The Warrens: Burrow of The Were

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Kan3x
Posts: 76
Joined: Tue Nov 08, 2022 4:19 pm

The Warrens: Burrow of The Were

Post by Kan3x »

'Swift and slick, to avoid the traps, to kill the filths,
to survive the depths of the burrow of the were.'

I don't really remember when I started this project, but I can write the word END for now and for my sanity at least now!

Straight to the point:
  • It's a single non-linear UDMF map that requires ~30 minutes to complete and requires GZDoom
All this drama for a single map?

Not exactly...

===========================================================================

Mod Trailer:

Not a real good mod without a trailer

===========================================================================

Description:
Spoiler:
The single map comes together with a huge package of basically everything, from textures and graphics, to monsters and weapons, new game mechanics, like quests, dodging, day-night cycles etc. and menu settings.

Tons of new stuff!

A well printed list can be found in the README file inside the .zip (PLEASE READ IT! there are important tips, unless you want to be left free to discover, of course)

My main goal was to leave the player freedom to discover and choose how to play, that's why you won't find in game text explaining the new mechanics, except for the pictures in the HELP menu, you're free to choose if you want to play it like you would usually do in a normal Doom map or to treat it as a brand new experience (of course the latter may be more "Helpful").
The same goes for the map progression!
The player can choose to leave the map even at the very beginning if sturdy enough. Check the quest journal to know what you are expected to do and decide yourself.
I put it down like I made a new amazing indie game with thousands of quests, choices etc. but it's much easier than that T_T

The map and the stuff you'll find are heavily inspired by The Elder Scrolls series, so you may think it's more on the Hexen/Heretic side: well kind of.
Still I wanted to bring Doom in medieval times and break the game limits!

===========================================================================

Play Information:
Spoiler:
===========================================================================

Screenshots:

Here's the juicy stuff:
Spoiler:
===========================================================================

BESTIARY

The creatures in this mod will have resistances and weaknesses to specific damage types.

To learn the best way to deal with them is to check the specific Help menu and, just in case, activate the "show icons" setting in the option menu (or directly disable this feature from the menu...)
  • MONSTERS:
Spoiler:
  • NPCS:
Spoiler:
===========================================================================

ARMORY
Spoiler:
===========================================================================

SKILL SETTINGS 
Spoiler:
===========================================================================

CREDITS

A proper credit file can be found inside the .zip, hopefully I covered everyone, if not present it means I made the thing or I couldn't find the owner!

Here I want to thank the brave souls who tested the map and helped me fixing bugs and gave me many advice!
Spoiler:
=========================================================================== 

And, AT LAST, the freaking fileThe Warrens: Burrow of The Were

Big thanks to all the help and stuff I could borrow and to anyone who is willing to try this, as always, critics/advice/insults are welcomed!
Last edited by Kan3x on Wed Jan 07, 2026 8:49 am, edited 5 times in total.
User avatar
neoworm
Posts: 1759
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Location: Czech Republic

Re: The Warrens: Burrow of The Were

Post by neoworm »

I have to try this ASAP. Looks right up my alley.
User avatar
DorkSwoles
Posts: 7
Joined: Fri Feb 28, 2025 9:41 am
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: The Warrens: Burrow of The Were

Post by DorkSwoles »

I'm hyped, the status bar is giving me inspo for my mod idea!
Kan3x
Posts: 76
Joined: Tue Nov 08, 2022 4:19 pm

Re: The Warrens: Burrow of The Were

Post by Kan3x »

DorkSwoles wrote: Mon Dec 01, 2025 10:31 am I'm hyped, the status bar is giving me inspo for my mod idea!
neoworm wrote: Thu Nov 27, 2025 3:23 am I have to try this ASAP. Looks right up my alley.
It's always nice to find more medieval dungeon "lovers" out there :rock:
Thanks!
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neoworm
Posts: 1759
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Location: Czech Republic

Re: The Warrens: Burrow of The Were

Post by neoworm »

I tried it already. It is very nice and moody. But I have few problems. I can't get the innocents to safety, I just don't know how to do that. They maybe try to follow, but don't in the end.
And I some of the monsters are really annoyingly bullet spongy. I get that some can be killed quite fast if I use specific weapon, but for some I just didn't found a way to kill them in resonable manner.
Kan3x
Posts: 76
Joined: Tue Nov 08, 2022 4:19 pm

Re: The Warrens: Burrow of The Were

Post by Kan3x »

neoworm wrote: Wed Dec 03, 2025 5:11 am I tried it already. It is very nice and moody. But I have few problems. I can't get the innocents to safety, I just don't know how to do that. They maybe try to follow, but don't in the end.
And I some of the monsters are really annoyingly bullet spongy. I get that some can be killed quite fast if I use specific weapon, but for some I just didn't found a way to kill them in resonable manner.
Thank you for your feedback!

