r/DoomMods • u/Scileboi • 9h ago
r/DoomMods • u/AgitatedCobbler9813 • 1d ago
Mod showcase Doom, but you’re a MF Baron of Hell.
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Playing this is the literal definition of satisfaction, jeez.
BTW, here are the mods I'm using:
Bolognese Gore Mod: https://www.moddb.com/mods/brutal-doom/downloads/bolognese-gore-mod-v20
Hearts of Demons Baron: https://forum.zdoom.org/viewtopic.php?t=53867
NOTE: I am NOT the creator of these mods! Just showcasing how awesome they are. All credits go to the developers in the links.
r/DoomMods • u/No-Rip-9435 • 1h ago
Question What source port to use for Doom multiplayer, Zandronum or Q-Zandronum?
r/DoomMods • u/Slight_Primary6485 • 16h ago
Astrostein MIDI Pack (Completed)
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 • u/Passive_Dehydration • 9h ago
Question How do I get these two mods to work together?
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 • u/Ltnumbnutsthesecond • 12h 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!
galleryr/DoomMods • u/DreamShort3109 • 16h ago
Mod showcase 'Busters Doom mod
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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.
r/DoomMods • u/LinuxGyx123 • 15h ago
News Mi Album
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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 • u/Forrixxx • 18h ago
News Weapon Care, Metabolism, and Simplest HUD Compatibility
galleryA 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 • u/Rom_Dump • 1d ago
Mod showcase Showtime v2.2 is live
Heidi is back with new tricks and 20+ new outfits. Fight the force of hell with the new cauldron system. Cauldrons replace barrals and explode when struck by regular attacks. When hit by tome magic however, cauldrons explode in cool and very unexpected ways. Lots of polish, easter eggs and balance have been added as well. Have fun.
r/DoomMods • u/Forrixxx • 1d ago
Mod showcase Weapon Care | Universal Realistic Mini Mod
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Adds S.T.A.L.K.E.R.-style weapon degradation, jamming & repair kits with menu options. Compatible with ALL games (Doom, Hexen, Strife, etc.) and mods.
Continuing my series of universal mini mods inspired by the S.T.A.L.K.E.R. franchise. This time, I’m introducing a weapon degradation mechanic. Every weapon now has its own durability pool, which scales based on the weapon's maximum ammo capacity. Your current durability is displayed in the top-left corner of the screen on default. The degradation rate is also directly proportional to the amount of ammo fired. As durability drops, your weapon can jam, preventing you from shooting. To clear a jam, simply press the reload key (don't forget to bind it!). You can fix your weapons using repair kits, which spawn instead of standard ammo across the levels and drop from defeated monsters.
Misfire Formula: (100% — Current Weapon Condition %) x Maximum Misfire Chance.
Make sure to check the mini mod settings, where you can fully customize your experience:
— HUD Display: Adjust the position of the durability text on your screen or hide it completely;
— Degradation Rate: Tweak how fast weapons lose durability;
— Misfire Settings: Set the maximum misfire chance and the minimum durability threshold required for jams to start occurring;
— Loot Spawns & Scaling: Adjust the drop rate for repair kits and the percentage of durability they restore.
>>Here is a full mod showcase video on my YouTube channel<<
The mini mod was tested on UZDoom version 5.0.3, but it should also be supported on GZDoom versions 4.10 and newer. Please note that it uses ZScript.
Download links:
ModDB: https://www.moddb.com/games/doom-ii/addons/weapon-care
Google Disk: https://drive.google.com/file/d/1kjh-uQxwwdM5gv_QJojwJRjHhYnud-IF/view?usp=sharing
r/DoomMods • u/Organic_Half_9818 • 1d ago
Question What else do I need to do to beat my house?
galleryr/DoomMods • u/TienSwitch • 1d ago
Question How can I use weapon mods on the Void wad?
I would like to play the wad “Void”. It is an incredibly beautiful map that I would like to experience. But I don’t really play vanilla (I’m sorry!). I was hoping to play with Project MSX or maybe Subsonic Whisper, but no matter what, I just spawn in with my basic vanilla fist. No weapon pickups allowed. Even having the console summon or give me the mod’s starting pistol doesn’t work, as I can’t switch away from my fists. Is there any way around this?
r/DoomMods • u/Moist_Pressure2228 • 2d ago
Mod showcase I made a DOOM-style FPS run on a $7 Sonoff Wi-Fi relay with 80 KB of RAM
gallerySo, 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/LnoseSoloPregunto • 2d ago
Duffy Digital Doom
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I made a texture pack for the final level of Freedom Phase 2.
r/DoomMods • u/LawfulnessFit576 • 3d ago
Question Can we please start taking down anything made with AI
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/tom-slacker • 2d ago
Just started master levels for doom 2 and people weren't kidding.... it's bad
r/DoomMods • u/Agentmen9 • 3d ago
Question Have you played Brutal Doom? If so, how do you like him?
Personally, yes
r/DoomMods • u/Hardcore_Gamer16 • 2d ago
Some of the Doom wads that I download have patch files. How do I apply that patch to the wad? Or is my only option to just run those 2 files at the same time in a launcher?
r/DoomMods • u/WickRessurrected • 2d ago
Question UZDoom 5.0.3 on macOS: DualSense right stick horizontal axis not received
galleryI 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/Infinite_Ad_9562 • 3d ago
Is there an Eternal mod for classic demon designs?
r/DoomMods • u/Slogstin • 4d ago
I never got baited THIS hard before.
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The master baiter struck again. And of course i forgot to save.