DOOM + DOOM II

DOOM + DOOM II

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[KEX Remaster] Widescreen and Restoration Patches for DOOM + DOOM II
By AmethystViper
This guide is for the 2024 KEX Engine remaster of DOOM + DOOM II. If you're looking for the 2019 Unity version's patches, see [Unity Port] Widescreen & Restoration WAD Patches for DOOM I & II Enhanced.

The community patches from the previous Unity ports have returned for the KEX Engine remastered compilation! All of the restorations and 16:9 widescreen enhancements are here for you to enjoy within DOOM + DOOM II!

Updated: April. 24, 2025 (Update 3)
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Disclaimer
I am NOT the creator of the original assets included in these patches; the art, sound, and game files all belong to respective owners. These patches have been updated for KEX Engine remaster and I do NOT guarantee the WADs will fully work in other source ports after applying these patches. The widescreen assets featured in these patches have been cropped for 16:9 as many assets already use 16:9 images. Just like before, see the Alternatives for source ports section below for mods that provide similar features for source ports.

Furthermore, using modded WAD files will also hinder if not prevent you from playing in online multiplayer modes (confirmed by one of the developers at Nightdive Studios, see below). If you plan on playing online multiplayer with other players, then either uninstall them if you're alreadying using them or don't use these patches I was able to get in a few games with players who had the red crosses for the medkit items restored, but the keyword here is "few" as the number of lobbies available to me after modding my WAD files for the KEX Engine remaster were significantly reduced compared to stock installation even though I was never making rule-breaking changes with these modifications to the WADs.

Quote from Edward850: (Doomworld post)[www.doomworld.com]
Features
If you're familiar with my previous patches for the Unity port, you should know what to expect for the KEX Engine remaster. For newcomers, here are the features these patches provides:
  • Restores the original red medical crosses on recovery items or change them for the unused Freedoom medkits.

  • Adds 21:9 widescreen art assets for the HUD, title, help, intermission, credits, and ending screens (where available) with 16:9 widescreen art assets for the majority of the curated mods, provided by Scuba Steve and various Doom community members.

  • Reinstates various features that were altered since the previous Unity ports, such as the secret Nine Inch Nails logo in E4M1 of The Ultimate Doom and the original Wolfenstein 3D levels' contents of Doom II: Hell on Earth.

  • Applies TeamTNT's official TNT31 Patch for TNT: Evilution (which is based on id Anthology release for the Unity ports) to properly fix MAP31: Pharaoh, making it inline to the PlayStation 3 version of Doom: Classic Complete. Has been fixed in Update 1.

Differences between HarperMeows's patches:
  • These patches not only cover the base contents of DOOM + DOOM II, but also the majority of curated mods such as SIGIL II, BTSX, Anomaly Report, REKKR, and more*.

  • In addition to the above, these patches also add widescreen assets, fixes some errors (to the best of my abilities), and restore some other features from the original standalone versions.

  • HarperMeows's patches requires user input to patch, rename, and move files to the correct places. My patches are bundled with batch scripts that automates the process of applying patches as well as uninstalling them and restoring the stock installation files, if needed.
* If there's a WAD that didn't get a patch (e.g. Going Down, Overboard), chances are they are a PWAD that are applied to an IWAD from the base content of the collection itself in which those changes are then carried over into the former.

Things these patches CANNOT fix!
  • The wrong text font graphics in certain mods like REKKR or Back to Saturn X, a problem that has persisted ever since the Unity ports.

  • Low music volume playback MIDI music (try using seta snd_masterVolume "1" though in the console), might help make it a little louder with the overall sound volume.

  • Inaccuracies compared to MBF, Woof, BOOM, etc., those issues are engine-side.
Installation folder locations
The following are common install locations for the DOOM + DOOM II collection and their curated mods based on the platform/client used to install this game. The mods are shared between the different PC versions of this collection. These may differ if the games are being installed in a different hard drive, partition, or games library configuration.

DOOM + DOOM II installation folders
Steam
<steam-library>\steamapps\common\Ultimate Doom\rerelease

GOG.com
<gog-games>\DOOM + DOOM II

Epic Games Store (not 100% sure)
C:\Program Files\Epic Games\DOOM+DOOMII

Xbox Game Pass for PC*
C:\XboxGames\DOOM + DOOM II\Content

Curated mods installation folders
%USERPROFILE%\Saved Games\Nightdive Studios\DOOM\bnetwads
Download and Instructions
Download

Instructions
It is highly recommend to install these patches on a clean installation of DOOM + DOOM II's base game and its curated mods (optional). If you are installing updates of these patches, I'd recommend uninstalling the previous version before applying the newer one.

