
Earlier I accidentally pressed enter without clicking the textbox and submitted an unfinished post, oops. Good thing I deleted it almost instantly.
Sorry if you saw that. It only contained the image title with no text below it, giving it absolutely no context! It was pretty much accidental gibberish neo-nazi spam.

(If I don't say this you will wonder why nothing is different in regular Doom 2)
If you have Regular Doom/ Doom 2, please scroll down to #NaziLivesMatter

What always irked me was how not only did they replace the Nazis with low-skill zombiemen, they completely broke the smurfs' graphic lumps-
making custom maps unplayable because Nazis are invisible- yet you'd still hear and intereact with them which is such a tease. GET 'EM OUT!
- Includes the missing sprites of the blue schutzstaffels. (Except for the last gib frames. They're intact in BFG Edition for some reason!)
- Includes the Nazi textures for playability, decoration. (Seriously, I spent almost 5 minutes looking for the invulnerability secret on MAP32)
- DEHACKED replacing automap names for maximum vanilla compatibility! (That was the hardest, but simplest part for me.)
- Original image lumps of the map names have been included. (Now this patch lives up to its name!)
- Modified MAP31 and MAP32 have been included to replace zombiemen back with Nazis along with its respective music.
- An optional file named 'meds.wad' to replace the new medikits with their original counterparts for both Doom 1 and Doom 2 BFG Edition wads.
- TITLEPIC to fix an annoying black screen in certain sourceports.

This is easily an iffy issue that's heavily debatable. Its purpose is meant to port the original maps and content over to DOOM 3: BFG Edition's IWAD. They are all modifying
files on the IWAD along with some DEHACKED to even change the automap to get the detail down just right. Its goal is similar to the Doom Sprite Fixing Project- patching
things that are deemed unacceptable. However, the Doom Sprite Fixing project is acceptable to everyone for all the right reasons- even if it includes images with modified
offsets for maximum compatibility for Vanilla Doom as well! Arguably yes, it is legal as it is adding missing content to a game that was basically a re-release of the same game
that is open-source, and this wad cannot run as an iwad. However, if you are still skeptical, you can freely download the WAD and take a look inside and politely debate with me.
If you bring up solid points, we can compromise.

If you are running in a ZDoom-based sourceport, then you do not need to load miwa.deh as it's included in the WAD already that ZDoom can recognize!
Please load MIWA.deh if you are playing on any other sourceport.
KNOWN COMPATIBLE SOURCEPORTS
- ZDoom
- GZDoom
- Zandronum
- Chocolate Doom -> (YES, BUT NEEDS WORKAROUND [see code below]).
- PrBoom+ -> (SORT OF) Loads textures, music and lumps, but the Zombiemen aren't properly replaced with Nazis.
To properly load in Chocolate Doom
- Code: Select all • Expand view
chocolate-doom.exe -iwad doom2.wad -merge miwa.wad -merge meds.wad -deh miwa.deh
- Code: Select all • Expand view
chocolate-doom.exe -iwad doom.wad -merge meds.wad
NOTICE
To ensure maximum compatibility between this and Doom's Sprite Fixing Project, please load miwa.wad and meds.wad first!

- ID Software - Graphics, Music, Maps
- UndeadRyker - Porting (AKA Copy & Pasting), DEHACKED

^^^^^^^^^^^^^^^^^^^^^^^^^
-----------------------

- High-Quality Sounds
- Sound Caulking
- Doom Minor Sprite Fixing Project
- ---Compatible Brightmap Sprites!
- ID-Upper Font by Jimmy


(If I don't say this you will wonder why nothing is different in BFG Edition Doom 2)
If you have BFG Edition Doom/ Doom 2, please scroll up to Make IDKFA Wolfenstein Again

Aren't you tired of poor lost souls not getting through their thick, bigoted skulls that #NaziLivesMatter(too)? Come, on- seriously? It's $CURRENTYEAR!
Well, now you can be progressive and solve this problem. Now you can safely play Doom II's secret levels without committing the deplorable, reprehensible,
offensive act of-- *gasp* shooting nazis.
- Breaks sprites of the blue schutzstaffels. (Except for the last gib frames. They're intact in BFG Edition for some reason!)
- What Nazi decorations? (Oh, you mean the [REDACTED]s, hope you know these secret doors by heart...) - The Record Has Been Corrected
- DEHACKED replacing automap names for maximum vanilla compatibility!
- New image lumps of the map names have been included. (There's no reason to fantasize about shooting Nazis anymore!)
- Modified MAP31 and MAP32 have been included to replace [REDACTED] with Zombiemen along with music 'D_DOOM' for both secret maps. (What difference does it make?)
- An optional file named 'bfgmeds.wad' to replace the original medikits with their new counterparts for both Doom 1 and Doom 2 (and more) original iwads.

If you are running in a ZDoom-based sourceport, then you do not need to load nlm.deh as it's included in the WAD already that ZDoom can recognize!
Please load nlm.deh if you are playing on any other sourceport.
KNOWN COMPATIBLE SOURCEPORTS
- PrBoom+ should be fully compatible with this.
- Please see above for more confirmed additional sourceports!
To properly load in Chocolate Doom
- Code: Select all • Expand view
chocolate-doom.exe -iwad doom2.wad -merge nlm.wad -merge bfgmeds.wad -deh nlm.deh
- Code: Select all • Expand view
chocolate-doom.exe -iwad doom.wad -merge bfgmeds.wad

- Bethesda - Designer
- ID Software - Graphics, Music, Maps
- UndeadRyker - Porting (AKA Copy & Pasting), DEHACKED

^^^^^^^^^^^^^^^^^^^^^^^^^
Did you notice that there are two options tailored to BFG Edition and Vanilla Doom WADs? By downloading, you agree
that you have read the entire post to set this up correctly and properly, and will not be confused on why nothing is
different in my game should I press the wrong button.