DOOM

Cross posting from the "what are you playing" thread:

I've been playing a Doom mod called Infinite Doom that just released a demo recently. It revamps the gameplay to be a run-based roguelike similiar to something like Risk of Rain 2. There are 135 passive skills and 25 active skills you can pick up throughout the runs, as well as weapons with different modifiers and properties. The longer the run progresses, the more a "curse meter" fills up, which causes stronger enemies to spawn and level geometry to change.

For the maps, it uses Doom and Doom 2 maps chosen at random. To help people navigate them faster for the nature of the mod, you're given an objective indicator that points an arrow towards the next step to progressing through the level (pick up key, use this teleporter, flip this switch, etc). Secret areas still exist in the maps and have generous rewards. There's also breakable cracks in the wall that reveal hidden switches that teleport you to a "reward room".

Every other level, you go through maps the mod creator himself made that include dangerous side rooms with additional rewards. These are opened with souls, which you acquire as currency from kills.

Altogether, an impressive mod that has a ton of content despite not even being at its 1.0 release. It definitely deserved it's Cacoaward.

 
A user is hosting a Kiwi farms community map-making project for DooM II. If you're interested in creating/sharing a map for it, you should check out the thread.

The aim is for the Kiwi Farms community to make Doom 2 map pack mod. People are free to enter regardless of skill or experience level.

The rules are simple. Make something cool.

For technical reasons, there can be no custom assets. Meaning no custom scripts, sounds, textures*, weapons, or monsters.

On Feburary 7th (or thereabouts) I’ll compile the submitted maps into a wad.


We’ll be targeting GZDoom, meaning a wide variety of formats are supported. Boom and UDMF are the big ones. Boom is limiting, but arguably simpler. UDMF allows for fancy modern things like reflections, ramps, dynamic lights, and other advanced techniques.

Want to contribute but don’t know how to make a map? Make a map anyway.

If you’re insistent that you want to contribute without making a map. Custom music might be an option. A custom title screen or project logo would be nice. You could also play the maps and give your opinions.

*I could be convinced to add a common set of custom textures, especially widely used community packs like OTEX. The problem with custom content is that other collaborative Doom projects have had people who tried to add a bunch of bullshit that broke things and ballooned the file size.

I’d recommend keeping the map small. 3-5 rooms connected by corridors will be more than enough.

Don’t try to make Doom something it’s not. It's better to find keys and shoot monsters than it trying to make Doom a puzzle platformer.

You’re likely going to mess up, especially your first map. Doors won’t work, textures wrong, everything is too big or too small. That’s normal.

I recommend this site for getting the tools you need, and their crash course video tutorials. There’s plenty of other resources if you don’t want a Scottish furry talking at you.
https://ramp2023.teamouse.net/guide.php
Doom is an abstract game. Don’t try and make things “realistic” in size. Avoid making all rooms symmetrical squares, etc.

Finally, if in doubt, stick with Doom 1 monsters, since Doom 2 monsters like Archviles and Revenants are easier to do badly than imps and Cacodemons.
Please include the following details with your submission when you post it. (I don't know if it's needed, but seems to be common practice in Doom community projects so I assume there's a good reason for it.)

Map Name:
Author Name: (If different from KF Username)
Map Format:
 
Maybe it was done already in the thread (Im not reading over 100 pages, sorry, but you can point out the page if you want), but any recommended wads and mods?
 
Maybe it was done already in the thread (Im not reading over 100 pages, sorry, but you can point out the page if you want), but any recommended wads and mods?
Zion Mod is an extremely well made conversion mod that turns doom into Doom 2016, I haven't never encounter a mod with the same sprite and animation quality.
Going Down is a wad where you go down in a bunch of small levels with tons of enemies, It can be hard sometimes, but it's doable. The guy that made the wad also has an interesting YT channel too.
 
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Can someone recommend cool WADs that aren't "looks like a laser tag course" levels of hyperactive autistic but don't look like a Doom 1 map? The most similiar example to what I'm looking for I can think of is Extermination Day (the Brutal Doom campaign) which I liked because it's pretty much Doom but CoD-campaignified, and has realistic looking environments akin to Duke 3D and Shadow Warrior.
 
I picked up Doom Eternal on sale. It's pretty good. I really didn't like the high octane bullshit of the 2016 game but I feel it's done in a way more enjoyable way in Eternal. I do like how unforgiving it is if you stay still too long when you're surrounded since you get raped in seconds.

My only real complaint is it's a little too up it's own ass with it's "plot" when no one has ever played Doom for the story.
 
I picked up Doom Eternal on sale. It's pretty good. I really didn't like the high octane bullshit of the 2016 game but I feel it's done in a way more enjoyable way in Eternal. I do like how unforgiving it is if you stay still too long when you're surrounded since you get raped in seconds.

My only real complaint is it's a little too up it's own ass with it's "plot" when no one has ever played Doom for the story.
Yea, Eternal was something 2016 wasn't. I liked 2016, but Eternal was better with its octane stuff. But both multiplayer campaigns are equally shit
 
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The most similiar example to what I'm looking for I can think of is Extermination Day (the Brutal Doom campaign) which I liked because it's pretty much Doom but CoD-campaignified, and has realistic looking environments akin to Duke 3D and Shadow Warrior.
TNT: Evilution.

