Universal Map Enhancements

Projects that alter game functions but do not include new maps belong here.
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BROS_ETT_311
Posts: 219
Joined: Fri Nov 03, 2017 6:05 pm

Universal Map Enhancements

Post by BROS_ETT_311 »

This is exactly as the name describes, "Universal Map Enhancements" from Brutal Doom v21...for any mod of your choosing! :)

This pack comes in a couple different flavors -

v21 Gold decorations
map enhancements from the Gold release of BDv21

v21 Beta decorations
map enhancements from the early beta releases of BDv21

CRITICAL BUG: certain mods that heavily utilize sprite overlays have a tendency to crash when
attempting to operate vehicles and turrets. Morphing is effectivle broken in
regards to those particular mods, and will either have to be fixed by the devs of
said mods in question or GZDoom.

Update #7 (03/20/2023) - Fixed texture errors during boss mode for Doom II map 30;
Configured Boss Mode toggle so that it accounts for current difficulty;
Re-implemented destructible corpse decorations;
Removed damage caused from terrain splashes;
Reintroduced mapnums for compatibility with the test map and EDAY;
Package now includes a patch for "Deadly Bricks" wad;
Package now includes a patch for removed mapnums (eg. compat w/ Doom RPG);


Update #6 (10/13/2022) - Overhauled code to account for whether the player tries to move at map start;
Numerous other compatibility fixes for various mods;
Refactored parameters for Doom 1 boss level detection;

Update #5 (07/25/2022) - Fixed lava texture warp;
Re-introduced MapEd nums for better compatibility w/ EDAY+HOESP;

Update #4 (06/16/2022) - Added a script for better compatibility with D4Tv2.5 (and possibly other mods);
Added an additional script for better compatibility with various PBR liquid mods;
Squashed various sprite conflicts with other mods (can't remember which were affected);
Removed MapEd numbers assigned to enhanced decorations to avoid conflicts with various WADS;

Update #3 (05/11/2022) - Adapted pack to work as a compatibility patch for EDay / Hell On Earth Starter Pack (HOESP);
Re-worked the Boss toggle system;
Fixed sprite conflicts with the following mods: Dead Marine / Smooth Doom;
Added compatibility with the following mod: Warhammer 40k Astartes;

Update #2 (05/04/2022) - Bosses can now be toggled off/on mid-level (restarts level, use cautiously);
Fixed sprite conflict with the Mancubus attack (fatshot);
Additional compatibility support for Project Brutality;
Removed unused sounds and compressed wav files to ogg format;
Dropped support for ZDoom2.8.1, use ZZDoom if software rendering is preferred;

Update #1 (04/23/2022) - Standard (non-ZDoom) versions are now compatible with Wadsmoosh;

IMPORTANT NOTE

Load whichever pack you choose LAST in your mod load order, or at least after the gameplay mod, as you will be more likely to experience glitches otherwise.

For Windows/Linux users, it is recommended to use a launcher (ie. ZDL Zdoom.org) for better ease in loading mods. Alternatively, you can create a batch file to achieve the same effect.

ex.

gzdoom.exe -file gameplaymod.pk3 -UniversalMapEnhancements_v21Gold_RC#.pk3

Mac users can use the built in launcher provided by their choice in source port (GZDoom, ZZDoom, Zandronum).

I'm aware there are other methods of accomplishing the "universal" nature of this mod. However, the method provided in this upload resulted in greater compatibility across source ports, without the need of restricting to features found in specific ports.

Now, behold the splendor of hell and get to slaying!!

- BROS_ETT_311

Preview here!!
https://imgur.com/a/EqYtHKM
Spoiler:
Download here!!
https://www.mediafire.com/file/p8myesdq ... s.zip/file
https://www.moddb.com/mods/brutal-doom/ ... hancements

PS.

