#d2016-modding
1 messages · Page 3 of 1
There's a raw, description- and value-less list here: https://gist.github.com/ZwipZwapZapony/7c320ceb5b95523278adaae81dc120af
As contact was lost with the UAC Mars base and argent energy stopped being deliverd to earth. The planet. Transformed...
6 Years later...
Rise of feragon is out
Survive against a deadly monster roaming the hall. the monster has the tools to catch up and destroy you.
Craft resources to build tools to help you survive.
Find 3 powerco...
Thanks man, I need to figure out how to pass arguments to them.
Yep. Hes dead
https://youtu.be/pLmIRoYnIyc?si=XVCKnguc2zG6jMZk
https://youtu.be/RXrOEZk8878?si=uOl6WCsm2M169Oq1
https://youtu.be/NJi9GXfN_nM?si=xNRWkuLgqcvelXpE
Downward Spiral is the name of spiral of amnesia's Ambience and Chase theme. The original track from Demo3 was aplace holder and has been replaced by a track with allot more effort behind it.
I Made this master piece. and the Video. Im quite proud of it.
Ensure your step. through the heart of madness. this is the largest map for a fre...
This footage has some odities that you wont find in the full version. thats because this was my final playtest of the map before it was published.
Nontheless this is very close to final. and not everything has been shown off in this video. a more detailed video will be published at some later point in time. enjoy
...
This is the cinematic featured in Rise Of Feragons Hubworld. A total of 5 minutes and 40 seconds long,
This thing will keep you bussy. Experience the final days of Feragons takeover of mars and discover some interesting things along the way.
Map ID : QJEKDPYP
Survive against a deadl...
There used to be a mod that got rid of the fire build-up on the chaingun that I played with ages ago but I can't find it again for the life of me.
If anyone had it it would be much appreciated.
It's in 2016+ Modding server and called Chaingun - No Spin-Up. We can't reupload other authors mods.
It's as old as my Fists mod variations, lol - 2020.
Ah I'm not in that server.
Unfortunately, it's the only place I know this mod was uploaded.
Could you uh, grab it for me then? Pretty please?
With a little bowtie on top.
Sorry, but we're not allowed. You can join server and download it.
Can't, I was banned years ago and don't know if I can even appeal now.
I try to ask original author then.
anyone know how to get doom on a anker charger
Available now on doomsnapmap in "The hacked Demon Shop"
Vassago Eternus takes inspiration from vassago who is featured in Doom + Doom 2 Legacy of rust.
In that game he has the same health as a baron of hell. the only difrence being that his attacks will create fire when they collide with the enviorment or other entities.
this makes it deal d...
Yeah
А русские здесь есть
I'm Russian, but it's better to speak in English, if anything.
Я нє
Oh my - Lost Souls that doesn't die instantly and can attack player without suiciding. That's cool! Wonder how hard it would be to make in Single Player.
Heres a lil secret. Its actually a cacodemon
Yeah, I sort of understood that it was probably easier to remodel Caco than to change Lost Souls code. Though, still interesting, if Lost Souls can be changed in a way they won't die on contact.
Probably with modding yes. But since snaphack is hacking and not modding i cant add things to the game or else it wouldnt transfer between playstation and xbox.
Yeah. This thing can be played against on playstation and xbox
Maybe then they wouldn't be complete pushovers.
Upsets me how Lost Souls barely exist in the new games.
I'm wondering how you are doing this stuff
Snapmap editor. Well, modded Snapmap editor.
How do I mod snapmap?
I don’t think I can post links here. You need a tool called Bubblebear/snaphak. It provides additional functionality to the snapmap editor by using what’s already built into snapmap. Things like more props, lifts and tinkering with various other classes through snapmap.
I tried looking up snaphak. Didn't know where to put it in my doom folder
You may want to look at the guide to Snaphak google doc for installation instructions a Google search may be useful to find the link to it.
@lean prism a lot of people seem to really dislike snapmap because of its first glance limitations. It’s actually fairly robust editor minus no real brush tools for custom geo you have to use blocking boxes and props.
But the sound, texture, props, and fx categories have been largely increased thanks to modding tools.
I have used snapmap alot. I wanted more stuff added to it. I think snaphak is what I wanted
Alot of stuff i really disliked. But I still liked using it
What did you dislike?
The fact that if you want to make a campaign you have to post each map separately. I i thought if they did a playlist type of thing it would have been better
Cloud based campaign system is fairly confusing in design for sure. Like it should have had Eternals upload / publish system or Prodeus upload / publish system. Where you can upload maps but not show them to the public yet. That way you could work out the whole campaign in any order without player discourse.
I thought snapmap could have been massively overhauled in eternal. But they totally removed snapmap
It’s a separate entity developed by a third party and not the way maps are made in a traditional sense. Plus, Eternal moved away from BSP.
Also the amount of building space is annoying.
Like worldspace not able to use anything other than modules?
With snaphak you can increase the world space.
Semi-artificial limitations. Modules are memory/resource hungry to begin with.
Google search or unofficial discord. Sorry I can’t point you in the right direction with links. It’s against community rules I believe.
I don't think it is. But I you don't wan't to get kicked out of here and I understand that
I don’t know without an official answer. Maybe dm?
All I care is people don’t forget about Snapmap and keep making maps. Our little small ghost community plays them all as much as possible.
I'm surprised people are still doing this
Yeah after 10 years there is still a community around it. It’s just thinned out a lot. Old game not as cool as classic Doom I guess?
I'm more doing Amnesia the dark descent modding
Not played it.
It came out in 2010 and the modding community is still very strong
What kind of game is it?
Does autoexec.cfg still work automatically like it did in doom 3? Or do I need to run my script in doomconfig?
No. Right-click Doom 2016 in your Steam library, choose "Properties..." > "General", and add all console commands/variables you want to the "Launch Options" field, prefixed by a plus. For example: +com_skipIntroVideo 1 +com_skipKeyPressOnLoadScreens 1 +pm_crouchToggle 0(pm_crouchToggle requires DoomLegacyMod's "d8input.dll" file: https://github.com/brunoanc/DOOMLegacyMod/releases/latest)
If you specifically want to execute a CFG script, you can also do something like +exec autoexec.cfg. (If it doesn't work, try without the ".cfg".) That should load it from -/steamapps/common/DOOM/.
Definitely not going to use steam launch options. Too cumbersome and unreadable. I run specific commands for snapmap development and adding to doom config works or exec the file separately. The cfg location is in the saved games folder. Thanks for the help!
If anything there is a link above. Just drag and drop it from archive to main folder of a game (where Doom.exe is). Doesn't work with GOG version.
I tried that, it isnt working for me
I saw people were saying that I need to be on an older version of the game but there's no option for that in the game's properties
either that, or am I supposed to use some sort of specific commands for xp in practice matches?
I just have no clue how to do it and google is not helping
wait... i got the levels i need for the achievements but now idk how to get the other ones, cuz i have to assume i cant get them in practice?
Mods crack his skull.
https://steamcommunity.com/sharedfiles/filedetails/?id=3557111249
You can get them in practice, but not on all maps.
Also 2 achievements (Gold one and Scanner) can only be achieved with players.
Basically you need:
+metrics_allowStatsAndXPInPrivateMatch 1
metrics_xpMultiplier DESIREDNUMBER
I don't exactly know what I'm supposed to do tho, like which maps? I tried getting the ones where you need to wear a piece of certain armor and it didn't give it to me
all of the guides I see just tell you how to get the levels, idk how to get any of the actual acheivements
idk how to get the achievements for things like, "Kill 10 enemies with the harvester demon" either
After some time on certain maps there would appear pickable Demon runes, which turn player into demon. When you start these maps it gives you option to select demon. Select one you need.
As for piece of certain armor:
https://steamcommunity.com/sharedfiles/filedetails/?id=714628370&searchtext=doom+achivements
I was messing around with one of my FPGA based "graphics cards" and i found a way to run a Vulkan application on it, so naturally i wanted to see if it could run doom, and to my surprise, it could somewhat run the intro for id and Bethesda, keep in mind this was running at 720p and it only has 8mb of VRAM and it cant use any system ran, so my 129gb system ram is untouched by this "Graphics Card"
keep in mind we can only fit 2 frame buffers in the GPU's memory before it is full, hence why as soon as the title screen loads, it crashes.
SO:
my solution to this was to run DOOM at 272x153 pixels, and at this resolution, you can actually play DOOM 2016 (my modified version of it that has lowered texture resolution files and making it into a texture atlas of 1672x1672 per level, and these atlas's get swapped when you change scene or by opening up the "Dossier" which will load in the textures for that)
overall, i have shrunk the games file size down to a respectable 10gb that includes all of the music and code base, the only things that were changed were the rendering engine and the geometry resolution and texture res. everything else has remained intact
if you put on my "FPGA shaped potato" mode, you can get the game running in 3mb of vram.
Granted, this is not that practice or anything, but it was a really fun passion project, and i will be porting doom 2016 over to the raspberry pi as well.
I dont know the legality of me sharing my modified code, so i wont share that, but i can share images of the game running
[...] my modified version of it that has lowered texture resolution files [...]
As in "settings/CFGs to load lower-resolution textures", "deleted some/all mega-texture files", or "actual modified texture data"? I'd be interested in knowing more about how you accomplished the latter, if that's the case.
i did indeed modify the actual texture and geometry data of it, after all, id tech 6's security on its in game assets didn't last that long.
Almost all of the tools i made for Wolfenstein II still work on DOOM 2016 with minimal modification, you can even put in custom textures and have those be used instead, so if you just give it a smaller res image with a lower color depth and then recompile it, it works and you have doom with new textures running as smoothly if not more smoothly than the original.
and for the geometry, you can with some difficulty convert the somewhat proprietary binary models into blender files or any other main stream 3d modeling software where you can edit it and then convert it back into a binary model where you can just drag and drop and it will work
That sounds interesting. I think that our previous model- and texture-format-understanding was mostly...
