Description : This is a collection of basically every single trick in the book for adding enhanced visuals to Doom, without a single new graphic of any kind being used. This is composed entirely of GZDoom text lumps, such as decorate, gldefs, texture defs, and terrain defs.
The following new visual enhancements are included:
- Enhanced particle effects for explosive barrels, featuring smoke rising, nukage splashing, and green flames
- Enhanced particle effects for rocket explosions, featuring sparks, smoke, and burnt chunks of debris
- Enhanced particle effects for fireballs, featuring smoke, trailing flames, and explosive fiery impacts
- Enhanced particle effects for plasma blasts, featuring crackling electricity mixed with brightly color smoke
- Deep liquid (floor clipping) for water, nukage, blood, mud/slime, and lava
- Smoothed out animations for all flat liquid plus warp effects
- Smoothed out multi-layered animations for all liquid falls (including lava falls for megawads that use them)
- Randomized frame speeds for animated textures that feature fire or liquids dripping
- Smoothed animations for the glowing red rock wall textures
- Certain textures are now brightmapped by using themselves as their own brightmaps
- FIREBLU iS nOw PsYcHeDeLiC!
- Glow settings for many flats to simulate things like light fixtures casting light, liquids giving off light, and
certain environments just having their own coloration similar to Playstation Doom.
SPECIAL THANKS TO...
- Z86 for his "Particle Fire Enhancer" mod, which taught me about spawning particles in all sorts of different
ways to achieve different visual effects.
- Gifty for Smooth Textures, which was instrumental in providing a jumping off point for some parts
of this mod and inspiratin for others.
- Kazudra & Jakie for their "Subtle Lighting" and "More Lights" mods, which I learned about texture glows from.
- Rachael for her "Smooth Liquids" resource post, which taught me about creating custom animated textures
and also gave me the idea to see how much I could do without the need for new graphics, thus inspiring this
whole mod in the first place.
- The ZDoom Wiki, which I spent so much time on it probably constitutes half of the time I spent working on this.
Additional Credits to : Anyone who has ever created a resource for GZDoom, written a forum post explaining something over on the ZDoom forums,, or worked on an article in the ZDoom wiki. I studied and learned from countless others in the process of making this, and am extremely appreciative to all of them.
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Change History:
6/15/22 - v1 to v1.03
- flames improved (better coloration for imp fireball flames, more realistic physics, better sizes, more
randomization in duration and size)
- imp fireballs improved (no more particles spawning ahead of the actual fireball)
- plasma blasts given a whiter light compared to the projectiles leading up to them
- water improved (two additional layers added moving in opposite directions)
Compatible zamdrum ? 😶
You mean Zandronum? I have not tested it, but I took a look at the documentation, and it looks like most of the commands I used should be supported by Zandronum as well... so it might be! If you try it, please report back and let me know how it goes. In the meantime I'll try to test it myself or have one of my friends test it and see what happens.
No Zadronum support due to the use of ZSCRIPT syntax. It could probably be translated over, but would require some time to do so.
The flames that spawn when a imp fireball hits the floor/wall needs to be smaller and possibly more orange as the flames are bright red and look outta place.
Other then that very impressive mod
If you use the PalPlus Color Palette things look much better than in the vanilla palette.
I am looking into improving the size, placement, and quantity of the flames so I'll probably do an update at some point in the next week with them adjusted. Other than that though kalensar is definitely correct about the PalPlus being a great palette to use for improving how Doom looks!
Holy ****, this is amazing, It keeps the Core Idea of Doom's Gameplay the Same, But makes thing look SO much better, I would love to see something like this in Something like Brutal Doom or Beautiful Doom, As of Writing, I can not stop Playing it, I've even paired it up with a few other mods
Hi , can it be configured to have only barrel explosion effects ?
Not as of yet. This first version is just everything all together. Once I get a few more D64ifier updates out the door though I'll come back to this and work on a new version that is either modular or has a menu for turning features on and off.
also the timer of that diffrient color flames is too long when it comes to projectiles , maybe I could change it myself with simple edit ?
Well the real question is: do the flames stay for too long? or are they just too big? If they were smaller then it wouldn't be such a big deal how long it was taking for them to go away... but if they went away quicker than it wouldn't be such a big deal how big they were......... hmmm......
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Seems like it has a bug with Brutal Pack, when cacodemons (normal red meatballs) trow the blue fireball attacks, this turns into a plasma gun sprite.
I've never heard of Brutal Pack. I'll check it out, but I have to wonder why a mod would make cacodemons spit fire when they're supposed to spit balls of lightening.