[1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: [6/27/2022] Doom Delta v2.4.2b!
This mod is adorable, love it.
- DrPyspy
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Re: [6/27/2022] Doom Delta v2.4.2b!
Thanks y'all for the kind words! I've been hard at work on the next update, which improves support for custom maps and fixes many oversights. I've also been going back and updating various art assets; I've changed the Chaos Field visually to resemble the sphere powerups instead of a non-descript UAC device.

I've also been working on revamped player sprites:


I've also been working on adding a set of fists to the arsenal. Their usefulness will vary based on your character of choice, but will always do heavy damage when you're under the effects of a Berserk pack.

I've also been working on revamped player sprites:


I've also been working on adding a set of fists to the arsenal. Their usefulness will vary based on your character of choice, but will always do heavy damage when you're under the effects of a Berserk pack.
Unfortunately, I think that'd be outside the scope of this mod. The idea of an alpha-themed Final Doomer class sounds cool, though!greenknight9000 wrote: ↑Mon Oct 17, 2022 4:21 am This has to be one of my favourite mods! Out of curiosity, I'd love to ask if there'd possibly be any potential plans to add compatibility with Final Doomer? Aside from wanting to play the game with the Final Doomer weapons and fight against the new enemies and all that, I figure having a new class "Betaguy" or "Deltaguy" to choose from the large selection of classes to add further replayability would be really fun! These two are my most favourite mods, so I figured it was worth a shot in asking
Re: [6/27/2022] Doom Delta v2.4.2b!
Those custom fists look great! The follow-through frames add a ton of weight to the animation.
With the character portraits now so refined, are there any plans to add custom mugshots or a mugshot section to the HUD? It's certainly not in keeping with the prerelease HUD designs, but it's one of the best parts of the Wolf3D/Doom era imo, and it fits the heavier focus on character in Delta.
With the character portraits now so refined, are there any plans to add custom mugshots or a mugshot section to the HUD? It's certainly not in keeping with the prerelease HUD designs, but it's one of the best parts of the Wolf3D/Doom era imo, and it fits the heavier focus on character in Delta.
- DrPyspy
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Re: [6/27/2022] Doom Delta v2.4.2b!
Thanks! I did have plans in the future to adapt the press release demo version of the status bar as an alternate HUD, which would use custom mugshots. I'm not sure about adding them to some of the existing HUDs, but I'll toss it around in my brain for a bit.Scripten wrote: ↑Thu Jan 05, 2023 9:41 am Those custom fists look great! The follow-through frames add a ton of weight to the animation.
With the character portraits now so refined, are there any plans to add custom mugshots or a mugshot section to the HUD? It's certainly not in keeping with the prerelease HUD designs, but it's one of the best parts of the Wolf3D/Doom era imo, and it fits the heavier focus on character in Delta.
- DrPyspy
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Re: [6/27/2022] Doom Delta v2.4.2b!
A look at the updated Demon Armor design! I wanted it to make it look more like a proper piece of hell tech, rather than just being an edited armor with spikes. I also incorporated the unused demon helmet design, as I thought it was pretty nifty lookin'.


- DrPyspy
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Re: [6/27/2022] Doom Delta v2.4.2b!
Some may have noticed the last update dummied out the dolls, and fewer might've poked around the code to see some unfinished code for a new doll spawning method. Now, I'm proud to tease a little sneak peek at some of the improved doll secrets!



At first glance, you may notice that these areas are either inaccessible, or have bits that do not exist in the actual versions of these maps. Thanks to the power of LEVEL PROCESSING TECHNOLOGY, geometry can be repurposed and transformed into brand new secret areas! Each doll is collectable without the usage of cheats: you just gotta find out what has changed. The size of these changes will range from no visible changes (like the E1M2 screenshot) to brand new areas (NO SPOILERS!) These little changes should provide a little surprise for players going through the vanilla maps, and are designed to not be intrusive to the original gameplay of the maps.
In the future, I'd like to implement doll spawns in more maps! Dolls in community mapsets are a possibility, but it is something I want to put a lot of care into; I don't want to mess with the atmosphere or the vibe of others' maps by taking a sledgehammer to the walls to have a Thi Barrett funko pop stare into your soul. Being respectful of the authors' original intent is important to me! I'll likely stick to vanilla mapsets and the Consolation Prize series for the time being.

On another note, the new player sprites have been completed! These should be more consistent compared to the old player sprite edits, and look great in co-op (and when you're looking in mirrors!) I look forward to seeing how people feel about these fellas.