- There are a few basic model format descriptions here and there on the internet.
- DooM Resources Explorer can export static models and non-mega-textures. I think that it was open-source once, but not for the past many years.
- Wraith Revenant can export static+animated models, animations, and mega- and non-mega-textures. Closed-source.
- SnapHak (a SnapMap-focused "more features/raw editing" DLL mod) has a command to use an unused function in the game, to convert OBJ models into static .bmodel models for use with DOOMModLoader. Not "ideal" per se.
- We have two open-source non-mega-texture importers, I think - but most materials would have to be changed to use different shaders for that, if they originally used mega-textures, so it's not "perfect" per se.
- Wraith Revenant's creator made a DLL mod to support custom mega-texture replacements. Closed-source and Vulkan-only.
- And @regal cosmos's Valen (multi-game resource extractor/exporter) has an old test branch for exporting Doom 2016 models and textures, but I don't think that he got that far with it (based on it not being merged into the main branch)?
Open-source (https://github.com/jandk/valen and its games/doom branch) - and @regal cosmos is very dedicated to open-sourcing all of his findings, especially id Tech, so I think that he (and I) would be interested in learning more about your tools and the file formats. 👀
(For reference, I'm DOOMModLoader's current maintainer, so I'd of course be interested in figuring out how to support custom models and textures.)
I can't really find your tools by looking up "Wolfenstein 2 texture tools" or "Wolfenstein 2 tools Day"... 🤷
Yeah megatextures would be one of the ones I'm still really interested in
Lemme see what I have 2016 wise, I know it isn't much
But it being close to wolf2 in the timeline wouldn't make it that much different
Just those goddamn megatextures, stripping out higher quality mips wouldn't be that hard, and could save you enormous amounts of space 😄
I can't really find your tools by looking up "Wolfenstein 2 texture tools" or "Wolfenstein 2 tools Day"..
I have been very cautious about what code i post online after my old GitHub account was taken down because i had to remove a part of the copy protection on DOOM and then i forgot that i did that and so when i posted it, it was no surprise to everyone but me that it would be taken down
if you compress the audio to 320 kbps and use low res textures and lower a few other things, you can fit the entire game on a dual layer DVD
What DID you post online though? I've been just open sourcing all of my stuff, id knows I exist (they have my full legal information) and they are pretty ok with just leaving me alone it seems
its because i removed copy protection to make it more easy to run on a CPU without SSE, (because it was running on a Ampere Altra (a 96 core ARM CPU) ) so i had to remove that, but that also meant that anyone could run the game regardless of activation or ownership
i should not have posted that code to github though
aaah yeah, that might get you in trouble 😄
yeah.... to be fair, i could probably post all my current tools without worry, because those dont enable piracy at all
yeah, ngl, I am really curious about the stuff you're doing
the easiest way to do it (but the longest time wise) is to use the snap map thing to separately create a map that only contains a base ground plane and 1 object at a time and then save all of them with at least a 2 minute interval between each save, and then copy the saved level files into a folder, and then just see what is repeated in every single file, this will give you both metadata and the base ground, now you can see where the ground begins because the thing exactly before the ground is you time stamp of when it was last saved, and then just use a tool such as ghidra or Binary Ninja to find the asset_id's of each asset
now that you have the raw asset_id of things such as
asset_id = 0x00000
position = (x, y, z)
you can now look for the asset_id in the contents of the files in your doom installation folder, and then once again use ghidra or Binary Ninja to find the vertex / index buffers (although the collision data is in a separate mesh, at least to my knowledge, i hope i am wrong on that.)
once you have all of the hundreds of hundreds of vertex / index buffers, you can work on converting them into a modifiable file, such as an obj or any other 3d model files supported by blender.
once you have modified the files, just repeat in a somewhat reversed order
i can send you small snippets of the code if you would like, but i dont know if i am allowed to send the whole code, because technically i would be allowing users to access and steal the intellectual property of id or Bethesda
also, if you are going to do this, you will need a LOT of free storage for the files you will be creating, even though they are not image files, they take up an immense amount of storage, each and every vertex has a line or in some cases up to 64, and for reference, a simple cube has 8 vertices, so a single doom section of a level would take up tens of millions of lines... and that is section / chunk...
in my experience, they average to about 4.86 GB per 10 chunks once in a text file ready to be converted
and once you convert it, the file will shrink dramatically, which is nice
sorry for so many messages as well, i will keep quite for a while now!
i didnt realise how many i sent, thats my bad
the easiest way to do it (but the longest time wise) is to use the snap map thing [...] and then just use a tool such as ghidra [...]
I was expecting purely "look at the files on disk". 🙀💦
(I would extract files from "base/gameresources.[extension]" using DOOMModLoader, inspect them in a hex editor, try to edit them, and re-load them that way. For mega-textures and audio, I'd attempt something similar if possible. I'm pretty sure that @ tjoener also uses Ghidra or IDA to help reverse-engineer, though.)
[...] (although the collision data is in a separate mesh, at least to my knowledge, i hope i am wrong on that.) [...]
The engine supports collisions based on the drawn static model, a cube, a cylinder, a cone, a dodecahedron... and whatever "auto" means. But a separate collision model is the most commonly-used option in the game.
[...] in my experience, they average to about 4.86 GB per 10 chunks once in a text file ready to be converted [...]
If you extract all resources from "base/gameresources.[extension]" (including all 3D models - everything but mega-textures, audio, and videos), that adds up to 16.1 gigabytes total (decompressed, in the game's native formats). Plus 5 more for SnapMap.
If you write a script to support the game's model format directly in Blender, or convert directly to/from a binary type like glTF instead, it shouldn't fill that much on disk.
(Of course, if you only really did this for your own amusement/as a proof of concept, then this isn't really a problem.)
sorry for so many messages as well, i will keep quite for a while now! [...]
No, wait, come back...! 😿
Yes, please - come back! 🫂 I didn't understand even half, but that's still very interesting and we need new people, especially who can move modding possibilities further.
(Of course, if you only really did this for your own amusement/as a proof of concept, then this isn't really a problem.)
Yes, this is indeed a proof of concept way of doing it.
i really do like your tool, and i have used it in the past, (i am sorry to admit that i didnt star it on github though)
i just cant use it on a non x64 system, i can still run it with modifications on an arm CPU, but it is unstable
if the goal was to get it to run in a normal non DIY system, i would 100% not do what i am doing currently.
however, in order to get it to run on a FPGA based "graphics card" i needed a bit more controll and i could not get that with out the jankiness of it
[...] i just cant use it on a non x64 system, i can still run it with modifications on an arm CPU, but it is unstable
As of DOOMModLoader v0.5 (two months ago), there are also ARM64 builds for both Linux and Windows: https://github.com/ZwipZwapZapony/DOOMModLoader/releases/latest
I haven't tested them, though - and DOOMModLoader probably won't "cooperate" with your current method of editing "gameresources.[extension]", anyway. 🤷
-# (Unless you also keep your changes neatly laid out as loose files, with the expected file names/paths and file contents - then you could load that with DOOMModLoader. If you have any "gameresources_###.[patch and pindex]" files already (without corresponding ".verify" files), though, then make sure to back them up before trying DOOMModLoader again, as it'll delete them.)
@quasi yacht @abstract vault I have a question for both/either of you . Not sure if you would have an answer or not but asking since Zwip is doomModLoader maintained and day mentioned ghidra I have a question for anyone who might be familiar with snaphak.
There is a snaphak beta release (v2.0 not 1.3.1) that for some reason uses modified xinput DLL I think for snapmap to function. I’ve looked at snaphak’s dlls with ghidra but have no idea what I’m doing with the software it’s beyond my scope of understanding. Anyways, The beta version has no controller support functioning and I’ve tried to diagnose why. Thought maybe it had something to do with not having DoomModLoader. Could I possibly use another xinput DLL from a previous version to replace the bonked version? Or is there a way to reverse engineer the DLL, fix it and repackage? Sorry for any dumb questions.
I’m also very interested in learning more about modding 2016. We’ve made great progress in using snaphak since its release over at the unofficial discord community. Learned alot. Think we even were able to mod in our own models through Snapmap.
TLDR my bad.
if you are meaning the snaphak made by "Chrispy" (i hope i remembered the name right)
then i have indeed used it, and it is very very helpful.
i am not too sure if i understand what you are asking though, if you want to try get it to work again with the older DLL file then mayhaps it might work, but i am not so sure if that is what you are wanting to do?
i am also a little bit confused as to why the TLDR is "my bad" i don't think i see anything wrong with what you said
[...] There is a snaphak beta release (v2.0 not 1.3.1) that for some reason uses modified xinput DLL [...]
BubbleBear/SnapHak v1.3.7 also uses "XINPUT1_3.dll". (Its "d8input.dll" is just DoomLegacyMod, the console command/variable unhider.)
[...] The beta version has no controller support functioning and I’ve tried to diagnose why. [...]
I assume that you use Linux. Easy fix: Open a terminal in -/steamapps/common/DOOM/, and run this command:sh sed -i.bak 's/XINPUT1_3.dll/xbubblebr.dll/g' ./DOOMx64vk.exe && mv ./XINPUT1_3.dll ./xbubblebr.dllThis will back up "DOOMx64vk.exe" to "DOOMx64vk.exe.bak", modify "DOOMx64vk.exe" to load "xbubblebr.dll" instead of "XINPUT1_3.dll", and rename BubbleBear/SnapHak to "xbubblebr.dll" (something different with the same filename length), after which gamepads should work.
(Make sure that your Doom 2016 launch options either don't set up WINEDLLOVERRIDES for XInput, or set it to "n,b" rather than just "n"; the latter disables Proton's built-in Windows-XInput-API-to-Linux translator.)
