
Deathmatch Simulator - This Mod Has Moved. See OP For Details.
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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.
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.
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.
- Tormentor667
- Posts: 13554
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
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Re: Deathmatch Simulator (05/09/20 - Build 04 p5)
I am glad that this isn't dead. I am a big fan of the simulator, so keep it going please. The new features are awesome 

Re: Deathmatch Simulator (05/09/20 - Build 04 p5)
I love Reelism 3!
- Captain J
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Re: Deathmatch Simulator (05/09/20 - Build 04 p5)
NULL: Anti-Social Tournament looks great.
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
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Re: Deathmatch Simulator (28/04/21 - Build 05 p6)
Build 5 (~22mb)
Changelog wrote:MONSTER CHANGES:MAP CHANGES:
- Added AI Redirector actors! These invisible actors will cause monsters to snap in a certain direction upon touching them under certain circumstances, allowing level designers to tell monsters to stay on bridges and walkways if need be.
- Monsters will now actively attempt to get out of pools of water.
- Monsters can now jump over level geometry that's too big to step up, but small enough for players to jump over.
- Monsters will now print obituaries when killed, just like humans do. If you don't appreciate the console spam, this is togglable in the DM Sim menu.
WEAPON CHANGES:
- DUST: Added an old favorite from Counter-Strike!
- FDM03: Added AI redirectors.
- FDM03: Added additional detail outside of the playable area.
- FDM04: Added AI redirectors.
- FDM05: Added AI redirectors.
- BB3: Added AI redirectors.
- D5M1: Re-added holiday version as D5M1X (see Misc. Changes)
MISC. CHANGES:
- Flamethrower: Imported updated version of Flamethrower library from Reelism 2.
- Added a CVAR to re-enable Holiday-themed content, so that I don't have to remember to shove out another release next December. You can turn on this content in the DM Sim menu. Content for other holidays may be added in the future, but probably won't.
- Added and improved the sound clips for match stats and Gauntlet kills.
- Added widescreen intermission border from MetaDoom.
- Updated certain system artworks to support widescreen.
- Fixed FDM Options not appearing in Simple Options Menu.
- Fixed menu scaling in GZDoom v4.5.x.
- Redesigned the Episode Select for added thematic appropriateness.
- Fixed weapons and ammo not having proper names in UDB
- Fixed duplicate item definitions in UDB by changing how Skulltag actors are replaced by FDM counterparts and/or removed
- Replaced old hack for making MP items appear in single player with the nice new "SpawnMulti" skill setting flag. Hooray, engine-level functionality!
- Fixed a bug where, when dying under certain odd circumstances, players wouldn't actually enter their death state. Plasma Rifle splash damage suicides were notorious for this.
- Continued development of the Fake Voice Chat system. (maybe this'll ship some day)
- undeadmonk354
- Posts: 196
- Joined: Mon Feb 01, 2016 4:05 pm
- Location: England
Re: Deathmatch Simulator (28/04/21 - Build 05 p6)
Aah, so that's where the Fighting Dialup Team is playing.
- Captain J
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Re: Deathmatch Simulator (28/04/21 - Build 05 p6)
The new map wasn't so lame at all! Because lameduke has the word lame on it, but it's just misreading.
And i've enjoyed beating all the maps again, i would like to talk about some glitches plus suggestions.

Spoiler:Overall, very neat update overall! I do hope this TC would get a lot of community maps because we need em
- Kinsie
- Posts: 7402
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- Graphics Processor: nVidia with Vulkan support
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Re: Deathmatch Simulator (28/04/21 - Build 05 p6)
Thanks for the feedback. To address a couple of things:
The ninja is an avowed pacifist, and their sole purpose in life is to steal all the items before you can use them. If you kill them, they drop any weapons they had on them. At some point I'll extend this a bit further to make them a bit more pinata-y (and more satisfying to finally nail).Captain J wrote:So i'm actually seeing the ninja enemy. But for some reason he's bouncing all around the battlefield and collecting all the ammo. Is he a melee enemy looking for a good moment to strike? Because i never got killed by him. The purpose is just stealing?
Duke kicking walls is entirely intentional. It's a nod to the "Fake AI" bots in Duke3D Atomic Edition. I'm open to ways to make the monsters a bit more proactive, but it's not necessarily the easiest thing.I see the NPCs running around the wall and Duke is still kicking at it again. It mostly happens in FDM05 where the Icon of Sin is and the game has freshly started. I'd like to see them a bit more aggressive to each other.
Re: Deathmatch Simulator (28/04/21 - Build 05 p6)
I have a problem, this mod isn't compatible with LZdoom
( my phone just lags so much when I use GZdoom (version that is compatible with DM sim) I hope this will be compatible soon. Also, I suggest making it mod friendly, for example, being able to use Call Of Doom weapon mod. Thanks!

- StraightWhiteMan
- Posts: 60
- Joined: Thu Jul 02, 2020 8:07 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Deathmatch Simulator (28/04/21 - Build 05 p6)
This is really fun to play with the Bourgeois Deathmatch Megawad, but it doesn't spawn the Additional weapons when doing so. Still extremely fun though and recommend everyone giving it a shot.
-
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Re: Deathmatch Simulator (28/04/21 - Build 05 p6)
This is awesome to play. But one thing I find annoying is the lack of configuration. Basic things exist, but it would be cool if we say, prevent quakeguys from spawning for example, or only allow quakeguys. I also think some monsters should be worth more frags than others. The cyberbaron should be worth more than the zombieman. But some may not like this, so maybe make it configurable? Other than that, awesome mod, keep it up.
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
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Re: Deathmatch Simulator (28/04/21 - Build 05 p6)
Build 5.1 (~22mb)
Changelog wrote:MONSTER CHANGES:MISC CHANGES:
- Added a few more dumbass names to the list.
- Fixed the mod not starting in GZDoom 4.8.0.
Re: Deathmatch Simulator (25/06/22 - Build 5.1 p6)
Pro Tips:
- Use JumpStartv1.1
xD ; joke aside. This mod need more maps; and would be even better with Tower Defense simulation + summoning allies from barracks.
I fall in love with this chaotic mod already.
- Use JumpStartv1.1
xD ; joke aside. This mod need more maps; and would be even better with Tower Defense simulation + summoning allies from barracks.
I fall in love with this chaotic mod already.
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- Posts: 3
- Joined: Thu Nov 16, 2017 3:36 pm
Re: Deathmatch Simulator (25/06/22 - Build 5.1 p6)
sorry to necro, but the download link for the latest version is dead :c