A downloadable game

A Campaign into Doom Modding from Scratch, Sector by Sector.

DOOMMOD MODDOOM is the funny name I came up with for my experiments and learning with the Doom engine. It's already fun to see what can one do with only three letters.
It's been a couple of years that I have been feeling the need to take a break from 2D pixel-art platformers. I've been resisting the urge for some time, but I recently decided to give in. Curiosity won!

My objective is double:
1- Exploring, experimenting and documenting fails and success along the way

2- Perhaps release a very short campaign that summarizes everything I learned.

I will use UZDoom, Ultimate Doom Builder, Slade and Freedoom 1 & 2 as base.

The final result isn't intended to be a huge megawad. It's a small learning project built around Freedoom, growing alongside the devlogs.

The devlogs are the main part of DOOMMOD MODDOOM.

I'll document what I learn, what works, what doesn't, the tools I try, workflow problems, failed experiments, design decisions, and occasional dives into Doom's history and my own relationship with the series.

I am no Doom modding expert, but with more than 15 years in the industry  as a lowpoly modeler, texture artist and VFX artist, it's gonna be interesting to work with the mythical Doom and the modern tools made by the community.

Work in progress / Learning project

A playable build will be released here as the campaign takes shape.


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