This is a port of what I think is Brutal Dooms cousin from being GZDoom only to being Zandronum compatible, it has all it's default features from it's GZDoom version, Multiplayer also works rather well. I did this conversion to get myself situated with what is compatible with Zandronum and what isn't since I can't find anything anywhere that tells what version of ZDoom it uses.
I have gotten permission from Jekyll Grim Payne to do this port as long as I don't add anything. If I do then I must rename it to something else other then Beautiful Doom.
What exactly is this?
[spoiler]Another mod which should enhance Doom. Actually, there're many such mods,
but I decided to pay more attention to moments which are often forgotten:
smooth weapon animation, new sounds, etc. I slightly enhanced weapons,
but I tried to follow the idea "still Doomy, just better".
The mod, however, consists of three separate modules: WEAPONS,
MONSTERS and OBJECTS. They can be used together or separately or in
partial combinations with other mods and wads. What is inteteresting is that
these effects mostly can be turned on/off any moment with included script
functions bound to buttons (check OPTIONS to see them).
WEAPONS (BDoom_Weapons.wad) contains reworked weapons: they have smooth
animation, new sounds, new graphics for Plasmagun and Chainsaw, empty
casings, smoke, enhanced bulletpuffs with ricochet and four slight
1. Fist doesn't alert enemies.
2. Pistol firerate is faster (1 shot per 12 tics instead of 14 tics).
3. SuperShotgun makes dual shot with primary attack and single shot
with secondary attack (if one barrel is empty, primary attack reloads it).
4. Chaingun has an alternative attack with twice as fast firespeed, but it
requires spinning at first and cooling after.
There some other enhancing effects. In addition ammo is replaced to add new
Player is also changed: he's higher (normally in Doom the player is too small).
Berserk replacement is included, because it's necessary for the new Fist.
This wad also contains enhanced blood.
MONSTERS (BDoom_Monsters.wad) contains enhanced monsters and effects. There
is extremely enhanced blood and animated blood decals, extreme gore effects
that allow minor monsters to be ripped apart, and these pieces can be
thrown around. There are enhanced projectiles with different sprites and smoke
trails for most monsters, ArchVile's and Lost Soul's fire is made of particles.
Monsters with guns drop empty casings, some of the monsters have additional
Most of these effects, however, can't be seen if you try to use this wad with
some other mods that contain new monsters.
OBJECTS (BDoom_Objects.wad) contains all the additional effects: new decorations,
extremely enhanced light sources, breakable lamps, cool explosion for explosive
barrels, splashes for liquid floors, cool animation for liquid textures, landing
sounds and many many more. Virutally all the objects in Doom were remade. It also
includes item replacements, like enhanced Invisibility, and new pickup sounds for
them. There are also new sounds for switches and buttons, and, if you use this
wad along with WEAPONS, you'll hear actual footsteps, different for evey surface.
In the third module Partial Invisibility is replaced with Improved Invisibility:
this invisibility is noticeably more effective, monsters react not much when
you are invisible, and seeking missiles of Revenants can't seek you. It, however,
only lasts for 40 seconds.[/spoiler]
Changelog:Jekyll Grim Payne aka zer0 - Creator
Enjay - for new switches and splashes, advice about footsteps and about sound bugs;
WildWeasel - for cool ww-diaz.wad, better variant of footsteps and ricochet sprite;
Nash - for nice blood decals and gibs' sprites(Nashgore rocks!);
perkristian - for Smooth Weapon Animation mod, some sprites from which I used for the latest version of the mod;
alando1 - for some of the additional death sprites.
Xtife - suggestions about texture animation.
BurningCadavre - lots of useful bug reports.
Fixed no pain sound with marines
Added some of Brutal Dooms deaths (Plasma Death, Fire Death, XDeath)
Added the blood that shows on the screen when taking damage
Fixed most of the monsters projectiles to how it was in Beautiful Doom
Zombieman fixed to have a pistol instead of a rifle like he was in Beautiful Doom
SSG no longer reloads when out of ammo
Most monster tracers now use the EnBulletPuff instead of Brutal Dooms bullet puff
Fixed the Chaingun and Rocket Launcher pickup sprites being Brutal Dooms[/spoiler]
http://www.mediafire.com/download/sxbdw ... mZD1.7.zip
[Replacer] (Used in-case if the Brutal Doom weapons are showing up even if the wad is loaded after Brutal Doom)
Since May 21, 2013 I have made this only work when loaded after Brutal Doom, since then Brutal Doom is now a requirement for this mod