Search the Community
Showing results for tags 'Doom'.
Found 94 results
-
Texture Pack PyddTex! (PYDT Compilation and Restoration / Retrieval)
JustAthel posted a topic in Resources
Hello, everybody! I'm happy to present to you a texture pack that I've been compiling mainly out of hyperfixation known as PyddTex. It is a compilation of almost every texture ever posted on the Post Your Doom Textures thread. The original criteria I went by was that it had to be specifically Doom styled (so no Heretic / Hexen / doodle style textures are here), the textures had to be still downloadable / viewable somehow, and the textures were only put in if the author did not state anything regarding limiting usage. There are over 8,000+ textures and flats from over 160+ contributors packed into this WAD. It's a bit difficult to show such a large scale of textures, so I have provided a couple of screenshots showing just a small selection. You can download PyddTex here (152.7mb). Currently this pack has almost every texture going up to Page 140 (last updated 06/09/2024). However, sharing this compilation is not the main reason I am making this thread. When going through the thread, there were several posts that only had dead links. As the main goal of this project is to save these textures in a usable format for many to use past the original posting date, it is also here for historic purposes. I have managed to get most of the old textures from the previously posted MISCTEX by an_mutt, and @DoomGappy has also been a huge help putting together a spreadsheet of members and the missing textures, but this is a big endeavor for just the two of us to take on. Through this thread, I wish to have this as a holding space for these "lost textures" and to have a complete, comprehensive archive of the artistic contributions from the Doomworld community specifically. Here is a spreadsheet started by DoomGappy on tracking down missing textures. We will be updating this sheet as more textures get found! TLDR: I'm making this public now for historic interest and collection. Having these textures usable is a fun side effect of said project and ensures that these textures are actually being noticed and used! I did my best with using SWANTBLS, but do let me know if I missed any quirks with importing! -
Here is my latest texture pack for everyone who loves BIGDOORS in different sizes plus some other textures. This is a collection of textures for DOOM from me, Meerschweinmann, that focuses on DOOMs mighty BIGDOOR texture :) For me personally the BIGDOOR is THE DOOM door. It was the first door everyone opened as the DOOM shareware was released in the 90s. In the "32in24-15 Tex" ressource pack i found a 256 pixel wide gray BIGDOOR named BIGDOORC. Because i wanted it in green and brown too, i made them from this as template and my BIGDOOR journey began. THANKS TO THE PERSON WHO MADE BIGDOORC as it inspirated me to make this BIGDOOR WAD. Not everything is made by me from scratch. Nevertheless, i invested many hours in it. There are 3 versions of this WAD file included in the .zip file. The HC (highcolor) version includes some textures as 32bit PNG for ports like GZDoom. The PAL version includes all textures as paletted variants for ports like Eternity Engine. The VE (vanilla enhanced) version includes a Crispy DOOM/International DOOM/Woof compatible Texture1 lump. Crispy-DOOM/International-DOOM and Woof can use textures higher than 128 pixels with no problem. The 384/576 and 512/768 pixel wide BIGDOORs are made out of 192 and 256 pixel wide tiles (left, right, center). So they can be extended like everyone wants. If you are only interested for the BIGDOORs, the following is not relevant for you. It is recommended to use a colorpalette like ColdPal for the paletted versions (PAL,VE), because the blue of the big-screen textures and the blue planet on PLANET2B texture look too oversaturated with the original DOOM palette. You can download ColdPal from ReaperAA here: https://www.doomworld.com/idgames/graphics/coldpal The two ColdPal files can simply copied in the WAD file with SLADE3. But you can use every other colorpalette that uses desaturated blues. DOWNLOAD V1.13a: MSM-Textures113a.zip Some BIGDOOR size-variants in Woof. The gray door is the default 128x128 BIGDOOR for comparision purposes: A 320 pixel wide BIGDOOR and some warning sign textures in International-DOOM 7.4 (spectator-mode): A 512 pixel wide and 160 pixel high BIGDOOR in Eternity Engine: Servers and bigscreens in International-DOOM 7.4 (spectator-mode): Some truecolor bigscreen textures in double resolution for GZDoom: A 320 pixel wide BIGDOOR and some warning sign textures in GZDoom: A 256 pixel wide and a 80 pixel wide BIGDOOR in Eternity Engine:
- 28 replies
-
- Texture Pack
- Doom 2
-
(and 2 more)
Tagged with:
-
Old Thread opening: If a download link is missing, assume its an up and coming patch where the hyperlink will be added at a later date! General Use Stuff xINFO Template Files These are what I use to crank out these quickly. Use https://c.eev.ee/doom-text-generator/ to quickly generate CWILV/WILV files and episode graphics. Widescreen Stuff for autoload GZDoom has all this stuff natively, but Crispy/Woof/DSDA requires the user to source them, so heres some pre-configured stuff to quickly widescreen the default IWADS and other officially supported content Multiple IWADs Ultimate Doom Doom 2 Final Doom Heretic & Hexen These patches can be freely used with the Kex Port, just give me credit!
