The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.
It's important to mention upfront that for all intents and purposes, this package is the product of many (thousands of) different people's work. Whatever contributions I've made are inconsequential in comparison to the labor that has gone into Doom and the DHTP. An immeasurable number of man hours have been spent by these individuals to recreate the environment originally created by ID Sofware. There are detailed credits inside every .pk3, and as many individual credits are listed as possible. Considering some works are over a decade old, finding the original author for each and every texture is near impossible, but I tried adamantly. If there are any errors in the credits, or anything included which is not allowed to be redistributed, please send me a private message and I'll remove it immediately.
This is a modified version of the DHTP. The intetion of this set of textures is to remain as close to the original aesthetic as possible. Although a 1:1 recreation is often not possible, most of them approach the threshold and remain faithful in their style, material, palette, etc.
All flats, and textures bearing a light source have unique brightmaps specifically associated to them.
Many isolated textures or texture sets with minor inconsistencies such as switches with an older or mismatched version have been corrected. Some palette tweaks, or alignment modifications have been made to textures, and flats to more closely resemble their original counterparts.
Follow the suggested load order in Parentheses preceding each filename. (X, Y, Z)
The included version of the DHTP should be run after all other mods or PWADs which you are trying to load. Keep in mind that many PWADs contain patched textures with the same name as original Doom textures, and these will always be replaced when using a texture pack. Any new textures included in the PWAD, however, will not be overridden; they will simply clash with higher resolution textures.
The Brightmaps included are only intended to be used with this version of the DHTP, otherwise they will be misaligned and create jarring, jagged effects. When selecting the Brightmaps, be absolutely sure that you are not loading any other brightmaps like SBrightmaps.pk3. The brightmaps should be ran after the texture pack. Include the Brightmap files for Plutonia, or TNT, only if you are playing one or the other. You can also include them for related PWADs (ie: Plutonia 2, Plutonia Revisited Community Project, or TNT bright maps for Eternal Doom, etc.).
There are also small variety of effects for liquid textures included. The first file is self-explanatory, and is simply a matter of preference. Some might prefer glowing liquids, but they are inadvisable for their potential to light otherwise dark areas. There are three choices of style for liquids, only one can be used at a time. The first is the default style of liquids, and liquid falls, included in Brutal Doom and Project Brutality; these textures are low resolution, but have many frames. The second option utilizes the warp feature to a greater extent. While it does contain smooth liquid fall animations with many frames, high quality liquid flat animations with many frames do not exist (well sort of), and so instead a unique warp shader is applied to a static image which creates a rather dynamic liquid effect. The last option uses only the vanilla liquids flats, with the same warp shader as above, the result isn't too terribly different. It also has smooth fall animations with many frames, which more accurately match the palette of the actual liquids. The last option would likely be best if you are a purist for the original palette, and hue. I'm aware these descriptions are confusing, just try them out and figure out how each option functions.
DHTP development maintained by KuriKai