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Doom 2 Minor Sprite Fixing Project v1.9

   (16 reviews)


About This File

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

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:D gret wad

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It could pass as an official update if id Software still maintained their Doom IWADs today. This compilation of graphical corrections is clearly made with an interest to improve upon the vanilla experience rather than guessing or assuming "what would have been". The cherry on top is even with the DEHACKED patch it still retains demo compatibility with the original four demos of The Ultimate Doom and most likely more demos in source ports that support demos.

"Hey, not too rough" with a proper comma that isn't cut off along with the number 5 in the status bar having a proper outline (leftmost, ammo count)New former sergeant rotation in action

The fixes are heavily based on sprite offsets which is why it's so difficult to get a good screenshot of the mod in action. The new sprite offsets are definitely noticeable during play as the enemies appear to move smoother and more naturally. For example, viewing the chaingunner firing from the side won't result in him shifting back every time a bullet comes out. If that fix isn't subtle enough, then the addition of the unused rotations for both monsters and the player is obvious along with some user interface fixes such as fixing the comma that was cut off for "Hey, not too rough" difficulty and giving the number 5 for the status bar a proper outline. It's a definite must have!


Note: The screenshots were taken in Chocolate Doom.

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A much needed fix to some of id's original sprite and graphics work.

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Despite heated debate an interesting entry in the world of Doom "mods". Props for the hard work.

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Excellent. I cannot recommend it highly enough.

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Jaxxoon R

A fine thing to have on autoload. Now my chaingunners do not shift about as they fire.

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I like this.

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In development for some time now, the sprite fixup project provides subtle fixups to minor bugs in Doom's sprites and their animation, and also adding the long-missing full zombie rotations, all with an obsessively careful eye for detail and in a way that carefully respects the original game and gameplay.

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  • File Reviews

    • By Walter confetti · Posted
      A map with a interesting layout, is a good castle map with some stuff typical of the early years of mapping, even if this map is from 1996... however, is a good map to play, take a shot.
    • By Argenteo · Posted
      A relaxing episode 1 replacement. Solid in it's simplicity.
    • By Dr.Ferret · Posted
      I love it but For multiplayer do the gloves on the sprites appear black? If not can you make them appear black so the sprites can match the first person perspective?
    • By Walter confetti · Posted
      A really boring "slaughtermap" sort of map with a not very good layout and broken teleports. Played it on vanilla doom and doom+ exes on dosbox, it plays fine. Also, is E2M2 have an exit? I didn't want to know because i've get bored while playing at it, sorry.
    • By Phobus · Posted
      Despite working alongside Billy for a few years now, and being a big fan of what he does, I hadn't gotten around to checking this out. Turns out I was doing myself a disservice! This is a lot of fun to explore, with many twists and turns, and some pretty intricate secrets. A very strong start for him, but I can see where he's grown since. In particular, the progression and distribution of weapons can lead first-time players to be quite underpowered for a long time, depending on where they go first, and my initial playing experience suffered as a result. Likewise, the way secrets are woven through the map and partially limited based on progression makes for a great story telling device, but does rather impede your chance to experience everything if you don't know when things are available and what will stop them being so.   Saying all of that, the game play is generally solid, the additional textures, artwork and music choices are all on point and the level looks very nice, so I'm more knocking a star off because of the open-ended progression not working out perfectly for me on my play through, than anything else. Well, that and I know he's gone on to bigger and better things, of course! Great stuff, highly recommended.