Search found 40 matches
- Wed Sep 24, 2025 5:03 am
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5365
- Views: 692454
Re: ZDoom project ideas you have
Brutal Blake Stone mod
- Wed Sep 24, 2025 4:50 am
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5365
- Views: 692454
Re: ZDoom project ideas you have
Monsters can pick up items mod, and use them. (e.g. imp might grab a mega-health and be more powerful, or a pinky might take your red key card)
You have to kill the monster to get the item/power.
You have to kill the monster to get the item/power.
- Tue Sep 23, 2025 6:38 am
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5365
- Views: 692454
Re: ZDoom project ideas you have
Portal Gun: Primary fire creates a blue teleport sprite Secondary fire creates an orange teleport sprite If a player, projectile, item, or monster touches one, they are teleported to the other. You could have a lot of fun with by teleporting monsters into pits and just generally stuffing around ...
- Tue Sep 23, 2025 6:14 am
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5365
- Views: 692454
Re: ZDoom project ideas you have
Has anyone considered making a mod that turns Doom into an on-rails shooter like Time Crisis? https://imgur.com/a/dDCUx7l The basics: Using classic Doom maps the camera would travel through the level slowly to give the player(s) time to shoot, and also stops memorable locations where additional ...
- Fri Sep 05, 2025 6:36 am
- Forum: Levels
- Topic: The Resident Evil Map Nobody Asked For Here It Is Anyway :)
- Replies: 9
- Views: 5832
Re: The Resident Evil Map Nobody Asked For Here It Is Anyway :)
https://www.dropbox.com/scl/fi/5n3n9frj ... s1e03&dl=0ItsJustAClint wrote: ↑Fri Aug 08, 2025 11:27 pm The dropbox is not there any place where I can get the mod?
Not sure what happened to original link but here's another for the map

- Thu Mar 14, 2024 2:44 pm
- Forum: Gameplay Mods
- Topic: XRpg - Simple Hexen RPG mod [v2.3.1 Released] New GUI inventory system with full mouse support
- Replies: 170
- Views: 25960
Re: XRpg - Simple Hexen RPG mod [v1.4.2 Released] 2 NEW HUBS
So great to hear you are working on this still! 

- Mon Mar 11, 2024 9:40 pm
- Forum: Gameplay Mods
- Topic: Tempered Arms: A weapon mod for Hexen [v1.6.2]
- Replies: 58
- Views: 18205
Re: Tempered Arms: A weapon mod for Hexen [v1.6.0]
Which of them?? I use all 3 of these at once for a very dynamic experience :) LegenDoomLite_4.1.pk3 Mk-champions[20210309].pk3 erlba_040.wad I don't want to hijack this thread, but if you can't find the mods I have it bundled in my map pack thread with a lot of other mods that I think make hexen ...
- Mon Mar 11, 2024 2:54 pm
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5365
- Views: 692454
Re: ZDoom project ideas you have
Horse mod: using the sprite from Elders Scrolls 2, you can ride a horse and jump really high or double jump, run really fast, push enemies out of the way, and trample small enemies. Handy if anyone makes extra large maps.
- Sat Mar 09, 2024 2:45 pm
- Forum: Gameplay Mods
- Topic: Tempered Arms: A weapon mod for Hexen [v1.6.2]
- Replies: 58
- Views: 18205
- Sat Mar 09, 2024 2:24 pm
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5365
- Views: 692454
Re: ZDoom project ideas you have
Auto-follow mod. Press a button to toggle automatically following the nearest player(who is not also following you). Great for when you've played a map and the other coop player hasn't and they want to explore every little nook, you can just chill and let the auto follow do the boring bits. Or if ...
- Wed Feb 28, 2024 12:47 am
- Forum: Mapping
- Topic: How do i make destructible walls in udmf?
- Replies: 4
- Views: 1120
Re: How do i make destructible walls in udmf?
There might be a better way, but I just raise ceilings and lower floors, super fast, and play an explosion type sound effect and shake the view. You can even spawn in a fireball explosion, flash ah the lights etc for more visual flair. Done by script. The way I did it was to make it all look neat ...
- Sat Jan 06, 2024 4:23 am
- Forum: Levels
- Topic: The Resident Evil Map Nobody Asked For Here It Is Anyway :)
- Replies: 9
- Views: 5832
- Wed Dec 20, 2023 2:05 am
- Forum: Mapping
- Topic: Mapping efficiently, a question for mappers.
- Replies: 3
- Views: 1126
Re: Mapping efficiently, a question for mappers.
I've found multiple passes are the way to go if you want to pump out maps in the most productive method :) But if you're just mapping for the fun and creativity of it, then go with whatever method you enjoy the most! My iterative process is something like this: I get distracted by details and 'pick ...
- Wed Dec 20, 2023 1:35 am
- Forum: Mapping
- Topic: Door from line
- Replies: 4
- Views: 969
Re: Door from line
There's a few ways that I've found work well for grate doors: 1) You can execute a script to open grate doors, but they look like the disappear instantly which is fine if the player is not looking or if it suit a door that opens quickly -Remove the "impassable" flag -Change the grate texture to ...
- Mon Dec 18, 2023 5:50 pm
- Forum: Levels
- Topic: The Resident Evil Map Nobody Asked For Here It Is Anyway :)
- Replies: 9
- Views: 5832
The Resident Evil Map Nobody Asked For Here It Is Anyway :)
UDMF for Doom 2 WjLMEvmEdNc I found a texture pack from Resident Evil 4, and was inspired to make a small map inspired by the events of Resident Evil 1. I wasn't planning on releasing it, but then I thought it might inspire someone else to recreate something bigger based on the mansion levels and ...