-# Technical: On Windows, Doom 2016 loads "XINPUT1_3.dll". If not found in the game directory, it uses the system's XInput library - whereas if BubbleBear exists in the game directory, it gets loaded instead, runs its own code, and forwards API calls to "%WINDIR%\System32\xinput1_3.dll" (the system's XInput library) to make gamepads still work.
-# On Linux, Doom 2016 loads "XINPUT1_3.dll" (this time with Proton being "the system")... but if that's BubbleBear, then when BubbleBear tries to load "%WINDIR%\System32\xinput1_3.dll", Proton says "oh, "xinput1_3.dll" is already loaded as a Windows program, I don't need to use my built-in Linux translator for it", so gamepads won't work.
-# By using the above command, now Doom 2016's Vulkan EXE loads "xbubblebr.dll" for gamepad support instead - and when that forwards API calls to "%WINDIR%\System32\xinput1_3.dll", Proton says "oh, time to load "xinput1_3.dll"? I'll use my built-in Linux translator!" this time, making BubbleBear and gamepads work together. (This is what we do for Doom Eternal's meath00k plus gamepads, too.)
Do I need to update DoomModloader to your latest version or keep the one that is included with 1.3.7? We’ve had to revert back to an older version of 2016 so we can continue to use bubblebear/snaphak.
Unfortunately I won’t be able to attempt the fix you suggested because I’m on Windows 11 not Linux.
Do I need to update DoomModloader to your latest version [...]
That's not relevant for this - but there's no harm. The latest version should be best, and should still work with the 2018 (previous) version of Doom 2016: https://github.com/ZwipZwapZapony/DOOMModLoader/releases/latest
-# (DOOMModLoader's "make developer mode unnecessary" EXE patch only works with the 2024 and GOG versions, but it should still run DOOMLauncher (if installed) to bypass it via a RAM patch instead. And/Or BubbleBear has a console command to disable developer mode mid-game, I think.)
[...] Unfortunately I won’t be able to attempt the fix you suggested because I’m on Windows 11 not Linux.
That sounds like BubbleBear/SnapHak v2.0 just doesn't forward API calls to the system's XInput library, then. 🙀
You'd pretty much have to fully decompile BubbleBear, insert new API-call-forwarding functions, and recompile it. I can't help with that, sorry.
The powerups are just drugs made by the UAC right
Thank you for all the responses. I’ll stick with 1.3.7
Interesting take.
I'd assume that because of the Codex entries
I feel bad I already forgot what this response was to. I can’t find the OP.
uhh...
Oh yeah. There’s an actual codex entry of that?
My observancy is real bad right now. lol. It’s right there.
There's a codex entry for every powerup
They say stuff like how they have volunteers and they test the powerups on these people (though they never really directly state what the powerups actually are) and the effects and stuff
powerups for people. Haste sounds like a worker's powerup.
So the powerups are quite literally what we see them as
Like, big, glowing, particle-spewing orbs
why would the UAC make you go beserk?
It could be some stuff they wanna sell
The UAC could be making stuff for the military.
And the UAC made the plasma rifle, which the military also uses.
True.
Improved Teleporter v 2.2. - still in deep alpha version and probably stay this way permanenty.
Big trigger binded to entity, which spawned by projectile on explosion teleports via relay to entity. Supported by hidden placed prop with some separate code far away from play area. Projectile spawns pickable grenade, so when teleporter is picked it returns grenade.
Has 2 methods of teleportation:
- Direct
(doesn't work sometimes)or direct while player is moving. - Non direct: 1 teleporter is thrown, then next teleporter teleports to 1st one.
V 2.2 adds:
- 1000 teleport commands. Lunacy, but works somehow. Still would run out of these numbers eventually.
- Gibbing on telefrag.
- Teleporter unique pickup.
- Teleporter model.
Issues:
- Teleporter may run beyond 1000 teleport entity numbers and would stop to work. Enemy projectiles seem to increase number count at least during fight.
- Absolute balance hell in current state, since player may break game in many ways, by teleporting in different areas.
- No killing score.
~~- Grenade periodically appears in hands, when teleporter is picked. Requires not to pick up last grenade or use another one to get rid of this bug. - Even more broken shadow of a player.~~
Full run for Kadingir Sanctum with mostly teleporter grenade and telefraging.
https://youtu.be/jdASa6IZFHM
Improved Teleporter v 2.2. - still in deep alpha version and probably stay this way permanenty.
Big trigger binded to entity, which spawned by projectile on explosion teleports via relay to entity. Supported by hidden placed prop with some separate code far away from play area. Projectile spawns pickable grenade, so when teleporter is picked i...
Are there any mod players here?
I can but I haven’t really found a mod yet to try for 2016.
There are plenty on NexusMods and Doom 2016+ Modding server.
I have a question, which I don't know answer on my own.
If I make Bleed Out mod as opposite to my Regen mod, should it deal remarkable damage and be fast or should it be mild?
Currently I set delay after last heal to 10 seconds, 5 seconds interval between damage and 1HP+1 armor to lose per damage.
I’m not sure what it should be. What feels right?
Have no idea. I think at this point that I probably should make both mild and a bit harsher version.
Making an appetizer for you all while im working on the aniversary project. dont worry this will be a short one and wont impact development of the aniversary series.
I like making horror doomsnapmaps and this one. well. its difrent then the others i have published. Its meant to be a short experience but dificult map.
Your goal is to collect 10...
Have a question @quasi yacht how does DoomModLoader work? Like let’s say I don’t want to replace files but add models to use in snapmap that if someone has the mod they could play the map. Do I have to repackage resources files? I’m pretty lost with this thought.
Place files into -/steamapps/common/DOOM/Mods/My Awesome Mod/, and run DOOMModLoader to install them. You don't have to do anything special to add new resources/files, just give them a file path/name that isn't used by any vanilla resources.
See https://github.com/ZwipZwapZapony/DOOMModLoader/wiki/Creating-Mods for more information, including extracting vanilla resources, and turning "My Awesome Mod" into a zip that can be shared and used with DOOMModLoader.
You do have to do something special for SnapMap, though. After running DOOMModLoader once, edit "DOOMModLoaderSettings.txt" and replace snapMap = false; with snapMap = true;, then run DOOMModLoader again. (Alternatively, run .\DOOMModLoader.exe -snapmap in a command prompt.)
EM Bleed Out
Mod versions, which give player extra challenge, by making armor and health to decrease after time.
2 versions, slow and faster one (last one with -100 pool for health, since bleed out doesn't kill player).
Can be stopped for a short while, by using health/armor items.
22-2-2026
Got allot of progress done. will be adding movers to it and hopefully finish up the face so i can remove the lostsoul place holder.
I Attempted to add a chase component. however. i didnt realise the cacodemon. (This Hacked Demons Base) freezes everytime it got the signal to go to the player. resulting in it very slowly going to the ...
Do you happen to know if a published map would show the new models added if the player has the mod installed or would it have to be a local snapmap?
I assume that either the map data is uploaded as-is (thus causing warnings and missing assets, or crashes, if the mod isn't installed), or else the server says "why is it trying to reference a non-existent resource? This must be corrupted" and rejects it.
But if your map requires non-vanilla resources, then you probably shouldn't publish it to the in-game map browser (due to the warnings/missing assets/crashes), anyway. 🤷
(Needless to say, if you're willing to make custom assets for your map in the first place, then you might be better off with Doom Eternal's idStudio for full creative freedom. idStudio takes much, much more effort to make (much better) maps with - but the act of creating new assets proves that you're up to the challenge. Plus, then you can upload said assets as part of the map itself.)
24-2-2026
We are only missing its face. (Yellow lines are place holders for its face)
and a dificulty selection system that effects the classic game and the "Horror part".
while the classic section will get increases in damage. the horror part will either remove or add components to make the experience easier or waaay more dificult.
The Stor...
Should I leave only last phase or is it better to keep Cyberdemon with 2 phases, but with chance it falling down outside of playing area, when falling down backwards? Nevermind - would leave both phases as separate entities.
https://www.youtube.com/watch?v=A8fBLVmgxjs
Maps out
ID : UCK27QH4
https://youtu.be/5ViFUeMUP94?si=cimwYEMj3KzdpATM
https://youtu.be/-hHuBxilNUU?si=1xxHX28NEKud3Tl2
The background sounds/noise from HANGER.EXEs horror section
Play HANGER.EXE now!
ID : UCK27QH4
HANGER.EXE Aims to invoke feelings given by creepypastas from the past. Follow yourself in what apears as a lucky gift for an idsoftware classics collector. Transforms into a fight for survival..
Terror layers
0:00 - Ambience
1:3...
Map is done. While i would have recorded gameplay when the map is launch ready. this recording of the game just before the launch version has allot of good encounters so i cant just not show it off.
Play HANGER.EXE now!
ID : UCK27QH4
HANGER.EXE Aims to invoke feelings given by creepypastas from the past. Follow yourself in what apear...
EM Increased Gore light version alpha test.
Need your help with feedback (you can answer Yes/No) if you want):
Main: Do you like current result and potential mod in general?
- Zombies: should I keep head loss for them?
- Soldiers/Hell Razers: should I keep left arm loss for them, if Shield one have levitating shield?
- Soldiers/Hell Razers: should I add head loss for them?
- Hell Knights: should I keep head loss for them?
- Hell Knights: should I keep arms loss fro them?
- Revenants: should I add head loss for them?
- Summoners: should I add head loss for them?
- Barons: should I add head loss for them?
- (Cyber)Mancubi: should I add head loss for them?
If anyone know how to disable weapons upon limb loss and can help me with that - it would be gold.
Gore increased by use of rare, unused or death only visuals for some enemies.
Main issues:
- Sometimes looks weird.
- DIdn't find a way to block attacks for lost limbs.
- Gore disappears after enemy death/during Glory Kill in some cases.
