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My Doom Projects
While my first attempts at Doom mapping date back to 2016, I only seriously started in April 2023. I'm working on a bunch of WADs and I've occasionally contributed to other people's projects as well. I use the SLADE 3 map editor for mapping because I'm too lazy to figure out how to get Ultimate Doom Builder to run under linux.Solo Projects
retro3d.wad (working title)
Last updated March 8, 2024Screenshots of a texture testing map from Dec 27 2023.
IWAD | DOOM2.WAD |
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Compatibility | Vanilla (complevel 2) |
Progress | Some maps have been started, a bunch of textures have been made |
Status | On hiatus |
This is a total conversion I'm working on. Almost all the graphics are rendered with a 90s version of 3DS Max, including textures. The idea for this materialized around summer 2023, but it only really got going during the last week of December 2023, where out of nowhere I made a shitload of textures. Naturally my motivation fizzled out again after a couple weeks, but I'm still working on it from time to time and I'll probably get another rush of motivation soon enough.
StarZone
Last updated July 20, 2024IWAD | DOOM2.WAD |
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Compatibility | MBF (complevel 11) |
Progress | When I started this WAD, I had a goal of 15-20 maps, which was really unrealistic and in June 2024 I reduced it to 10 maps. Just now, in July, I reduced it even further to 7 maps because 3 of them weren't anywhere close to being done and I don't want this project to get stuck in development hell, when it was mostly just a mapping excercise anyways. MAP01: Done, released MAP02: Done, released MAP03: Very Nearly Done, just needs a bit more detailing work and some minor stuff MAP04: Detailing is in progress, some enemy placement will likely be changed MAP05: Layout and gameplay are Basically Done with some revision needed, detailing not started MAP06: Layout and gameplay are Basically Done with even more revision needed, detailing not started MAP07: Layout and gameplay are Basically Done, detailing not started |
Status | On hiatus |
Doomworld thread |
Technically started in October 2023 but it really got going in January 2024. My main focus with this WAD was to get better at designing enemy encounters (previously, my approach was to just sprinkle enemies around aimlessly). Resource wise it uses CC4-Tex (or rather 32in24-15 tex) primarily, in addition to textures from lostres, jimmytex, greenwar2 tex, Cage's texture pack, and TNT Revilution. It has some of the best maps I've ever made, but most of them haven't been released yet. Check the doomworld thread for a demo release containing the first 2 maps.
Untitled Doom 1 Wad
Last updated June 26, 2024These were initially test maps, however they were incorporated into real maps (E2M4 and E2M5). I hadn't made the new palette at this point.
Newer screenshot, of E2M1 with -nomonsters featuring the new palette.
More screenies from June 25th.
IWAD | DOOM.WAD |
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Compatibility | Vanilla (complevel 3) |
Progress |
(note: map slots are not final) E2M1: Rough layout done E2M2: Rough layout done E2M3: Layout in progress E2M4: Layout in progress E2M5: Layout in progress E2M6: Layout in progress E2M7: Layout in progress E2M8: Not started (I have much of it planned out in my head though) E2M9: Layout in progress |
Status | In development |
E2 replacement for Doom 1, influenced by the alphas and The Shores of Hell. Resource wise it uses the resource pack for the toms halls community project, and some textures I made, many of which are derived from Commander Keen and Wolfenstein 3D graphics. And just some other textures here and there as i see fit. It now features a custom palette that I made just for this project. It makes some areas look like they have colored lighting, due to the color choices (the screenshot is a pretty good example). Similarly to Nihility: Infinite Teeth, another E2/alpha-themed episode, there is no music, just ambient sounds; for this I took some ambient sounds from Quake and Quake 2.
Plerbtonia
Last updated September 28, 2024IWAD | PLUTONIA.WAD |
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Compatibility | Vanilla (complevel 4) |
Progress | 29 out of 32 maps are finished as of writing (including 2 guest maps) |
Status | In development |
Doomworld thread |
I started this on July 3, 2024, and two days later I made 6 maps and published a demo on Doomworld. It's a set of small (initially I was going for under 250 linedefs, but I stopped caring at a certain point), fairly challenging Plutonia maps. When it's done it's going to be 32 maps. I've been knocking these maps out at an astonishing rate: exactly 2 months after I started this, 20 maps were already done.
Projects I'm doing with other people
Extragalaxial
Last updated July 6, 2024IWAD | DOOM.WAD |
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Compatibility | Limit Removing |
Progress |
18/18 maps are started but 0/18 maps are done |
Status | Mostly on hiatus |
Me and Melodic Spaceship started this for NaNoWadMo 2023 as an Ultimate Doom megawad with each episode taking place on a different planet. E1 is a desert planet, E2 is a jungle planet, E3 is a weird planet, and E4 is just in space in general (not exactly a planet but whatever). During the event we managed to start 20 maps and finish 0. As of writing this it pretty much hasn't been touched since the event ended, but when we get back to working on it, it'll switch to Doom 2 as I felt like it needed the additional enemies etc. It'll also be reduced to 2 episodes if not cut down further. I'm not particularly enthusiastic about this project right now so who knows what'll happen to it.
Update: At the start of July 2024 I revived it randomly and did some work on it. Still won't be super active but I decided to keep it a doom 1 wad because it works well enough. It'll also feature textures from Equinox.
Chex & Doom
Last updated March 8, 2024IWAD | chex.wad AND doom.wad!!!! |
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Compatibility | Vanilla (complevel 3) |
Progress | idk there's some test maps but who knows if they'll be used in the final |
Status | On hiatus |
A weird wad melodic spaceship started and i'm also working on it too, designed around ONLY using stuff that's functionally the same in chex.wad and doom.wad, so you can use either one and it'll play 100% the same but cosmetically look different (but still make sense in either). pretty challenging stuff when you can only use imps, demons and spectres, because all other doom 1 enemies either behave differently in chex quest, or completely invisible. textures are also almost never 1:1 with the doom textures even though chex quest only replaces doom textures and uses the same names for them. but that's part of the challenge as well, making something look good under both sets of textures. but by far the most challenging aspect is just making interesting designs using only imps and demons, some of the most boring enemies in the game. who knows if it's even possible! at least this is only gonna have 5 maps, so you can play it with chex.exe. sorry if that sounded rambly i'm getting tired of writing these
Community Project Stuff
Tom's Halls
Last updated September 28, 2024Contributed 5 maps (2 of them were collaborations with the project lead) and 4 MIDIs.
McDoomguy's Slaughterific Sample Platter
Last updated June 11, 2024Made a very short puzzle map for this (MAP32).
Plutonia: The Way We Remember It
Last updated April 6, 2024Made the music for MAP29, like one day before the WAD got released.
1 Sector
Last updated June 11, 2024Made a map.
Perdition's Gate: Resurgence
Last updated August 6, 2024Made 2 midis.
PUSS XXXVI: Fast and Loose
Last updated September 28, 2024Made a map (MAP19).
Accelerated Arenas 2
Last updated September 28, 2024Made a map.