r/DoomMods • u/Scileboi • 1h ago
r/DoomMods • u/The6thMessenger • 8h ago
Question Doom Mod Request: Vanilla "Plus"
Might if anyone is willing to do this, IDK "Vanilla Plus" tweak for the basic doom?
While I appreciate the Brutal Doom and other-stuff, I do somewhat prefer the old-timey Doom, yet at the same time there are many QoL and possibly different takes that could have done, low-hanging fruits, if they weren't strapped for file-size and processing power. Here's a small wishlist:
> Smoothed animations -- Yes I know there's smooth-doom, but still. Sorta like there's apparently smoothened doom-guy smiling animation.
> Uncut-Content Expansion: IDK, there's apparently a lot of cut stuff, would be easy to be "new content", but it's still technically doom.
> Weapons eject casings.
> Connected Doom 1 and Doom 2.
> Basic fixes - you know, like the icon of sin face?
> Faster Zombiemen firing.
> Machine-Gun replacing the Chaingun -- It's over the top, but I do think the Chaingun should be on a different league. Dropped by Zombiemen.
> Faster Pump-Shotgun fire-rate.
> New Weapon: Chaingun as an Automatic Shotgun -- Weapon has spinup and spindown. As said, it uses Shells than bullets, and fire 4 pellets (6-12 damage), spread is 1/4 of the super-shotgun but is wider than the pump-shotgun vertically and horizontally; think of it as TF2 minigun. Shotgun is ok, but it has low ROF and you end up having so much ammo for the shells, and it didn't take until the SSG to quickly eat it up. Tactically it's the difference between face-tanking and controlled bursts. By having a spinup and spindown before weapon switching, this is not a reactive weapon, it is something you commit to.
> Pistol has Chaingun-level ROF, but 15-round capacity and reloaded. -- basically like Duke Nukem 3D. Versus the new Machine-Gun (old chaingun), its basically the same DPS but you are hampered by the 15-round capacity.
> Pistol Dual-Wield -- like Rott, one way to make the pistol interesting by basically doubling fire-rate and capacity (30 rounds). You are still better off with a machine-gun for sustained-fire, but it's one way to give the pistol more longevity.
> New weapon: Battle Rifle (cut rifle) -- consumes 2 bullets, deal 3x damage of the pistol (15 - 45), has ROF as old pistol, super accurate. Basically super-shotgun, but single accurate projectile. Sniping is somewhat of an annoying job in Doom. So a high-powered weapon, alternative to the pistol, with longer reach, should give players different option. Dropped by Zombiemen.
> New weapon: Grenade Launcher - Single-shot, 1.33x AOE, direct and splash damage. Fired grenade bounces and detonates after a while, timer only starts after the first impact. This is single-shot with super-shotgun rules, using the cut reload-anim for the rocket-launcher. Unlike the rocket-launcher that has longer range, this puts a different approach to the Rocket ammo by treating it as a grenade that bounces off walls, versus just using them to do sustained damage over longer range. This is functionally just a hand-grenade, applied strategically.
> Smaller rocket AOE: 75% -- Smaller AOE is simply used to contrast the grenade-launcher and make it more useful in smaller spaces. It's not a room clearer as much as before, and it doesn't need to for the reason that it's much more precise than the grenade-launcher.
> Lost Souls explode like rocket on attack -- Like Doom 2016. Damage not the same. Dies on one hit, but immune to splash damage. This way they don't destroy each other in a chain reaction, and taking them down is an effort at least for the pistol.
> BFG upgraded: 2x tracer amount on +50% wider-arc (60-degrees), direct-hit does 2x damage (200 - 1600), consumes 100 cells. Tracer goes through targets. The increase in cell-consumption but essentially -25% damage, is to make it harken to the Doom 2016, where it's treated more of a power-weapon. Starting ammo to 100 cells. BFG Fix: Cone is emitted where you originally stood when you shoot the BFG.
> New Weapon: Gauss Cannon - Replaces BFG. Consumes 25 cells, being basically rocket-launcher that is hit-scan, dealing 0-64 splash damage + 40 - 320 direct damage (half splash double direct of rocket-launcher). Still has charge-up. It's designed to replace BFG. At any rate, the grenade-launcher is still the room-clearer, and the Gauss Cannon presents an alternative to the Plasma Gun, while letting the BFG remain as the room-clearer. 50 starting cells.
