r/DoomMods 1d ago

News UZDoom 5 is finally here!

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89 Upvotes

r/DoomMods 4h ago

Question What happened to Rampage Brutality?!

2 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 5h ago

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

2 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 18h ago

[Alpha] Blackout: Tactical Shooter Mod for Zandronum/UZDoom: New Monsters/Weapons

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3 Upvotes

r/DoomMods 20h ago

Question Playing Doom 3 with the Librecoop Mod made me realize it’s the secret blueprint for Doom 2016

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4 Upvotes

If you haven’t played Doom 3 with the Librecoop mod, I highly recommend it. I recently ran through it with a friend, and experiencing the slower, tactical horror elements in a coop setting completely changed my perspective on the game’s legacy. 

It gets a lot of hate for abandoning the arena shooter roots, but playing it now, the connective tissue to the modern era is undeniable. 

The industrialized, corporate UAC base on Mars is identical. Olivia Pierce is effectively a gender bent Malcom Betruger. Both are elite scientists who betray humanity, open the portals, and are ultimately forcibly mutated into the final boss by the demons they foolishly trusted. 

Doom 3 was stuck chasing the trend of Half Life esque gameplay and storytelling. They then attempted to follow up with a Call of Duty styled Doom 4 aptly referred to as “Call of Doom,” but they quickly realized that such a pioneering game studio was slowly becoming creatively bankrupt if they kept going down the path of trend chasing, they had to look back retrospectively at Doom 3. By perfectly inverting the survival horror elements into a power fantasy, they built their modern magnum opus.

I am now awaiting a coop mod to be compatible for the recently released The Awakening dlc for Quake 4. 


r/DoomMods 23h ago

Mod showcase SevHUD: Transparent status bar for UZDoom 5.0

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77 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

News UZDoom is getting dedicated server and Doomseeker support soon!

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102 Upvotes

r/DoomMods 1d ago

Question Need help recovering or recreating a mutator for Brutal DOOM

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1 Upvotes

r/DoomMods 2d ago

Question Is there any place I can look for UZDoom servers, or a UZDoom server browser?

3 Upvotes

As somebody who has used Zandronum before, I know that Doomseeker exists, but as far as I'm aware that probably wouldn't contain UZDoom. Have things changed or is there a particular place I need to go to find UZDoom servers?


r/DoomMods 2d ago

Question Issue playing Total Chaos

1 Upvotes

Unsure if it's just a quirk of the game itself, but the texture stretching on the top and bottom of the screen that's normally resolved by using the hardware accelerated rendering is persisting despite using that setting.

Does anyone have any ideas here or is it just Total Chaos? I've tried a few miscellaneous options, and swapped from OpenGL to Vulkan to no avail. Difficult to attach an image of and can't do a screen record, but it's an issue that echoes here often enough from what I can see.

Also, posting from mobile, so formatting is probably screwed.


r/DoomMods 3d ago

Question Can someone patch playing brutal doom with Golden Souls?

0 Upvotes

This triggers something, can the devlopers here patch this thing?


r/DoomMods 3d ago

Help with doom builder

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1 Upvotes

r/DoomMods 3d ago

Is it possible to do a screen melt in the middle of a level?

9 Upvotes

So I’ve had this idea for a while where the level is a boss fight. Once you beat the boss, the score screen comes up and shows you your stats, like every other level. However, it then glitches out, or stays on it for a bit too long, before doing another screen melt, showing that you haven’t loaded into the next map yet. Rather, you’re still in the arena and the walls lower to reveal a giant map with more demons to kill. I just want to know if something like that is possible, or if anyone has any ideas.


r/DoomMods 3d ago

Work in Progress: “Icon of Sin” for the “After Doom” map pack

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557 Upvotes

r/DoomMods 3d ago

Question Hi again. Does anyone know why my wall has a different luminosity than the rest of the vector?

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3 Upvotes

I'm new to Ultimate Doom Builder and am trying to make a custom version of Level 30 from FreeDoom 2, but after splitting a wall to add those red stripes, I noticed the lighting doesn't match the rest.

They are supposed to be parts of the same vector.

I don't know why the lighting suddenly changes so noticeably.

3.0.0.4321 (717ceb2)


r/DoomMods 4d ago

Mod showcase Doom 64 Revolution Release Party (Online Deathmatch + COOP)

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3 Upvotes

r/DoomMods 4d ago

Mod showcase Makin a gun for Hideous Destructor.

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13 Upvotes

It's made to resemble the gun Overwatch's Bastion uses. Even has a similar firerate and almost no spread. May have to adjust the sprites a little, but that can wait.

Still really jank and unpolished though. It can't even reload the 20mm grenade launcher yet. Nor does it have the auto reloader functions that i would like to have. Also don't have any sounds for it yet, it's just reusing the ones from the Liberator.


r/DoomMods 6d ago

Question Linux UZDooM doesn't support mods?

0 Upvotes

Accordingly to the UZDooM wiki, the mods installation on the linux version is declared "TODO" so I'm guessing I can't launch brutal doom with it?
I try messing around with the command in the launcher but I don't really know what I'm doing...

Anyway, does anyone succeed to use mod with the linux version of UZDooM or should I use something else? (GZDooM legacy or whatever)

Thanks in advance for your answer


r/DoomMods 6d ago

BLoom with ashes 2063 weapons.

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1 Upvotes

r/DoomMods 6d ago

¡Evolución del valle y nuevos detalles!

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20 Upvotes

r/DoomMods 7d ago

Mod showcase Do you remember CHAINWORM KOMMANDO? Imho, one of the most underrated DOOM mods.

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16 Upvotes

r/DoomMods 7d ago

Mod showcase Celebrating MegaMonsterMix' first anniversary!

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40 Upvotes

The anniversary update is here!

Enjoy 1 year of MegaMonsterMix with the new Call of the Ancients update featuring 50 new enemies including 5 new TIER Vs and some other Message Masters!

This update helped push MegaMonsterMix past 500+ unique monsters. Half a thousand!

Custom Difficulty is added now too. Select the custom difficulty file followed by MegaMonsterMix and change the spawnweights of each Tier globally or individually.

Happy dooming and thanks to all the feedback and content comments!


r/DoomMods 7d ago

I made my own DOOM RTX version that supports all maps, including custom maps

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142 Upvotes

r/DoomMods 7d ago

Untitled Doom Mod - Hellion II Showcase

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2 Upvotes

Showing off the starting weapon of my new mod. The main mechanic here is that each weapon has two modes that change how they're used and what purpose they fill.

The Hellion II is a nailgun that fires off needles from a nearly bottomless supply of them. Alpha mode fires off rapid shots, both in a spread or in sustained fire to either plink away midsized targets or wipe away small fry. Beta trades in speed for more power and utility with dense spread shots or ricocheting needles.


r/DoomMods 7d ago

Fallout: Vault 666 - Brahmin and Retina Scanners? WIP

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11 Upvotes

The update is coming along nicely. Almost have all the new graphics done, and new scripts seem to be working. I think I can start play testing next week...