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348 files

  1. Doom 2 Minor Sprite Fixing Project v1.9

    A 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


       (14 reviews)


  2. Doom 2 Minor Sprite Fixing Project v1.9

    A 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


       (0 reviews)


  3. High Resolution Skies

    This 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.


       (1 review)


  4. Jovian Palette

    The 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.


       (0 reviews)


  5. The Kerberos Complex Texture Pack

    This 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.


       (1 review)


  6. Nambona890's Texture Edits

    I 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.


       (2 reviews)


  7. Dimmed Palettes

    Dimmed 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. :-)


       (0 reviews)


  8. MDK Skies Pack

    You 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?


       (10 reviews)


  9. Simple Mirrored Monsters

    This 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.

    File list:

    (IWAD) Doom: scb4doom.pk3 (IWAD) Freedoom: scb4frdm.pk3 (IWAD) Hacx: scb4hacx.pk3 (Mod) Ancient Aliens: scb4aans.pk3 (Mod) Valiant: (also Sawdust) scb4valt.pk3


       (10 reviews)


  10. Geneva Convention-compliant medikits

    This WAD replaces the Doom medikits with medikits from the BFG Edition release of Doom that are compliant with the Geneva Conventions.


       (18 reviews)


  11. Full Doom Textures

    These 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.


       (9 reviews)


  12. Aquatex v3

    Lots 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.


       (5 reviews)


  13. Flats 2 Textures / Textures 2 Flats pack

    This 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.


       (3 reviews)


  14. Weightlifter Showdown Hi Resolution Textures

    This 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.


       (16 reviews)


  15. Blue Waffle

    Caco sprite replacement. Load up E3M1 and enjoy!


       (11 reviews)


  16. Blank-TX: Useful placeholders for map development

    Doom-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.


       (8 reviews)


  17. Black Sheep - a Doom 3 gameplay mod

    Black 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.


       (11 reviews)


  18. DoomSplitter's Custom Palette

    This 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!


       (6 reviews)


  19. plums' skystravaganza

    A 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.


       (9 reviews)


  20. Grasstex - Doom textures with grass tops

    Texture 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.


       (3 reviews)



    After 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


       (9 reviews)


  22. Better Head

    Modifies 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.


       (5 reviews)


  23. Pinky Demon Explosion

    Just a nice gib animation from the Aplha Versions of DOOM. Also included a test room for this wad.


       (7 reviews)


  24. Doom Palette in Black & White

    A 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.


       (7 reviews)


  25. Parallel Phobos Texture Pack

    Here's a texture pack consisting of some modified Doom's E1 textures. The textures fits E1 spirit yet looks and tiles a little differently. I aimed for an easy alignment with 64 grid and well vertical and horizontal tiling. All the edits were made by me, I used only Doom1 resources as a base.

    The zip file contains two versions of the pack: One for Doom 1 (TEXTURE1+TEXTURE2) and one for Doom 2 (TEXTURE1 only). Contents are the same in both.

    This pack has some switches, too. I had to 'merge' them with Doom's stock switches, to retain vanilla compatibility. Don't worry, all of the stock switches are left as they were, only the new ones are 'attached' to them and visible with a use of X offset.

    By the way, I realize that metal supports and GARG/SATYR/LION switches aren't E1 textures. But they are definitely connected with Romero, as he used them a lot in D2 and E4 maps. So you can find some nice variations of these walls in this pack too. :)


       (2 reviews)


