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AtimZarr1

Doom Eternal Mod Support Added

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And here's something original after all the remakes we currently just got.

 

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From the SteamDB page entry for today's (August 27th) idStudio patch. Hopefully the manifest lines listed near the top are a signal we're getting the asset packs for all the DLC maps soon. 

 

updates.png.8de913b4bb7ff5012ccb622e386e4063.png

 

On my end, I have to do some proper hardware upgrades on my home PC before I can start working with idStudio (I was using a rental PC at Quakecon to poke around in it before). In the meantime I've been biding my time by reading the documentation and downloading asset packs. Super-psyched to dive in once I get my new hardware. 😎

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Here is me hoping we get 2016 assets some day!  would love to use the MP maps for something even if it would easily be another 500 gigs to my HD to edit them all...

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Posted (edited)

Further progress made on my cacodemons.  Not happy with all the horn textures but they are good enough for placeholders. I also need to further tune the bodies and armor a tad.  Need more adobe skills!

 

From Left to Right

CacoDemon

CacoLantern (Fire, skulltag variant)

CacoCrackle (lightning)

CacoSlimer (poison, acid, toxic waste)

CacoLich (ice)

CacoDemon (omega variant),  I don't really have a name for him

 

pj4QOlX.png

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Forgotten Forest has some great encounters that are nicely balanced.

But I cannot wait for the community to cook up some Foundry-style maps with more classic level design.

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On 8/29/2024 at 1:46 PM, Zemini said:

Further progress made on my cacodemons.  Not happy with all the horn textures but they are good enough for placeholders. I also need to further tune the bodies and armor a tad.  Need more adobe skills!

 

From Left to Right

CacoDemon

CacoLantern (Fire, skulltag variant)

CacoCrackle (lightning)

CacoSlimer (poison, acid, toxic waste)

CacoLich (ice)

CacoDemon (omega variant),  I don't really have a name for him

 

pj4QOlX.png

Interesting, where do the figures you used as inspiration come from? The green one remind me of the Cyber Cacodemon that used to appear in some DOOM and Doom Eternal mods.

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I'm not sure if this is the right place to ask, but for any moderators reading this, can we perhaps get a dedicated DOOM Eternal modding subforum? It'd be nice to have another resource for this stuff that doesn't rely on Discord.

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Only if they create a Doom 3 modding and a SnapMap subforum to be completely fair. Although I think most of these would have either one or two pages of topics by the end of next year.

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On 8/31/2024 at 12:59 PM, Metal_Slayer said:

Interesting, where do the figures you used as inspiration come from? The green one remind me of the Cyber Cacodemon that used to appear in some DOOM and Doom Eternal mods.

 

I made use of elemental variants of demons in my megawad.  Trying to see how far I can get with that concept in idstudio.  Really just a learning experience. 

 

But basically my goals for each if I figure out how to do it:

 

Orange Fire:  Immune to flame belch which also enrages the caco (like a buff totem).  Its fire attacks has a short DOT and leaves player vulnerable

Yellow Lightning: Faster caco, projectile seeks/traces to the player.  Potential 1 second stun/shock effect.

Green Poison:  has a very deadly poison attack which leaves a large puddle that causes more damage.  Long term DOT.  Strips rad suit armor off.

Blue Cold:  Launches frost grenades, moderate damage but slows the player down for a period of time.  Unfreezable /w buff totem effect if used.

Purple Magic:  Has multiple attack types.  Immune to weakpoints.  All stats boosted.  Magic damage TBD.

 

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5 hours ago, Metal_Slayer said:

Only if they create a Doom 3 modding and a SnapMap subforum to be completely fair. Although I think most of these would have either one or two pages of topics by the end of next year.

There actually were subforums dedicated to DOOM 2016 SnapMap and even the multiplayer at one point IIRC, but were closed down I presume due to lack of activity.

 

Admittedly, I highly doubt that a DOOM Eternal modding subforum would get anywhere near the same level of traffic as its classic DOOM equivalent(s), but idStudio has a lot more potential and longevity compared to something like SnapMap, so I think it would still be worth having.

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5 hours ago, chemo said:

There actually were subforums dedicated to DOOM 2016 SnapMap and even the multiplayer at one point IIRC, but were closed down I presume due to lack of activity.

 

Admittedly, I highly doubt that a DOOM Eternal modding subforum would get anywhere near the same level of traffic as its classic DOOM equivalent(s), but idStudio has a lot more potential and longevity compared to something like SnapMap, so I think it would still be worth having.

Yes, but they were created too prematurely, in 2016 people were only experimenting and filling the official browser with low effort maps. From 2020 and onwards most maps have had at least some level of quality, and although the modding tools for it are still work in progress, it can already do much more than by using the ones made available by id.

I think that for Eternal creating a subforum at this point would be more or less the same mistake, most Eternal modders aren't even aware that Doomworld exists and mostly use Discord.

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16 hours ago, chemo said:

I'm not sure if this is the right place to ask, but for any moderators reading this, can we perhaps get a dedicated DOOM Eternal modding subforum? It'd be nice to have another resource for this stuff that doesn't rely on Discord.

This!!

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Custom DOOM Eternal enemies are also possible now! However, there is a caveat on the process (see video description below the vid.)

Quote

Unfortunately I can't release these enemies anytime soon because Audio modding is still broken in idStudio and have no idea when that's ever gonna get fixed, I actually had to edit the screams into the video, they're not part of the Kamikazes' AI itself yet but it's the most iconic thing about them so i couldn't just have them mute here.

 

There's also other things like FX, AOE Damage, splatters etc. to recreate but this is just to show that if someone wants to get enemies from other games in here, they can, unless the original makers would strike you or something (I think Croteam would be chill with this tho). I also fiddled around a bit with Kleers and Werebulls, these will be the first 3 to make it in the Mod Portal.

 

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