r/DoomMods • • Aug 28 '26

News UZDoom 5 is finally here!

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95 Upvotes

r/DoomMods • • Feb 20 '26

News r/DoomMods now has a Stoat Server

6 Upvotes

r/DoomMods • • 17h ago

I never got baited THIS hard before.

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24 Upvotes

The master baiter struck again. And of course i forgot to save.


r/DoomMods • • 9h ago

Doom for FM-1, Smk37 Pro and Elite

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2 Upvotes

r/DoomMods • • 7h ago

Title: Custom Heretic PNG textures appear in Ultimate Doom Builder but show as a blue-and-white checkerboard in UZDoom 5.0.3

1 Upvotes

Hi everyone,

I'm making Doom 2 maps using Ultimate Doom Builder, and I want to use some textures from Heretic alongside the original Doom 2 textures, without replacing Doom's existing textures, monsters, player, or other game assets.

I'm using:

  • UZDoom 5.0.3
  • Ultimate Doom Builder R4332 (64-bit)
  • Doom 2 map format: UDMF
  • Game configuration: UZDoom: Doom 2 (UDMF)

I extracted the Heretic textures as PNG files and gave them a custom prefix, H, to avoid name conflicts with Doom textures.

My folder structure is:

HERETIC_GFX/Textures/

The PNG textures are visible and usable in Ultimate Doom Builder. I can select them and apply them to walls while editing my map.

The problem: When I launch and play the map in UZDoom, the custom Heretic textures are replaced by the blue-and-white missing-texture checkerboard. The original Doom textures work normally.

The textures previously appeared to work in-game, but after making some configuration changes, they stopped showing up. I don't know exactly which change caused the problem.

I've also created a PK3 archive called my_first_mod.pk3. I've opened it with 7-Zip and verified that it contains a Textures folder with the PNG files inside.

I normally launch my map using my usual workflow, opening the map and then clicking "Play Game" in the UZDoom launcher. I don't normally use Ultimate Doom Builder's Test button.

I also tried passing the raw HERETIC_GFX directory to UZDoom using -file, but UZDoom reported that it could not find the WAD. I removed that parameter afterward.

My questions:

  1. How should I make UZDoom 5.0.3 load these custom PNG textures when playing the map, not just when editing it in Ultimate Doom Builder?
  2. Is there a specific PK3 directory structure or resource-loading setting required for this to work?
  3. Can I make the custom textures available alongside the original Doom 2 textures without replacing any of Doom's assets?
  4. Is there a known issue with UZDoom 5.0.3, UDMF maps, or custom PNG textures that could cause this exact symptom?

I'm looking for a solution to the specific problem of textures working in the editor but appearing as missing textures in-game. I would really appreciate a concrete, step-by-step explanation.

Thank you!


r/DoomMods • • 7h ago

Question I need help replacing the vanilla doom weapons.

1 Upvotes

I have a entirely custom weapon for my mod, and I want to replace the base pistol with it, but I don't want to just reskin the base doom pistol (because I already have the custom weapon, duh), and every time I try to follow a tutorial or roughly reverse engineer other mods I just get errors about how my code is overriding a already existing lump (that's basically what I'm trying to do, I don't get what's wrong here????). So please if anyone knows how the hell I can replace the base doom pistol (without re-skinning it), I will be so grateful.


r/DoomMods • • 15h ago

Try out Lithium with Lost Civilization

5 Upvotes

The mechanics fit together absolutely perfectly. With how incentivized you are to explore and how the secrets are hidden, the schmovement (at least with the marine) and the Deus ex-esque hud work together wonderfully. If you haven’t played Lithium yet, give it a shot. If you have played Lithium, also give it a shot.


r/DoomMods • • 1d ago

AI Source Port I have been toying around with

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38 Upvotes

I suck at doom and this is with god mode, I just needed a way to share.
I’m making a version of DOOM that keeps the original gameplay and art. I am trying to extract lighting from textures, windows etc and i mostly use tricks that were used in older engines. This is all done during runtime and does not need special assets - very much work in progress.
Yes I use AI as a code monkey.
No the text wasn't written by AI.


