r/DoomMods • • 6h ago

Mod Rule change! AI Mashups with other game files are now banned.

145 Upvotes

r/DoomMods • • 15h ago

News Weapon Care, Metabolism, and Simplest HUD Compatibility

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2 Upvotes

A quick but nice update for everyone using the Weapon Care, Metabolism, and Simplest HUD together: I’ve finally fixed the UI layout conflicts and now you can easily scale the text for thirst, hunger, weapon durability, and misfires. Previously, there was a conflict with Simplest HUD because I used different rendering methods, but everything is fully sorted out now.

The new versions are now live on ModDB (#1, #2, #3) and Google Drive (#1, #2, #3)!

Happy surviving!


r/DoomMods • • 9h ago

Mod showcase A friend of mine made a Universal Doom mod that adds Fallout styled gameplay mechanics to Doom II (like special, skills, a inventory and merchant system, lockpicking hacking, perks and random encounters) hope you enjoy!

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4 Upvotes

r/DoomMods • • 10h ago

Ordealland v1.3 update release

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23 Upvotes

r/DoomMods • • 13h ago

News Mi Album

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3 Upvotes

Les gusta este album que hice de remasters? Yale hice un mod en Moddb y esta en yt aca una demostracion de E1M7 ademas estan hechos en lmms con soundfonts totalmente gratuitos y libres


r/DoomMods • • 6h ago

Question How do I get these two mods to work together?

2 Upvotes

I wanted to play a uzdoom mod with Jonathan Joestar combined with one with DIO. Depending on the order they load in, one of the classes becomes unavailable. I was hoping someone who knows more than me can figure it out. Also can it work on multiplayer? I want to be Jonathan and my brother wants to be DIO.

The mods are:
Jonathan Joestar and DIO


r/DoomMods • • 14h ago

Astrostein MIDI Pack (Completed)

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15 Upvotes

Yup, I've made these Soundtracks By Myself There are only 13 Tracks Instead of Making Many of them so Have Fun Listening

Link https://www.mediafire.com/file/gfspouz9hhd0eht/astro_midi.wad/file


r/DoomMods • • 14h ago

Mod showcase 'Busters Doom mod

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3 Upvotes

Ok, so just before anyone says anything, this is not gonna be 100% the same as how you'd play in GB the Video game, or Spirits unleashed. It's just a fun little Ghostbusters project. i know last time i showed a project, i wasn't clear that it wasn't a full recreation attempt, so i wanna make sure to say this ahead of time.

The wand does have two settings; Left-click for Capture stream, which pulls the monster in, and right-click for Blast stream, which pushes them away.

The trap has a couple of keybinds, one for dropping, one for picking up if you're close enough, and the last one spawns the "Beam" which stays up for a second unless a monster walks into it.

Eventually i want to figure out how to make the monsters clip through walls so they can behave like real ghosts, and then maybe create a slime mechanic where you need to use the slime blower to shut Rifts that spawn enemies or weaken strengthened enemies.