-
So... I want to clean up the 4 wads, and get them on the archive. I can do all the bug fixing, but there's a couple maps that need to be redone, and a lot of midis. Please resubmit anything you made previously! (that was for this project oc. don't resubmit things I already put in the release versions. please.) I'm going off first person, first in (by date), but I can include maps as bonus maps as required. <MAPS> <MIDIS> Deadline? As soon as we can. I'll be doing all the bugfixes by myself, I know Plutonia is pretty solid at least, so I'm fine doing the other 3. TEMPORARY DEADLINE OF OCTOBER 31st!
-
Gameplay Mod Walpurgis- 0.99 (For Doom, Heretic, Hexen) [NEW RELEASE!!!]
eharper256 posted a topic in Gameplay Mods
---------------------------------- Walpurgis is a Gameplay Mod that works with Doom, Heretic, and Hexen! It is for the latest version of GZDoom (ONLY). !!~GET IT HERE~!! (Version 0.99) on MEGA Googledrive Mirror -------------------------------------------------------------------- Discord Channel Invite: https://discord.gg/4XyyQtUqHU -------------------------------------------------------------------- -------------------------------------------------------------------- Walpurgis is... A gameplay mod that works with Doom, Hexen and Heretic, straight out of the Box! Focused on giving everything three fire-modes without needing any extra resources, just balancing them around standard blue and green mana/ammo consumption. Upgrades for each of those afformentioned fire-modes (think Trailblazer). Strong and fun, but balanced. Extra care has been put into making everything have punch and impact and be fun to use but not the level of overkill. I'm a mad perfectionist when I get going; so repeatedly testing something over and over whilst I tweak values is not unusual. Gothically medieval, with a taste of moderate-high fantasy. Magic is meant to semi-common in the world, whether through artifacts, or mystical items. Based around play where you get used to using both your arsenal and your inventory items in tandem. Flechettes and Discs of Repulsion are really useful now; so use them! Rigorously playtested with custom doom, heretic, and hexen wads to get a feel for how it plays with them; and to see if I can find reason to switch between my arsenal all the time (which is the sign of a good arsenal, in my opinion). Is named this way because... well, "Hexen" are witches from germanic folklore. Walpurgisnacht is a grand festival for witches in general. So as a festival of new content for Hexen related shenanigans; its doubly relevant. ------------------------------------------------------------------- Click the Spoiler to see details of the four characters! ------------------------------------------------------------------- MORE VIDEOS (YOUTUBE PLAYLIST) ----------------------------------- Watch more videos of it on this YOUTUBE PLAYLIST!! A list of Thematic Megawads I recommend (though it really works with anything!) ---------------------------------- Thanks for checking out Walpurgis! When I was a kid, and still now, I've always been a fantasy nerd, so Hexen was always one of my favourite Doom spinoffs: I've long wanted to create something for it, something similar to what Heretical did for Heretic, but the initial step forwards was always something I was lethargic about. After all, I'm not much of a natural coder; my skills lie in spriting and writing by default. Walpurgis was originally based on a now discontinued mod called 'HexArcana' by 4page, of which I did a fork for my own personal usage. Since then it spiralled massively out of control, and it turned gradually from a spinoff into full-fledged mod of its own. It now shares very little with HexArcana as its been gradually shaped by my vision of what I wanted in a Hexen mod, like upgraded weapons, lots of fire modes, and universal game compatibility. I'm not exactly the best Doom player in the box, so my design philosophy is strong and fun, but balanced. Extra care has been put into making everything have punch and impact and be fun to use but not the level of overkill. I'm a mad perfectionist when I get going; so repeatedly testing something over and over whilst I tweak values is not unusual. Most recent changelog -
Arcade Doom Community Project [Vanilla Limits, TWO SLOTS AVAILABLE]
Quin posted a topic in Community Projects
