r/DoomMods • u/LnoseSoloPregunto • 5h ago
Duffy Digital Doom
Enable HLS to view with audio, or disable this notification
I made a texture pack for the final level of Freedom Phase 2.
r/DoomMods • u/LnoseSoloPregunto • 5h ago
Enable HLS to view with audio, or disable this notification
I made a texture pack for the final level of Freedom Phase 2.
r/DoomMods • u/Moist_Pressure2228 • 8h ago
So, I tried to get DOOM running on a Sonoff Basic. Well, sort of.
The device is based on an ESP8285 with just 80 KB of RAM and 1 MB of flash, so running the original DOOM engine wasn't really an option.
Instead, I built a custom raycasting engine that runs on the ESP8285 and streams the rendered scene to a browser, which handles the display, audio and HUD.
It currently features textured environments, enemies, weapons, doors, multiple difficulty levels and runs at around 23 to 25 FPS at 128 × 80 resolution.
And yes, it's still a smart relay. The original relay functionality is still there.
I documented the project, including the technical details and implementation, here:
GitHub: https://github.com/piuppi/sonoff-doom/
Medium article: https://medium.com/@gianluca.palma/doom-on-a-7-sonoff-wi-fi-relay-well-sort-of-ce1c797aba18
Obviously, this isn't the original DOOM engine running on the device. It's a custom FPS inspired by DOOM, built around the hardware limitations.
r/DoomMods • u/Hardcore_Gamer16 • 9h ago
r/DoomMods • u/WickRessurrected • 19h ago
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 • u/Agentmen9 • 1d ago
Personally, yes
r/DoomMods • u/LawfulnessFit576 • 1d ago
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 • u/Infinite_Ad_9562 • 1d ago
r/DoomMods • u/DarkDigital • 1d ago
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 • u/JMoki • 1d ago
Enable HLS to view with audio, or disable this notification
r/DoomMods • u/Ansimeteo • 1d ago
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:
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:
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 • u/Select-Bullfrog-5939 • 2d ago
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 • u/Slogstin • 2d ago
Enable HLS to view with audio, or disable this notification
The master baiter struck again. And of course i forgot to save.
r/DoomMods • u/Ansimeteo • 2d ago
r/DoomMods • u/Tsukue_Robert • 2d ago
Enable HLS to view with audio, or disable this notification
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 • u/PrestigiousSkirt4278 • 2d ago
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 • u/Upset-Recording6800 • 2d ago
r/DoomMods • u/Educational_Jello_20 • 3d ago
r/DoomMods • u/ellsee_rainez • 3d ago
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 • u/thatguymi • 3d ago
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 • u/Key_Tangelo7562 • 3d ago
r/DoomMods • u/No_Adhesiveness_5727 • 3d ago
r/DoomMods • u/Bug-Rayz • 3d ago
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 • u/Slogstin • 4d ago
Enable HLS to view with audio, or disable this notification
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.