Doom 3: BFG Edition

Doom 3: BFG Edition is a re-release of Doom 3, released on October 16, 2012 in North America and on October 19, 2012 in Europe. Its gaming platforms are PC, PlayStation 3 and Xbox 360. The BFG Edition also features The Ultimate Doom, Doom II, and No Rest for the Living as bonus. These run using the engine of the original Xbox 360 Doom and Doom II ports.

The game package is sold through Steam. People who already own Doom 3 on Steam are given a discount.

Differences with Doom 3
Compared to the "normal" Doom 3, the BFG Edition features:
 * Doom 3: Resurrection of Evil bundled in
 * A new campaign, The Lost Mission
 * A checkpoint save system
 * Rebalanced difficulty, notably with greater amounts of ammunition available
 * An "armor-mounted flashlight" which can be used alongside a weapon
 * Flashlight-projected character shadows are disabled
 * More light sources in the levels
 * Textures are stored with a more visually faithful compression format, YCoCg-DXT5 (the textures are not in higher resolution)
 * Some video setting options cannot be turned off anymore, with the rational that more recent hardware do not need to sacrifice them for performances anymore; this includes notably anisotropic filtering, shadows, specular maps, and bump maps
 * In Resurrection of Evil, the Hazmat siut has been removed from Erebus - Level 5: Erebus Research. The player can remain in the toxic waste tunnels indefinitely without running out of air, and the Bio-Suit Zombies do not drop air tanks.

The Lost Mission

 * Main article: The Lost Mission

The Lost Mission, like Resurrection of Evil, features another protagonist: a member of the Bravo Team that the hero of the original campaign was meant to rejoin. The primary objective is to shut down a teleporter to Earth to prevent the demons from using it.

Differences with Doom and Doom 2
In the PC version of BFG Edition classic Doom content is available through three WAD files found in /SteamApps/common/DOOM 3 BFG Edition/base/wads; these are DOOM.WAD, DOOM2.WAD, and NERVE.WAD.

Ultimate Doom and Doom II

 * In the PC version multiplayer is disabled.
 * All cheat codes have been disabled.
 * The keyboard function keys and related functions are disabled.
 * It is not possible to input command line parameters.
 * There is no confirmation when selecting Nightmare! skill.
 * On Nightmare!, the fast monsters setting has been modified: fireballs shot by imps, cacodemons, barons of Hell and Hell knights are no longer sped up, and neither is the running speed of demons.
 * The pickup sprites for the stimpack, medikit, and berserk (STIMA0, MEDIA0, PSTRA0) are modified in compliance with the Red Cross' wish that its symbol not be used in games. Instead, the symbol is replaced by a red and white pill.
 * A new DMENUPIC lump is present, though unused. This was the title screen in the original Xbox 360 version.
 * An M_MULTI menu graphics lump has been added, which reads "multiplayer".
 * M_GDHIGH reads "Fullscreen:" instead of "high".
 * M_SCRNSZ reads "Gamepad:" instead of "Screen Size".
 * Four new menu graphics lump are present: M_ACPT ("accept"), M_CAN ("cancel"), M_EXITO ("Are you sure?"), and M_CHG ("change game"). They have been inserted in between the DEMO2 and DEMO3 lumps in doom.wad, and placed at the very end of the file in doom2.wad.
 * The engine seems to ignore the sounds' sample rate, and instead use a fixed 11025 Hz rate. The "item respawn" sound(DSITMBK) and some super shotgun sounds (DSDBOPN, DSDBCLS, DSDBLOAD</tt>), however, are still sampled at 22050 Hz; therefore when they are played back they are slower than they should be.
 * The animation of The Tower of Babel being progressively built on the intermission screen has been removed (presumably by accident).

