DOOM X Restoration Project

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Doctor Doomer
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DOOM X Restoration Project

Post by Doctor Doomer »

Hello everyone. I've been a long time lurker here and just want to say thanks to everyone over the years who've helped, provided advice to, built amazing projects and overall have just been incredible to the long lasting legacy of this great game, Doom.

I wanted to introduce myself and my project, I'm heading up the Doom X restoration project, and am building a lot of it from scratch and what I have found dotted here and there. Many of the assets were lost some years ago, when MelvinFlynt abandoned the project in 2016, life happens after all. I personally had been following the project since 2010, and as some of you may know that a lot of Doom X was built upon the Last Marine wad which was released in 1997 on a demo disc.

After all the years waiting, and haven given up all hope I decided, what the hell - I'll restore the project myself. I've been working very hard on the assets first, and haven't gotten around to the maps yet. But I wanted to share progress made to those who are interested. If you could provide some feedback that would be great. If anyone wants to help also I'm all ears!

Please note this is WIP and assets I am using are not the end result. For example I am using Legacy of Suffering's torches and such forth, which is not the end style I am going for. On top of that, neither are the angled weapons. That is for my other mod a follow up to Doom X, which I call Doom X: Power of Chaos. But that project is highly ambitious, my focus is here on Doom X.

Original Doom X Project by MelvinFlynt:
https://www.youtube.com/@Melvinflynt

Summary of completed assets & upcoming:

-Trite Mother (Complete)
-Elite Imp (Complete)
-Freeze Gun (Complete)
-Freeze Blower (Complete)
-Male Cacodemon (Complete)

-Exploding Imp (WIP)
-Skull Smasher weapon (WIP)
-GLDEFs for monsters (WIP)
-Maps (Not Started)

Here are some videos of the project so far, take with a grain of salt. Please ignore the checkerboard textures as well in places, I'm porting over my old maps and am missing textures.

Thanks for your time guys! :)


Spoiler:
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Doctor Doomer
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Re: DOOM X Restoration Project

Post by Doctor Doomer »

Exploding Imp is completed. Video below! I've been burning the midnight oil lately, so it will be a while before I get back to it.

I am also working on this new monster, called the Seductron. Frankensprite using... 'that mod's Mastermind and also the Arachnotrons legs from DOOM 2 RPG. Her attacks will be two shoulder mounted purple lasers which also will swap to a flame based attack. Meant as a replacement for the Arachnotron in Doom X. I think she looks a bit, too scary though what do you think?


Exploding Imp:
Spoiler:
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Dynamo
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Re: DOOM X Restoration Project

Post by Dynamo »

Interesting, I never would have expected to see this mod get resurrected in such a manner! Best of luck, but here's my first question: did Doom X originally rely on frankensprites? I'm pretty sure it used to have original, fully custom built-from-the-ground up monsters. In that case it might be best to utilize something like Blenders rather than frankenspriting (though the latter could be useful for temporary assets).
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Doctor Doomer
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Re: DOOM X Restoration Project

Post by Doctor Doomer »

Me either that's why I thought I'd take it on! I always thought it was such a cool project, and it still has lots of interest on his original YouTube channel. Hope he's alright its been dark for nearly a decade. I was working on my own project off and on for years called Project X as I never came up with a name, so I thought I'd put two and two together. And thanks! I'm hopeful to have it finished sooner or later, I think I'm on the fence with new monsters though. Might take too much time. From scratch, especially with my job being long hours. I know MelvinFlynt wanted to have a few more monsters but they seem like palette swap renditions more than newly made sprites > https://onemandoom.blogspot.com/2011/04 ... mxnet.html

As far as I know he did indeed do them from scratch, although he palette swapped the Skulltag imp for the exploding imp, and removed the spikes from their shoulders, so that's what I did too.

I might just get working on some maps for the time being as I'm all sprited out, I had to do them all with lots of editing for the Trite Mother and Elite Imps too, as well as the freeze weapons. Annoying to code too! But still. I'll keep everyone updated, thanks for the interest! :)

I don't think I showcased the Male Cacodemon enough either. It always bothered me wondering that the regular one is female because of, you know, what's on the rear side of the sprite. But I felt it would be really cool to have that awesome D&D cover. It has a main attack of two cacoballs fired at parallel angles to one another and a rapid yellow laser it fires from its eyeball, as the monster is incredibly slow in-game so that's to give it an edge!
Spoiler:
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Last edited by Doctor Doomer on Wed Apr 02, 2025 10:31 am, edited 1 time in total.
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Doctor Doomer
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Re: DOOM X Restoration Project

Post by Doctor Doomer »

Been working on this one for a while, I've always wanted to do it and I think the result is looking pretty cool. I present, the SHAPESHIFTER monster! Amazingly, the most annoying monster it changes into is the pain elemental somehow. I also didn't make it transform into a Cyberdemon or Spider Mastermind as I feel that would be overkill.

EDIT: Forgot to mention that it works with any monster including custom monsters from Realm667 or wherever.

Shapeshifter Monster:
Spoiler:
Last edited by Doctor Doomer on Sat Apr 05, 2025 11:20 am, edited 1 time in total.
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Ganbare-Lucifer
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Re: DOOM X Restoration Project

Post by Ganbare-Lucifer »

Glad to see this project resurrected in some way!

