Beautiful Doom is a visual enhancement mod for Doom designed to work under GZDoom. First released back in 2008 this mod aims to improve each and every single object in Doom, making them smoother, more impressive visually and having better sounds while retaining VANILLA gameplay. You will see smoke, casings, debris, hugely enhanced gibbing system, smooth weapon animations, but it will all play the same as vanilla Doom plays with (G)ZDoom.
Beautiful Doom now has a GitHub repository: Github.com
You can also join my Discord server: Discord.gg
For those, who want to shake things up a bit there are three weapon sets (can be changed from Beautiful Doom Settings):
Beautiful Doom is NOT open-source. While it's fine to learn from it, or make personal addons for it, mod authors may NOT use the contents of Beautiful Doom as a base for their own projects without first obtaining the author's explicit approval. You can find more details in the README on Github.
Beautiful Doom © 2008-2021 Jekyll Grim Payne aka Agent_Ash
Here's a sad fact: gamplay mods for the ZDoom family of ports are rarely compatible. Most of the time they aren't, and if you try to run several mods together, either something will break, or you simply won't see certain features.
Mods also don't always work with all maps. Sometimes they break balance on some maps, other times they can make something too easy or too difficult, and if a map is highly advanced and has its own scripting, certain things may not work.
But why? The simple answer is: it's very hard to make things compatible under ZDoom. This problem is actually not unique to the ZDoom family of ports; it appears in many other games, but perhaps in this engine it's a bit more apparent.
First of all, if a mod is a gameplay mod (i.e. it has no maps and is intended to be played on existing maps), that means that when it adds a weapon, or a monster, or a prop, it has to replace an existing object. So, if you have two mods that replace the Shotgun with some other weapon, you can't combine them: you'll either see one weapon, or the other. Or, say, a mod adds a small feature to the Cacodemon: its blood is now blue. Then there's another mod that changes a whole lot of things for the Cacodemon, such as adding new attacks and changing its stats, but guess what? Those mods can't be combined, because the one that simply redefines Cacodemon's blood has to replace the whole Cacodemon to do it. So, these mods won't work together.
In addition to that, there dozens, hundreds, thousands of little things that a mod author can simply forget to take into account. For a example, you're playing an advanced map with a weapon mod; an event happens in that map that takes away all your weapons and then gives you back the Fist... except you get the vanilla Doom Fist, not the one from your weapon mod. Why? Because that's how that map's script was written, and because both the vanilla Fist and the modded Fist are present in the code, and it's something that's pretty hard to take into account.
Thankfully, nowadays GZDoom has ZScript, which is an expanded version of DECORATE, its former actor scripting language, and ZScript offers many more tools to increase compatibility.
Yes, you may need to!
Let's look into this in an orderly fashion.
If you want to play Beautiful Doom with another gameplay mod (such as a monster pack, or a weapon mod), it's usually important to make sure that Beautiful Doom is first in the load order, and the other mod is last. Because whatever is loaded last takes precedence, so, for example, if you want to see the HUD from another mod, that other mod has to be loaded after Beautiful Doom.
If you're using ZDL, just make sure the second mod is at the bottom of the list:

And if you're using a .bat file or command line, the second mod should be last:
gzdoom.exe -iwad doom2.wad -file BeautifulDoom700.pk3 OtherModName.pk3
Now let's take a look at this settings menu:

There are many options under Beautiful Doom Settings, but these five are the most important ones for compatibility. Let's take a look at what they do and when to use them:
Beautiful Doom Weapons: Disabling this will remove Beautiful Doom Weapons from the game. If you load another weapon mod with Beautiful Doom and make sure this option is disabled, then the other mod will spawn its own weapons. This allows you to play Beautiful Doom with other weapon mods, while still enjoying Beautiful Doom monsters and decorations, enhanced textures, footsteps, etc. This option also affects ammo replacements.
You can see an example of this in this video, where Beautiful Doom is being played with a lovely weapon mod known as Naku-Naru:
Beautiful Doom Monsters: Similary, this option governs whether you'll see Beautiful Doom monsters or vanilla monsters. Disable this if you want to play the mod with a monster pack (e.g. Colorful Hell). This will also disable enhanced monster projectiles, since only Beautiful Doom monsters use those. This also disables enhanced pre-placed monster corpses. (In case you didn't know, many monster corpses can be used as decorations and are placed by map authors; with this option enabled monster corpses will look more varied, to match the actual monster death animations.)
Beautiful Doom Items: This controls things such as keys and power-ups. Beautiful Doom items are not different in any way from vanilla items, but if you're playing another gameplay mod, or if you just don't like them, you can disable this.
Beautiful Doom decorations: This option affects props: torches, lamps, columns, decorative corpses/bodies (such as a victim on a stake, hanging torsos, etc.).
This is a complicated topic, so I'm making this into a separate secton. It has 3 options: Disabled, DEHACKED only and DEHACKED and sprites.
First, if you don't know what DEHACKED means: it's an old tool that was capable of modifying Doom actors back in the DOS era, and it's compatible with every source port out there. It's sometimes still used nowadays with map packs that strive to keep vanilla compatibility. A good example of an excellent recent map pack that uses DEHACKED is Eviternity.
