learned how to do this through trial and error. They don't seem to work properly in any other order. I personally use the ZDL launcher that is old and annoying but also seems to work. If using ZDL ensure you have loaded the source port before loading a saved .ini file that contains the proper order of the Pk3's and pk7's.
GzDoom setting recommendations: If you have a high refresh display that is freesync/gsync compatible, you need to make sure that tech will work in windowed mode. During most of this project I had large performance issues with tearing and stuttering. I found out my gsync settings showed I only had it enabled for fullscreen. GzDoom is always in a window even when it uses full screen, and it uses desktop properties! When I enabled it for windows, all of a sudden it was working great! I am unsure if freesync enabled monitors (for those without a GeForce card) have that issue as I've never used an AMD video card).
Strangely, this TC does Gsync best with Vsync turned ON! Without it, it won't run at 144hz on a high refresh rate.
After having used bloom myself awhile, I realize it's not so good with these graphics. If you have it on some graphics will appear distorted.
I recommend Ambient Occlusion.
I recommend 4x DSR if your system can handle it. My personal preference is 50% sharpen. Some may prefer blurring (smoothness). Rendering at such a high resolution makes the graphics more accurate as they SHOULD appear. Otherwise your native resolution is great.

To get the HUD all across the screen as it is in the images provided, increase HUD size to 200% (or max).
This project was created on a 1440p high color accurate IPS display. I cannot afford 10 or 12 bit color displays with wider modern color gamuts over typical RGB. I have 8 bit, which means about 16 million colors, not the old 8 bit which is 256 colors from the VGA days!
Wolf 3D HD was made by D2ModPlayer (aka me) on the GzDoom forums. Not to be confused by Wolfenstein 3D HD and use of mac textures or any past or more recent projects with similar names. This is a true HD mod and not simply a texture transplant from the MAC..... All original textures are prerended and scaled down. This is not an upscaling project. An AI was not used on this project. I AM the AI! No mac or Doom textures were used, as I prefer the original graphics only. Maybe one day if I work on WolfenDoom, which contains many MAC and Doom textures, as the MAC version of Wolfenstein 3D is very different from the PC version, I will work on those too.
The Lost Levels graphics (last 2 SoD adventures) have not been completed to ensure release of the original set and to avoid burnout. When it is completed, there will be two more PK3's to join, and you will be able to play ANY episode in one session.
Project completion: 100%. No guarantee of the release of further projects at this time (like Lost Levels), but I will leave a journal on the GzDoom forums updated regularly to describe what work I have done before a POSSIBLE release.
Enjoy!

This graphics mod is not intended to replace the Wolf 3D TC, but instead to compliment it and bring the game to a level more modern gamers can enjoy with HD graphics. It does not attempt to do more.
This graphics mod is NOT intended to replace the original Wolfenstein 3D which can be purchased on Steam through Valve. I recommend purchase of this game as an amazing contrast to this TC and now also this HD extension. I own both Wolfenstein 3D and Spear of Destiny on CD and have played it for many years. I own Doom 2 and it's other titles such as Heretic and Hexen as well as Quake the GzDoom source port scripting is based upon by ID software. The graphics of this TC vary slightly from the original due mostly to algorithm's out of my control and my own creative freedom in how to alter each texture/sprite/flat with given filters and other nearly automated functions. Gameplay also varies and it is not the same game, but it is a faithful upgraded combining a more modernized Doom experience making it a hybrid of sorts.
I do not own the copyrights of these IP's by ID software, Bethesda, or Microsoft. No copyright violation is intended. No profit is intended. Fair use is assumed while not officially created as a legal document.
All modification of the original graphics are done in the SAME WAY a 3D engine enhances them already in real-time, just as GZDoom does currently of all known IP's used in this game engine. The only difference is they are this time prerendered for greater fidelity, texture depth, and quality. No real attempt was made to change the original art or reinterpret it. It's merely brought up to a cleaner and more vibrant and consistent HD standard. All textures that were not seamless were made that way through software to ensure the upgrade to an HD standard was consistent and believable.
Noting the original graphics have no actual texturing and are simply blank pixels in large chunks likely scaled down from the original drawings. These interpretations are more from filters than my own ability to transform, and I simply made changes to which filters were used depending on the need of a given texture to look as it did originally in HD format.
The creation of these textures comes from a decade or more of research into photo software and the power of creation with these amazing new digital tools (that also involved self education of something that was new at the time). These textures were rendered in 4096x4096 and originally upscaled using nearest neighbor (therefore, not an upscaling project).
ENGINE LIMITATIONS: The Mutant does not cache properly before each level load (how fast E2M1 loads is great evidence) and can only be 512x512 regardless of how small I make it at higher resolutions. The bosses are the same. As a result, none of these enemy types EVEN COME CLOSE to what I can do from my end. The other enemies are much higher fidelity. Regardless, all are rended to start at 4096x4096 and then scaled down to 2048x2048 for engine tolerance and decent performance.
In addition, I recently scaled down HUD weapons to 1024x1024 which gives about a 30% quality reduction. The game engine can't handle the higher resolution and it dramatically affects performance even on a standard 1TB SSD. If they don't quite look as sharp or detailed as you'd like, keep that in mind.

All mods are created based upon a trust of the Doom/Wolfenstein community to encourage creativity and give proper credit and resources to companies who own this IP (by purchasing the game and supporting their platforms) that originally started with ID Software and Wolfenstein 3D. I give this project in good faith, knowing it can help extend other projects. All permission is given to use these assets on future projects with proper credit given.
I would like to thank John Carkmack for being the incredibly creative person that he is, and helping establish this Doom/Wolfenstein community I've so loved over the years. His creative genius of cutting edge game engines helped pave the way for the success of ID, Bethesda, and now Microsoft, along with the entire team that created that game that defined the First Person Shooter Genre. No greater credit or thanks can be given.
Buy their games, and again, enjoy.
D2ModPlayer
Below is the text for the proper positioning of HD versions for the weapons in the HUD. The HUD bar may need to be zoomed in 200% in order to properly work as each bar resize would require different settings. These settings were difficult to come by and were not a focus on the project.
//Weapons
Sprite Optional KNIFA0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0416, 0, 0}
Sprite Optional KNIFB0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0417, 0, 0}
Sprite Optional KNIFC0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0418, 0, 0}
Sprite Optional KNIFD0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0419, 0, 0}
Sprite Optional KNIFE0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0420, 0, 0}
Sprite Optional LUGRA0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0421, 0, 0}
Sprite Optional LUGRB0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0422, 0, 0}
Sprite Optional LUGRC0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0423, 0, 0}
Sprite Optional LUGRD0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0424, 0, 0}
Sprite Optional LUGRE0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0425, 0, 0}
Sprite Optional MGUNB0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0426, 0, 0}
Sprite Optional MGUNC0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0427, 0, 0}
Sprite Optional MGUND0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0428, 0, 0}
Sprite Optional MGUNE0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0429, 0, 0}
Sprite Optional MGUNW0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0430, 0, 0}
Sprite Optional CGUNA0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0431, 0, 0}
Sprite Optional CGUNB0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0432, 0, 0}
Sprite Optional CGUNC0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0433, 0, 0}
Sprite Optional CGUND0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0434, 0, 0}
Sprite Optional CGUNE0, 192, 192 {Offset -65, 40 XScale 1 YScale 1 Graphic WSPR0435, 0, 0}