r/DoomMods 3d ago

News UZDoom 5 is finally here!

Thumbnail github.com
89 Upvotes

r/DoomMods Feb 20 '26

News r/DoomMods now has a Stoat Server

6 Upvotes

r/DoomMods 19h ago

Retomando mi antiguo Megawad

Thumbnail gallery
136 Upvotes

Para tomarme ciertos descansos de Project Line voy a ir siguiendo el "megawad" que tenía en mente el año pasado, estos son los 3 primeros mapas y el 4 ( el de la ciudad) por terminar.

Aunque no estaban tan equilibrados, voy a intentar que la duración de los nuevos mapas no sea superior a 10-15 minutos.


r/DoomMods 40m ago

Question I've just completed deus vult, and i wanna try some other wads.

Upvotes

What are sum good wads i can try (must be compatible with DOOM II, pls dont let it be too hard (deus vult was anger fuel)? I also love wads that dont feel too disconnected with actual DOOM gameplay (e.g, too much platforming, Okuplok Slaughter Map-style wads, too much puzzles). If you can, send the link to it as well (dont you fuckin dare scam me >:()


r/DoomMods 15h ago

cant play doom infinite (read body)

Enable HLS to view with audio, or disable this notification

7 Upvotes

at the beginning of the tutorial whenever i press e the tutorial screen just appears again. (im playing on uz doom 5 on linux mint)


r/DoomMods 1d ago

Fallout: Vault 666 - Final Tease! New Mutant?! WIP

Thumbnail gallery
96 Upvotes

We are getting pretty darn close to a new version of Vault 666!

I'll have it out this weekend in whatever state it's in. I need to take another break on this project.


r/DoomMods 7h ago

I want to play sigil, sigil 2 , legacy of rust using the brutal doom mod but I’m unsure how to do it.

1 Upvotes

I have been playing doom +2, Plutonia, tnt and master levels using gz doom and brutal doom mods for years. I have a dedicated folder with the original wads. I’m just unsure of what I need to do to be able to play sigil and all the other wads map packs. Is it just a matter of copying and pasting the .wad into the folder I use to play? Or is there more to it? I know legacy of rust has new weapons and monsters, not sure about sigil. Anyway, any help would be appreciated.


r/DoomMods 8h ago

News Run Custom WAD or Mod in browser! (GZ/UZ DooM)

Post image
1 Upvotes

Features & built in mods:

- Brutal DooM: classic mod, adding more gore, more weapons and increasing the drive of the classic game.

- Project Brutality: Brutal Doom but amped :).

- Brutal Pack: complete graphical overhaul with more guts.

-Launch your favourite .pk3 mods

- Classic DooM I, DooM II .WADs as well as official TNT and Plutonia map packs

- launch your favoutite .wads

REAP 'N' TEAR HERE:

https://rgc.zone/ports/brutaldoom/

Credits: DosZone team, NickCarter54, SerGen.


r/DoomMods 1d ago

Mod showcase My first release of the monster pack that I made - Ordealland v1.0

Thumbnail youtube.com
41 Upvotes

r/DoomMods 12h ago

Someone should make a wad for the backrooms film

Post image
0 Upvotes

It would be cool and terrifying to see a still life version of doomguy


r/DoomMods 1d ago

Monthly Banner Monthly Banner features, September 2026

10 Upvotes

r/DoomMods 18h ago

Question Where do I get Project Brutality Legacy Edition or Brutal Doom Rampage Brutality?!

Thumbnail
0 Upvotes

r/DoomMods 1d ago

"Esbozo" de pueblo del pantano

Thumbnail gallery
36 Upvotes

r/DoomMods 23h ago

Mod showcase I am so sorry for your eyes👉👈 Spoiler

Enable HLS to view with audio, or disable this notification

0 Upvotes

r/DoomMods 2d ago

Mod showcase Daño de caída

Enable HLS to view with audio, or disable this notification

19 Upvotes

Quizás es algo común para los estandartes de hoy día, pero quería poner un daño de caída un poco mas hardcore de lo normal, te lo pensarás dos veces antes de tirarte en según que alturas, eso si, la exploración se recompensará bastante y a veces hará falta algo de sacrificio!


r/DoomMods 1d ago

Mod showcase Double Action - Chimera showcase

Thumbnail youtu.be
4 Upvotes

The Chimera M17 is a dual purpose combat platform that can change between two modes.

Alpha mode takes the form of a heavy rifle. It fires powerful hitscan shots extremely accurately. You can scope in to charge piercing shots from long distances.

Beta mode converts the weapon into a chaingun. With an essentially unmatched fire rate, it tears apart enemies in front of you. To put the hurt on faster or more efficiently, you can fire off seeker shots that blow away enemies with ease.

The Chimera produces a lot of heat, and it may introduce feeding errors that load extra rounds in per shot. This improves your attacking power, but can damage you if you let the gun get too hot and fire too many shots at once.


r/DoomMods 1d ago

Ultimate DOOM Builder Help!