- Lost limbs would block GKs related to their use.
Still not sure regarding result.
Would be part of Grand D...
- No
- No
- No
- No
- No
- No
- No
- No
- No
If this mod breaks GKs don’t do it. Otherwise someone might like it. I in particular don’t find the mod useful but that’s just me.
Thank you very much.
It won't break GKs, but I would manually disable those, which would be related to lost limb for it not to look weird. Just in case of head loss it would be most GKs, but I can make for example loss only after enemy was once in GK state.
It's not supposed to be useful - it's for visuals for now. If I would learn how to disable attacks with limb loss - it might be more practical for sure.
I understand. I would think head loss might be practical to no longer allow headshots. Is the clipping model still there after the head is gone or do bullets fly right past?
I should rephrase. Can a demon still take damage at the head point if they have no head.
Bullets fly right past lost head/limbs, but I need to recheck that it works same in all conditions for all monsters, since when I was making, at the start if severed AoE damage destroyed limbs/head it kept collision/clip model in tact, but I think I fixed it fully.
No, they can't take headshot damage, if they lost head.
I’d play off that fact and make them do something once they lose their head if you can. An incentive or a danger to blow limbs off besides visuals.
Also, is this a direct edit to the idAI2 or a decl change?
I don't know how to make them do something special, but I wanted to add bleed out damage in this case. Unfortunately, I don't know how to add even this. Maybe there's something in these spooky md6def/animweb files, but I barely understand them.
I also thought about adding a bit bigger resistance, so player would have better control over damage, but it would increase difficulty.
It's decl changes. I assume there could be something useful in idAI2 for map entities, but not sure about that (maybe it's possible to restrict enemy movement, if limb is lost).
There’s definitely ways to restrict movement I’m just not sure how it all works in campaign without a logic designer like snapmap or direct access to the entities in the campaign maps.
It may be in decls, but probably in the same md6def/aniweb files, but I would keep searching and would try to play with this a bit more, if I find something useful.
I guess, for now I just want to add light alpha version, which won't require too much and won't affect gameplay too hard/won't require too much balancing.
They can - sorry for misinformation. I did tests wrong, I guess. Clipmodel doesn't seem to change, but again - I need to recheck it for all enemies.
Not sure, but it seems it's the same for vaniall zombies arms loss. They also seem to have collision and enemies can be killed by shooting this area.
hey guys, i made a physical version of minesweeper in SM, this is a gameplay & behind-the-scenes vid showing some cool things that can be done by bringing MS to Doom, the issue i couldn't get rid of was demons triggering things sometimes, but still got some great gameplay https://youtu.be/bpxCoDB96so. map has some issues but if u wanna try QSKYBT5Q
Based on Minesweeper from Windows 95 / 98
Physically playing minesweeper - with lots of cool additional things a modern sandbox allows
Made it a long time ago, I don't remember everything, so it also shows what it's like for a new player
Made in Doom 2016's SnapMap - ID: QSKYBT5Q
Map was made on XB1 in 2018/19
Video made in PS5 Share Factory
Why are the demons triggering things? Are you filtering them out?
hey yea i definitely would've at the time, made it years ago, but either some objects I missed or something that can't be filtered maybe
I just figured you were using trigger volumes that didn't have a custom filter for player only in its properties set or something.
Got a new Snapmap in the works.
https://streamable.com/3caufd
EM Increased Gore light alpha version
Increases gore a bit: more and faster wounds, limbs and head loss, blocks some GKs related to limb loss.
Includes:
- Zombies: head loss, chest hole, extra head gibs, increased wound chance.
- Imps: head loss, chest hole, increased wound chance.
- Soldiers/Hell Razer: head and left arm loss, chest hole, increased wound chance.
- Hell Knights: head and both arms loss, increased wound chance.
- Revenants: head and both arms loss.
- Summoners: head, both arms and both legs loss, new wound, increased wound chance.
- Pinkies: both arms loss, new tail wound.
- (Cyber)Mancubi: head loss, increased gut wound chance.
- Barons: new head wound, increased wound chance.
What’s with the new snapmap wiki at https://snapmaps.idsoftware.com ?
DOOM® SnapMap - A powerful, but easy-to-use game and level editor that allows for limitless gameplay experiences on every platform. Anyone can snap together and customize maps, add pre-defined or custom gameplay, and edit game logic to create new modes. Instantly play your creation or make it available to players around the world.
Someone please tell me there's more to this than just porting the old one to a new one.
Anyone here can help/can discuss few things?
I have few design questions:
1. I made Invisibility work by default finally without notarget. But when switching to fists game freezes. So I blocked ability to switch weapons with invisibility.
Do you think it's fine or is it better to return to notarget method, which relies on more code and LegacyMod, but allows to switch weapons?
- I want to integrate armor for enemies, but I don't know how to address it. I wanted to make it % chance based. Armor can break, if anything and I can control it's durability (don't know, why needed) and penetration damage.
I thought about something like that:
- Zombies: all body 5% chance, chest 10%.
- Imps: all 10% chance.
- Soldiers/Razers: all 15% chance, right hand 100%.
- Lost Souls: all 15% chance (if can have it at all).
- HellKnights: all 20% chance.
- Summoners: all 30% chance or reduce half HP back (I x2 it) and give 100% armror.
- Revenants: all 30% chance, jetpack 100%.
- Cacodemons: all 50% or stable 100%, but weak armor to address their ability to defend themselves, which I was unable to make.
- Pinkies (+Spectres): increase durability of armor, give 5-10% chance to protect tail, if possible.
- (Cyber)Mancubi - have no idea how to control and change their base armor, but I can add armor to Cybermancubi head.
- Barons of Hell: 75% chance of armor for all body or 100% chance with lesser duration and a bit less health ( I also doubled it for them).
What do you think about it?
I can discuss stuff but I’m unfamiliar with modding campaign. I come from snapmap mostly where invisibility power up works fine. Armor is complicated in Snapmap/snaphak I can’t imagine it any easier in campaign mods.
Thanks!
Yeah, I would need to edit each enemy entity for maps to add armor and % chance. But I'm glad it worked.
I would leave invisibility the way I already made it yesterday. But what about armor values: do you think they are good/fair?
I don’t know of any way to add armor values to a demon. I only know how to bind entities to a demon simulating armor that can be shot off.
That's interesting too. I guess, it's something like bindparent thing. Never tried it, honestly. Know only about values.
This Doom2016 Snapmap holds allot of custome demons, hacked into the game with the use of snaphack.
As of now we only have 12 hacked demons. But the map will be updated to include more once the aniversary series is fully published. for now however... Enjoy what i have made.
Map ID is 243KZ8DQ
0:00 - How to add
0:04 - Vassago Eter...
That's cool!
But just in case there are Albino, Specrtre Imp and Toxic Cacodemon by T0yOta. Also Harvester, Chaingunner and Lean Mancubus.
Grand Doom 2016 Overhaul Final - Work in Progress
https://youtu.be/u8-CAkAGIHQ
Neverending work in progress.
00:00 - Intro
00:10 - Tesla Rocket
02:32 - Adrenaline
04:35 - Small addition to Revenants, Mancubi
04:55 - Fixed Teleporter
05:37 - True invisibility fix
06:42 - Emp grenade sound fix and pistol + grenade vanilla bug fix
07:23 - Revenant taunt fix
07:42 - New grenade drop.
08:04 - Work in progress
08:23 - Outro
#...
Yeah but those are modded and not hacked in.
All platforms can experience the hacked demon shop.
The entire video was recorded on playstation too.
Oh, yeah - I forgot about it. My bad. Could modded content be turned into hacked, though?
Nope. It has to be in base snapmap.
If theres any entity being refrenced that is modded into the game. all players without it will crash including console players.
The reason these hacked demons work is because the objects on them are binded to joints and the base is a normal demon in snapmap.
https://youtu.be/tYfW2TI_FIw
hey guys i made a very complex map, full of secrets minigames even an archville (nomods)
you can also see the blog linked in description which has links to relevant parts of the vid in each chapter
hope you like it!
Very complex map full of secrets :D I didn't remember a lot of it so I got the shocks too!
Use my blog to find the highlights https://sites.google.com/view/safone/blog/e1m2-campaign-map
Or the chapters below to go room by room. There's too much to chapter in the behind-the-scenes so have just marked the 3 most unique things
Doom (2016) SnapMa...
Mision 4 is really far along and im happy to show some more of it off. Still not finished but close to final.
👀
EM Expanded Infights
Expands possibility of different enemies to fight each other and changes infighting balance. Adds more chaos to a game.
System based on emotions/hatred, amount of hits, kills, faction and group relationships, distance to player.
There are some additional changes to make it work properly, like nerfed hatred towards player for some enemies or instant kill for Zombies by Mancubi/Pinky attacks.
Main:
- Player a bit less hated on average and some enemies like Shotgun Soldiers, Hell Knights, Pinkies, Cacodemons, Summoners hate player way less.
- Zombies: fight each other and others. Hate and hated the most. Have small requirements for hits to trigger infights. Can't be instantly killed by Pinkies and Mancubi anymore.
- Imps, Plasma and Shotgun Soldiers, HellRazers: fight each other and others. Have high hate, hated a lot and have small requirements for hits.
- Hell Knights, Revenants, Pinkies: fight each other and others. Have medium hate and in the middle of being hated and have medium requirements for hits.
- Cacodemons, Summoners, Mancubi, Barons: fight each other and others. Have least hate and least hated and have high requirements for hits.
For more info check ReadMe.
https://www.nexusmods.com/doom/mods/117
EM Expanded Infights showcase.
https://youtu.be/9WV1PSMnfmI
Expands possibility of different enemies to fight each other and changes infighting balance. Adds more chaos to a game.
All enemies apart from Loast Souls and bosses can now fight each other even enemies of same type.
https://www.nexusmods.com/doom/mods/117
Part of Grand Doom 2016 Overhaul Final Mod.
