Welcome to Doom Expanded, a compilation enhancement mod for GZDoom for use with the original Doom IWADs. The purpose of this modification is to add a number of graphical, sound, and gameplay enhancements as well as other tweaks and additions to the classic Doom experience while keeping the original gameplay intact.
Features:
-Updated Vanilla monsters with new sounds, gore, and alternate deaths.
-New blood and gore effects (compliments of edited NashGore resources).
-Monsters have accurate blood color (Baron/HK = Green, Caco = Blue).
-New translucent Spectre with nearly invisible blood.
-New GL effects for Monsters (fireballs, glowing bodies, and new Lost Soul).
-Smooth animated weapons, with enhanced sounds, sprites, and effects.
-Bullet and Shell casings for Pistol, Shotgun, S. Shotgun, and Chaingun.
-New explosion and plasma effects.
-All items now have new sounds, and some even have new sprites.
-High-res versions of many of the classic Doom sounds.
-New world sounds like ricochet bullets, body thuds, and weapon drops.
-All new wall decal effects (bullets, saw marks, scortches, blood, etc).
-New OpenGL light and sprite effects for lamps, torches, and other light sources.
-Warp effects for all liquids and Doom 2 falls.
-OpenGl Glow effects for various flats.
-Brightmaps for characters, items, decor, flats, and wall textures.
-New Splash effects for liquids.
-Updated and fixed Doom 2 Cast Call with new background.
-Skunk's "Thy Flesh Consumed" episode intermission map built-in.
-5 new music tracks for "Thy Flesh Consumed", all from Robert Prince's Beta Doom music collection.
-New Par Times for "Thy Flesh Consumed" based on Compet
-N speed run avarages.
-Fixed E4M3 torch secrets.
-Super Shogun can be used in Doom 1/Ultimate (with cheats).
-Secret cheat weapon (Unmaker).-And much more!
Changelog (list of changes between versions)(Any direct changes to Expanded are shared with the CS version, unless stated otherwise):
1.6:
-Original Super Shotgun reimplemented and Expanded version is now and addon (see Extras.txt)
-New text for normal HUD and new small text.
-Several sound tweaks
-Soulsphere original sound restored, Megasphere has Doom 3 sound.
-Secret sound is simplified.
-New sound for bullet pickups.
-New sounds for gibs (in extention to blood sounds).
-New humming sounds for lamps.
1.5:
-Fixed TNT_BM.pk3, though I could have sworn that I fixed it already.
-Enemies now drop the correct amount of ammo (Zombieman = 5, Shotgun Guy = 4, Commando = 10).
-New Help screen based off the old Expanded title screen replacement.
-Fixed missing fist attack sound in CS version.
1.4:
-New hum sound for techlamps and light columns.
-Fixed a few single sprites for palette issues (for CS and Lite versions too).
1.3:
-Added ACS code by Blue Shadow which fixes issues with weapon drop sounds and GZDoom's Compatibility Options.
-Added DEFinal_CS.pk3 to zip archive (see "About Final_CS.txt" for details).
1.2 (mainly an "Extras" Update):
-Added "E4Fix.wad" as seperate resource to address Thy Flesh Consumed level problems.
-Update to the Expanded HUD by Blue Shadow (DE_HUD_B+.pk3), now indicates armor type and berserk.
1.1:
-Brightmaps added to rocket.
-"Bright" tags added to Unmaker spirits animation code.
-"Bright" tags added to later half of BFG firing code.
Is it possible to run this with Zandronum?
I always get the message
Script error, "DEFinal.pk3:mapinfo" line 12:
Intermission: Unknown top level keyword
When I'm trying to play it.
No, only GZDoom is supported.
Doomworld.com
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I like this mod. I used to love Brutal Doom, but have eventually become tired of it. The original Doom gameplay has its merits -- the fluent, uninterrupted killing. Doom Expanded is by far the best-looking graphics enhancement mod I have seen. Forget about those high-def textures and 3D models -- they just look weird in Doom. Doom Expanded improves Doom's graphics without losing its original flavor -- low-def textures, low-def sprites, but adds better lighting, essential particle effects, better sound effects, a few more death animations, and a little more gore -- that's all. I like how the enemies' eyes and computer lights glow in darkness -- the mod makes lights like lights, not just pixels in lighter colors -- a small touch but very effective. See the screenshots here:
Moddb.com
Can i use brutal with this