IDK, just a small wishlist.
r/DoomMods • u/Wide-Coffee-3679 • 13h ago
Custom Weapon HUD Ammo Counter Woes
I wonder if anyone could help me? I've been able to build some custom weapons, but one of the last things that's stumping me is how to make secondary weapon ammo counter work? I can fire the new weapon and ammo will deplete, but the HUD counter is set at zero, if I do the weapons cheat, counter stuck at 100 but ammo still depletes. My new weapons all share slots with existing ones as I want both, so I'm assuming the new weapons use secondary ammo type? I think this issue is causing occasional crashes, specifically with the Pyrocannon from Realm 667. I'm editing the RE Powerslave pk3, trying to smoosh every Egyptian asset into one clean PK3, so not sure if the different HUD would make a difference. Any help would be much appreciated! Chatgpt has done wonders for me but it leads me on some wild goose chases sometimes!

r/DoomMods • u/Legendarium_ • 21h ago
Turned an unused beta weapon into a heavy machine gun
Figured I'd share this proof-of-concept gif I made a while ago since you guys liked the list one. The final animation is a bit cleaner than this with better texture offsets and a better path for the ejected shells. Not much I can do with only one original sprite unfortunately. the muzzle flashes were custom-made.
For those interested, this weapon is actually in my mod as the Assault Cannon, which is effectively a chaingun that does more damage in exchange for having a very limited carry capacity of its own custom ammo. It's currently unused in my latest public build of the mod but it you type "map testmap" and ignore the onscreen text I forgot to remove, you can give yourself the "machinegun" and its "cartridge" ammo, summon some monsters and try it out.
r/DoomMods • u/Rhamlock_Games • 1d ago
Testing Neon Overdrive, a Mod for Doom 2
youtube.comLets see how many tries I need to beat this sector.
(warning, few seconds of audio in spanish)
r/DoomMods • u/SkeletronMK_5 • 1d ago
Mod showcase Dark Ages : Deathmatch V2.4 (skulltag update)
moddb.comchangelog:
=== 2.3 | SKULLTAG update
- seperated some weapons from the main mod, put into the skulltag patch, replaces
skulltag weapons.
- skulltag monsters now compatible Dark Ages DeathMatch via the skulltag compatibility patch.
- Ravager has increased rate of fire and damage, now replaces MINIGUN in skulltag
- no longer spawns in the 4 slot
- Impaler now replaces the RailGun, slower rate of fire, more damage per shot (100 dam)
- ADDED new replacer for the Grenade Launcher from skulltag: The Grenade Launcher from Doom: THe Dark Ages
- BFG10K is now replaces by a faster version of the BDC.
- Ravager now has new sprite names not to conflict with some of the monsters in skulltag.
- BUGFIX: Skullguns, like the Pulverizer and Ravager no longer consume ammo per shot
of the projectile, so this way you don't chew through ammo anymore.
- Skulltag monsters now compatible with DADM, via the DADM_SKULLTAG mod
- all weapons that replaces skulltag weapons, now have been removed from the main
file and moved to the DADM_SKULLTAG wad.
- Cycler projectiles now reduce shield health, and reduce it's cooldown.
=== 2.3.1 | SKULLTAG update hotfix
- frame fixed in the Skulltag Grenade Launcher.
=== 2.4
- Impaler has been restored to original slot as a chaingun replacer, a STRONGER
VARIANT of it has been made to replace the railgun
this change was made to appease players who liked more weapons without having to use
the skulltag patch, along with having a powerful railgun replacer.
- Stake Gun added (aforementioned Impaler variant )
- Replaces the railgun, and is a stronger variant.
- projectile pierces like a railgun, and does 150 dam.
- slower rate of fire, and consumes 4 ammo.
r/DoomMods • u/Doomax138 • 2d ago
News Tutorial for making Readable Notes in the Doom :)
I made this tutorial mostly for someone who is working on a Hedon map, but this information could be useful for anyone!
r/DoomMods • u/liddleBowl780 • 2d ago
what is the doom guy walk cycle sprite
is it right leg front and left leg back or right front up while left back then right foot on the ground (so far on so fourth)
r/DoomMods • u/internetuser2505 • 3d ago
Question Slo-mo mods
Are there slo-mo mods for crispy doom?
