first doom mod

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withoutrhotacism
Posts: 2
Joined: Sat Dec 06, 2025 11:12 am
Preferred Pronouns: He/Him

first doom mod

Post by withoutrhotacism »

Hello ZDoom.

A month ago I decided to work on a mod for fun. This is the final product of that work, tested in ultraviolence. Don't expect anything amazing; this is mostly me getting used to the tools. I hope you enjoy.
Download: https://drive.google.com/drive/folders/ ... sp=sharing

Images are inside the google drive.
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Enjay
 
 
Posts: 27600
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: first doom mod

Post by Enjay »

I haven't had a chance to check the gameplay yet but, your file is 400mb needlessly.

Most of the size comes from your 5 "music" lumps which are all the same. If you write your own MAPINFO then you can define the maps and just use that to tell each map to use the same music. That would eliminate the need to have 5 copies of it. Also, the "music" is in WAV format which also makes the file needlessly large. ZDoom supports several sound file formats that would be much smaller. Given the nature of the sounds in the files, they could probably be shorter too. I don't think many player would realise that the sound was looping slightly more frequently if you cut the files in half - or even shorter.

(To those who haven't tried the file, I'm not being sarcastic by putting music in quotes - the files are literally 9 minute-long wind sound effects.)
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Alfred Don
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Joined: Mon Aug 01, 2022 11:52 am

Re: first doom mod

Post by Alfred Don »

Enjay wrote: Sat Dec 06, 2025 1:17 pm I haven't had a chance to check the gameplay yet but, your file is 400mb needlessly.

Most of the size comes from your 5 "music" lumps which are all the same. If you write your own MAPINFO then you can define the maps and just use that to tell each map to use the same music. That would eliminate the need to have 5 copies of it. Also, the "music" is in WAV format which also makes the file needlessly large. ZDoom supports several sound file formats that would be much smaller. Given the nature of the sounds in the files, they could probably be shorter too. I don't think many player would realize that the sound was looping slightly more frequently if you cut the files in half - or even shorter.

(To those who haven't tried the file, I'm not being sarcastic by putting music in quotes - the files are literally 9 minute-long wind sound effects.)
They do have some nice stereo panning though!
stereo_panning.png
If you play any of the levels for about 8 minutes and 55 seconds, you will hear a nasty click sound, so it also may be useful to either loop a shorter wind noise or fade in between the end of the track and the beginning of the track.
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Enjay
 
 
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Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: first doom mod

Post by Enjay »

Yep, as Alfred Don says, it is much better to have a wave form with 0 amplitude when it warps to avoid such clicking. Editing the wave form to have a fade in and fade out so that the loop happens when the volume is 0 would fix that.

I played the maps too. Map01 lulled me into a false sense of "this will be easy" but there were greater challenges ahead. I like the fact that, for the most part, the fighting and risks weren't typical Doom-style gameplay, but rather that you tried to introduce something a bit different. It's a quirky, relatively simple map set but it certainly has its charm and I enjoyed playing through it.

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