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From scratch mod?


mmx

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What would be the best way to start a mod from scratch, or at least, with the bare minimum (weapons, 1 enemy, doors, explosives) to get a mod working? The Quake community has the https://www.insideqc.com/qctut/scratch.shtml tutorials, as well as https://github.com/Jason2Brownlee/CleanFixedQuakeC for anyone starting a new mod. Is there anything similar for Doom?

 

Should FreeDoom be used as a base instead of Doom 2?

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The best way would be to do the things you want to do.

 

No, really. Start by deciding what you want your mod to actually do. That will determine what things you need for the mod, and that helps you decide what order to work on the pieces. I don't understand posts which say "I want to make a mod, how do I do that," without saying what they want the mod to do.

 

 

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I'm working on a total conversion, not a gameplay-specific mod. That's why I asked for a good base. I'll eventually replace everything, except monster/weapon logic.

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1 hour ago, Doomy__Doom said:

Not really, Doom is a hot mess of editing standards and feature targets. A brief overview from one of my other posts on a similar subject: https://www.doomworld.com/forum/post/2662290

 

The linked post is very confusing to newcomers -- it lists a lot of very old and obsolete standards/formats and doesn't at all list which features belong to each one. Please don't link this to people who are new to the game.

 

At any rate, Boris's answer is right on the money if you're looking to make a "new game" with all new enemies and weapons -- Nash's template gives you a nearly blank slate that you can build cool new stuff upon.

 

If you're just looking to reskin Doom or make something very close to the classics, check out Fraggle's miniwad.wad -- it's the same concept, but works for a wider series of source ports.

 

Or, as mentioned, Freedoom works in a pinch.

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Both are awesome! Exactly what I was looking for. I'll take a look at the standalone template.

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