DOOM + DOOM II base game
Installation
  1. Download the archive from the link above, then extract the "patch" folder into the root of the DOOM + DOOM II installation folder from where the executable (*.exe) is based on the platform it came from. See the Game data locations section above for commonly used locations based on the client/platform used. The contents of the game folder should look similar to this (using the Steam release as an example):



  2. Go into the "patch" folder and run INSTALL.BAT, and the *.bat file will run the commands to backup the original files and then begin patching the WADs.



  3. Now launch the game. You should now see the crosses on medkits has been changed from green back to red among other changes.

Uninstall
  • Simply run UNINSTALL.BAT in the "patch" folder and it remove the patched files and restore the original files back to their proper places while cleaning up any leftovers.


Curated mods
Installation
  1. Extract the "patchDLC" folder into the root of the save data folder where the curated mods folder for DOOM + DOOM II are installed. See the Game data locations section above to see where the add-on WADs are installed. The folder should look like this:



  2. Go into the "patchDLC" folder and run INSTALL.BAT, and the *.bat file will run the commands to backup the original files and begin patching the curated mods. Alternatively, if you wish restore the original names for the Back to Saturn X add-ons, then run the other *.bat file labeled INSTALL_BTSX.BAT instead.



  3. Now run the game, go into Mods menu → Play from the title screen of your selected game, select the desired mod (e.g. SIGIL II) and you should now see many of the mods are now featuring widescreen assets for the HUD and UI for those that previously lacked them among other changes.

Uninstall
  • Same instructions for the base game, just run UNINSTALL.BAT and it will restore the original files for the curated mods while cleaning up the leftovers.

Screenshots
Some before and after comparisons to demonstrate the changes with these patches.

Option to restore the original red cross on the medikit items or use the unused Freedoom medikits for the base game and the majority of the curated mods.

The original Nine Inch Nails logo reference from The Ultimate DOOM has been restored.

Kung-Fu Hitler and his Pinwheels of Friendship Intolerance are back to reek terror once again in DOOM II's secret Wolfenstein 3D levels. As a bonus, the original SS goon's alerted voice line was restored and a leftover magenta pixel on his firing animation has been cleaned up.

The skybox textures for Attack and Black Tower for Master Levels of DOOM II have been restored courtesy of HarperMeows. Black Tower was officially fixed in Update 1.

The (sadly still broken) Former Sargent ambush at the end of Final Doom - TNT: Evilution's MAP31 has been fixed thanks to TeamTNT's official MAP31 Patch. This oversight was officially fixed in Update 1.

The unique artwork texture featured in SIGIL and SIGIL II have their image aspect-ratio fixed courtesy of Revenant100. Speaking of SIGIL II...

SIGIL II gets a widescreen makeover courtesy of Scuba Steve with thanks to somerandommarineguy for the initial tweak. Update 3 now includes SIGIL II as part of the base package and have given official widescreen assets, but I still used ones from somerandommarineguy and Scuba Steve as they support 21:9 with the rest of the WADs in the collection. These changes are also applied to the downloadable version in the Featured Mods section.

Anomaly Report's HUD and screen graphics, as well as some others, have been restored and/or expanded to fit into 16:9 courtesy of various members of the Doomworld community.

Earthless: Prelude's missing intermission text has restored and the broken/missing music in the KEX Engine remaster's WAD via UMAPINFO. The broken music and some of its bugs was fixed in an official update.

And BTSX can be restored as Back to Saturn X along with accompanying widescreen assets courtesy of OpenRift, ScubaSteve, and Nightfright.
Alternatives for source ports
If you saw the previous guide, you'll know what I'd recommend here.

Vanilla Doom/Source Ports
  • Widescreen Assets Pack[www.doomworld.com] (Github mirror[github.com])
    A collection of widescreen-friendly art assets from various community members for Doom and Doom II. While GZDoom has its own widescreen pack, this pack also covers a couple of other mods and id Tech 1 engine games as well plus it can be used on other compatible source ports. Check the thread for other possible widescreen assets for mods that are not featured yet in the main download.