This is a community semiwad replacing 28 maps for Ultimate Doom, not intending to fully replace the themes established by the original IWAD, but establishing a more modern approach to gameplay and map design within Vanilla-Compatible limitations. Therefore, all maps must adhere to the following: Doom 1/Ultimate Doom format Only Must run in DOOM.exe/Chocolate-Doom (Save Game Issues are Fine) We are using IWAD resources + Doom 1 Patch Tex. Resource Pack by Arsinikk Custom Sky Textures are here: Sky Textures Custom MIDIs are allowed, but MIDIs made specifically for this project are even better! Full difficulty settings, secrets, and multiplayer starts Fun, modern combat with good-looking map design 5 - 9 minutes should be the ideal time for UV-Max of your map Please check out the Vanilla Doom engine mapping reference if you are unsure how to map within these limitations: Vanilla Doom Engine Mapping Reference The deadline is the 31st of December, 2024. Discord Group Link (Look here for map set themes!) Murder in Metropolis Pt. 1 Precious Cargo Pt. 1- 50 replies
-
- Doom
- Gameplay Mod
-
(and 1 more)
Tagged with:
-
Hello everyone: A couple years ago I had done a simple mod in request and with help of my friend @MattFright for some small additions to DOOM using some basic MBF21 features. I had put it up on another forum deciding I'd put it up here once I polished it up and updated it, but I never ended up doing so due to lack of motivation and other circumstances. Regardless, I'm quite fond of this little thing and it reminds me of the days in which I was more lively. I decided it'd be better to just share it instead of letting it rot forever. I hope some of you find value in it as well. Features: Alternative plasma rifle sound. Color palette for nicer tones. Smoke particles for inflight rockets and small plasma particles for the plasma rifle and BFG projectiles. Alternative sprites for the armor bonuses. Animated keys. Blood often stays on the floor. Colored blood for Barons, Hell Knights and Cacodemons. Showcase gif: Direct Download KEX Engine port download
-
Sprites Doom 2 Minor Sprite Fixing Project - v2.0 Release (updated 11/28/22)
Revenant100 posted a topic in Resources
Also available: Heretic Minor Sprite Fixing and Widescreen-Friendly Project - v1.0 Release SIGIL Sprite Fixing Project SIGIL II Sprite Fixing Project Monster Sprite Expo map Greetings, Doomworld forums! I'd like to share with you all the release of a small project I've been working on. To keep a long story short, I recently came across Perkristian's high-res sound effects pack. I like the idea of enhancing Doom while remaining as pure (and compatible!) as possible, so I pondered what other areas this line of thought could be applied to. Perkristian's pack is pretty definitive when it comes to the sound effects, and the music has been dealt with in many ways over the years, but what about the game's art? Of course, I wouldn't dream of recreating the art and thinking it an improvement, but I have noticed tiny little errors in the sprites that seem trivial to fix. Why not go ahead and make those fixes? Hence, I bring you the Doom 2 Minor Sprite Fixing Project. The three main goals of this endeavor are as follows: As for how to use it, this WAD in its current state works with limit removing ports. However, vanilla doom2.exe compatibility simply requires some DeuSF work. With that in mind, you can pretty much use this WAD with any other level or mod as I can't imagine any conflicts. Simply run it with the lowest priority in the add-on hierarchy. Most newer source ports have an autoload feature, so I recommend using that. I personally have this WAD autoloaded while playing PrBoom+, GZDoom, and Zandronum, and I haven't come across any issues. This project now also includes the Doom 1 and 2 Minor DeHackEd Fixes patch files as optional augmentations for convenience. Here's the download of v2.0 which includes both Doom 2 and Doom 1-compatible WADs (released 11/28/22): https://www.doomworld.com/idgames/graphics/sprfix20 (2.6 MB) The complete changelog including the 2.0 edits can be viewed here: https://drive.google.com/file/d/1ehjZifW-3aWYCYHsZbuA-z9ZujUv3FK3/view?usp=sharing Compatibility patches for select PWADs: Work-In-Progress PWAD Compatibility Patches: Full Modder's Resource WAD: Now if you've made it this far, you