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Celebrating 20 years of blood soaked, demon killing carnage...
Welcome to Doom Expanded, a compilation enhancement mod for GZDoom for use with
the original Doom IWADs. Now enjoy this mod's Final Version with bonus extra content
packed in!
The purpose of this modification is to add a number of graphical, sound, and gameplay
enhancements as well as other tweaks and additions to the classic Doom experience while
keeping the original gameplay intact. This mod keeps the fast and fun style of the original
Doom series, but adds an "Expanded" overall presentation to the classic games.
If you have any critiques, feedback, suggestions, or questions please contact me either
through email or post your thoughts below.
NOTE: I cannot stress enough to READ THE TEXT FILES!
It will answer any basic questions you may have.
If it doesn't, ask me, and I'll provide the answer you need.
Screenshots:
Spoiler:
Doom 2 (MAP10): Refueling Base
Final Doom - Plutonia Experiment (MAP32): Go 2 It
Lost Episodes of Doom/Jupiter Missions (E1M1): UAC Spaceport
Doom the Way ID Did (E3M8): Core
Credits:
Spoiler:
The is a list of resource and gameplay mods by their authors who allowed me to use them.
A text document of this section can be found in the mod itself(credits.txt).
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
[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.
22.doom_unreleased_music.zip
[Author: Robert Prince]
-Released by the man himself, John Romero. Used some tracks
for music replacement in "Thy Flesh Consumed".
23.SPRITEFIX.wad
{Author: Revenant100 aka Marphy Black]
-Selected a small number of minor sprite fixes.
Special Thanks to all the people on the forums who helped in some way
or another:
BlueShadow (for his continued help and his HUD Addon)
ChronoSeth (for help with the Revenant)
E.C.S. (for Unmaker pickup sprite)
Enjay (for his help and resource mods)
FDARI (For BFG animation coding)
FistMarine (For play testing and continued support).
-Ghost-
Ghostbreed
glenzinho (for his honest criticism)
hfc2x (For sharing resources and support)
lolthesystem
mckracken
Minigunner (for custom sprites: Zombieman Alt-Death edit, gloved fists)
Nash (for NashGore)
Perkristian (For the smooth weapons mod)
Pottus (for his honest criticism)
Princess Viscra Maelstrom
sdk2k9
Sergeant_Mark_IV (For sharing resources)
SilentZorah (for permission to use the Unmaker)
Skunk (for his amazing intermission map)
terranova (for play testing)
Ven
Vict
WildWeasel (For Plasma Rifle DECORATE help)
Z86 (For Permission to use his mods)
Zombieguy (For his Super Shotgun base sprite and other resources).
And a Special Thanks to the ZDoom and GZDoom teams
for making this mod possible.
And a Very Special Thanks to ID Software for the Doom series.
Last edited by BlueFireZ88 on Wed Apr 23, 2014 10:40 am, edited 30 times in total.
Cool, I'm glad you were able to finish this, congrats! I always play with this mod when I'm running through new levelsets, since it's close to Doom's regular gameplay but, well, expanded. I also really like that alternate HUD, it's got a good amount of information but it's not really cluttered.
Just to clarify, I think Minigunner created those SSG sprites. Glad things are going well with this project. I actually forgot to give it a go, due to real life stuff. Good luck with this.
I still found weird the Doomguy's hands, when you shoot the double shotgun and after reloading the left (I think) hand disappears for a moment (After reloading the shotgun you see the hand at the right and then is empty there).
I would consider the logic behind the movements would be that he's gripping the handle and trigger with his right hand. Then opens it with his left, then grabs two shells with his left and shove them in the barrels, then use the left again to grab the barrels and close.
I know it can look a bit weird, but it does make sense when you think about it.
Either that, or he has really fast hands. It would explain why it looks like he never actually reloads most of the weapons.
For those keeping track, here's a 18 minute let's play of the first four levels of Doom 1 (Finishing E1M9).
I'll see about doing some levels from E2 and E3 as well.
I at least plan a video on E4 and a full play of MAP18 from Doom 2.
chronoteeth wrote:this is a quality mod for sure, but i gotta ask: how come so many people make basically these "hd gameplay" mods for doom? theres been boatloads of em
They usually have enough of a different spin on them that I don't mind trying them out. Each one usually builds a little bit on the past ones too, so they've gotten better over time.
Also a suggestion for the alternate HUD, would it be possible to add an indicator to it so you can tell if you've got blue or green armor? The bar does change to blue if you go over 100, but that works with green armor + pickups as well.
chronoteeth wrote:this is a quality mod for sure, but i gotta ask: how come so many people make basically these "hd gameplay" mods for doom? theres been boatloads of em
I believe everyone has there own preferences for how they play Doom, which is a reason why I made Expanded to begin with, it's how I felt Doom should be improved.
A lot of people want to put their own spin on their favorite game, and I was dedicated to make something really good with what I had.
-Ghost- wrote:Also a suggestion for the alternate HUD, would it be possible to add an indicator to it so you can tell if you've got blue or green armor? The bar does change to blue if you go over 100, but that works with green armor + pickups as well.
I'll talk with Blue Shadow about it. It shouldn't take much.