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- Jul 31, 2021
Since we were discussing a Doom mod featuring Shane Nokes and other characters in the Pativerse, I decided to break out the discussion to this thread. Making mods for Doom is pretty easy, and I'd be interested to know how many people would actually want to contribute to the project.
tl;dr about Doom modding: the base game is stored in IWAD format, while mods are stored as WAD files. To replace assets in the base game you just create a new asset with that same name in your WAD. For example, if you name your own level MAP01 then it will replace the first level in the base game. Replacing sprites, music, sounds, textures and that sort of asset is pretty easy, though if you are doing more arcane things like editing colormaps or the menu behavior it can be trickier.
There are a number of engines that can run Doom. I think developing for GZDoom is best as this engine adds cool new features such as dynamic lighting, advanced scripting capabilities and even "3D" level design. (Doom is really a 2.5D game, and most engines don't support multi-level maps except through design trickery.)
Here are some of the tools I used when I was modding for Doom long ago.
Doom Builder - This gets my vote for best map editor. It's easy to use and I have the most experience with this tool. This is really just for making maps and some scripting, so we would need to use a WAD editor to change any other assets in the game.
eXtendable WAD Editor - This is a fairly simple WAD editor and can edit many game assets with ease, though the project is no longer actively maintained.
SLADE is also used a lot, though I haven't used this tool before.
Any thoughts?
tl;dr about Doom modding: the base game is stored in IWAD format, while mods are stored as WAD files. To replace assets in the base game you just create a new asset with that same name in your WAD. For example, if you name your own level MAP01 then it will replace the first level in the base game. Replacing sprites, music, sounds, textures and that sort of asset is pretty easy, though if you are doing more arcane things like editing colormaps or the menu behavior it can be trickier.
There are a number of engines that can run Doom. I think developing for GZDoom is best as this engine adds cool new features such as dynamic lighting, advanced scripting capabilities and even "3D" level design. (Doom is really a 2.5D game, and most engines don't support multi-level maps except through design trickery.)
Here are some of the tools I used when I was modding for Doom long ago.
Doom Builder - This gets my vote for best map editor. It's easy to use and I have the most experience with this tool. This is really just for making maps and some scripting, so we would need to use a WAD editor to change any other assets in the game.
eXtendable WAD Editor - This is a fairly simple WAD editor and can edit many game assets with ease, though the project is no longer actively maintained.
SLADE is also used a lot, though I haven't used this tool before.
Any thoughts?