I picked up Doom Eternal on sale. It's pretty good. I really didn't like the high octane bullshit of the 2016 game but I feel it's done in a way more enjoyable way in Eternal. I do like how unforgiving it is if you stay still too long when you're surrounded since you get raped in seconds.
I liked 2016 more for its level design. Id Tech 6's map limitations forced them to get more creative than they otherwise would. And I still can't forgive id Software for making the two shotguns weak.

I still think Eternal was good and I hope and pray that id Software somehow survives the acquisition and makes Year Zero good.
 
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Can someone recommend cool WADs that aren't "looks like a laser tag course" levels of hyperactive autistic but don't look like a Doom 1 map? The most similiar example to what I'm looking for I can think of is Extermination Day (the Brutal Doom campaign) which I liked because it's pretty much Doom but CoD-campaignified, and has realistic looking environments akin to Duke 3D and Shadow Warrior.
Knee Deep in ZDoom was pretty good. It's pretty much a showcase of regular Doom with ZDoom refinements. (You can, of course, play it with Brutal Doom but iirc it was designed with vanilla in mind).

Else you probably may just want to look at the more recent mega-WADs like Ancient Aliens, Icarus or even Sigil 1/2 (Romero's modern take on Doom).
 
I liked 2016 more for its level design. Id Tech 6's map limitations forced them to get more creative than they otherwise would. And I still can't forgive id Software for making the two shotguns weak.

I still think Eternal was good and I hope and pray that id Software somehow survives the acquisition and makes Year Zero good.
NuDoom has been good and has the potential to be great, but only if they can find a way to completely abandon multiplayer in favor of adding built in support for user created content, because that is and always has been the backbone of Doom's fanbase. Without it, the game simply does not have staying power. Keep people invested with mod content to keep new sales going and make more money selling expansion packs with new campaigns and handcrafted maps. If they ever want to make "Doom universe" a thing they need to make a game people keep coming back to so they can keep financing the story content they want to make. Mapmaking and mod support is they only way they accomplish that.
 
After Eternal, I don't think a new game will be any better. I have extreme, extreme worry that with Sweet Baby Inc prowling and trolling through studios, and with Starfield shitting the bed, Bethesda studios itself is already compromised by these very same people. I don't have any hopes that Doom 3 is going to be any good, fellas.
 
After Eternal, I don't think a new game will be any better. I have extreme, extreme worry that with Sweet Baby Inc prowling and trolling through studios, and with Starfield shitting the bed, Bethesda studios itself is already compromised by these very same people. I don't have any hopes that Doom 3 is going to be any good, fellas.
"3" seems to be a cursed number for Doom. I enjoyed Doom 3, but I understand why people disliked it. NuDOOM 3 though... lol lmao.
 
After Eternal, I don't think a new game will be any better. I have extreme, extreme worry that with Sweet Baby Inc prowling and trolling through studios, and with Starfield shitting the bed, Bethesda studios itself is already compromised by these very same people. I don't have any hopes that Doom 3 is going to be any good, fellas.
I think that would be Doom 6, but after all that and the Mick Gordon controversy, yeah I don't expect it to be any good, and that's assuming it comes out in the next few years at all.
 
Yea, Eternal was something 2016 wasn't. I liked 2016, but Eternal was better with its octane stuff. But both multiplayer campaigns are equally shit
Having multiplayer in Doom is such a weird concept to me. It’s weird how game companies feel the need to just shove in a multiplayer component to games just to have it in there even if it’s not really compatible with the soul or mechanics of a game.
 
Having multiplayer in Doom is such a weird concept to me. It’s weird how game companies feel the need to just shove in a multiplayer component to games just to have it in there even if it’s not really compatible with the soul or mechanics of a game.
And at the end of the day, it doesn't work. It's one of the things that should never have been implemented in the first place
 
And at the end of the day, it doesn't work. It's one of the things that should never have been implemented in the first place
That’s what turns me off with modern video games. It’s no longer about creating something that’s passionate and fun to play it’s just about appealing to the lowest common denominator of consumers and true fans are neglected.
 
After Eternal, I don't think a new game will be any better. I have extreme, extreme worry that with Sweet Baby Inc prowling and trolling through studios, and with Starfield shitting the bed, Bethesda studios itself is already compromised by these very same people. I don't have any hopes that Doom 3 is going to be any good, fellas.
It should be noted that Bethesda has always taken a hands-off approach to Doom and given id near complete control over how they develop their games. I don't think they're going to want to mess with that model as things stand.
 
That’s what turns me off with modern video games. It’s no longer about creating something that’s passionate and fun to play it’s just about appealing to the lowest common denominator of consumers and true fans are neglected.
That's literally the same feeling I have with most of modern gaming (and the rest of the modern entertainment industry). You have big corpos that try too hard to be like movies and less like games, shoehorn in loot crates for people to gamble, and they expect consumers to test the game by the time the game is officially released rather than the companies do the testing themselves
 
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