Hope to continue to see more!
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Ihavequestions
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Re: DOOM X Restoration Project

Post by Ihavequestions »

Doctor Doomer wrote: Sat Apr 05, 2025 11:17 am Been working on this one for a while, I've always wanted to do it and I think the result is looking pretty cool. I present, the SHAPESHIFTER monster!
Ha ha! Lovin' it.

I also dig your avatar. Really well done.
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Doctor Doomer
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Re: DOOM X Restoration Project

Post by Doctor Doomer »

Thank you for the words of encouragement! I have an update. I have been spending a great deal of time working on my other mod: Doom X 2: Power of Chaos (the sequel to Doom X). I've been spending a lot of time converting many of the assets from Realm667 to ZSCRIPT and incorporating Project Malice and Pandemonium into that wad also. The premise of the Doom X 2 wad is a highly selective randomization of monsters (without it turning into a cluster****), and weapons etc. With the addition of rare perks that will appear.

Anyway, my point is that Doom X is still being working on, and have been getting back into mapping but it is taking some time. My focus has been on converting items more than anything. But I wanted to create a list of monsters you can expect to see in Doom X and the progress I have made with them. I've also converted the already existing Doom X assets into ZSCRIPT now.

Complete:
Flesh Wizard
Elite Imp
Exploding Imp
Trite
Trite Mother
Angel of Death
Death Dealer
Loper
Double Chaingun Guy (R667)
Male Cacodemon
Succubus
Gangsta Grosse

Incomplete:
Bug Imp
Aiken Zombieman
Vixen
Sinstress
Imp Statue


Videos are below which demonstrate:

Doom X:

Death Dealer: Some kind fellow was in contact with MelvinFlynt briefly and he gave him the Death Dealer, which is a Doom X monster based on the Angel of Death. It has a stealth attack that is tricky to dodge.

Doom X 2 Power of Chaos:

Final Stand Perk: When downed, it gives you a temporary window to run away afterward with 25% health.
Tenebrous Perk: A demonic perk that requires argent energy, once activated it grants invulnerability until you deactivate it, at a cost of argent energy.
It Follows Monster: Prototype monster that blends in as a random monster and follows you dealing melee damage, and if you hurt it enough it will basically end you (placeholder is currently the entity monster from the Backrooms mod)
Doppelganger: Prototype monster that tries to get in front of you and fires whatever weapon you have equipped. Not a direct threat but more of an annoyance to deal with.
Spoiler:
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Doctor Doomer
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Re: DOOM X Restoration Project

Post by Doctor Doomer »

Hello everyone. I need your opinions please.

I've been working hard on sprite resources and doing some maps. But I've used Wayback Machine to look at the old Doom X website and been gathering all the material I can.

But I've noticed and am asking for your help and opinions. Melvinflynt had a LOT of ideas and monsters planned but I feel a lot of it is feature creep and is what contributed to the project failing. I say that because he had finished most maps and seemed focused more on the assets.

Do you think I should focus on core assets seen in the trailers and just build the maps? Or spend more time building everything he intended? Here are of some of the monsters he wanted:

Death Elemental (and soul to spawn from it)
Gargoyle
Priestess
Serpent Guards
The Queen
Tank
X
Couple of monsters from Quake such as the Vore.

I am already feeling feature creep myself and it is exhausting making these assets when let's be honest there's an armada of assets from realm 667 and elsewhere such as Project Malice to choose from. The Vore for example.

Shall I just finish these base assets such as the imps, Succubuses etc?

I will be building a website soon as well to showcase the mod called Doom-X.com so you can track progress but any feedback on the above would be great. Thanks!

DD
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Doctor Doomer
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Re: DOOM X Restoration Project

Post by Doctor Doomer »

The website is now live > www.doom-x.com

I've restored all the old content from doomx.net and even put the videos from the youtube channel on there. There's also a small section for Doom X2: Power of Chaos, and all the old assets circulating online for the project in the resources section.

I'll update the project from there as to not spam the forum here. Only major updates will be posted here.

Anyone want to help make some maps for Doom X? 😁
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Doctor Doomer
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Re: DOOM X Restoration Project

Post by Doctor Doomer »

I said I wouldn't spam the forums but I wanted people to know that I have managed to get in contact with MelvinFlynt who made Doom X. He reassures me he hasn't abandoned the project but has a massive workload. The files are not lost, although he had issues with his harddrive, they are on the cloud and Doom X still exists. He is still working on some sprites, such as the Cherub and a few other monsters. Additionally, he has been learning ZSCRIPT. I am offering to him to work in collaboration with him but let's see. Hopefully he agrees!

In the meantime, check out the website for updates: https://www.doom-x.com/
You can also see more videos on my channel for the project: https://www.youtube.com/@SuperflyDOOM
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Doctor Doomer
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Re: DOOM X Restoration Project

Post by Doctor Doomer »

MAJOR UPDATE! All original Doom X monsters that were showcased in the original mod before MelvinFlynt stopped the project have been recreated - they are currently in the BETA stage however, as there are still bugs and sprite issues to deal with.

The monsters are:

Aiken Zombieman
Angel of Death
Dark Vixen
Death Dealer
Elite Imp
Exploding Imp
Flesh Wizard
Loper
Succubus
Trite Mother
Trite

I have omitted Gangsta Grosse and Leeroy Grosse for reasons I think are obvious, but they will be in the wad. All other additional monsters have been shelved as these were never showcased, so until MelvinFlynt returns I will not (for now) be recreating them. But you can see now that the original assets have been recreated.

I can now begin mapping.

Video:
Spoiler:

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