Doom Expanded [VERSION 2.0: COMING SOON]

Projects that alter game functions but do not include new maps belong here.
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BlueFireZ88
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Doom Expanded [VERSION 2.0: COMING SOON]

Post by BlueFireZ88 »

Celebrating 20 years of blood soaked, demon killing carnage...

Image

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!

-------------------------------------------------------------------------------------------------------

Get It All Here:

MediaFire
http://www.mediafire.com/?5pvxd2fo967uim3

DRD File Space
http://files.drdteam.org/index.php/file ... -final.zip

-------------------------------------------------------------------------------------------------------

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:
Credits:
Spoiler:
Last edited by BlueFireZ88 on Wed Apr 23, 2014 10:40 am, edited 30 times in total.
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Tapwave
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Re: Doom Expanded Final [RELEASE]

Post by Tapwave »

You missed an N in my name :p
Also, woo, final release! Was waiting for this one.
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BlueFireZ88
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Re: Doom Expanded Final [RELEASE]

Post by BlueFireZ88 »

Oops :P

I'll fix it (in the txt file) as soon as I'm back on my home computer. Otherwise, the post is fixed.
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-Ghost-
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Re: Doom Expanded Final [RELEASE]

Post by -Ghost- »

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. :P I also really like that alternate HUD, it's got a good amount of information but it's not really cluttered.
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BlueFireZ88
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Re: Doom Expanded Final [RELEASE]

Post by BlueFireZ88 »

You can thank Blue Shadow for his generous contribution to Expanded. That HUD is just great to look at. :)
Zombieguy
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Re: Doom Expanded Final [RELEASE]

Post by Zombieguy »

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. :P
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BlueFireZ88
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Re: Doom Expanded Final [RELEASE]

Post by BlueFireZ88 »

I credited Minigunner, although I think it was for the gloved fist in this case. Well, at least I got you both covered.
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BlueFireZ88
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Re: Doom Expanded Final [RELEASE]

Post by BlueFireZ88 »

Got something real special: Video Clips!

I know these aren't much now, but I'm going to see if I can get a full play through video up.

Footage from MAP18 of Doom 2 (The Courtyard):
Spoiler:
Last edited by BlueFireZ88 on Mon Dec 24, 2012 4:28 am, edited 1 time in total.
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E.C.S
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Re: Doom Expanded Final [RELEASE]

Post by E.C.S »

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).
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BlueFireZ88
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Re: Doom Expanded Final [RELEASE]

Post by BlueFireZ88 »

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.
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BlueFireZ88
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Re: Doom Expanded Final [RELEASE]

Post by BlueFireZ88 »

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.

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chronoteeth
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Re: Doom Expanded Final [RELEASE]

Post by chronoteeth »

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
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Zenon
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Re: Doom Expanded Final [RELEASE]

Post by Zenon »

The more sprites from Here, the better it gets :wink:
Last edited by Zenon on Wed Dec 19, 2012 3:57 pm, edited 1 time in total.
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-Ghost-
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Re: Doom Expanded Final [RELEASE]

Post by -Ghost- »

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.
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BlueFireZ88
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Re: Doom Expanded Final [RELEASE]

Post by BlueFireZ88 »

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.

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