probably just want to see some screenshots of the changes in action. Well, truthfully, it's rather difficult to showcase the end result outside of the game since many of the effects must be seen in motion. If the idea interests you, I suggest simply downloading the WAD right now and autoloading it during any future Doom sessions. I know this sounds cheap, but some changes are subtle and I think it would ruin the point to explicitly search for the differences. (If you still wish to do so, check out the Monster Sprite Expo map for dedicated sprite viewing demonstrations.) Nonetheless, here's a sample of some of the fixes: (clickable thumbnail) Phew, with all that done, I'll end by saying that this project is still very much and will always be a work-in-progress. I'm open to feedback on the current release as well as potential ideas for further changes. -
I'm thinking of making a QoL modpack, with the twist being that YOU get to choose the mods that are included! Basically think of this as a "Community Hits" pack. The goal is to create the ultimate Vanilla+ experience. This pack will be for GZDoom. You're more than welcome to submit your own mods or ones you like (provided the author is okay with their mod being in a modpack). The rules for selection are simple, compatibility and the author's wishes. Try to keep mods compatible with each other (yeah this should be obvious but I know somebody is gonna try to submit an incompatible mod if I don't state this, it's probably gonna happen anyways but oh well). Also please don't submit mods where the authors have clearly stated that they don't want their works in a modpack. You're more than welcome to remain anonymous if you don't want credit for the submission.
-
Bullies took her son, so she murdered those devils, one by one. Her death came with a single amend, she has no choice but, slaughtering more devils. Maria needs her son, Kiritaka needs his mother and so Mother Maria’s next deed shall begun. Mother Maria’s assignment is clear; MERCILESS EXTERMINATION!!! Description: Maria no Jigoku or Maria’s Hell is a small gameplay mod based on Kazuki’s manga Maria no Danzai (Aka Maria’s Judgement), influenced from Doom’s console ports (PSX AND N64), Quake and many works of Skelegant. You’re taking the control of the vengeful, grieving mother Maria Akeboshi (formerly Mari Nagare) instead of our beloved Doom Slayer. Those devil's will pay for killing your son. Link to the Manga. Itch.Io link: Not yet. Some Screenshots (Might outdated)
- 17 replies
-
- Gameplay Mod
- Doom
-
(and 2 more)
Tagged with:
-
Gameplay Mod [v1.2] Adventures in Moth Sorcery - A Magic-Castin' (MBF and GZDoom) Gameplay Mod!
MundyC posted a topic in Gameplay Mods
Adventures in Moth Sorcery (or AIMS, for short) is a slightly overpowered Ultimate Doom/Doom II gameplay mod that I made over the course of five days (4/24/22 to 4/28/22), primarily to familiarize myself with DeHacked. This mod replaces Doomguy with a moth mage named Sanahaid, who casts magic spells with his hands instead of using gunz and bulletz. Weapons are replaced with spell books that teach you stronger spells, which are all powered by mana instead of ammunition. The items and powerups are replaced with appropriate magical artifacts, too. A perfect blend for anyone who likes both Heretic and Doom! Download (v1.2) There are two versions of this mod available. The original one (the AIMS1-2 .wad and .bex files) is meant for the Marine's Best Friend (MBF) format, as one of the weapons uses its alpha BFG fire pointer. As long as your source port supports MBF, AIMS will work with it. In addition, there is a GZDoom-exclusive version (AIMSGZ.wad) that adds widescreen graphics, extra sounds and visual flourish, and more unique spell effects. In addition, I advise you to only play this mod with mapsets that leave the player and weapons untouched. Think TNT + Plutonia, Alien Vendetta, Valiant (Vaccinated Edition), and so on. Just make sure that AIMS is loaded last. Do not play this mod with other gameplay mods or mapsets that have extensive DeHacked work; things will break horribly, believe me! Please let me know if anything in the mod breaks or looks off (and isn't from mapset incompatibility). I tested it with DSDA-Doom, GZDoom, and Woof, so it should work fine on other source ports. But then again, I'm a bit new at this DeHacked thing, so anything's possible. Screenshots: Weapon/Ammo Replacements (Spoilers?):- 10 replies