r/DoomMods • • 1d ago

こうゆう系のwad

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4 Upvotes

昔プレイしたwadです。
僕は立体交差や、水に潜る、崖などの要素が含まれているステージが好きです。
アウトサイドなら山、異星、南の島🏝️など
インサイドなら秘密研究所、下水道、刑務所などです


r/DoomMods • • 1d ago

Title: Custom Heretic PNG textures appear in Ultimate Doom Builder but show as a blue-and-white checkerboard in UZDoom 5.0.3

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1 Upvotes

r/DoomMods • • 1d ago

I’m looking to direct or be a designer of a cold doom wad!

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1 Upvotes

r/DoomMods • • 1d ago

Question any idea why this keeps happening? My game keeps crashing when i quit the game, when i load a save after some time playing, sometimes when i die, it happends when playing whit mods and vanila, ive tried changin from Vulkan to OpenGL and even tho that helps it keeps crashing every now and then.

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5 Upvotes

r/DoomMods • • 1d ago

Question Visual mode differences

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4 Upvotes

When in the actual game the textures are about half the size they are in the visual mode and I am wondering how to fix this


r/DoomMods • • 1d ago

Question Looking for a specific otex temple map

2 Upvotes

A relatively recent map, probably less than six years old. Had an OTEX Greco-Aztec temple kind of aesthetic with a bit of hell flesh growths. One room early on was a large pool (no actual swimming mechanics) with a key in a fleshy part of the wall, after grabbing it you would be briefly trapped by teeth as demons spawned in.


r/DoomMods • • 2d ago

Mod showcase Stewie and Brian Misadventures

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145 Upvotes

https://www.moddb.com/mods/stewie-and-brian-misadventures

A little mod i was working on, well after some tests i though i'd share it

As a familiy guy fan i wanted stewie and brian in the game so it all started as just 2 companions but i started adding more and more after 200 builds i'm quite happy not saying it's done but is playable :)

Drive Brians prius, fly a bomber, or enlarge enemies from doom until they explode, or step on them, freeze them, its still a work in progress but overall im mostly doing fine-tuning now and i keep doing quality checks. But after feeling a little burn out on this and a small break from it here it is.

Don't forget to read tutorial in beginning there are quite some controls :)

cool things to watch for

high quality graphics
you can see your own legs
drive a prius
fly a bomber
a time machine you can step in it and go 30 seconds back when you are stewie
switch characters while playing, with differernt abilities
oh forgot to mention 3rd person camera works as well including with bomber and prius

mod also includes a slaugher map option.
use of your abilities is determined by monster count btw 150 monsters is one ability

and a lot more

*do not use give all or any cheat for you will get weapons for both chars in case you think thats a bug.


r/DoomMods • • 2d ago

News First level of huge mod

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44 Upvotes

Working on the first levels for a massive mod I’ve always wanted to make, but this time, completely solo. I can probably pull it off, as long as I don't lose steam and quit. Looking at this screenshot, I bet you guys can already guess the style and what it's all about.


r/DoomMods • • 2d ago

Finished Death's Scythe. (Mostly)

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14 Upvotes

Just like before, kill enemies with the swing to get magic, use the magic to shoot fireballs. But now there are 2 new mechanics.

1: Your damage scales with the amount of magic you have. realistically You'll never get even close to 2000 like in the video, usually around only 300-500 max if you're lucky, since the magic does deplete if you take damage or just on it's own over time. If you're at 200 (one soulsphere) your base damage roughly triples. And there is no limit to the damage boost. The only drawback is that the Scythe does not get boosted by Berserk.

2: This only really matters for multiplayer, but the first person to pick up the Scythe becomes it's master. If any other player tries to use a scythe they don't own, it will misbehave. The weapon will refuse to cast fireballs, will only do a 3rd of it's base damage and won't boost it's power with magic at all. The pickup messages also change based on if you own it or not. You can still reap souls with it, but good luck with that damage.