Doom II specific
Three of the changes may cause compatibility issues with classic source ports:
 * The TITLEPIC lump, not used, is entirely missing from the IWAD. This creates a severe incompatibility with the original exe, as well as most source ports. Doomsday, the Eternity Engine, and ZDoom and derivatives can handle the missing lump
 * The Wolfenstein SS sprites (SSWV*) are all replaced by copies of POSSA1 with bad offsets. Oddly, the offsets change for each sprite, even though none of them look usable. The last four sprites of the gib death (the S, T, U, and V frames) are unchanged, however.
 * MAP31: Wolfenstein and MAP32: Grosse become MAP31: IDKFA and MAP32: Keen. The CWILV30 and CWILV31 lumps are changed to reflect this. All Wolfenstein SS have been search-and-replaced by zombiemen. In multiplayer with other another player using a non-BFG IWAD, the difference in actors will create desyncs in the secret levels.

The rest of the changes are purely cosmetic and should not affect gameplay directly:
 * Betray is present, though it is not normally accessible. The hidden secret level exit in MAP02 does not lead there.
 * The ZWOLF* texture with Nazi iconography (Hitler portraits, swastikas, imperial eagles...) now look like their unadorned counterparts. ZWOLF2, ZWOLF3, and ZWOLF4 look like ZWOLF1; ZWOLF6 and ZWOLF7 look like ZWOLF5; ZWOLF12 and ZWOLF13 look like ZWOLF11. The definitions in TEXTURE1 are identical, it is the patches that have been changed.
 * D_EVIL and D_ULTIMA are now copies of D_DOOM.
 * The INTERPIC lump is used instead of the TITLEPIC.
 * The M_EPISOD lump is used and reads "Which expansion?" instead of "Which Episode?"
 * M_EPI1 is used and reads "Hell on earth"; M_EPI2 is used and reads "No rest for the living". (M_EPI3 remains unused and still reads "Inferno".)
 * CWILV32, MAP02, MAP33, MAP31, MAP32 are moved to after the F_END marker and before the four new menu graphics, in that order; instead of placed in sequence.
 * The load game menu now includes a sub menu allowing the user to access the save games for either Doom II or NRFTL from either game.

No Rest for the Living
The expansion pack lacks the metadata it had in the Xbox 360 port. This means that the sound track, par times, and level progression are unchanged from Doom II.

Source port support
Because some of the changes in the Doom II IWADs can create serious problems, some source ports have taken active steps to support the BFG Edition version.

Note that some of these ports do not yet support the Doom II IWAD in their latest stable releases.


 * Chocolate Doom can find both IWADs in the Steam directory where they are installed by default. It identifies the BFG edition of DOOM2.WAD by the lack of a TITLEPIC lump, and will use the INTERPIC instead in this case (unless a TITLEPIC is provided in a loaded PWAD). A message about this is printed during initialization. There are no other changes. Note that No Rest for the Living is not supported, as its maps require a limit-removing source port.
 * Eternity Engine identifies the BFG IWADs by the presence of DMENUPIC, M_ACPT, M_CAN, M_EXITO, and M_CHG. If the path to NERVE.WAD is configured, it is loaded as an episode to Doom II and Doom II BFG edition games. In addition, for people wishing to have both the normal and the BFG edition available, IWAD aliases prefixed with "bfg" ("bfgdoom.wad" and "bfgdoom2.wad") are supported.
 * Odamex identifies the BFG IWADs by their MD5 checksum and the presence of the DMENUPIC lump. It uses INTERPIC instead of TITLEPIC unconditionally when using the BFG Doom II IWAD. When starting Doom II BFG, the menu is automatically opened.
 * ZDoom and GZDoom can find both IWADs in the Steam directory where they are installed by default. They identify the BFG IWADs from the presence of DMENUPIC, M_ACPT, M_CAN, M_EXITO, and M_CHG. When loading Doom II, NERVE.WAD is automatically loaded to be added as an episode; and the two secret levels have their names changed accordingly to their BFG Edition names. Note that NERVE.WAD can also be loaded with a normal Doom II IWAD and will also work as a new episode in such conditions. In addition, for people wishing to have both the normal and the BFG edition available, IWAD aliases prefixed or postfixed with "bfg" (such as "bfgdoom2.wad" or "doom2bfg.wad") are supported.