By GuestJunkcity.wad is a victorian/tudor themed texture pack created back in 2014. The textures are png format and designed for truecolor rendering.
By Revenant100A comprehensive collection of minor sprite fixes for Doom 2 comprised of restored missing monster angle rotations, art corrections, and adjusted sprite offsets. Also includes a separate Doom 1/ Ultimate Doom-compatible version and optional minor DeHackEd patch fixes. These files are compatible with any custom Doom 2 or 1 add-ons, including demo compatibility, as long as you load the following WAD or DEH files with the lowest priority.
D2SPFX18.WAD - Doom 2 sprite fixes D1SPFX18.WAD - Doom 1-compatible sprite fixes D2DEHFIX.DEH - doom2.exe v1.9 DeHackEd fixes D1DEHFIX.DEH - doom.exe v1.9 DeHackEd fixes
By GuestA comprehensive collection of minor sprite fixes for Doom 2 comprised of restored missing monster angle rotations, art corrections, and adjusted sprite offsets. Also includes a separate Doom 1/ Ultimate Doom-compatible version and optional minor DeHackEd patch fixes. These files are compatible with any custom Doom 2 or 1 add-ons, including demo compatibility, as long as you load the following WAD or DEH files with the lowest priority.
D2SPFX19.WAD - Doom 2 sprite fixes D1SPFX19.WAD - Doom 1-compatible sprite fixes D2DEHFIX.DEH - doom2.exe v1.9 DeHackEd fixes D1DEHFIX.DEH - doom.exe v1.9 DeHackEd fixes
By GuestThis is a set of 16 high resolution skies produced from photographs I've taken over the years with cameras, be it my digital camera or from camera phones. They vary in size and are ready to use in your projects if you so desire. A small WAD file is included for sampling two of the skies included.
Most skies tile both ways but some only tile horizontally. If you wish to alter any for your projects, you are allowed to do so, just give credit.
By GuestThe flatscreen technology of today makes DOOM too bright. This WAD is an attempt to bring our favourite game back into the CRT-induced darkness from whence it came.
By GuestThis is a texture pack that was used for some techbase levels of Struggle, and The Kerberos Complex for Doomworld Mega Project 2017. It features 129 patches and 38 flats, designed for a techbase with four color themes; blue, green, red, and yellow. There are other textures that can be used for conventional doom levels, like brick walls and concrete walls, tiled floor and concrete ceiling.
This zip also includes a custom palette that changes the hue of blue colors, as a separated wad file. The palette was intended to use for The Kerberos Complex, but it was deleted in order to participate to the community project.
Feel free to use these textures for your levels if you want, and feel free to edit them out for your own taste. Please notice me if there's an issue with textures. Thanks, and have fun.
By GuestI decided to upload some useful texture edits that I made in Photoshop, that I've used in some of my WADs. They're pretty much mostly just metal and techbase texture edits, though. They're also in a ZDoom format, so you might have to do a bit of cleanup if you're using the textures for a vanilla/Boom-compatible WAD.
By GuestDimmed Palettes contain slightly corrected, darkened and not over-contrasted palettes for Doom, Heretic, Hexen and Strife.
My aim was to completely preserve original colors, making overall picture looks better on modern bright LCD screens.
To load palette, simply use -file for: Doom: doom-pal.wad Heretic: her-pal.wad Hexen: hex-pal.wad Strife: strf-pal.wad
Take it, try it, like it. :-)
By GuestYou might've heard of MDK, a wacky third-person shooter, released by Shiny Entertainment about 20 years ago. It was a cross between the action of Doom and humour of Earthworm Jim (made by the same folks). To my knowledge, MDK isn't moddable at all. However, Csabo, the author of the infamous XWE, added MDK support to his editor. It can't open all of its data files, but it can cope with the ones that contain the skies (.DTI format). MDK's skies are stored as BMP files in 1804x360 or 904x360 resolution, but they can be converted to the resolution and palette used by Doom and/or its ports without too much distortion. So... ever thought your map could use a new sky?
By GuestThis is a mod that provides mirrored death animations for Doom and several other IWADs.
It also provides colorized blood for Doom, Freedoom, Hacx, and several Doom megawads.
It makes no changes to gameplay at all in the IWADs or megawads that the included files are compatible with.
Usage is simple: Load only one of these files, and load it after whatever WADs you want to use.
Files other than the one for Doom can be found in the "extras" folder.
For Doom or Doom megawads use the "Doom" file, unless a specific file is provided for that WAD.
Hacx, Heretic, Hexen and Strife have their own files for mirrored death animations as well.