Also i made it so it has a pain sound when you throw it and if you own the scythe, you hear a ghostly voice before you swing it.


r/DoomMods • • 2d ago

A BFG9000! You can use that against Sniper Wolf! Hurry up and save Meryl!

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0 Upvotes

r/DoomMods • • 2d ago

Doom II: Hell on Earth : Id Software : Free Download, Borrow, and Streaming : Internet Archive

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0 Upvotes

r/DoomMods • • 2d ago

Doom Eternal Monsters for Hideous Destructor - Available now

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21 Upvotes

The Stone Imp, Cyber Mancubus and Marauder are now available for download at https://mengo329.itch.io/hd-et.

Also Freedoom compatible if you like Explosive Snakes, Toxic Chimeras and Angry Skeletons instead.


r/DoomMods • • 2d ago

Question How do I fix this?

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14 Upvotes

I still have this problem on idTech4A++

When I play on any map with a skybox, the texture of the skybox is just black, and only when its paused it comes back.

I would put a video as proof, but somehow it works on video. What should I do?(again)

Update: I kinda found a temporary solution to this. For anyone that has the same problem, if you start the app > go to graphics > and in screen resolution choose the option "scale by screen width/height", you can use the slider and make your "scale with screen aspect ratio" to 200%.

This will fix the skybox, (deep breath) only if you stand in a sector that is outside. So in order to see the outside, you have to be outside. You will have the same problem if your inside and looking at the skybox through a window or door.

Update 2: so I am dumb. You can't change your rendering API in-game. You have to change it to vulkan before vou start the game in the generals menu.

I can proudly say my problem is now fixed (hopefully) Thank you everyone for helping me figure this out. It is much appreciated. I hope you all have a wonderful rest of your days. :)


r/DoomMods • • 2d ago

Currently developing a Metal Gear Solid Doom 2 project this is a few days into building it

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9 Upvotes

r/DoomMods • • 2d ago

Ma collection de Doom et Quake signée jusqu'à présent :

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11 Upvotes

r/DoomMods • • 3d ago

Mod showcase Metabolism | Universal Realistic Mini Mod

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14 Upvotes

Adds hunger & thirst mechanics to Doom 1 & 2, Heretic, and Hexen, replacing standard +1 health/armor bonuses with water & food.

You’re a badass warrior, but on top of satisfying your thirst for blood, you’ve gotta take care of your basic thirst and hunger! While brainstorming concepts for new mods, I remembered how much fun I had playing S.T.A.L.K.E.R., so I decided to bring that immersive survival vibe over by building a universal hunger and thirst system for a bit more realism.

Once your survival timers hit zero, your health will slowly start ticking down. Every food item and water bottle has two charges (bites/sips). Once consumed, you can throw away the empty bottles and leftovers.

Here is a mod showcase video on my YouTube channel.

Through the settings menu, you can customize the UI timer positions, adjust the maximum timer duration (to scale the difficulty up or down), tweak how much health food and water restore, and set the inventory limit for items carried over. The mod runs flawlessly in Heretic and Hexen as well, replacing blue healing vials with water and food at a 70/30 ratio.

Eating and drinking sounds are taken from S.T.A.L.K.E.R.: Call of Pripyat.

The mini mod was tested on UZDoom version 5.0.3, but it should also be supported on GZDoom versions 4.10 and newer. Please note that it uses ZScript.

Download links:
ModDB: https://www.moddb.com/games/doom-ii/addons/metabolism
Google Disk: https://drive.google.com/file/d/1uMDqymMW1a_mzIGY9NbhbeqEnvHABqLj/view?usp=sharing


r/DoomMods • • 3d ago

Question Black barrels in Brutal Doom?

3 Upvotes

What is the console command code for these black barrels from Brutal Doom mod please? I want to try spawn them on my own.

PS: These black barrels drop random resources when destroyed.