-
Gameplay Mod Amogus.pk3 V2.1 [Jan 30th, '22] (Enemy Replacement Mod)
Alaux posted a topic in Gameplay Mods
I bestow this curse upon thee! As depicted by the title, Amogus.pk3 is a gameplay mod for ZDoom-based ports, brought to you by @Korp and I (credits below). All enemies (except Keen) have been replaced with Among Us Imposters, with new attacks and sound effects; an attempt to mix memes and gameplay. Difficulty is rather increased compared to vanilla, but still remains manageable, and might be adjusted based on feedback. No new maps nor weapons; feel encouraged to load it up with custom mapsets and weapon mods! Screenshots: Works with any of the Doom or Freedoom IWADs. GZDoom is the target source port. However, Zandronum works by leaving the GZDoom-only code in a ZScript lump that should be ignored by Zandronum. As expected, some minor features will be missing in the latter. Tested with GZDoom 4.4.0 and Zandronum 3.0 Lesser testing with GZDoom 4.7.0 and LZDoom 3.87b DOWNLOAD: https://drive.google.com/file/d/1JTucHMwV0_9fKEQOZnQfbeaYKUEKypnA/view?usp=sharing (You can verify the version by checking the version number displayed in the bottom-left corner of the TITLEPIC) Graphics and Music by @Korp - Code by @Alaux Full credit list in the text file and inside the PK3. Please, share any feedback or suggestions you may have. Hope you enjoy! CHANGELOG:- 24 replies
-
With the release of Doom + Doom II, a new wad, extras.wad, introduced a new soundtrack selection menu to listen to Andrew Hulshult's IDKFA remix. These songs are listed in a lump called TRAKINFO which associates each music file to the SHA1 hash of the original MUS file (in JSON format). This is a simple mod that adds the "soundtrack selection" feature to GZDoom's sound options to listen to those remixes and to add support to the TRAKINFO lump. https://www.moddb.com/mods/trakplayer If you are a mod developer you can specify your own TRAKINFO lump and it will be read by the mod. You can find an example in the extras wad. You can add custom soundtrack selections by simply specifying them in the JSON. The JSON is not read in a "strict" way, instead colons and commas can be omitted. This is my first time using ZScript, please report any bugs. The original song may be heard for a split second at the start of the level if the code takes time calculating the hashes. (the map needs to be reloaded for the change to take effect)
-
Gameplay Mod Smooth Doom on MBF21 + DSDHacked (Version 6.0 released 29/Jul/2024)
Alaux posted a topic in Gameplay Mods
Smooth Doom MBF21 (or SD21 for short) is a recreation of the original ZDoom-based Smooth Doom using MBF21 and DSDHacked, therefore making it playable on a handful of ports outside of the ZDoom family. SD21 comes in two flavors: the standard edition features not only smooth animations, but also some of the original's optional fanciness features, such as extra gore, extra particle effects, bullet/shell casings, extra decorations and alternative death animations. If you want none of that extra fanciness, though, you can instead get the Classic Edition, with smooth animations only. If you fancy, a black-gloves addon compatible with both editions is available too! Gameplay-wise, SD21 should be fairly close to vanilla -- probably even more so than Smooth Doom itself -- but not identical. More on that further down the post. While I can't really show off the animations with static images, I can show you the fancy effects: More screenshots: All screenshots taken in Valiant: Vaccinated Edition. Note that this isn't an exact recreation of Smooth Doom; apart from obvious limitations, other general changes and/or improvements have been made, such as tweaks to the animations and particles, and I'll gladly continue to improve it based on community feedback. As should be implied by now, SD21 requires an engine with MBF21 and DSDHacked support, such as Woof, Nugget Doom or DSDA-Doom. Of course, due to the heavy usage of DeHackEd, it is prone to run into issues with mods that have their own DeHackEd patch for anything other than string replacements, but it might work in some cases (for example with Scythe 2 and Hydrosphere). Before reporting any bugs, please check the KNOWN BUGS section of the info text file. Lastly, while the intention is to keep vanilla gameplay intact, you still need to use Complevel 21 (MBF21) which will affect a fair bit of things. Due to that and some other factors, SD21 SHOULD NOT BE USED FOR DEMO RECORDING/PLAYBACK, generally speaking. Alright, that's all. Here are the download links: Smooth Doom MBF21 (file updated 29/Jul/2024) SD21 Classic Edition (file updated 29/Jul/2024) Black Gloves Addon (file updated 29/Jul/2024) As always, any and all feedback would be greatly appreciated. Have fun!- 87 replies