At first glance, you may notice that these areas are either inaccessible, or have bits that do not exist in the actual versions of these maps. Thanks to the power of LEVEL PROCESSING TECHNOLOGY, geometry can be repurposed and transformed into brand new secret areas! Each doll is collectable without the usage of cheats: you just gotta find out what has changed. The size of these changes will range from no visible changes (like the E1M2 screenshot) to brand new areas (NO SPOILERS!) These little changes should provide a little surprise for players going through the vanilla maps, and are designed to not be intrusive to the original gameplay of the maps.
In the future, I'd like to implement doll spawns in more maps! Dolls in community mapsets are a possibility, but it is something I want to put a lot of care into; I don't want to mess with the atmosphere or the vibe of others' maps by taking a sledgehammer to the walls to have a Thi Barrett funko pop stare into your soul. Being respectful of the authors' original intent is important to me! I'll likely stick to vanilla mapsets and the Consolation Prize series for the time being.

On another note, the new player sprites have been completed! These should be more consistent compared to the old player sprite edits, and look great in co-op (and when you're looking in mirrors!) I look forward to seeing how people feel about these fellas.
Re: [6/27/2022] Doom Delta v2.4.2b!
This mod is like in the middle of original Doom 2 and DoomRL mods in term of complexity; but has its own charm. For some odd reason; a vision toward this team of 4 members working as tactical shooting. THe idea is from Clive Barker's Jericho:
- You mainly control one member at a time; other follow as semi-support allies.
- You can switch role into anyone else at anytime while keeping AI system in check.
- When one died; you can try to revive them and vice versa. Both single player and multiplayer if possible.
So basically its a way to refresh the game. I don't think we have something similar; except Doom monster battle simulation or strategy war game.
- You mainly control one member at a time; other follow as semi-support allies.
- You can switch role into anyone else at anytime while keeping AI system in check.
- When one died; you can try to revive them and vice versa. Both single player and multiplayer if possible.
So basically its a way to refresh the game. I don't think we have something similar; except Doom monster battle simulation or strategy war game.
- DrPyspy
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Re: [6/27/2022] Doom Delta v2.4.2b!
I find this idea really interesting! I have thought about ways to incorporate the other 3 fellas as optional AI allies, but I think the tough part would be figuring out how to get them to navigate properly. On the topic of reviving allies, I have considered including this as an option for co-op! I've been playing some Call of Duty DMZ recently, and I think the reviving would work pretty similar: once a player is downed, they have a short period of time to crawl to safety before they lose consciousness. They would be able to be revived at any time, but if all players died at the same time, the map would restart from the beginning.Unregret wrote: ↑Fri Jan 27, 2023 1:34 am This mod is like in the middle of original Doom 2 and DoomRL mods in term of complexity; but has its own charm. For some odd reason; a vision toward this team of 4 members working as tactical shooting. THe idea is from Clive Barker's Jericho:
- You mainly control one member at a time; other follow as semi-support allies.
- You can switch role into anyone else at anytime while keeping AI system in check.
- When one died; you can try to revive them and vice versa. Both single player and multiplayer if possible.
So basically its a way to refresh the game. I don't think we have something similar; except Doom monster battle simulation or strategy war game.
Re: [6/27/2022] Doom Delta v2.4.2b!
I'm no professional programmer; but these allies don't have to follow you all the way.I think the tough part would be figuring out how to get them to navigate properly
You can check companion template: viewtopic.php?f=43&t=74523. The AI will auto teleport to Doomplayer when venture further away; and should be this way due to different/inflexible mapsets (except if you use command system to order AI to stay/stop/patrol). When you switch role; just replace yourself as new hero; while replace last member to become another AI hero.
Another useful links: viewtopic.php?t=69548.
***The important parts are to make sure there is no friendly fire; and have their own AI behaviors: melee or range-orientation; gunslinger or magicaster (I think there are already codes to make this happend).
Monsters randomizer with group of monsters replacing a monster's position; shouldn't be too hard to implement in order to against our heroes.
If you find things hard to finish or in need of a new/more advanced AI system; plz ask people in forum. I think someone will definitely interest in this and help you. I will help things too if something I able to.
- DrPyspy
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Re: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)

Doom Delta v2.5.0 is OUT! This update includes brand new character sprites, revamped item sprites, QoL changes, bug fixes, and more! Read more here!
BUT ALSO...

You can now download the Doom Delta MAPPING STARTER KIT! Essentially, the starter pack sets you up with essential editor numbers so that you don't have to spend time setting them up yourself. This is being released alongside changes that make Doom Delta more mapper friendly.
You can download both at the webzone!
Re: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
Time to start learning how to make maps lmao
Re: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
On the download page of the webzone, the mod is listed as version 2.4.2
- DrPyspy
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Re: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
Ah yeah, there are some issues with the website and caching. I've implemented something that will hopefully fix it, and also fixed a couple typos in the recommended mapsets section.
Re: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
Hello, I'm not sure if this is a bug; cause it seems rare. If you exit level and try to press E to skip message so fast (I guess maybe that's the cause), the sound will not stop looping and summarize board will not show up either.