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Doom 2 Minor Sprite Fixing Project v1.9

   (19 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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imboredmkay

  

adding to my gzdoom autoload

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Maya

  

It's a shame this isn't a part of vanilla by default. 

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Okej5722

  

A truly beautiful edition to my collection of wads. Not only does it fix the sprites, but it also brings me a nice feeling knowing that the super shotgun won't look weird anymore.

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VoanHead

  

Based fix that cleans shit up

Based Revenant100

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El juancho

  

I always use this wad.

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Crystal-Hawk_D00M

  

This is the only wad I use for doom unless it's smooth doom.

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Firebert

  

Absolutely essential

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xX_Lol6_Xx

  

Nice, goodbye glitchy ssg

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Argenteo

  

Why not? This is incredible.

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jeremieh

·

  

it wont seem to let me download but from what ive seen it looks really good

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Jason

  

:D gret wad

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UndeadRyker

·

  

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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Armaetus

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

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_bruce_

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

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Manuel-K

  
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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vita

  
I like this.

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fraggle

  
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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Doomkid

  
Excellent!

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  • File Reviews

    • By fnord · Posted
      This is less than mediocre to begin with, but then it commits the ultimate in vulgarity - hitting you with pain elementals hidden behind cacos when you only have a single shotgun and pistol. This "trick" was annoying the first time it was pulled. Nowadays it's like fingernails on a blackboard and my only response is to quit game and file the map in the "not worth playing" folder for future reference.
    • By fnord · Posted
      New benchmark for pointless exercises.
    • By Nobody · Posted
      The architecture had a theme and it did well expressing the theme, methinks.  Simple, but effective. The details were small touches, and the ducts of blood were especially clever.   The texturing was similarly suitable.  If it meant a lot of brown and red, hey, that's what Doom supplied.  Also, it was thematically necessary.  Seek out other themes if you want something else.   Because I was looking at the textures, I saw a few places where the textures should've been varied a little so those mis-alignments could be hidden, but it was a first map and not everybody thinks of such things when they begin.   Thematically, It would've been better with different enemies, like hooded and cloaked cultists and mutilated monsters.  E.g perhaps try with pwads which copy enemies from Hexen or the like.   It is more about its theme than stuffing the map with enemies:  as was explained in the Read Me.
    • By VoanHead · Posted
      A fun recreation of Doom II's OG levels. Most maps are pretty decent, steps up more in the challenge, and gives a feeling of deja-vu in these reimagined yet familiar maps. I would dare say this is an underrated release that came out of 2017, a year that was really popping off in Doom content.   However, my praise of this megawad ends there. The reason why I didn't give it a higher rating is b/c even though the author of the wad says it's a boom megawad in the thread, some maps seem like they've been tested only in zdoom-based ports b/c some have some softlocks in certain areas of maps if you're not playing in a ZDoom port. The midis are awful, I went into SLADE myself to take em out b/c I couldn't stand em anymore.   Otherwise, it's an okie-dokie wad. Play it in GZDoom as a word of caution, maybe load in some mods if you wish to spice things up a bit, too.
    • By fnord · Posted
      Too many revenants and archviles, not enough weapons or ammo - even on HNTR fun factor reduced to zero. 2 stars for map layout.
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