Fee free to check out my Doom music reinterpretation to pair along with this -
viewtopic.php?f=46&t=67961
https://soundcloud.com/ben-rosett
Last edited by BROS_ETT_311 on Wed May 17, 2023 10:42 am, edited 32 times in total.
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NecroPoster
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Re: Universal Map Enhancements

Post by NecroPoster »

Oh nice, you released this. I assume Gold got rid of the half finished ceiling lights like you said a few weeks back?

One other thing, the new addition of the Icon of Sin fight from BD while it's decently cool does make a pretty big gameplay change compared to most of the other enhancements which are primarily visual. Making that optional might be a better thing I feel. And I assume it only affects vanilla Doom 2 Map30 right? Otherwise it might break custom wads.
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BROS_ETT_311
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Re: Universal Map Enhancements

Post by BROS_ETT_311 »

NecroPoster wrote:Oh nice, you released this. I assume Gold got rid of the half finished ceiling lights like you said a few weeks back?
Oh hey there! Yup, the time has finally come 8-). And double yup, that's how bdv21 Gold had released them, which is probably for the better in terms of unnecessary tedium.
NecroPoster wrote:One other thing, the new addition of the Icon of Sin fight from BD while it's decently cool does make a pretty big gameplay change compared to most of the other enhancements which are primarily visual. Making that optional might be a better thing I feel. And I assume it only affects vanilla Doom 2 Map30 right? Otherwise it might break custom wads.
That's fair, I may consider making that Icon of Sin fight optional since I didn't actually test if that boss could be defeated in vanilla gameplay. As for breaking custom wads, the enhancements are strictly catered to a select few maps outside of the original classic levels, which are accounted for via scripting. No actor replacement is involved in terms of enemies, items, or weapons; nor are any maps replaced. So, with that said, the map enhancements shouldn't have any effect on a random wad...or at least the chances are SUPER slim lol.
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Dr_Cosmobyte
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Re: Universal Map Enhancements

Post by Dr_Cosmobyte »

As much as this is a good addition, i'd recommend you to remove some unused files, as there are tons of unused sounds- things like the BD knuckle cracking, nightvision, radio, Doomgirl player, footsteps, powerups, the secret sound, so on so on. Since this is meant to be loaded either with vanilla or mods, it won't serve no purpose and only add to the loading time, if anything.

If you plan to leave the sounds as they are, i'd suggest converting them to ogg and save a good chunk of space, and ease on the download side for players.

Thanks for this! It's a fine addition to the loading list.
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BROS_ETT_311
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Re: Universal Map Enhancements

Post by BROS_ETT_311 »

Dr_Cosmobyte wrote:As much as this is a good addition, i'd recommend you to remove some unused files, as there are tons of unused sounds- things like the BD knuckle cracking, nightvision, radio, Doomgirl player, footsteps, powerups, the secret sound, so on so on. Since this is meant to be loaded either with vanilla or mods, it won't serve no purpose and only add to the loading time, if anything.

If you plan to leave the sounds as they are, i'd suggest converting them to ogg and save a good chunk of space, and ease on the download side for players.

Thanks for this! It's a fine addition to the loading list.
Valid suggestions, I'll add that on my to do list. Definitely expect them in the next update! Btw, footsteps are indeed used, but only for ground effects when the player lands on certain terrain. For instance, you can trigger a dust cloud by jumping on sand or dirt.
Casualfan
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Re: Universal Map Enhancements

Post by Casualfan »

Thank you so much for this! I actually played Brutal Doom before trying out classic Doom, and I didn't realize how good looking the map enhancements were until playing the vanilla maps and seeing just how bare some of the levels are haha!

