Much Thanks to: id Kinsie for making the high res sprites from Jaguar Wolf3D available http://www.thekinsie.com/ http://forum.zdoom.org/viewtopic.php?f=37&t=23048&p=451537&hilit=mac+wolf+sounds#p451537 AFADoomer http://www.afadoomer.com/wolf3d/default.php Weasel for ww-nazis-v2.6z.pk3 http://gunlabs.blogspot.com/2011/01/welcome-to-new-doom-armory.html myself for putting this wad together and doing the additional work http://gokuma.neocities.org HighRes and LowRes UberMutant sprites Two Death frames J and L missing from High Res made from resample scaled up and fixed up low res sprites Close Attack frames without gunfire N,O,P In decorate, apply scale 0.5 to high res enemy Example close attack code: Melee: UBER E 0 A_PlaySound("mutant_swing") UBER E 6 A_FaceTarget UBER N 6 A_CustomMeleeAttack(random(1,10)*6,"mutant_slash","none") UBER O 0 A_PlaySound("mutant_swing") UBER O 6 A_FaceTarget UBER P 6 A_CustomMeleeAttack(random(1,10)*6,"mutant_slash","none") Goto See Good to have multiple random swing and hit sounds Doom and Wolf Spear of Destiny palette versions With the high res versions: My additional frames took a little recoloration work for Wolf/SOD since the light blue/cyan became green while in Doom palette. So in my five frames (JLNOP), the light blue isn't all the exact same light blues as the original gfx, because the Wolf SOD palette has a lot of light blues. But they look the same. In Low res versions: SOD ones would probably be better redone while staying out of Doom palette (Suit and gun are both green). Various work in progress versions of frames J and L could probably be deleted but I kept them in case I messed up something. The frames that say up2 or up3 in the name were reminders for me to move the Y offset since I cropped out some of the surrounding background.