Tried to play with new video editior. Sorr...
Which doom game is that
Doom 2016
Guys quick question abt the modding injector thingy for doom 2016:
Does it work with the current version of the game or do I have to downpatch just for it to work?
And another thing,
I've been trying to get this mod that changes the HAR's TS mod to become smth similar to doom eternal's PB mod to work
but everytime i launch the game after i install that said mod, it crashes and tells me to enable devmode via a command parametre on the steam launch option thing and even when I do that it still crashes.
Guys quick question abt the modding injector thingy for doom 2016: Does it work with the current version of the game or do I have to downpatch just for it to work?
DOOMModLoader works best with the latest version of the game.
[...] everytime i launch the game after i install that said mod, it crashes and tells me to enable devmode [...]
You have an outdated version of DOOMModLoader. The latest version is here: https://github.com/ZwipZwapZapony/DOOMModLoader/releases/latest
Classic Doom Reshade For Doom 2016
Actually using the Limited 256 dos Color palette
Wow that trippy for me but cool dude
Isn't the whole game orange or red? Why this?
Mision 2 is going alright. While progress is going slower then i like. Due to hitting a roadblock in making the enviorment and snapmap block catching up on me.
Im 55% Of the way done with the series. I might play some other games for the next few days and get back on here once im ready to sit down and start mapping.
Doesnt help i want to do a ...
not sure what you mean by this
the preset makes the game more satuated and Pixlated, and using the limited color pallet of the oriignal dos game, its to make it very stylised
I say that because 2016's color palette is already limited lol.
I get it pixelates the game but.
It's mostly that.
the only problem with 2016's color pallet it has a particular shade of blue that doesn't exist in classic dooms, so a lot of ambient light is just grey
Its not a big problem right now, but there might be a level that uses that shade and it will look wrong
Grand Doom 2016 Overhaul Final - WiP - Friend Grenade
~~Help needed:
I can't make grenade to spawn few types of random enemies+have spawn fx and despawn at the same time. And version with despawn allows only 1 monster type with no fx.
Don't know how to combine both and fix it. ~~
Fixed.
https://youtu.be/bcpge2mDlO0
Made this one instead of Demon Control grenade, since failed with Control grenade completely.
Help is appreciated.
#doom #doom2016 #mods #doommods #doom2016mods #granddoom2016overhaul #elder_moloch #gamplay
hi
does anyone have a resource for what music correlates to what songs in snapmap, i could just trial and error to find the one i want but i figured id ask while snapmap was loading
guys how to mod doom 2016 ı just fınıshed story
To use mods or create mods?
To use mods you need these programs:
- DoomModLoader - loads most mods.
- DoomLegacyMod - allows to use cheats/commands/cvars.
to use mods maps ıdk how to dowload mod or use but ım also tryıng fınd an cheat code that gıves me ınfıte berserk
Dowload what mod? You can dowload from Doom 2016+ Modding Discord/NexusMods/ModDB/GameBanana.
There is no such cheatcode as far as I'm aware. That's why I created 2 mods related to Berserk.
Is there any way to deal damage to idProp2 by some triggerhurt or anything or despawn it (without target/remove) or make it have duration? I turned some idProp2 into barrels basically, which spawn on grenade explosion, but I need to deal damage to them over time, since these props don't despawn/don't have duration and clog map. And I don't know how to damage them, since triggerHurt doesn't work on them and I have no idea how to bind projectile, which would explode, because binding entity, which appears on explosion doesn't work and projectiles code isn't part of enitydef it seems.
Im about 64% Of the way done with the series. I will try and get E1M1 done this week so i can spend the rest of the time making the music.
the ability to toggle off the custome music is going to have to go sadly. too complicated to put in the maps this late with the aniversary within 3 weeks.
Enjoy this little sneakpeak. For this video specifi...
Is there anyone you guys can recommend for me that can make sprites for my project in doomsworld style ( I'll pay ofc)
does anyone know which sounds file contains demon sounds? I thought it was the monsters one but weirdly enough that has honestly nothing
Every series i make needs a hubworld. this is a given come on. Made this in 3 ish hours and it aint that bad tbh. Again tho. The map will be out tommorow
Happy 10th 🎉🎉
hi there i got a question about doom modding and eventually bug fixing something that has been bothering me for years
if possble
also neat
Oh, this is new. Actually, coincidentally, I was about to ask about SnapMap
It's probably difficult to go back to Doom 2016 after Eternal, but I really need to fill out my design portfolio with more content, and I've seen SnapMap creations featured in other design portfolios, so I'm wondering if I should try the same...
No idea what I'd want to make with 2016's content, however.
Tis not specifically about SnapMap, there are actual modders who make files that can change your game. There isn't any official modding support though.
Yeah there is modding but it's pretty hard to do and it takes a fair amount of work
snapmap modding has gotten to the point where were able to spawn in barons at imp size retexture demons make anything into a mover scale up hazards make hazards move. we literally breached the 12 ai limit we can now spawn 24 demons at once and also remove limits you can even go in 3rd person and summon bots to fight along side or against
and yes ps4 and xbox can use these things for some you need someone to go in and add it in but for most things you can copy and past it into your maps
even the 3rd person works for console and carrys over into other maps same for the no limit!!
damn
I've also seen some crazy stuff in the modding discord
Someone figured out a meathook (WIP) and portals (also WIP)
oh really didnt know
That actually sounds pretty sick
These tools are required to Mod DOOM (2016).
A Launcher by PowerBall253 for DOOM (2016) that bypasses dev mode limitations on startup.
https://github.com/PowerBall253/DOOMLauncher
A tool created by Chrispy that allows you to access a DOOM SnapMap file and modify its properties directly, rather than through the built-in UI.
https://cdn.discordapp.com/attachments/696423960169939054/816460282318684180/Snaphak1.3.7z
A console unlocker for Doom 2016 by emoose. http://bit.ly/2QYQlIu
A tool for extracting DOOM (2016)'s resources.
https://github.com/emoose/DOOMExtract/releases/tag/1.7
A tool used to search through the files. This can search the entire 'gameresources' folder so each file does not have to be separately opened to view its code.
https://www.mythicsoft.com/agentransack/
(Note: The above tools are for making mods, not loading mods. Except DOOMLauncher, though that doesn't handle mod-loading on its own.)
So I know about the Carmack Reshader, any other visual mods people recommend?
I won't personally "recommend " any as being objective improvements or such, but DoomFX (https://youtu.be/gkzji01lE6w) spices up several particle effects.
DOOM Highlights Remover removes shimmers and such on interactable objects. (I probably can't link to that due to this server having auto-anti-link bot moderation(?), since it's on Nexus Mods.)
And, if you don't mind some self-advertisement, Black Doom 2016 (https://youtu.be/-QGlC285sdU) gives a complete changeup to the atmosphere of the whole game... but I assume that you're probably looking for less of a total makeover than this. It's still worth mentioning, though.
Edited a few impact/explosion fx: https://www.dropbox.com/s/9j44y6gm2lgme0t/DOOMFX.rar?dl=0
Black Doom 2016 is a mod for the Steam release of Doom (2016), making the game unable to load "mega-textures", which is what's typically used for in-game textures.
This perfectly replicates an issue that can occur if you launch the Xbox One version of the game before letting it download entirely.
This makes it much harder to make out enemies a...
RULES FOR MODDING: <#rules-and-info message>
Is there a mod that adds slayer pain grunts to 2016?
Hello how do I get mods for Eternal ?>
First of all ask in the correct channel here -> #eternal-modding
They send me here ....
Why would you ask for doom eternal mods, when this is:
A: The doom 2016 modding channel
B: There is a Eternal modding channel
Can someone give me some examples of doom 2016 mods
There's a mod that allows rocket jumping, some mods that make levels more difficult, a few of Doom Eternal's weapon mods (e.g. Sticky Bombs and Precision Bolt) have been recreated, a mini horde mode (https://youtu.be/cj0ZGDD6yhI), the visual mods that I mentioned in my previous message here, and more too.
Is there a mod that removes impact compensation?
There is. This link leads to said mod in the DOOM 2016+ Modding server: <#588013446667436042 message>
I don't know if you can use that link if you're not part of the server, but it's a public server, so it should be easy to join it if needed and then use the above link afterwards.
Is there a mod that makes you fight all of the bosses at once
No, I don't think so.
There should be
Like a Doom 2016 boss rush?
@mellow bramble I was just thinking throw all of the bosses in one arena and have the slayer fight them all
A reshade for Doom 2016 (https://www.nexusmods.com/doom/mods/40)
looks good
You can mod 2016?
... yes
wow
you can mod anything with emough time and hax
Very nice
Thank you Gougaru !
https://www.youtube.com/watch?v=R1bOTiFj_Bc Snapmap Boss fight being worked on by XenoAlbedo
when you mod and end breaking the game
just discovered this channel exists. You can mod doom 2016!?
Yes.
Don’t expect it to be as extensive as classic Doom’s though.
Same with Eternal.
How difficult is doom 2016 and eternal to mod?
Do you have any experience im guessing not?
New map I made!
V8CK9GTW
gonna try it out.
is it an achievement map? lol. Otherwise, i'll definitely play it.
Yeah, I think one of the secrets don't work but it is a small little map I made, I am a beginner at making maps though.
Not a big deal at all. No problem being a beginner either. You are a step ahead. Technically, I’ve never released a map but I’m knee deep in it and have been since release.
I’ll check it out tonight! Give you a vote up for the share!
Thank you!