If a WAD includes custom monsters it will not work as intended unless a compatible version of one of these files is used with it.
This is a list of the included files:
(IWAD) Doom: smm4doom.pk3 (IWAD) Freedoom: smm4frdm.pk3 (IWAD) Hacx: smm4hacx.pk3 (IWAD) Heretic: smm4hrtc.pk3 (IWAD) Hexen: smm4hxen.pk3 (IWAD) Strife: smm4strf.pk3 (Mod) Ancient Aliens: smm4aans.pk3 (Mod) Bloodstain: smm4blds.pk3 (Mod) Elf Gets Pissed: smm4efgp.pk3 (Mod) Resurgence: smm4rsrg.pk3 (Mod) Scythe 2: smm4scy2.pk3 (Mod) Strange Aeons: smm4stas.pk3 (Mod) Valiant: (also Sawdust) smm4valt.pk3
Death animations and corpses have a chance of being flipped horizontally, or "mirrored".
This allows for visual variety after clearing out a horde of monsters.
Additionally, in Hexen "Poison Mushrooms" can flip after bursting, and in Strife both wooden and explosive barrels can flip when destroyed.
Hexen's "Ice" deaths can flip, as can Strife's "Fire" and "Disintegration" deaths.
All monsters can "flip", with a few exceptions:
In Doom: Pain Elementals (to prevent changes to release of Lost Souls; the monster and its death animation are too symmetrical to need flipping, anyway)
In Heretic: D'Sparil (final boss; mirroring unnecessary, potential to break scripting)
In Hexen: All bosses
In Strife: All bosses, the Inquisitor (the Inquisitor drops an arm when destroyed, this is done using a "Restricted Function" and cannot be mirrored; to flip the corpse would only highlight this, so it isn't flipped either)
In Elf Gets Pissed: The Annabis
In Strange Aeons: All bosses, and others (the "Starspawn", the "Spidergods" and Leng Spiderlings, due to issues with using "A_SetScale" on them; A_SetScale is used in DECORATE to change their visible sprite size in-game, using it to "flip" them must also reset their "size" so they cannot be shown as the correct size AND be mirrored, sadly)
As for "colorized" blood:
In Doom: Cacodemons have blue blood, Hell Knights and Barons have green blood, Spectres have matching "fuzzy" red blood, and Lost Souls don't bleed.
In Freedoom: "Cacodemons" bleed red, Worms bleed yellow, "Spectres" bleed "fuzzy" yellow, "Knights" have tan blood to match their color-scheme while "Barons" have white, both Lost Souls and Pain Elementals do not bleed.
In Hacx: Thorn Things have green blood.
In Ancient Aliens: "Stealth Alien Troopers" have purple blood.
In Valiant: Cacodemons bleed blue, Spectres have fuzzy blood, and Lost Souls have no blood, but all other monsters bleed red.
(Note: Crushed corpses will automatically match their new blood colors, but that is actually a feature of the ZDoom engine, not this mod.)
As for other mods, these are not intended for use with mods like Brutal Doom, Beautiful Doom, etc.
Those mods provide more extensive alternatives to the functions of this mod, which is intended only to provide a light enhancement to the game.
This mod is fully compatible with Revenant100's "Doom 2 Minor Sprite Fixing Project" and "Heretic Minor Sprite Fixing Project":
Load the files for either of those, then a megawad if desired, then this mod's matched file. (if you also want to use NightFright's "gzd_brightmaps.pk3" put it after the sprite fix)
A suggested loading order:
D1SPFX18.WAD or D2SPFX18.WAD or HRSPFX10.WAD D1DEHFIX.DEH or D2DEHFIX.DEH gzd_brightmaps.pk3 "Optional megawad of your choosing" "A matching file from this mod" "Only with Heretic sprite fix: HRWIDE10.WAD"
Also included in the "bonus" folder is an alternative to the main versions of this mod:
"Simple Colored Blood" which only includes the changes to blood colors in Doom, Freedoom, Hacx, Ancient Aliens, and Valiant.
To use these, just load one of them instead of their "main version" counterparts.
(IWAD) Doom: scb4doom.pk3 (IWAD) Freedoom: scb4frdm.pk3 (IWAD) Hacx: scb4hacx.pk3 (Mod) Ancient Aliens: scb4aans.pk3 (Mod) Valiant: (also Sawdust) scb4valt.pk3
By GuestThis WAD replaces the Doom medikits with medikits from the BFG Edition release of Doom that are compliant with the Geneva Conventions.