-
A bit of a twist on the two existing tree sprites in DOOM. This resource pack aims to provide a little bit of a grotesque variety to amp up the atmosphere in your maps. The pack contains eight different sprites, compiled neatly inside a .WAD file accompanied by a DECORATE and DEHACKED (DEHEXTRA to be specific) scripts in case you prefer to have them as a simple drag and drop. Separate from the .WAD file, PNG files are also available in the archive. Below are all the 8 variants: Download from Gamebanana. Have fun :)
-
Just finished up a set of three tunes and midi for you homies. Recorded and composed on a OG SC-55. If you like what you hear and want to use them, send me a message and ill send you the files. I would also love to collaborate on some custom music for your wads as well! Well versed in recording real instruments if you'd want to go that direction as well. Reach out if you have a cool project Let me know which is your favorite
-
HXDD takes everything from Heretic, Hexen and other games. Then arranges and converts them into a new GZDOOM compatible format, allowing you play them as if they were a single game. There is a fair amount of code acting as glue to make everything functional - not to mention numerous (optional) added features. This project is inspired by WADSMOOSH by JP LeBreton. Go check it out too. Currently HXDD supports the base classes from Heretic and Hexen. If you have Hexen II PAK files, these classes will be playable via the menu but are still under development. Features Unified Game & Episode Structure Play Heretic, Hexen and Deathkings from one menu with any class from either game! PWAD Mode Why stop with Heretic and Hexen. Bring all the features into DOOM and your existing wads for more content! Hexen II Classes Starting with the Paladin, Hexen II classes are considered playable! Hexen II Leveling A vastly expanded version of the leveling system found in Hexen II. Selectable Armor Modes Choose between Basic and AC, compatible with all characters from all games! Mod Support via PlayerSheets Allows for cross game pickups and actors and expanded PlayerClass definitions. PlayerSheets will allow your mod to support HXDD only features without needing to expand actors or make another version of your mod. Just create a new json under playersheets/.json and you're ready to start! Korax Localization Select between English, French, German, and Japanese for languages used by Hexen 64 Localizations. Title Screen Customization Change the Artwork and Music to any of the games in the series, also has support for using Steam's Hero Artwork as Titles. Multiplayer Support Grab some friends, pick a class, and cause some chaos! Current Upcoming & Planned Features Hexen II Classes You can use many of the classes now in a WORK IN PROGRESS state. Focusing on finishing these classes are next for the major gameplay updates. Heretic II Corvus Currently in an prototyping phase, due to the amount of work required. Requirements GZDOOM 4.13+ Due to a bug with saved games, GZDOOM 4.13+ is required. Download & Source https://github.com/Lemon-King/HXDD/releases/ Usage HXDD will make use of data from GZDOOM, Heretic, Hexen, Hexen's expansion Deathkings, and optionally Hexen II plus its Expansions. Launch HXDD.exe Select your GZDOOM Folder Select your Heretic wad File (heretic.wad) Select your Hexen wad File (hexen.wad) Select your Hexen DeathKings wad file (hexdd.wad) Choose the options you want to utilize - if any. Click on Build HXDD to start building hxdd.ipk3 - this may take more than a few minutes. When complete, copy hxdd.ipk3 to where you keep your wads for GZDOOM. Run GZDOOM and select HXDD. Your selections will be stored for the next time you run it. Hexen II Usage When using Hexen II PAK files with HXDD you will need Noesis by Rich Whitehouse. Download and place the Noesis zip file in the same folder as HXDD's exe. Select the PAK files in the application and ensure Enable Hexen II is checked. HXDD will use Noesis to open PAK files and export model data for use with GZDOOM. PWAD MODE Load HXDD like any other PWAD! By adding -file HXDD.ipk3 to any DOOM iwad you want to run with it. Screenshots Gameplay Videos