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  • File Reviews

    • By HAK3180 · Posted
      The layouts are very good for how long these maps are. There are some places that can get you lost pretty easily, but you usually know what your ultimate/preliminary objective is because of colored doors/visible keys/currently inaccessible areas, etc.   The details are nicely done most of the time. Map 28's outdoor/natural areas are a little underwhelming, especially compared to the tech base parts. Map 29 feels a little bit like a newcomer trying to get every concept into one huge map, except it's done pretty well. So you have a library, some marble areas, outdoor areas, abstract hellish areas, etc. But it tends not to look like one concept poorly juxtaposed to another. Map 30's look feels a little bit lazy because it's mostly marble texture, but it's got nice geometry and enough details not to look like crap.   The combat is good throughout. Map 28 is fairly easy most of the time. Some of its fights are actually a little bit tedious - too many mini-hordes without much of a threat (e.g. lots of imps on a turret that you can easily shoot down without any risk of taking damage), but overall it's fair, challenging enough, and fun most of the time. Map 29 is much more brutal. In my first run, I had ammo trouble so I switched to I'm Too Young to Die. Then I had too much ammo. Go figure. So it's definitely harder, but it's really not slaughter, and it's fair most of the time. There are a number of distant former commando situations that get rather annoying. Map 30 is an Icon of Sin situation that starts populated with lots of monsters and some cyberdemons, so it's more of a mad dash to try to complete it, which I thought was a nice concept.   These are solid, long maps. The negative issues are definitely outweighed by the positives. If you have the time, grab this set, but I would not recommend you try to play through Map 28 or 29 in more than one sitting - it will make it much easier to get lost.
    • By NuMetalManiak · Posted
      not bad, somewhat difficult sometimes due to teleporting monsters but good reflexes prove that this is a fun, decent map.
    • By geo · Posted
      Gammos is a cluster phobic death match drenched in silver. No accent color... just silver. Silver floors, silver ceilings, silver walls, silver control panels. Well, there is an exception, a pair of laughably tall lifts take you down to an exterior full of crates that has no silver. The silver rooms need more accent colors, because wow... they are some silver rooms.   This seems to be a transport facility of some sort with 5 or so transporters in the center that will take you to various parts of the facility. Most rooms have two doors so you can just about run in circles. That is if you didn't have to open doors and you'll get shot in the back before you open them.   There are a few switches, one leads behind a secret waterfall which is cool. The others just call for the lifts. The level needs a bit of open areas, windows and a more open feel. Right now, this is an entirely realistic, flat, narrow playing field. There is no cover other than the outside having tall boxes, so when you see someone expect to get shot.
    • By geo · Posted
      Blade Runner deathmatch. Do I have your attention? Good, because if you're thinking its a theme, no its just the word "blade runner" spelled out in toxic slime on the floor in the center of a flat, square death match. Looks like that's the author's handle. There's far too much ammo and it turns into a plasma fest of blue light everywhere.   The walls in the square room allow for players to run in circles and never really get cornered, except for the exterior walls. There is truly no where to hide.   There are new sounds, new graphics, although I don't think I noticed them. The new music is nice, but the sound effects are Beavis & Butthead clips "Sorry for the inconvenience, lemme get a mop." The interior walls are black, the exteriors silver, the floor and ceiling are silver.   That is all. Go about playing your fun death matches.
    • By geo · Posted
      This 1994 generic level deserves 2 stars, despite its glaring flaws such as door tracks moving up with the doors, misaligned textures and confusing layout. Where it deserves a single star is after a full 20 minutes, the level is so confusing that I gave in and abandoned hope. For me as a player to be so confused, yet not lost and needlessly run around to several parts of the level over and over again isn't my problem, its the author's problem. It would have been different if I felt like I was having fun or making progress rather than backtracking over-and-over.   Flip a switch and 50% of the time it does something out of the room. Where? Its up to you to find out. Find a yellow key? Open a yellow door to reveal a bland room with a fireplace. Nothing is here, solid walls, the fireplace has nothing in it, nor any way to enter it. Time to search the entire complex again for a random door or wall that may have opened.   Wait what's that? Nothing actually opened? Time to scour that unassuming yellow door fireplace room. Oh look its a secret door that seems mandatory. Constant solid wall after solid wall reveals a door. Heck some walls lift to reveal key doors. The entire map is like that, walls open up with not only enemies and ammo behind them, but things you need to progress. Some boxes had to be opened to find a transporter or switch which is good, because its right there in the box, there's just no indication outside of looking at the map that the box has something inside.   On the plus side, there are a variety of environments. Typical star tan rooms, toxic filled exteriors, skin walls and wooden hallways. It has balanced health to stay at 100% and ammo enough to need to change weapons.   I can see the amount of work and yet still imperfection of the 1994 era in this level. The sad thing is this is the second version. There's a worse version out there! Its unpolished, it was a chore to get through and I failed to get through.