    Compatible with the DOOM Enhanced Unity ports (must be cropped to 426x200), DOOM + DOOM II KEX Engine remaster, Crispy Doom, Woof!, Nugget Doom, PrBoom+ UMAPINFO, DSDA-Doom, Nyan Doom, International Doom, Eternity, and GZDoom only.

  • Widescreen Statusbars[forum.zdoom.org]
    Similar to the above but only for the HUD's status bar and has been continuously supported with additional status bars for many WADs and total conversions.

  • Minor Sprite Fixing Project[www.doomworld.com]
    Fixes various errors with the game's original sprites. Does exactly what it says on the tin, although there are different versions specifically made for Doom I and Doom II-based WADs to keep in mind of.

  • Alternate Medikits[forum.zdoom.org]
    An set of alternate medkit sprites based on the unused medkit sprites for Freedoom for those who want a different look for the medkits. Can also be used with vanilla Doom.

  • Trevor0402's SC-55 Soundfont[www.doomworld.com]
    A *.sf2 soundfont file that aims to replicate the authentic sounds of the Roland SoundCanvas SC-55 module, the sound module that Bobby Prince composed the music with, without the expensive hardware and a light-weight alternative to pre-record music packs. Can be used on source ports, games, and emulators such as DOSBox and some of its forks that supports *.sf2 soundfonts, but configurating them may vary between source ports (GZDoom is one of the easiest ones since it has its own in-game MIDI settings).

    ZDoom-based source ports only
    • Thematically Improved Mouse Cursors[forum.zdoom.org]
      Sick of seeing Daisy's served head when you just want to use the mouse for the menus in ZDoom or GZDoom and want a simple Doom-styled mouse cursor? This mod does just that along with adding a unique mouse cursor for Heretic, HeXen, Strife, and Chex Quest.

    • CBlood[forum.zdoom.org]
      This mod fixes the blood color of enemies so they bleed with the appropriate colors (e.g. blue blood for Cacodemon, no blood for Lost Souls) when taking damage.

    • Pixelizer[forum.zdoom.org]
      CAUTION: Removing this mod (or RetroShader) while there are saved games with this mod loaded will prevent affected save files from working unless you re-introduce this mod into GZDoom. If you do not want the low-res look, either disable the effect under the Post-processing settings or simply do not use this mod.

      An off-shoot of RetroShader that only mimics the low-resolution appearance of vanilla Doom on GZDoom while using a higher display resolution. Best used in conjunction with Software lighting sector enabled in GZDoom's settings and the following mod...

    • Mostly Accurate Palette Tonemapping[github.com]
      CAUTION: May not work properly with WADs that uses a unique color palette than Doom's default palette (e.g. Back to Saturn X).

      A palette mod that aims to re-create the low color-depth of vanilla Doom onto GZDoom, which does a more convincing job of recreating the look of the original software renderer than RetroShader's or GZDoom's built-in Palette tonemapper in my opinion. To download this from Github, click the drop-down menu under Code, select Download ZIP, then rename the file extension from .zip to .pk3.



    Original curated mod downloads
    The original versions of the curated mods for compatible source ports can be found below. Each mod will be listed with their name followed the recommend port compatibility to run them as intended. If there's an updated version, commercial or otherwise, those will be linked here as well.


    If you want an easy way to load these mods and fixes on your source port of choice (among other things), I have another guide for that.
Credits
id Software — Not only for giving us Doom but they are also the original authors of the files used in these patches.

John Romero — One of Doom's level designer and programmers, and the author of SIGIL.

Nightdive Studios — The developers of the DOOM + DOOM II compilation.

Doomworld community — They have been helpful with resources that contributed with making these patches.

TeamTNT — Original authors of TNT: Evilution and the official TNT MAP31 Patch.

Dario and Milo Casali — Original authors of The Plutonia Experiment.

Christopher Lovell — The artist of SIGIL.

HarperMeows — For the Master Levels skybox restoration for the KEX Engine remaster of DOOM + DOOM II. The author's guide is here: (Link)

BTSX Team — Authors of Back to Saturn X.

RottKing and Ralphis — The original authors of Double Impact.

Revae, et all — Author of REKKR and REKKR: Sunken Lands.

valkiriforce — Author of Anomaly Report.