@mild sage is this a mod
mod that I'm working on
it couldn't possibly be a mod, because this is #d2016-modding , a channel where you post about mods
It was just a question jerk
it was an obvious answer jerk
he was making a joke not trying to be mean
no need to get mad about a little joke
@balmy apex yet you didn’t even need to respond as the person who I asked the question to already answered it
its been like 4 minutes 
yeah hes quick to follow orders
@balmy apex stfu
no
@balmy apex I’m just gonna ignore you for now so, bye 👋
ok
yikes
ikr like i cant believe he couldnt take a joke
toyota what
yes
My snapmap with snaphack content. the maps around 9 months old so alot more things have been discoverd
https://youtu.be/KdHiVGlhrag
Dysanity is one of many maps with modded content this will truly be a unique experiance unlike any other
Hi everybody, I'm new
Doing my first playthrough of eternal
I was thinking on going back to D2016 after I finish it
but trying some mode that makes it more challenging
You are in the #d2016-modding channel, may wanna talk in #doom-eternal
any mod suggestion?
There's a WIP Master Campaign, though only for the first two levels. I've also made master levels for The UAC, ResOps, Foundry, Kadingir Sanctum, and Titan's Realm, plus a mini horde mode. You can find all of those in the Doom 2016+ Modding server. Some might be on Nexus, but at least for my stuff, my Nexus posts are probably out of date.
not a WIP, but a six-map SP Snapmap campaign that I made and released a little over three years ago. still pretty proud of it. follows the classic Doom structure of 'UAC techbase levels -> hell levels -> back to UAC techbase levels' trajectory. (map ID#'s are in forum post link)
Blood, Fire & Ice takes you to a UAC research facility where power fluctuations have both de-stabilized the teleporter and plunged the base into sub-freezing temperatures. Hayden has tasked you with disabling each facility power station, thereby disabling the teleporter and cutting off the ga...
Thanks. I'm new to PC gaming too. Where do I find & install mods?
I'm new to modding unless it's half life.
Astro E1M1 (Delta Station) is a DOOM SnapMap created by Dingenouts076 w/ Map ID: SFVNRQ92. This video shows you a playthrough of that map with no commentary. Video was created mostly for entertainment purposes and to promote the creativity of DOOM community members. From educational point of view, the gameplay in this video will also show you ho...
Astro E1M2 (Echo Station) is a DOOM SnapMap created by Dingenouts076 w/ Map ID: YKH2Q3MF. This video shows you a playthrough of that map with no commentary. Video was created mostly for entertainment purposes and to promote the creativity of DOOM community members. From educational point of view, the gameplay in this video will also show you how...
Astro E1M3 (Charlie Station) is a DOOM SnapMap created by Dingenouts076 w/ Map ID: QWP4QZVT. This video shows you a playthrough of that map with no commentary. Video was created mostly for entertainment purposes and to promote the creativity of DOOM community members. From educational point of view, the gameplay in this video will also show you ...
does 2016 have a mod injector?
It does. Seeing as you're in the DOOM 2016+ Modding server, I'd suggest looking in its #2016-faq channel.
Ok
DOOM Eternal: Astro E1M4 is a DOOM SnapMap created by Dinge076 w/ Map ID: Y6MWZL45. DOOM Eternal Mechanics such as dashing and meathook are implemented, as well as custom geo, modded props and music.
We strongly suggest that you watch another amazing snapmap video here: https://youtu.be/r2tYjtL7HTY
This video shows you a playthrough of this m...
does 2016 have a mod such as the zoom eternal mod?
Can you install mods on the demo?
Doom the cover shooter
That’s why i mentioned it commits sin in the description of the snapmap lmao
I wanted to just parody some cover shooters
But you can practically play it without covering lol
Lol
It is pretty fast at like, the end
Are there any must play mods?
horde mode
A week ago, I finally got around to making my first snapmap , paying tribute to the classic deathmatch levels from yesteryear !
i looked at "entryway" from doom 2 and all the DWANGO wads for inspiration, since they're legendary, and I tried to make use of doom 2016's new features like double jumps in the rooms.
hopefully this is fast paced and organic, i'll leave the code so you can see what you think : JTT5G972
Are there any mods that get rid of the god awful sensitivity reduction while using scopes and some weapons?
Found that after installing the Legacy Mod, +weapon_overrideSensitivityWhileFiring 1 in launch options should remove it
will test it out later
Nope, only seemed to fix it for the plasma gun
How you open the console
the key is usually the to the left of 1
whats an achievement map? sounds like something i wanna try
Hello, guys!
When I found out that the slogan of the Battlemode sounds like: “Doom with friends” – the first association was actually what you will see on this map.
In fact, this is an ordinary multiplayer arena with all the standard rules, but with the demon waves appears. And players must fight each other but without direct confrontation, but snatching the "fattest" demons and the best pickups from others. Same time, this map is excellent for beating your own record alone and practice in DOOM`s basics.
I changed the balance of the score system, made a more smooth increase difficulty at the beginning and added a progression through each player’s life.
There are some simple rules:
**- Glory kills don't give more health or armor
- Each Ammo pack increases the maximum player ammo by 10% up to 200%. The effect is nullified at death
- Each Small Health Vial increases the maximum player health by 1% up to 150%. The effect is nullified at death
- Each 3 Armor Shards increases the maximum player armor by 1% up to 125%. The effect is nullified at death
- Every 30 seconds after player spawns the player damage increases by 5% up to 150%. The effect is nullified at death
- Scores for killing and glory killing demons increases over time, the death penalty increases too.
- Scores for every item on the map (except Armor Shards and Small Health Vials) has changed in accordance with the current score balance**
So:
**- Rip and tear the demons!
- Control the battlefield by pick-up the items (especially Mega Sphere)
- And try to keep yourself alive as long as you can.
Following these simple dogmas of classic DOOM-gameplay will lead you to victory!**
https://cdn.bethesda.net/forum/uploads/f5fcc228-3ce8-47ba-95e5-f01df90a44c2.png
https://cdn.bethesda.net/forum/uploads/c15fa003-b34e-443a-8316-e6633ea6cd43.png
Demon Slayer Arena
Map ID: PVG397M4
My first non-deathmatch map.
It is the competitive map based on the core DOOM gameplay – where you should effectively slay the demons, gets the pick-ups and trying to avoid to die.
Killing demons and picking up health, armor and ammo – gives you scores. Death is reduces your scores by 3666 points, so try to ...
i wish there was a mod that kept the visor in 2016
I could never figure out how to get the other grenade type working
i believe the bind to change them was the F1 - F12 keys
oi bigos

where mod
God I love this mod so much
I'm working on a Juggernaut minigame with snapmap, I've got two upgrades right now, Lighter Armor (More speed, less armor), and FMJ (More damage). Anyone got ideas for any other upgrades I could add, or random events? (ex. random barrels spawning, special enemies, that kinda thing.)
check #the-future and #tech-talk it's about doom 2016 modding
You'll want to see this. There's modded assets in snapmap
We got doom eternal assets
My channel has finally been revived. While you may still expect to see some stupid gameplay clips, this channel will be uploading Gmod and SFM videos again. While I will definitely still do videos with a single, consistent story (if you can call it that), a lot of my new videos will be composed of various skits.
Update:
Don't worry, my video i...
Snaphak modded content for Doom 2016^
what's your fps for doom, my fps is 580, 2k 155hz, 5950x, 6800
Wrong channel, take it to #tech-talk
custom menu background 
Yeap.
:(
Yellow supremacy 
Do these mods work with doom 2016 on steam
That’s a really good idea that would be fun keep it up
Yes. 👍
No
Always yellow supremacy 
You guys, is toyota’s doom campaign mod actually out or is it still in progress??
If it's out, it's only as a beta right now. I don't know if it's still actively in progress, but at least I don't remember it being publicly said to be cancelled.
It took awhile for my small brain to realize you're talkin about that YouTuber and not the actual car company
Also we need a mod that skips cutscenes but i’m 90% sure that’s not possible because of the engine?
Do you mean https://www.nexusmods.com/doometernal/mods/97 ?
Yo wtf a prowler
yeah, they managed to put 2016's model on an imp
elizabethany managed to put the Harvester in the campaign as a model swap of the Summoner if I remember correctly
I'm glad that I'm able to look at the multiplayer outfits offline in Snapmap
Get back to 2016, we got new content in snapmap
Btw we got photomode. So you can take photos of your maps
Wait really?!
If only I had a pc
It's on Xbox and playstation too @tranquil ruin
Maps are cross play, you can copy and paste assets
Really
unfortunately, xbox snapmap is currently having server issues, hopefully it gets brought to attention of anyone who can resolve it
Played and loved it a while back and forgot to let you know
Thanks, sorry for the extreme sinning in the snapmap tho
(enforcing covering, self-healing)
Lol are you still Snapmapping?
Yes, i made one called “MP Test”
This time you can play with 3 more people
Hell yeah, I'll check it out when the servers are back online, scroll up and check out my map in progress please 👉👈
@wintry zealot
Ohhh man, how do you even begin making shit like this??
There are so many new props and stuff. You can make space bases and exo planet colonies themed maps
I used rock props, retextured to a dark metallic stone. And placed them in the shape of a mountain and created a tunnel with blocking boxes and glass
have you received new information confirming that, or is it the same stuff you've been using to mislead people out of your own need to have people believe your conspiracy theories?
I hope it gets fixed soon I can't wait to try it out
@restive niche we kicked you out of the discord because you were making up lies and got butthurt when we told you Bethesda was fixing it. He has trouble admitting when he's wrong - don't listen to him. I can post screenshots of him crying about us debunking his delusions
I'm gonna side with hostile
He was telling people on Reddit that the Xbox snapmap servers were gone forever when they really aren't and are getting worked on. Xbox just released the cloud gaming beta a few days ago and the ID software people are configuring this update with snapmap since snapmap isn't traditional gameplay and uses more from the Doom servers
Well I hope they fix it soon
he wasn't kicked out, he left
he's welcome to join back whenever so I can pick apart his paranoid delusions again
New? They added stuff to 2016??
No way you designed this in Snapmap, holy shit!!