Tried E3M1 with this and the most recent Smooth Doom and it worked like a charm!
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WolVexus
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Re: Universal Map Enhancements

Post by WolVexus »

MASSIVE FREAKING OWO
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BROS_ETT_311
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Re: Universal Map Enhancements

Post by BROS_ETT_311 »

WolVexus wrote:MASSIVE FREAKING OWO
OMEGA NANI?!?!
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BROS_ETT_311
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Re: Universal Map Enhancements

Post by BROS_ETT_311 »

Update#2 is now live, check the OP!
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BROS_ETT_311
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Re: Universal Map Enhancements

Post by BROS_ETT_311 »

Update#3 is ready for download!
cosmos10040
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Re: Universal Map Enhancements

Post by cosmos10040 »

Great work so far but aside from Script errors, for some reason on version 3 this overrides liquid texture pack, the lava is over written no matter the load order. Anyways to fix?
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Spaceman333
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Re: Universal Map Enhancements

Post by Spaceman333 »

Is this mod only applicable with original doom 2 maps or can I use them with any custom mappack?
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BROS_ETT_311
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Re: Universal Map Enhancements

Post by BROS_ETT_311 »

cosmos10040 wrote:Great work so far but aside from Script errors, for some reason on version 3 this overrides liquid texture pack, the lava is over written no matter the load order. Anyways to fix?
The lava issue seems to be a bug carried over from bd21...Looking into resolving this (and further script errors I can address) for the next update.
Spaceman333 wrote:Is this mod only applicable with original doom 2 maps or can I use them with any custom mappack?
You can run this with any custom mapset of your choosing to have fancier decorations applied, such as columns/techlamps and torches/candles. However, map specific decorations; like windows, crashed ships, and ceiling lights etc., are primarily applied to the standard IWADS (The Ultimate Doom, Doom II, Final Doom) outside of a couple maps from certain PWADS. Additional maps are as follows:

- D2ReloadedMAP20 (adds a carrier ship in the hangar section)
- D2ReloadedMAP30 (replaces Icon of Sin with the "upgraded" IOS)
- P2MAP30 (Plutonia II IOS replacement)
- PRCPMAP30 (Plutonia: Revisited Community Project IOS replacement)
- AVMAP30 (Alien Vendetta IOS replacement)
- EPIC2MAP30 (Epic 2 IOS replacement)
- WOSMAP30 (Whispers of Satan IOS replacement...which isn't functioning at the moment so it's actually cut for now)

One other thing to note is that either of the enhancement packs can also serve as a universal patch for both EDay and Hell On Earth: Starter Pack, so that you can use any mod of choice with those mappsets.
Last edited by BROS_ETT_311 on Thu Jun 09, 2022 12:14 pm, edited 1 time in total.
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Spaceman333
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Re: Universal Map Enhancements

Post by Spaceman333 »

BROS_ETT_311 wrote:
Spaceman333 wrote:Is this mod only applicable with original doom 2 maps or can I use them with any custom mappack?
You can run this with any custom mapset of your choosing to have fancier decorations applied, such as columns/techlamps and torches/candles. However, map specific decorations; like windows, crashed ships, and ceiling lights etc., are primarily applied to the standard IWADS (The Ultimate Doom, Doom II, Final Doom) outside of a couple maps from certain WADS. Additional maps are as follows:

- D2ReloadedMAP20 (adds a carrier ship in the hangar section)
- D2ReloadedMAP30 (replaces Icon of Sin with the "upgraded" IOS)
- P2MAP30 (Plutonia II IOS replacement)
- PRCPMAP30 (Plutonia: Revisited Community Project IOS replacement)
- AVMAP30 (Alien Vendetta IOS replacement)
- EPIC2MAP30 (Epic 2 IOS replacement)
- WOSMAP30 (Whispers of Satan IOS replacement...which isn't functioning at the moment so it's actually cut for now)

One other thing to note is that either of the enhancement packs can also serve as a universal patch for both EDay and Hell On Earth: Starter Pack, so that you can use any mod of choice with those mappsets.
Nice, I'm planning on running this with some random Obsidian campaigns - the upgraded decorations is an excellent addition to have. Thanks, good info!
cosmos10040
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Re: Universal Map Enhancements

Post by cosmos10040 »

Also on using this with Doom rpg rebalance, there is an exclamation mark right in front of the mission area at the UAC outpost. Also at the area with the glass display , there are a bunch of dead marines and seems like destroyed cars. Weird. Just wanted to point that out.

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