Thumbnail
1 Upvotes

r/DoomMods 2d ago

Question Can someone help me getting UzDoom to run on CachyOS ?

2 Upvotes

Damn this sucks. Haven't played any Doom-mods for way too long!

I must be doing something wrong.

Installed UZDoom and have the Doom 1 & 2 wads (but not put them into the directory, because I really don't know how.

idk why, but.. its friggin complicated to find the main folder of UZDoom for me.

It should be "Right-click -> show target" but its not, it points me to /var/lib/flatpak/exports/share/applications/ with UZDoom just being a desktop-icon still.

When I double-click the UZDoom-icon It says I need to put the wads into

"~/local/share/games/uzdoom" but this directory just does not exist and even when I create it, I'm still getting the same error-message.

And it says I need to edit the directory in ~/.config/uzdoom/uzdoom.ini ....but this directory doesn't exist, too!! " - -


r/DoomMods 2d ago

Doom scrolling by doom

Enable HLS to view with audio, or disable this notification

0 Upvotes

r/DoomMods 2d ago

Question Anyone know any custom monsters that are more “dynamic” than vanilla Doom demons?

4 Upvotes

I know some people have made great mods for the Marauder, the Carcass, and the Summoner, and that’s great and all, but is there anything else? Maybe something with area of denial attacks or moves that black routes of escape?


r/DoomMods 2d ago

Dedicated server idea for UZDoom once Doomseeker + servers roll out

1 Upvotes

I might actually pay for such a dedicated server, I just wanna know if anybody would play such a thing beforehand.

Weapon pack: DRLA
Monster pack: Colourful Hell
Map pack: The Lexicon

Other mods:
- A custom one to turn on and off serverside settings via a voting system (as well as vote for the enemy multiplier and difficulty)


r/DoomMods 2d ago

Question What happened to Rampage Brutality?!

3 Upvotes

What happened to the Rampage Brutality Moddb page? I wanted to download the mod but I can't seem to find it in their page in Moddb. Is there another way to download Rampage Brutality?


r/DoomMods 3d ago

Mod showcase SevHUD: Transparent status bar for UZDoom 5.0

Thumbnail gallery
98 Upvotes

SevHUD is a status bar mod forked from Nash Muhandes's NashBar. I've been working on v3.x over the last year.

  • See more of the game world while retaining the classic layout
  • Supports all classic Doom games, Chex Quest, Adventures of Square, Freedoom, Heretic, and over 70 custom Doom mapsets
  • Automatically loads correct graphics based on current game/mapset
  • Optional powerup indicators and map stats
  • Optional customizable enemy health bars
  • Translucent automap background
  • Supports The Sentinel's Lexicon

Download at https://github.com/SeventhSentinel/sevhud/releases/latest

Hope you guys enjoy :)


r/DoomMods 1d ago

AI Doom Legacy Arcade - A Doom Port for Arcade Machines! [AI developed]