Nashmuhandes — The forerunner behind the creation of widescreen art assets being created for DOOM with his WidePix project for GZDoom which kickstarted other DOOM modders to create widescreen assets for various DOOM mods and other id Tech 1 engine games such as Heretic, HeXen, and Strife.

OpenRift — Author of the Double Impact and Back to Saturn X widescreen intermission assets, as well as compiling various widescreen assets and the inspiration for these patches with his Doom 64 Remastered Restoration Patch.

Immorpher64 — Instructions for patching the DOOM 64 remaster IWAD helped with creating the patches for the DOOM I and II Enhanced WADs with FLIPs.

Redneckerz — Creator of the Curated Mods Uploads List thread[www.doomworld.com] with helpful resources for modders.

Scuba Steve — Author of the official widescreen assets used in the DOOM Enhanced Unity ports as well as the ones used in SIGIL, Final DOOM, Deathless, BTSX, and many others.

Jimmy, et all — Project leader of the Plutonia MIDI Pack with various composers.

Revenant100 — For documenting the changes in the Unity ports and the author of the SIGIL Sprite Fix project

Terraformer9x — Author of the widescreen version of the original Deathless intermission screens.

NightFright — Original author of the widescreen HUDs for Back to Saturn X: Episodes 1 and 2, Anomaly Report, and the 2022 DOOM Enhanced add-on version of Harmony.

Firebert — Author of the Earthless: Prelude widescreen assets.

Doomgirl96 — Author of the original REKKR widescreen assets derived from REKKR: Sunken Lands.

MugMonster — Author of the widescreen assets for The Trooper's Playground.

silentzorah — The musician behind the Project: Doom[www.doomworld.com] remixes that were featured in DOOM Zero.

Meerschweinmann — Author of the ultra widescreen title screen for Master Levels for Doom II.

sirjuddington, et all — Author of the SLADE[slade.mancubus.net], a Doom editing tool.

Alcaro — Author of the Floating IPS[www.romhacking.net] patching utility.

Igara Studio — Authors of aseprite, a pixel-art tool.

JadingTsunami — Author of the UMAPINFO Designer[www.doomworld.com] tool used to fix the skybox for DOOM Zero.

Olly — For suggesting the add the Plutonia Music Pack into the Plutonia patch.

substance20 — The artist of the Pomu Rainpuff fanart used for this guide's branding image. Image source: (Image Source)[www.pixiv.net]
83 Comments
MDMV 22 Jul @ 7:01pm 
Thank you for this!
Porpiang Writer 14 Jun @ 10:06am 
Hey, AmethystViper, I've listened to the music in MAP23 of Doom Zero (Standalone version, of course), it sounds similar to Hiding The Secrets. (I tried to correct that in the wiki, but we'll see.)
AmethystViper  [author] 4 Jun @ 9:58am 
I'm glad the patches I put together helped out through since the Unity port.
AmethystViper  [author] 4 Jun @ 9:57am 
@Pres. Thomas 'Tug' Benson: I sadly do not have a Steam Deck so I don't know how to make a script that can run on Linux to automate patching the WADs. There is a Flatpak and native Linux version of Floating IPS however though I don't know what the commands are for using it through the Linux terminal.
Pres. Thomas 'Tug' Benson 30 May @ 1:18pm 
Hi! Great patch, have been using for a long time, since it was Unity port. I'm getting Steam Deck soon and want to play DOOM there. Is it possible to run this patch on Deck? Because .bat files do not work on Linux, maybe there is some workaround
Locura 13 May @ 2:45pm 
sadge
AmethystViper  [author] 12 May @ 2:30pm 
@Locura: No, the KEX Engine remaster is being used as a wrapper for the original id Tech 1 engine similarly to what the Unity ports did, so AI upscaled graphics is out of the question.
Locura 12 May @ 2:26pm 
is there a way to use ai upscaled graphics with the new KEX remaster??
AmethystViper  [author] 11 May @ 5:00pm 
@Porpiang Writer: I forgot to update that on the guide here but in the patch notes I mentioned that Earthless Prelude's music and some of the bugs were fixed, but the intermission screens are still missing in the WAD so I still needed to make a UMAPINFO file that fixes that omission.
Porpiang Writer 10 May @ 10:58pm 
Hello, for Earthless: Prelude, the music is already fixed now.