By GuestThese are TEXTURE1 and PNAMES lumps that contain definitions for all iwad (doom 1 and 2) textures, with WFALL1-4 as a bonus. Using these, you can use Doom 1 exclusive textures in Doom 2 and vice versa. No patches are included besides WFALL, so you have to supply them yourself. Use texture1.wad from Doom 1 projects and texture2.wad for Doom 2.
By GuestLots of brown and gray textures to really liven up your wad! 100% build from scratch by yours truly. Use for whatever. Let me know if you do something cool.
By GuestThis pack features flat versions of most of Doom / Doom 2 textures as well as texture versions of most of the flats. No new textures or flats.
By GuestThis is just a high resolution texture set that's 100% compatible with the one of the most iconic showdowns in Doom history.
All you have to do is combine this with Weightlifter12 Showdown and you will see improved graphics including a true color version of the beast himself.
By GuestCaco sprite replacement. Load up E3M1 and enjoy!
By GuestDoom-styled placeholder textures for map development.
Make your mapping process efficient! Don't bother with texturing, coloring and alignment of details while making architecture. Design a good architecture first, then focus on texturing.
These textures are all grey, and they come in variously sized, tiling or non-tiling variants. I've tried to keep their number as low as possible, but I think they're versatile enough, anyway.
By GuestBlack sheep is a slightly-inserious gameplay mod that tries to get a Doom 3 feel into the classic games. It will work with any Doom IWAD and any source port, even in vanilla engine. It will also perfectly work with PWADs that use stock textures only. Warning, PWADs with custom patches and textures might not look right with this mod. When running PWADs, load this mod after the PWAD.
This mod mainly changes Doom textures to be dark and grey (but not things, switches and some light source textures). Also, some sprites are changed (zombieman, shotgunguy, imp, demon, hell knight, nazi). Music is muted. No changes to weapons, no behavioral changes to monsters, no new palette, no DEHACKED. No levels, sadly, I couldn't get myself to make them.
By GuestThis is a simple wad that replaces Doom's default colors. I tried to achieve various effects with the default sprites. For example; zombies now have "bleeding" eyes, and the archvile summons orange flames!
By GuestA collection of skies, made from manipulating photos & editing iwad skies.
Includes a demo map with sky transfers. (PrBoom+ -complevel 9 or more advanced port)
A few skies are also available as PNGs with their own palettes, inside the wad.
By GuestTexture pack of outdoor Doom textures with added grass tops and/or grass bottoms, variously sloped grass tops on each texture, independent top and bottom grass patch that can be used as a texture.
The pack comes in 3 variants - vanilla, Boom, Zdoom - that slightly differ, depending on vanilla / Boom engine limitations of texture height. Vanilla has only 128-units tall textures, Boom has some 128-tall and some 255-tall textures, and ZDoom provides 4096 tall versions of the textures + some shorter ones too. The textures with sloped grass tops are intended to be used on ZDoom's sloped floors.
By GuestAfter thinking of how cool wireframes are, I thought to myself: "Gee, I wonder how would Doom look if the textures were made to look like they're wireframes!" This is the result.
As you've probably noticed, there are 3 colors of wireframe. Green are the normal walls. Red are used on textures often used for interactable things (namely: switches, doors, elevators). Lastly, blue ones are used on "liquid" textures, as they often are set to damage the player, so don't be surprised when a floor melts you. =P
By GuestModifies the statusbar head slightly in order to make him not look like he's lost all his teeth when your health is low.
Minor addition which is probably ZDoom-only: animated eyebrows when in God mode.
By GuestJust a nice gib animation from the Aplha Versions of DOOM. Also included a test room for this wad.
By GuestA B/W version of the Doom palette and colormap. Loading this file as a PWAD will cause the game to lose colors.
Why the hell would anyone want to do it? Firstly, the colormap was recalculated for the new grayscale palette. Since the palette contains a lot more shades of the same color, quality of lighting/shading effects has increased. It's specially noticeable in darkness - now even sectors with 0 brightness won't give pitch black, but a reasonable dusk instead. That's the biggest advantage.
Works for every texture ever made for the Doom palette. No reinclusion of patches/sprites is needed.
I admit the palette as itself won't make the gaming experience better in most cases. However I believe some modders might find this useful for their unusual works, that's why I'm releasing it. And perhaps for color-blind players? But this is probably nothing for standard playthroughs or to make a random wad better, I personally prefer to see colorful world too. :)
Note: I made the palette by altering the original palette, using RGB-averaging technique - I did it manually for each color index. But I tweaked a couple of values in order to achieve better shade variety in the darkest shades of gray. Textures and sprites already using dark colours will turn even darker as a result. It shouldn't be a big problem, though.