-
Texture Pack Hexen II textures for Doom (and Heretic, Hexen and Strife)
Corvus262 posted a topic in Resources
Hi, I’d like to present you with my attempt at porting the Hexen II textures for the use in doom engine games. Doom Heretic Hexen Strife Hexen II (Doom format) The textures have been sorted and edited for the doom engine, this entails: - Division into flat and wall textures (and duplication in many cases) - Mirroring where required, in the original game the textures could be mirrored on the map - Cutting up large flat textures into 64px segments - Creating rotations for flat textures - Scaling certain flat textures to 64px - Duplicating certain texture parts in order to make their format more obvious - Cutting out transparent texture parts and creating masks for fake 3D geometry - Animating the static graphics which would originally be animated by the engine - Creating custom liquid waterfall textures, in Doom, Heretic and Strife styles - Moving all switches onto a single sheet texture - Creating doom-style skies from skybox textures - Palette conversion for Doom, Heretic, Hexen and Strife; original textures in Hexen II palette provided as well, in case you wanna convert them yourself - Creating ANIMATED and SWITCHES entries I’ve categorised these textures into groups by feel, there is no single rule for categorisation here, some are categorised by material and some by material group, further even by colour or lightness. The naming scheme is as follows: N T 11 22 33 N - Namespace: “X” in this case T - Type: “W” for wall, “F” for flat 11 - Two letters for category: For example “ST” for stone 22 - Two letters for subcategory; or one for sub- and one for sub-subcategory 33 - Two-digit number: Used to put multiple textures in a category; in the case of animations used as a frame number Future work may include: - Figuring out a better palette conversion method (many attempts were made, this current one is just using the closest match in Oklab) - Creating skies in Heretic and wide formats - Providing skies in layers, for Hexen - GZDoom lumps - Thing textures from Hexen II models (torches and such): have to figure out how to render them so that they don’t look bad - SFX textures, TBD how exactly and which My source for the textures is Realm667, so credit goes to Ceeb for the texture extraction, and Raven Software for creating them. Have fun. -
Howdy, I present here my first (in a long time) mod. A simple mod that replaces the HUD with something more interactable. Taken a bit from Time Crisis and such games, this mod displays your ammo in a tray that animates any changes in the ammo count. Tossing ammo casings, adding new ammo, and switching trays when switching ammo types are among the ones done here. Showcase on YouTube! Watch it here! I made this mod as a way to practice GZDoom's zscript language, and I ended up cooking something that is best playable with vanilla DOOM or mods that use DOOM's default ammo types. It can still play with other mods that don't use the default ammo types, but it won't display the respective ammo sprites on the tray. Instead, it'll display a generic ammo sprite. However you choose to play with this mod, I hope it can spice up your game a bit! -Requires GZDoom 4.12.2 or higher, and a copy of classic DOOM and DOOM II iwads. -Also if you wish to use this mod or use the code within this mod for your own mods, or make an improved version, you are free to do so. Credit ain't necessary but is much appreciated. Downloads: ModDB page: https://www.moddb.com/games/doom-ii/addons/devreds-action-hud Github repo: https://github.com/DonDevRed/Devred-s_Action_HUD
-
Download: https://drive.google.com/drive/folders/1W2g1uca813T8uEFBhljDkR1feoPx9jzR This is a Freedoom mod made by SmekkyBoy. It has very cool weapons, new (yet old) enemies and much more! You need GZDoom to run this mod. Full description (by SmekkyBoy): Screenshots (by SmekkyBoy): Credits: "Frag 'till you drop, folks." - SmekkyBoy.
