The demons came and the marines died. Except one. Your are the last defence against these hell-spawned hordes. Prepare for the most intense mutant-laden, blood-splattered action ever! The texture-mapped virtual world is so real, you don't just play DOOM - you live it.
The father of gore mods. The original brutal modification for (G)ZDoom returns, with a Vengeance. All ZScriptified. All new code. All new graphics. All new sounds. Universal compatibility.
Requires GZDoom 3.6.0. OpenGL renderer preferred. May work in the software renderer but floor splats might appear glitchy, and overall software renderer performance is slower anyway, so please use OpenGL hardware rendering if possible.
HOW TO PLAY: Extract nashgore.pk3 from the ZIP file, and drag and drop nashgore.pk3 on to gzdoom.exe, or use your favourite launcher to load it up.
IMPORTANT: Please ensure nashgore.pk3 is loaded last, or fairly late in your load order!
DISCLAIMER: This is beta quality software. There will be bugs! Please report any oddities you find and help make this mod better!
I highly welcome your criticism and any changes or suggestions you may have. Feel free to throw 'em at me!
- Lots of blood and gore... or none at al! Customize almost every feature of Nash's Gore Mod
- Pool of blood under corpses
- Stretchy meat when corpses are squished under doors
- A satisfying SPLAT! when corpses fall from a tall height
- Blood spurting out from corpses
- Enhanced ice death effects
- Keybind to delete all gore effects in the map if things get too laggy
1) Cacodemons and Barons/Hellknights still have red blood!
NGM does not define any colours for any monsters, to maintain universal compatibility. You're going to have to load a mod that defines blood colours for monsters. For vanilla Doom, you may download a tiny patch I made (see attachment).
2) The blood splats on the floor and on the walls look vastly different, like they're in two different art styles!
This is because of limitations imposed by GZDoom. There are 2 render modes at play here: shaded and solid. Shaded is the one you see on the walls - it has smooth translucency. Solid is the one you see on the floor and ceiling - they're completely opaque. So what's the problem with making them both match?
If I make floor blood shaded, there will be a ton of Z fighting problems. This happens when models are given a render style other than solid. Blood splats will appear in front of sprites even when they aren't supposed to.
What if I just make the wall decals solid instead? The problem with this is solid wall decals cannot be colourized. So if I do that, blood on walls will forever be red.
So as you can see, there's just no way to make all blood splats render in a consistent style because they each have their own quirks.