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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, 2024

Screenshots of a texture testing map from Dec 27 2023.
IWADDOOM2.WAD
CompatibilityVanilla (complevel 2)
ProgressSome maps have been started, a bunch of textures have been made
StatusOn 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, 2024

IWADDOOM2.WAD
CompatibilityMBF (complevel 11)
ProgressWhen 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
StatusOn 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, 2024

These 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.
IWADDOOM.WAD
CompatibilityVanilla (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
StatusIn 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, 2024





IWADPLUTONIA.WAD
CompatibilityVanilla (complevel 4)
Progress29 out of 32 maps are finished as of writing (including 2 guest maps)
StatusIn 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, 2024
IWADDOOM.WAD
CompatibilityLimit Removing
Progress 18/18 maps are started but 0/18 maps are done
StatusMostly 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, 2024
IWADchex.wad AND doom.wad!!!!
CompatibilityVanilla (complevel 3)
Progress idk there's some test maps but who knows if they'll be used in the final
StatusOn 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, 2024
Contributed 5 maps (2 of them were collaborations with the project lead) and 4 MIDIs.

McDoomguy's Slaughterific Sample Platter

Last updated June 11, 2024
Made a very short puzzle map for this (MAP32).

Plutonia: The Way We Remember It

Last updated April 6, 2024
Made the music for MAP29, like one day before the WAD got released.

1 Sector

Last updated June 11, 2024
Made a map.

Perdition's Gate: Resurgence

Last updated August 6, 2024
Made 2 midis.

PUSS XXXVI: Fast and Loose

Last updated September 28, 2024
Made a map (MAP19).

Accelerated Arenas 2

Last updated September 28, 2024
Made a map.