-
Pandora's Wrath, originally titled Gem's Weapon Mod, also known by it's repository's name, gem-doomweps, is a mod I've been working on for the past year or so, and only recently got help with from @Mengo, the guy who worked with @scumhead to make Shrine II. Heavily inspired by Supercharge and Led's Generic Weapon Mod (but directly avoiding ripping them off!), Pandora's Wrath was built to be fun to play through mapsets large and small with, all without becoming stale. The story so far: The arsenal: The powerups: The inventory items: The armor: The options: Mapset compatibility: Finally, the fun stuff: Pandora's Box! Showcase videos! Credits are in the GitHub repository, which is also where you go to download the mod. To download it, click the green Code button, and click "Download ZIP". The mod is able to be run as a ZIP, but you won't be able to access the weapon skins, which are in their own subfolders. It's best to run the mod as a folder for this reason. If I missed something you made in the credits, please let me know! I have no intent of stealing anybody's work, and want to give credit to everyone who's made something that I've used.
-
DGMAR: Demo Weapons! (V2) Credits: Xaser, Pisstepanks Weapon edits, Grezzo 2 Weapons, Realm667, Scuba Steve, Paul NMN, Snarboo, Includes: P&N Shotgun, LED Lights MachineGun, OtherPistol, OtherShotgun, WoodShotgun, Seeker Bazooka, Ego Smasher, Pipe Wrench, Katana (Made By Me), Two Mini DBSG, Glock, Glock19, AA12, M14, AK-47, M4A2, 40mm, Download: https://www.moddb.com/mods/doomguys-magical-adventures-reloaded/downloads/dgmar-demo-weapons-version-2
-
Texture Pack StarStruct, Inc. Resource Pack | A StarStruct Texture Set
Amaruq Wulfe posted a topic in Resources
Note: this set doesn't provide any variations for the STARTAN textures. For that specific set, please refer to my previous resource pack, 50 Shades of STARTAN. StarStruct, Inc. was described in the Doom Bible by Tom Hall as the company behind the "bright shiny, high-tech buildings" that're used by the UAC. While this was realized in the final game, any mentions to StarStruct, inc. were removed (sans the few textures bearing the suffix "STAR"), and what few textures that were created weren't that amazing to begin with. Which brings us to this resource pack. This resource pack provides about 50 variations of each of the three StarStruct textures, for a total of 150 (200 if you count the previous 50 Shades of STARTAN pack). 38 variants of each set are 64x128 and the remaining 12 are 128x128. They're both available as a .WAD file, already converted into Doom's native format and ready to be used outright, or available as PNG files in the archive. A special thanks to @Arrowhead and @GodofthisWorld for their suggestions to create a resource pack targeting the entire StarStruct set. Also a shoutout to @bsharp for their fantastic texture set Project Make STARTAN Look Not So Default Again, which was the inspiration behind this set to begin with. Below are the full sets of each showcased, all 50 variants: Have fun :) Download from Gamebanana. Download from ModDB. -
I'll post my stuff here AK - made from Doom's assets: Mix of D1 and D64 BFG (+Plasma Rifle element): Holeless D1-styled D64 Chaingun: Flamethrower that is heavily inspired by Legacy Of Rust's Incinerator (credits go to id Software): Glock (angled sadly): Railgun: (NEW) Plasma Rifle, drawn from scratch (+ muzzle flashes):
-
Gameplay mod meant to be used with gzdoom, currently only modifies Ultimate Doom content but works with Doom 2. Inspired by Doom Eternal enemy analysis videos on YouTube, main goal of this mod is to give monsters more abilities, mostly copied from other entries in the series like Doom Eternal, Doom 3 and various spin-off games (mighty doom, doom rpg), while keeping things fairly simple. Download: https://www.mediafire.com/file/jxfmr0jfyntjcv9/CoolDoom.pk3/file Let me know if there are any issues. General changes: -every demon aside from Doom 2 ones has been given one or several new abilities -all weapons (aside from super shotgun) have some sort of alt-fire now (mouse2 by default) -autoaim has been disabled on all weapons -all weapons have been given vertical spread -improved positioning of some demon projectiles (cacodemon doesn’t shoot from his nose and cyberdemon doesn’t shoot from his groin anymore) -changed spectres invisibility and visuals -all projectile-shooting monsters now occasionally fire projectiles at slightly different angle (barely noticeable) New monster abilities: Weapon changes: To do: -add changes to Doom 2 content -fix fist sprite