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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
StatusIn development

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 March 29, 2024

IWADDOOM2.WAD
CompatibilityMBF (complevel 11)
Progress2 maps completed and released, 7 maps are at least fully playable, and 17 maps have been started in total. However, I'm likely going to truncate it to around 10 maps to make it easier on myself.
StatusIn development
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 April 22, 2024

These were initially test maps, however they will be incorporated into real maps later. I hadn't made the new palette at this point.

Newer screenshot, of E2M1 with -nomonsters featuring the new palette.
IWADDOOM.WAD
CompatibilityVanilla (complevel 3)
Progress8/9 maps started, I also have a bunch of short little scraps, but they are shit and might not go in anything.
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.

Projects I'm doing with other people

Extragalaxial

Last updated March 8, 2024
IWADWas Doom 1, but it'll switch to Doom 2 when it's revived
CompatibilityLimit Removing
Progress 0 maps done, 16 maps are at least beatable, and another 4 maps have a bit of work done.
StatusIn development

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. To keep the episodic structure it will also require a mapinfo, but it'll still be limit removing for now. Additionally it'll probably be reduced to just 3 episodes instead of the 4 that were originally planned, to cut down the workload somewhat. The stuff we did make has a very 90s feel to it.

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
StatusIn development

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 March 29, 2024
Tom's Halls is a community project where bits and pieces of maps from various stages of Doom's development that didn't make the cut in the final game are completed in a similar manner to how Sandy Petersen finished what Tom Hall had left.
So far I've contributed 3 maps and 4 MIDIs, and I have one more map I'm working on as a collaboration.

McDoomguy's Slaughterific Sample Platter

Last updated March 29, 2024
Made a very short puzzle map for this.

Plutonia: The Way We Remember It

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