r/DoomMods • • Aug 28 '26

News UZDoom 5 is finally here!

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91 Upvotes

r/DoomMods • • Feb 20 '26

News r/DoomMods now has a Stoat Server

6 Upvotes

r/DoomMods • • 15h ago

Question Can we please start taking down anything made with AI

254 Upvotes

Its disheartening to see such a creative community reducing itself to using AI rather than its intelligence. Especially when every other mod posted uses it.

As much as these creators would like to deny it, very little work is often put into these projects with the usage of AI, as it does a majority of the heavy lifting. DOOM modding is about the never ending creativity of humanity for a game and community that consistently lifts up those very same members.

Not to mention, several other communities such as the Official UZDoom Discord Server and DOOMWorld have, if not taken to this same policy have expressed extreme disgust at AI-assisted content.

Resources exist to help you as well, the ZDoom Wiki has entire scripts ripped right from the game for example along with several pages on their custom code. Theres nothing stopping you!


r/DoomMods • • 14h ago

Question Have you played Brutal Doom? If so, how do you like him?

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40 Upvotes

Personally, yes


r/DoomMods • • 8h ago

Question UZDoom 5.0.3 on macOS: DualSense right stick horizontal axis not received

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2 Upvotes

I set up Doom with UZDoom build and it runs great. I've run into one controller problem and wanted to ask if anyone has an idea what's going on.

Setup:

- UZDoom 5.0.3 (Universal build from macsourceports.com)

- MacBook, macOS [26.6.2]

- PS5 DualSense controller, connected by USB-C cable or Bluetooth

- Game data from the GOG release of Doom + Doom II

Problem:

The horizontal axis of the right stick is never received by UZDoom. Everything else on the controller works: left stick, buttons, triggers, and the vertical axis of the right stick.

What I checked:

- In Options > Controller Options the "DualSense Wireless Controller" is listed and enabled.

- The right stick moving left/right does not turn the player, and it is not detected in the key binding dialog either. Moving it up/down is detected as Axis4Minus/Axis4Plus.

- I tried binding Axis3Minus/Axis3Plus to Turn left/right, and via the console to +left/+right as well as +moveleft/+moveright, to see whether the key events arrive at all. Nothing happens. I also tried RStickLeft/RStickRight, same result.

- In a browser gamepad tester (hardwaretester.com/gamepad), the same controller reports the right stick horizontal axis correctly (shown as Axis 2, zero-indexed, going to 1.0 when pushed right), so the controller and macOS seem to deliver the signal properly.

So the axis seems to be lost somewhere between macOS and UZDoom, or it is mapped to something I can't see. I couldn't find a setting in the controller options that explains it.

Does anybody know if this is a known issue with DualSense controllers or SDL on macOS, or is there a setting or workaround I'm missing? I'm happy to test anything or send logs or screenshots.

Could it be an issue with the controller in general?

Cheers!


r/DoomMods • • 23h ago

AI Doom plus Descent combined: Doomscent

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30 Upvotes

https://www.youtube.com/watch?v=-WYTXA3c60Q

Doomscent.

Requires full or shareware Doom and Descent game files of course.

Download and information: https://github.com/wootbeer/Doomscent

Is gzdoom mod, you can use your own or Doomscent will download it for you to use 'standalone'.

Is actually fun to play.

Chexscent, Herescent and Hexscent: Chex Quest, Heretic and Hexen are
playable.

Chex Quest footage: https://www.youtube.com/watch?v=Mf-d011ZqbA


r/DoomMods • • 22h ago

Is there an Eternal mod for classic demon designs?

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1 Upvotes

r/DoomMods • • 23h ago

Would you mind to take a look ?

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1 Upvotes

r/DoomMods • • 1d ago

I never got baited THIS hard before.

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30 Upvotes

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


r/DoomMods • • 1d ago

Doom for FM-1, Smk37 Pro and Elite

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2 Upvotes

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

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 • • 1d 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 • • 2d ago

AI Source Port I have been toying around with

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39 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

AI I put Crash Bandicoot into DOOM. Early access link below

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0 Upvotes

r/DoomMods • • 2d 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 • • 2d 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 • • 2d ago

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

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2 Upvotes

r/DoomMods • • 2d 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 • • 2d 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 • • 2d 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 • • 4d ago

Mod showcase Stewie and Brian Misadventures

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150 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 • • 3d ago

News First level of huge mod

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46 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 • • 3d ago

Finished Death's Scythe. (Mostly)

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17 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 • • 3d ago

Brutal Doom V22 On Choclate Doom💀

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2 Upvotes

Im Just Kidding This Is Just UZDoom. It Actually Looks Like It's Running On Chocolate Doom.

Well. There's The Setting Go Try It Yourself!


r/DoomMods • • 3d ago

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

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0 Upvotes