@wintry zealot @glossy sage Does anyone else here have any links or sources where Bethesda or id Software confirmed that the reason why the SnapMap servers are down on Xbox is because they are configuring Doom 2016 (Xbox version) to work with XCloud?
No reason has been confirmed. We just heard now from one of the xbox users that reported the issue that it is being looked into by dev team
@glossy sage Ok, that's good to know that they are looking into it.
I do want the SnapMap servers to work again on Xbox so I can make my new SnapMap and upload it.
if he can stop spreading misinformation, gladly
again: take it to DMs please.
Hasn't Bethesda not anoucced alot of small changes
@glossy sage @tranquil ruin I got a question, how long have the servers for Doom SnapMap on Xbox been down?
I just noticed until today that they are down.
it's been a couple weeks
I was informed a few hours ago
but it finally has some attention from dev so it should be resolved soon
Good to hear
@glossy sage @tranquil ruin You guys think for the moment I should continue making my new SnapMap offline on Xbox while they fix the servers? Or shall I move it to PC just in case?
Keep making it on Xbox
should be resolved soon, but
there's some advantages of being on PC
namely the tools that we've been able to extend snapmap editor's capabilities with.
Interesting, tell me more.
we have a snapmap server that has all the information on it
i'll dm it if you like, since I think posting server links are not permitted here
Ok
but in summary, we have the ability to edit the raw text of the map files, which means we're not limited by the in-game UI to configure the various properties for any of the map's entities.
that means, for example, we can place and configure movers, which is what those classic module lifts are.
Awesome.
I myself have always wanted more content for SnapMap ever since I used up a lot of the new content added for SnapMap in its final update.
@zealous cave @buoyant shoal both of you are welcome to join our snapmap discord. Bots, new props, photomode for maps and much more. We regularly come here to let the Doom 2016 channel know about our snapmap projects
Ooooo where
Sorry, this dude was spreading misinformation about the Xbox servers and we felt we needed to correct it. We'll stop but If he does it again, can you please ask him to stop? Thanks. And sorry again.
I asked him to take it somewhere else which is kind of the equivalent of "stop" to a certain point but that case is resolved so... continue normal operation, I guess? 
Thank you my dude
It's not "new" content per se. It's just unavailable by default, but it can be accessed through a PC-exclusive mod/tool (SnapHak), and then played with and sometimes copy-pasted on all platforms (even without that mod/tool).
Still technically new if we never got it to begin with. And it's new since it's retextured and resized to make new assets
@wintry zealot give me the snap code when you are finished
"6969.420" nice
🥲 my money
i'm having an issue where i'll try running the D2016 mod injector, and it'll immediately close itself, am i missing a certain file?
nvm i'm top idiot i got it!
are there any weapon replacement mods for this
namely replacing the doom 2016 weapons with the eternal ones (just the models)
are there any weapon replacement mods for this
Yes. Both tweaks/reworks of the single-player weapons, and replacing them with the Multiplayer/SnapMap-exclusive weapons (although my mod for the latter is indefinitely unpolished).
namely replacing the doom 2016 weapons with the eternal ones (just the models)
We can't really import custom models for Doom 2016 (nor Doom Eternal). 😿
ahh a shame.
why so
someone has attempted model swapping in the Reaper and the Lightning gun since they are in the eternal mod files but it winds up crashing the game. i am happy to know multiplayer weapons are useable in the campaign tho
Anyone care to explain what happened with Doom Snapmap cross-publishing? I'm just curious if anyone knows. Thanks.
ok, i know that this is kinda stupid to ask, since this game is already well optimized, but. Does anyone know any mods that increase performance without the game looking like a f-ing potato sculpture
can i talk about snapmap?
Yes. The channel topic/description says "including SnapMap". 👍
is anyone gonna help me
please
no
I mean, steam does refunds, assuming you’re playing the game on it
so i tried the modloader for 2016 and keep getting "Failed to find latest patch file in base folder!
Search filter: gameresources_*.pindex" any fixes?
Make sure that you use jfmherokiller's update for it: https://github.com/jfmherokiller/DOOMExtract/releases
Uhh what is this mod?
how would one go about editing how much ammo you get for rocket launchers at maximum upgrades in doom 16
i wanna cut it from 40 to 20
I want that as an eternal skin, it look awesome
fat chance at the moment, but custom models being modded into DOOM Eternal is in its infancy. So far modders are very limited with what they can do at the moment. Until it's even more accessible and we learn more about the game, you may get what you want
Few screenshots from my snapmap project. A map delving into the lore of the scrapped Off world Colonies we were meant to see in Doom Eternal.
NPCs @ivory pier
Nice.
Thank you brother
Looking like Locke from Halo 5
Is that good?
Yup. Looks amazing.
id Software could also release the official modding kit for Eternal.
Mods are what particularly made the original Doom games alive even to this day, and it would be cool to see Eternal being given the similar treatment.
Yeah. It's a little sad to see that video games aren't so wild west in the way of mods any more.
Thanks bro. And I agree. We need true mod support for eternal. The engine has so much potential
anyone got any cool mods for d2016?
Yes its called glory kill overhaul
And if you are starting a new campaign try using the master levels found here
Or any if the other mods
your mom
Hello everyone. Is there a good tutorial out there for Snap Map (not modding, just using the base assets in Snap Map) and connecting everything together to form a multi-level Campaign?
In progress of making 3 level campaign in snapmap
It is going to be unfair
@topaz raven @spiral python join the snaphak discord group
Where
Does anyone know any mods to increase performance?
I'm not able to buy a better pc than the one that I have rn
Hello everyone
I need your help in getting the platinum trophy because there are two trophies that require winning an online match and reaching level 5 in multiplayer but there aren't any players!!!
Xbox?
If anyone has steam, anyone want to do an achievement run in Snapmap? I'm trying to unlock a load of the multiplayer content for a project
I would imagine PlayStation, since that's the platform that uses the term "Trophies."
this chat is fricking dead
how to change the damage received modifier of the player?
I've already found the damage output modifier of the players proxy objects , but how to change the damage of the player received
Is the flashing orange border a low health warning? If not, does it mean anything else?
It is
There is going to be a dust storm mechanic a little later on
I can't wait for this to be published! please share the snap code with me when you are finished!
Thanks, for sure
@wintry zealot mods lookin nice!
Thanks. It's a snapmap lol. All of these assets are accessible to everyone
Crap I don't think you can mod a switch
Lol not a mod
It's snapmap. They found a way to get access to assets that weren't in the editor. Just resizing and Retextured and published as asset maps on snapmap. You can download maps and go in and copy/paste the assets to your own map and use them
Snapmap is cross platform too so everyone has access
Except people with the Nintendo Switch and Google Stadia versions; SnapMap isn't available on those platforms.
@ivory pier here is a level I am working on that takes place in the outer world colonies. Notice the environment and the player bot
It is a combat test
Keep scrolling up and see our work
@ivory pier check it out. Friendly bots @rich needle
i dont know a lot about coding but making a bot simply walk towards you isnt too hard, right?
halo 1 unsc ai was able to do the same in 2001
this is gonna be probably wrong as fuck cause i dont know anything, but isnt is just putting a "point" on the character, then having a radius around that to which the bots simply walk to?
and if you look at them they step a meter to another side
I'm recording the fights now
@rich needle @ivory pier they pickup health, ammo and armor
Imgine if the demonic troopers were like this when we fought them in TAG 2. This greatly surpasses them
then they would be slightly more interesting at the least
I'm recording a demon encounter battle
overall i still wouldnt really call this great AI, still a bit simple. they just now have added "waypoints" on the pickups
Just give me a sec
it's cool that you're able to do this within the constraints of a map editor but i still don't see what's so impressive about it outside of that context
Story based maps where you have a squad of soldiers fighting demons
You actually feel like a real soldier. Snapmap is no longer just stupid game modes
quake ai also walks to a pickup when a number in its checklist is too low
it only took 6 years
hopefully in the demon battles they are actually interact with the environment apart from simple static pickups 
you were overselling this just a little bit
That's not what I was referring to
These are player bots
Not demon AI
@ivory pier @rich needle
They can glory kill
Slightly better ig
Yeah and you wanna argue doom eternal doesn't need snapmap
Yes
Kind of off topic but we got a third person camera
Would be appreciated but it's not required
Best 3rd person cam ever
Cant even see what i'm looking at
How? I can see just fine
Cause the character's head is infront of the crosshair
@rich needle I can see just fine
Cause you are not looking through your crosshair, you are looking over it
Sure, you can see most things. But it's visually "repulsing" (idk correct word excuse me) to have the crosshair always obstructed, and the middle of your acreen filled
Simply making it over the shoulder would be an easy way to not make it bad
@rich needle we also got photomode in snapmap
So now you can take cool screenshots of your map and bots as well
K
Do you understand a little more of where I'm coming from? Imagine having all this shit on the new engine
With bots running around dashing and using equipment
It's possible, it's not a fantasy
It's definitely possible
3rd person and photomode are like, the things that come out in the first 3 days when the community gains modding tools
Fairly certain eternal even has a 3rd person mod but idk
Nothing ive seen yet impresses me
Well this is barely the surface
Sure
I'm just saying, we can definitely have this and have tool of snaphak back in the new engine. It's just a matter of asking the devs
Bots in eternal would be so awesome. I can make my war modes with bot allies
It's bot a matter if the engine could handle it though, that was never the argument?
What was it then
??? Did you even read what tom said?
Honestly I forgot what we were discussing. Just felt nice showing an eternal player how much snapmap has grown
And again, something like snapmap would be great in eternal, i'm just saying the game doesnt need it
Peep the video ^
I did, a lotta static models in a 2016 looking environment
Now you are just sending random screenshots
This is some of our work
Yes, mine, 100%
I'm also just sending it because i wanted to post it here anyway
Fair
Watch the end, physics props.