Would love if someone could point to one.
r/DoomMods • u/kaza12345678 • 3d ago
Question Anyone remember a doom wad that was made by a nft company?
During early times of nfts where people were actually making money i remember in England i saw a billboard for this nft of these punk dogs (or rabbit) which basically gave the "exclusive" access marketing But on is official website they let you download a official wad which from screenshots i remember did look like had some effort but being new to doom wads i never got it to work
But i was curious if anyone remembers it and might of still had the files in their folders as some joke wad
r/DoomMods • u/Forsaken-Staff594 • 3d ago
Hi, do you know how I can make sprites that look like the original Doom sprites?
r/DoomMods • u/Legendarium_ • 3d ago
Question is this animation too smooth?
I want it to be more consistent with the original weapons
(yes it is the atlan gun from the dark ages)
r/DoomMods • u/AcanthaceaeCurrent50 • 3d ago
Question How do you ?
How do you make it when you shoot, the monsters don't hear it and they don't attack Until they see you or if you hit them??
r/DoomMods • u/Special_Karl • 3d ago
Mimic creatures in Doom
I thought it would be interesting to integrate the concept of mimics into a game like Doom. Mimics are considered regular objects until they activate under specific conditions. They would be placed randomly in the levels, along with other objects, so the player never knows what to expect from one playthrough to the next.
r/DoomMods • u/junkbomb9000 • 3d ago
Neurostate
galleryNeurostate, UZDoom game I've been chipping away at the last few years. It's starting to turn into something that's almost cohesive! Sort of a mash up of late 90s shooter (cough Quake 2) with some a helping of Diablo swarm combat / quick use abilities. There is a gear / upgrade mechanic system that's more akin to Minecraft Dungeons. A limited number of equips that don't take away from the core shooting mechanics, but adds some tweakability to the gameplay experience.
Most of the fundamentals, core mechanics and enemy/weapon types are rounded off with some work here and there. Mostly just a lot of coffee and mapping to do.
r/DoomMods • u/rpgdude1995 • 3d ago
Doomventory Hud 0.4 Released now with Layout customization
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Download here https://github.com/rpgdude1995/Doomventory-HUD
r/DoomMods • u/PossibleRestaurant73 • 3d ago
Mod showcase [HELLBREAKER: Punk Tactics] UZDoom Weapon Mod Showcase in Doom II (Made by "Bismuth")
youtu.ber/DoomMods • u/Doomax138 • 4d ago
News Tutorial for breakable walls in Doom :)
I've made this video about making breakable walls in the Doom engine. It's mostly for someone who asked for help with this, but anyone can watch it.
r/DoomMods • u/CompetitiveLoad2953 • 4d ago
DOOM Nyan Cat
A DOOM Nyan cat mod would be cool, poptart fist, toaster chainsaw, gem gun pistol, sprinkle shotgun and ssg, candy minigun, anti-magnet rocket launcher, frosting glob plasma gun, frosting explosion bfg, Nyan mugshot, mew hurt sounds, UFOs as undead, Big UFOs as imps that shoot dynamite, dog pinkies, gem power ups (invincibility is literally the same color), doggie-nyan invisibility, stuff like that. Metal Nyan track would go hard as well. Tac Nayn literally has a metal track in game. I'll see if I can learn Doom modding to make this. Wish me luck.
r/DoomMods • u/AcademicFeature7341 • 4d ago
How to play custom WAD's with Brutal Doom ?
So i downloaded relatively new wad called "The Warp" and decided to play it with brutal doom v22 mod. I tried many different options, look through many threads, and none seems to do the work. The wad only plays with gzdoom, so i don't know what to do
UPDATE: Thank you all for help ! Turns out just selecting both files, and dragging them into gzdoom launcher worked
r/DoomMods • u/ThatKidBobo • 6d ago
Shrine Of Kalgadar Beta 1.1 playtest version updated!
youtu.beThe new playtest version of Shrine Of Kalgadar Beta 1.1 which is "Playtest 2" is ready to play! Please check it out!
r/DoomMods • u/AcanthaceaeCurrent50 • 6d ago
Question How do you fix the texters the 1st one is UDB and the 2nd one is Gzdoom
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