The captives will start to run towards the dungeon entrance on their own after you talk to them, I tried to avoid any real "escort mission" because everyone hates them x). Although, due to map's layout and how the path following mechanic works the tend to get stuck some times, so it's always better to clean any possible monster blocking their path, player included of course.

I see, I feared this could be an issue if I didn't balance properly damage output and monsters health D:
Could you tell me which monsters you find to be excessively tanky? I can guess is the Archfiend and perhaps the Pinky equivalent, if so, I was already planning on reducing their hp, because I agree

I'm leaving a quick hint down here that translates the page with the resistances and weaknesses in the HELP menu:
Spoiler:
Kan3x
Posts: 76
Joined: Tue Nov 08, 2022 4:19 pm

Re: The Warrens: Burrow of The Were

Post by Kan3x »

New update just to bring some fresh air to the various suggestions!

Whole Changelog here:
Spoiler:
Not a huge one, but some of the changes were pretty funny and nightmarish actually to add, talking about the texture replacement setting and the sticky projectiles

Here's a video showcasing these things:
Spoiler:
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Rex705
Posts: 227
Joined: Sun Nov 22, 2015 5:49 pm

Re: The Warrens: Burrow of The Were

Post by Rex705 »

I wish this worked on GZDoom because UZDoom kinda sucks right now and doesn't look or run as good as GZ.
Kan3x
Posts: 76
Joined: Tue Nov 08, 2022 4:19 pm

Re: The Warrens: Burrow of The Were

Post by Kan3x »

Rex705 wrote: Tue Dec 23, 2025 6:53 am I wish this worked on GZDoom because UZDoom kinda sucks right now and doesn't look or run as good as GZ.
I apparently left a change in the code that shouldn't be there! For the mod is supposed to work even with GZDoom of course!
I'll fix it asap!

For anyone who has this issue, you can directly fix it yourself really easily with Slade, since I don't think I'll be able to get things done these days:
  • In Slade 3 Open up the .pk3 file
  • find the only ZSCRIPT lump present in the main directory at the very bottom
  • at the first first line of code change 4.14.3 to 4.14.2 (it should also work with just 4.14, this is just the port version and I believe I have nothing in the mod that goes beyond 4.14
Thank you for reporting the issue!
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Enjay
 
 
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Re: The Warrens: Burrow of The Were

Post by Enjay »

Rex705 wrote: Tue Dec 23, 2025 6:53 am I wish this worked on GZDoom because UZDoom kinda sucks right now and doesn't look or run as good as GZ.
Have you reported these issues? If not, please do. ( https://github.com/UZDoom/UZDoom/issues )
If the devs don't know about them, they can't fix them.

FWiW, UZDoom is running at least as well as GZDoom for me. UZDoom 4.14.3 is pretty much GZDoom 4.14.2 with some fixes and a few relatively minor tweaks. It should run in a very similar way to GZDoom.
Kan3x
Posts: 76
Joined: Tue Nov 08, 2022 4:19 pm

Re: The Warrens: Burrow of The Were

Post by Kan3x »

Enjay wrote: Tue Dec 23, 2025 5:05 pm FWiW, UZDoom is running at least as well as GZDoom for me. UZDoom 4.14.3 is pretty much GZDoom 4.14.2 with some fixes and a few relatively minor tweaks. It should run in a very similar way to GZDoom.
Same here, I have no issue whatsoever.
Rex705 wrote: Tue Dec 23, 2025 6:53 am I wish this worked on GZDoom
Although, I directly updated the mod now to make it playable with GZDoom again.

I also took this opportunity to tweak the Liquefien attack with new effects and add menu settings to change at will the amount of screen shake and visual fx!

Whole changelog, as always, in the .zip file and a tiny video to showcase the monster attack changes
Spoiler:
Kan3x
Posts: 76
Joined: Tue Nov 08, 2022 4:19 pm

Re: The Warrens: Burrow of The Were

Post by Kan3x »

Fixed, hopefully forever, the annoyance of the captives path following!

Having a map with tight and non-linear shaped rooms and corridors, of course, will always cause issues with this kind of stuff, in fact, the captives would pretty often get stuck in some areas or just wouldn't be able to reach the next PatrolPoint.
Now this has changed, thanks to a "magic trick" that will allow captives to directly teleport to the next patrol point if stuck somewhere for too much time, of course, when out of the players sight :D

This will (I swear) the last update for the mod, when the time will come, I'll start expanding the project, with more maps and more trickery!
Thanks!
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DorkSwoles
Posts: 7
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Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: The Warrens: Burrow of The Were

Post by DorkSwoles »

cant wait for any future instalments!

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