Yeah but the entire part of hitting the hellknight was skipped
My elgato is bugging out
theres no persicion while having the crosshair covered, stop outright ignoring valid critisism
Lmao you haven't even played it. And you're not forced to use it, it's just an option for gameplay. I can use and see it just fine, it's aligned to not disturb the way the aim and shots are distributed
again, youre just ignoring valid critisism, if your end goal is for others to play and you ignore anything they have to say the no one will
I didn't. Da_luci said the aim was messed up. I already explained it was changed to tune with the third person perspective. What part am I leaving out?
they also said its visually repulsive, and thats true
That's more of an opinion. My and a lot of the other snapmappers play better in third person. @tepid current you haven't addressed what I left out???
Seems like you eternal cucks can't accept the fact that 2016 is more fun and has better modes than Doot Eternal. L
wtf how did you get there? i love both doom games, i love snap map, youre losing the "argument" ( that i do t want to have) so youre just tryna attack me
@tepid current again, no valid argument and nobody is attacking you
i prefer eternal but i wish we had snapmap, other than that i was jjst trying to be constructive
I agree
We should have snapmap
there you go again, juat imediatly say its invalid
If you don't shoot towards what the crosshair points at, the aiming feels off. If the crosshair is always on top of your head, the crosshair isn't useful (and then the aiming feels off too). I'm not sure what's hard to see about that. 🤷
You didn't make a point. You just cried and said it was me attacking youn
thank you, see its just offputting
So we don't have a way to change the crosshair icon position. I get that in the video the crosshair is above the head. But during gameplay, it's easy to see and feel that the gunshots go slightly lower to make up for the camera angle
my point was the cross hair situation is bad, so dont ignore it
what?
@tepid current
@tepid current thoughts on NPCs?
Did you see the bot glory killing the revenant?
i wish u could mod on console
noice
These snaphak things are on console
Anyone with doom 2016 on xbox, ps, and PC can access snapmap and get all these new things on snapmap. Bots, new props, new texture and new Sounds.
They're in asset maps that you can download through The snapmap menu and copy and paste
I am the lord of turrets
nice
Hell yeah
Thanks homie
Microsoft needs to stop caring about modding. Your kinda pushing away the capabilities of your players if you break the modding communities legs and won't let em reach the store. Mods keep games fresh then old.
Especially DOOM. Honestly, the DOOM Community and franchise stayed alive through the years because of the all the Mods that added fanmade content. Look at Brutal DOOM.
Snapmap was supposed to be a bridge between mods and developer tools. They still can if Snapmap were re released with all the tools it has now that it didn't have back in 2016
i 100% agree.
Hell yeah
if doom eternal had a snapmap id be overexcited
Man, I wouldn't leave my room for like 5 days straight just making maps
I'd be the dirtiest man alive playing eternal snapmap
Eternal Devs actually listen to their fans unlike other game companies. Maybe we should request a snapmap revival. The thing is idk if they're working on a spin off DOOM game or another game entirely
it would be nice for a spinoff to come out
The turret lord brings you more turrets
More cacophonic prop - custom Geo amalgamations soon
As soon as I figure out what next
the actual hell itself
Mods are allowed for games on the Store, it just depends on how they're packaged. Games using the new MSIXVC packaging allow users to access and edit files, which makes it easy to incorporate mods (eg. Flight Simulator is in the Store and does support modding) 🙂
(of course, game developers also need to actually want to enable mods, which might not be true for everyone)
never seen that thanks
Yeah it's relatively new, and we don't really have public docs on this out just yet (at least none that I could find). I also learnt about this just a few weeks back because a teammate mentioned it ahah
Dig it.
Joined because I need help on something, and that something is a shield system. So far, I've got it so when the player is damaged, thus losing part of their shield, it waits a little bit of time before beginning a repeated that adds 1 shield point each 0.2 seconds while also playing a sound each 0.2 seconds which is supposed to be the sound of the shield. If the player is damaged while the shield is recharging, it stops.
Theres only one problem, I need it to stop once the player hits 100 shield points so it doesn't continue playing the noise and I can't figure out a way to check the player shield amount to see if it should stop.
Heres a screenshot of the system in its current state, if wanted.
Edit: Decided to go with no sound since the actual recharging "stops" at 100 and doesn't continue when hit.
Created some Halo: CE style recharging shields and health pickups
does anyone @here know how to install the DOOMFX mod? i dropped the files into the Directory and nothing changes.
I think I've seen a rechaging armor in another snamap I played, but I haven't seen the blinding flash. Might want to make it a little less visually obsctructive if you plan to make a game
The flash is from the healthpack. Its supposed to mimic Halo Combat Evolved, which the healthpack in that game gives a flash on pickup.
right. I still recommend making it a little easier to see when the visual shows
Alright.
does snapmap uploading work now?
How did you get the Revenant body?
Quick question about snaphak, can it get you in some sort of banned state and is it safe? I'd like to install it but I like to be cautious about things.
Nope, there’s no anti cheat in 2016 so you can’t get banned, snaphak is completely safe
I’ve done a lot of modding with snaphak, it’s pretty intuitive.
Cool.
It's a prop. There's a prop map with dead demon body parts
Awe man that's awesome. How did you do the fall damage logic
Timed insta kill?
I dont know you have to ask bol about it. will definitely use this in a map in the future though.
nice
It might be better than the version where you screenshot people’s NFT’s
You can mod doom 2016 now?
Since some point before the 5th of February 2017, actually. But it only really started getting "mainstream" in 2019+, I think.
a
Slayer Gate
A hazard I intend on using for a Slayer Gate in my snapmap.
This can be triggered by any input, and delayed for any length. I intend for this to be triggered half way into the fight, and every 30 seconds for a Slayer gate. A later build, the Balghaar skull flashes red as a warning before the lightning strikes.
More hazards will come soon
I finished and tweaked the first encounter, sneak peak of it will be released eventually on my youtube channel.
After I recorded it, I programmed the secrets and weapons in the hallway after the first encounter, as well as adding an information panel for the Slayer Gate.
This is the first arena of my first mission on Snapmap.
Can also be toggled to disable one outcome if the other is activated.
Double outcome secret, giving you items whether you have maidens or not
I published the Snapmap.
Some features include:
Screechers, Co-op gameplay, and a Slayer Gate
Big Fricking Chicken with Vulkan 4 Newbies.
I don’t know just had to
does anyone know how to stop getting the blue error in doom 2016 when installing mods? i went to the 2016 modding discord and no one helped me. I don't even want mods anymore just a way to play the damn game
does anyone know how to stop getting the blue error in doom 2016 when installing mods? [...]
Right-click Doom 2016 in your Steam library, choose "Properties...", make sure that+devMode_enable 1is in the "Launch options" field, and launch the game.
[...] I don't even want mods anymore just a way to play the damn game
Try running DOOMModLoader with an empty "mods" folder, to uninstall mods.
If that doesn't work, then right-click Doom 2016 in your Steam library, choose "Properties..." > "Local Files" > "Browse..." to open Doom 2016's installation folder, enter the "base" folder, and manually delete all files in this folder that start with "gameresources_" (like "gameresources_002.pindex"), but don't delete any files that don't have an underscore.
Thank you so much I’ve been dying to play this
We got it
JF9U66JV Is the map Code, This is a early realease because i wanna see how everything is working INCLUDING THE BOSSES
QRGT5L4C
JF9U66JV
What are the best mods for 2016
Wow… I know I’m late but that’s crazy good!
how do i extract models from doom 2016?
that's the neat part. you don't!
Use Wraith Revenant or DoomResEx
what song is that
It’s the snapmap mix of rust dust and guts
Now this is more of a technical question, regarding this game. A couple years ago when I got it I installed it on the wrong drive(OS: instead of D:), and today I tried moving it via the option in steam. It spitted out an error that this game already existed there, and so checking my D: drive I found this. I was wondering if this was safe to delete or if it was something important. If it's important should I just temporarily move it, move doom2016, then move that back or what should I do?
The file then goes to:
video ->modbot->Modbot_charge.bik
If its a old installation just delete everything of the game, do a fresh install and then install the mods over it
That's used for the weapon mod purchase menu. You can safely delete it, since it should get transferred back to there when you move your game installation anyway. (And to be extra safe, you can always just verify the game files through Steam after moving the game.)
Interesting that it's there in the first place 🤔
I honestly have 0 clue how it got there 🤷♂️
Thank you guys^
Using snapmap, how do I make it so the player spawns with a weapon other than the combat shotgun?
On spawned > player loadout > give loadout
Do people make maps with snapmap anymore tho
Oh and thanks, I couldn't figure out XD
Np
hello,new here
am I the only one who noticed that in the first mission the Slayer's symbol on the Sarcophagus' Lid is red, but in SnapMap it's white unless you change the environment (then it depends on the environment and the red one is only in the environments like Blood Rage)
it deeply disturbs me
and I can't change what color it is in properties as far as I know
You're able to change it's color just like all other decals
Or are you specifically talking about the one on the sarcophagus lid prop? You could just slap the decal version of the symbol over it and change the color of it to whatever you want
Yes I was talking about the one on the lid
Yeah I didn't think about putting the decal over it. I actually forgor it's a decal too
Thanks. I'm not sure if I'm gonna use it but at least I can rest in peace knowing you can make it right
Hmm, the the symbol on the lid is over the decal even if I set the decal to override and overlay normal. Same happens if I don't. I don't think any settings change that
and to be honest it's slightly different and when placed on the lid it's visible there's two symbols there
Well, another thing you could do is put a blocking volume with a rock texture in the lid then put the symbol decal on that blocking volume
Are there many mods for doom 2016? Every time I search doom 2016 mods on YouTube, I don’t find anything.
That depends on your definition of "many", but there are some. You can find some of them on Nexus Mods here: https://www.nexusmods.com/doom




