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.
-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):
-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.
-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.
-New hum sound for techlamps and light columns.
-Fixed a few single sprites for palette issues (for CS and Lite versions too).
-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.
-Brightmaps added to rocket.
-"Bright" tags added to Unmaker spirits animation code.
-"Bright" tags added to later half of BFG firing code.