Eviternity contains a custom green Chaingunner, a Cyber Baron and a mechanized Pinky that are defined in DEHACKED. Now, you could just disable Beautiful Doom Monsters, but that's not very fun to do just for 3 monsters, right?
If you use DEHACKED or DEHACKED and sprites option, those DEHACKED actors will be automatically detected by Beautiful Doom and they won't be replaced, even if you're using Beautiful Doom monsters. Neat!
What about the sprites part?
Well, imagine you're playing some really old wad, or a very retro-styled one. Sometimes wads directly replace sprites to make one thing look like another. For example, a forest-themed map that replaces a floor lamp sprite with a green bush sprite. It doesn't contain any code, it doesn't replace the actor itself, it just replaces the sprite by using a different graphic with the same name. And in this case you likely want to see the bush, not a lamp, because that'd break the map's aesthetic, right? This is quite common in Deus Vult II, for example.
Well, if you use DEHACKED and sprites option, Beautiful Doom will detect if more than one sprite with the same name is loaded, and it won't replace the actor. Note, for animated objects it'll only check for the first sprite; for example, for Red Torch it'll check if TTRBA0 sprite is loaded more than once.
If the option is set to Disabled, Beautiful Doom Actors will always spawn, regardless of sprite or DEHACKED replacements. Most of the time DEHACKED and sprites is the preferred choice, but things may vary.
This submenu is mostly for edge cases, when things either go really wrong with custom monsters, or when you just dislike a specific replacement and want to get rid of it.
The menu is exactly what it says: if Beautiful Monsters are enabled, in this menu you can define whether each specific monster will be replaced by a Beautiful version of not.
Note, changing any of the compatibility options require loading the whole map in memory again. That means restarting the map, and you won't be able to load a save that was made on the same map before you made the changs. That's because everything related to actor replacements happens at the start of a map and can't be changed dynamically.
It's totally fine to set the settings as you like in the main menu before hitting New Game as well!
Many people have asked me if it's possible to add an option to disable Beautiful Doom HUD. Sadly, it's not that easy, because GZDoom doesn't allow to just load multiple HUDs and switch between them.
But you have some options:
How to install the mod and play it in case you don't know what GZDoom is and have never really played Doom on modern systems. Or maybe something just...
Beautiful Doom 7 is in heavy development and is now available on GitHub.
It's been just over a week since 6.2.0 and yet 6.2.1 is out with a lot of new features and bugfixes.
Beautiful Doom 6.2.0 is out with a number of updates and improvements. New blood, cooler ressurrection animation and a brand-new alternative attack for...
Combines 7.1.0, 7.1.5 and 7.1.6 updates, will work properly on GZDoom 4.6.0.
GZDoom 4.5.0 required. Finally, I believe I've done enough to warrant a proper 7.0.0 release. It's likely that it's going to receive a minor updates in...
As I'm struggling to finish all the finishing touches, here's an almost complete release of the mod.
A number of optimization updates and visual updates.
This build largely fixes a number of issues and updates the visuals for a few objects, such as BFG ball, Heart Column, Brown Tree.
Pre-7 development release 92446d5. I started making pre-7 releases on GitHub and thought it's probably a good idea to upload them here, since some people...
When I try to play this with ZDomm newest version, I get this error message>
Script error, "BDoom_61.pk3:bdoom_main.wad:DECORATE" line 396:
"ALWAYSTELEFRAG" is an unknown flag
Of course, the game will not start. I am using ZDoom with GOG version Ultimate Doom. Can anyone help?
I have some suggestions and ideas for the mod, also a little review. (Sorry if I bother you I just want to help, these are NOT personal "tastes").
-The pistol sound it's too cartoony. ¿Maybe a more solid sound?
-The stock sprite of the shotgun is annoying, ¿This could be replaced for an aiming, reloading animation? ¿Or an Alt fire centered presicion shoot?
-The plasma gun could have a "close contact pulse wave" that kills near enemies.
-Charge alt attack for the Chainsaw.
-BD v18 green kicks replaces fists to push away monsters.
-¿Metal punching sound for fists when you punch walls?
Optional:
-... ¿Bursts pistol?
¿Any chance to add Brightmaps for monsters, stuff, corpses, decorations, etc. In the future? and make the new deaths more smooth.
Also check the Cacodemon death in Doomnukem, for more deaths check Complex Doom, Project Brutality & X-Weapons
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How do you fix the hud?
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It doesnt work for me, it needs the BDoom MAIN DECORATE.WAD and i dont know where to get that
It sounds like you unpacked the pk3 before running. Don't do that, run the pk3 as is.
If that's not the case, please tell me specifically which version of the mod you're running, which source port you're using (GZDoom, ZDoom, etc.) and which version of that sourceport.
Jekyll how did you make the player gibs get the player's color?. Never mind i found out
Hey Jekyll is it all right if i can use your gore sprites for my mod, Moddb.com if im not allowed its okay. your mod is Very well done great work put into it
Yes, you can use whatever you can find. But don't forget to properly credit me in the txt file accompanying your mod.
i put your name in a text file crediting you for allowing me thanks a lot.:D