0 Upvotes

Note: this was developed using AI

https://github.com/mridlen/DoomLegacyArcade

What's different from stock DoomLegacy

For the player

  • Menus are locked down. New Game, a handful of Options, and — while a game is running — End Game. No save/load, no multiplayer setup, no video or sound settings to get lost in. Quit is hidden as well, since a cabinet has nothing to quit to; the operator can put it back.
  • The cabinet buttons drive the menus. No keyboard needed — the stick moves the cursor, fire selects, use backs out.
  • Up to four players on one machine. Two share the screen as the usual stacked halves; three or four get a 2x2 grid, each with their own HUD. A join screen after the skill select lets each panel press fire to be counted in, so three players at panels 1, 3 and 4 is unambiguous.
  • Single Level mode. Play one chosen map and come straight back to the menu to retry it, with its own separate high score table and its own record demos.
  • Single Player - Survival. A campaign run is scored on how far you got in the episode, with the faster run winning a tie — so dying on E1M7 beats dying on E1M3 however quick the latter was, and finishing the episode tops the board because nothing outranks it on progress. One record per episode, difficulty and category, shown at the intermission and in the attract cycle. Two categories: speed (just finish) and max (100% kills and secrets on every level so far). Times are kept to hundredths of a second, because whole seconds cannot separate two E1M1 runs.
  • A run leaderboard, with your initials on it. Separate from the per-map best times: a board of whole runs, ranked by how far you got first and how fast second. That means a run ending in a death partway through — which is how most runs end — still has somewhere to land, while finishing the episode naturally tops the board. One place per episode, skill and category for the campaign — "who got furthest, and fastest among those" has one answer — and three per map for Single Level. Finish a run that makes the board and you are asked for three initials. The page opens on the last player's initials, so a regular playing run after run confirms with one press; it goes back to AAA once the cabinet has been left alone and the next person is a stranger.
  • Record demos. The run that set each record is saved and replayed in the attract cycle, captioned with the span of levels it covered, its skill and its time — E1M1-E1M5 UV MAX 4:32.17 — under a blinking PRESS FIRE TO START, the arcade "insert coin" on a machine that takes no coins.
  • A chase camera on some record demos. Every third record demo in the attract cycle is shown from behind the player, captioned with a blinking CHASE CAM. Watching somebody's record run over their shoulder reads as a person playing; a first-person demo can look to a passer-by like the machine has frozen. Only record demos get it — the stock Doom demos are nobody's record.
  • Pacifist and Tyson runs are tracked too, in Single Player and Single Level, each with its own score pages. Pacifist means never damaging a monster — shooting past them, running by, and letting them fight each other are all fine, but blowing up a barrel that hurts one is not. Tyson means 100% kills with only the fist, chainsaw and pistol; you may carry other weapons, you just may not fire them. Neither needs choosing in advance: every run is measured against all four categories at once, so a quick run of the first map usually takes the pacifist board without anyone trying. When a run is still holding one of them, PACIFIST or TYSON blinks at the top of the intermission.
  • A level clock on the HUD, counting elapsed time — or counting down in a timed deathmatch. In Single Player a second line above it, TT, shows the total time for the whole run so far, so you can see both how long this level is taking and how the run is going. The two line up in columns. Single Level games do not show it — one map, so it would only repeat the level clock.
  • Kills / items / secrets on the HUD, so you can see whether a max run is still alive, and a breakdown of all four ammo types, stacked above the keys. Both are single player only.
  • Idle timeout. Walk away and the cabinet returns to the attract screen by itself — 60 seconds by default, with a 15-second warning counting down first. Both are console settings (idletimeoutidlewarntime) rather than menu rows, and neither applies in a -devmode session.
  • A game selector listing whichever IWADs are actually installed, plus any level packs you drop in, so the cabinet can offer several games from one menu.

For the operator

  • Settings don't persist for players. Anything changed during a session is forgotten at the next launch. Only an operator session writes the config.
  • One settings page per player. Colour, crosshair and control scheme are together on a single page — Options → Player → Player1 config, through Player4 config — instead of being spread across two pages and three menu levels. Only the panels the cabinet has are listed. Operator-only settings (autoaim, always run, mouse, weapon preference) are still there under Player config in a -devmode session.
  • A guided control setup that asks for each control in turn and binds whatever you press — stick, buttons, or anything else your panel is wired to. One per panel, up to four.
  • A cheats menu — god mode, all weapons and keys, no clipping, exit level, and a position readout. Operator-only by default, or leave it up for players. Using one voids that run's score, except the position readout, which only shows information.
  • A configurable initials timeout (Options → Arcade Options, 60 seconds by default), for how long the initials page waits before accepting what is on it. Nothing is waiting on it — the cabinet is already back on the attract screen behind the page — so it can afford to be patient.
  • A quieter attract screen. The cabinet advertises itself with sound, but not at playing volume all day. Options → Arcade Options → Attract Volume is a percentage of the normal volumes, applied whenever the attract cycle is on screen and dropped the instant a game starts; 0 makes the attract screen silent, 100 is the old behaviour. Defaults to 50. Pressing anything brings the sound straight back up to normal — the menu you land on should not be quieter than the demo that got your attention — and it drops back down again if you walk away without starting a game.
  • Quit is off the menu. Options → Arcade Options → Quit Menu puts the Quit Game entry back for players; it ships off, because quitting drops whoever pressed it onto a desktop they should never see. A -devmode session always keeps Quit whatever the setting says, so the operator is never locked in.
  • A chase camera switch. Options → Arcade Options → Chase Cam Demo turns the third-person attract demos on and off. On by default; it costs nothing on a cabinet with no records yet, since there is then no record demo to show that way.
  • An audit page, the way an arcade board has one: games played and how many people were playing, levels finished, deaths, how much of the cabinet's running time is actually being played, which maps get played most, and how often a run stopped being scored and why. Under Options → Arcade Options → Audit, or type audit at the console.
  • A boot game setting, so the cabinet always starts in the game you chose rather than whichever IWAD the search finds first.
  • Deathmatch that ends by itself. A five-minute default time limit, configurable, and dropped weapons — nobody can be left stuck in a stalemate on an unattended machine.
  • Config safety. Every save keeps a backup, and lines that fail to apply are reported at startup instead of silently doing nothing.
  • A fixed competitive ruleset. Gameplay settings are pinned to a vanilla baseline so scores are comparable. A run played outside it still plays, but is marked UNRANKED and records nothing.
  • Portable install. The whole configuration lives next to the binary, so the cabinet is one directory to copy or back up.

r/DoomMods 2d ago

I turned my novel into a 21-map boomer shooter because apparently writing it once wasn't enough

Thumbnail pomegranate-interactive.itch.io
1 Upvotes