This takes me back to the days of SnapMap all those years ago. And now with Doom Eternal getting mod support, it looks like custom content is gonna hit harder than before.
Just when I thought I'd never have the feeling of playing in a whole new map in Doom Eternal ever again and only had to experience remixed encounters of the same maps, I played this banger of a map and it felt awesome having to adapt and learn somewhere new. I'm so insanely excited to see what the modders will cook up and potentially make whole new games entirely with idStudio.
This wip, I know the lightning not good but this stuff so complicated and require alot of effort when I released this demo it was a demo for just to know if people can download it and play it there so many I haven't add because these stuff need to be added in end of the project, But I can tell the map right now look much better, so please be patient you won't be disappointed when I fully release this map
@@SaleemZir Hey, not trying to dog on you. It's clear it's not supposed to be a finished level, it's a very cool demo with many cool ideas! Keep doing what you're doing!
Thank you for keeping doom eternal alive for many years to come. This is historic, much like the very first classic doom maps released when the source code was shared
It's kinda surreal hearing those names at Quakecon after knowing about them for years with the mods, I absolutely adore how id has taken some of them onboard, hopefully they'll bring on even modders on board. And thanks for doing these vids dude! You've been my go-to for Eternal mods for a while now.
An idea of a mod mission popped into my mind: You go in and destroy the facility that is still mass producing the spider arachnotrons. And what is responsible is a digital version of the icon of sin from doom II; its evil spirit possessed the facility's systems . And after destroying it, you fight and if modders can find a way, A resurrected spider mastermind from Doom 2016 as the mission's boss. Where its head used to be volumetric display, like in recent TH-cam videos about once again playing doom on everything. In the codex entries on the heavy demons, it mentions that there's a UAC facility that is still churning out spider arachnotrons long after all the personnel stationed were wiped out.
@@biz117 You can pretty much make your own game from this if you wanted to. New weapons, enemies, bosses, levels....entire sandbox basically. I wouldn't be surprised if someone did a quake remake in this.
I hope we get mod support for console at some point, this looks incredible. I was so bummed they stopped making master levels, I'd love to even try some user made master level of some of the TAG2 levels. They were incredible looking levels but not nearly difficult enough compared to TAG1. And maybe a better final boss fight so I can pretend the dark lord never happened.
watching this made me wonder if a mod could be made to give you higher max shotgun ammo so that the fully auto shotgun is actually useful. i would also love to see a mod where the chainsaw works like it does in the original games
Just one question: does the engine support the quest making? Just think it would be cool if we get a Doom open world RPG. That said, awesome job on this mod, cant wait to play it :)
I wonder if people can basically upload the base game but with better weapon mod balancing? Perhaps a mod where the lock on is nerfed, full auto is buffed (again) etc
@@NayrhamMobileTurretSupremacist I guess that makes sense. Though YT I have a base understanding of what people have achieved through reverse engineering alone. These days I'm console only, so the modding community's output is not something I am properly familiar with. Praying for a console release and regardless, this is so monumental. Edit" through*
The map looks even better right now, can't wait to share more stuff about this map
Oh man can't wait. Any eta on when to expect?
@@TheUltimateZMAN I don't know tbh, might took me a long time try my best to release this year
This and Beginners Custom Map are truly the start of somethign big!!!!
This takes me back to the days of SnapMap all those years ago. And now with Doom Eternal getting mod support, it looks like custom content is gonna hit harder than before.
@serpentmongrel This is so much better than SnapMap because the combat in SnapMap felt so different from the main game.
Just when I thought I'd never have the feeling of playing in a whole new map in Doom Eternal ever again and only had to experience remixed encounters of the same maps, I played this banger of a map and it felt awesome having to adapt and learn somewhere new. I'm so insanely excited to see what the modders will cook up and potentially make whole new games entirely with idStudio.
Right???
I finally stopped playing mods earlier this year......and now Im being dragged back in!
Shows the importance of good lighting in video games lol
PSX DOOM/DOOM 64 taught us colored lighting should be a basic right for video games, not a privilege
Hes working on fixing the lighting lol
This wip, I know the lightning not good but this stuff so complicated and require alot of effort when I released this demo it was a demo for just to know if people can download it and play it there so many I haven't add because these stuff need to be added in end of the project, But I can tell the map right now look much better, so please be patient you won't be disappointed when I fully release this map
@@SaleemZir Hey, not trying to dog on you. It's clear it's not supposed to be a finished level, it's a very cool demo with many cool ideas! Keep doing what you're doing!
@@SaleemZir saleem the goat
Thank you for keeping doom eternal alive for many years to come. This is historic, much like the very first classic doom maps released when the source code was shared
5:55 LOL that hellknight
Didn't even notice lmao, bro went FLYING
this looks super cool! so much more potential with actual mod tools than snapmap!
Welcome back Ham
It's kinda surreal hearing those names at Quakecon after knowing about them for years with the mods, I absolutely adore how id has taken some of them onboard, hopefully they'll bring on even modders on board. And thanks for doing these vids dude! You've been my go-to for Eternal mods for a while now.
really great nostalgic map, respecting both doom2 & eternal
Looks something like Doom Eternal snapmap :)
Dreams can become reality after all
This WAY bigger than snapmap
And even better because the levels arent prefabs!
An idea of a mod mission popped into my mind:
You go in and destroy the facility that is still mass producing the spider arachnotrons.
And what is responsible is a digital version of the icon of sin from doom II; its evil spirit possessed the facility's systems .
And after destroying it, you fight and if modders can find a way,
A resurrected spider mastermind from Doom 2016 as the mission's boss. Where its head used to be volumetric display, like in recent TH-cam videos about once again playing doom on everything.
In the codex entries on the heavy demons, it mentions that there's a UAC facility that is still churning out spider arachnotrons long after all the personnel stationed were wiped out.
HELL YEAH!
With the official mod support, DOOM Eternal is becoming truly Eternal.
I was wondering if we'd be able to make custom maps. So good to see.
they gave us dev tools we can literally make anything
@@biz117 You can pretty much make your own game from this if you wanted to. New weapons, enemies, bosses, levels....entire sandbox basically. I wouldn't be surprised if someone did a quake remake in this.
@@ClayTX28-AK yeah, the sky's the limit
I hope we get mod support for console at some point, this looks incredible. I was so bummed they stopped making master levels, I'd love to even try some user made master level of some of the TAG2 levels. They were incredible looking levels but not nearly difficult enough compared to TAG1. And maybe a better final boss fight so I can pretend the dark lord never happened.
holy shit is that the pistol
watching this made me wonder if a mod could be made to give you higher max shotgun ammo so that the fully auto shotgun is actually useful. i would also love to see a mod where the chainsaw works like it does in the original games
AY YO
Just one question: does the engine support the quest making?
Just think it would be cool if we get a Doom open world RPG.
That said, awesome job on this mod, cant wait to play it :)
It should be possible yea
cool
That's the canceled pistol in thee beginning, right?
I wonder if people can basically upload the base game but with better weapon mod balancing? Perhaps a mod where the lock on is nerfed, full auto is buffed (again) etc
Those types of mods already existed before idStudio, right now they're not in the portal tho
@@NayrhamMobileTurretSupremacist I guess that makes sense. Though YT I have a base understanding of what people have achieved through reverse engineering alone.
These days I'm console only, so the modding community's output is not something I am properly familiar with.
Praying for a console release and regardless, this is so monumental.
Edit" through*
The potential for this game is limitless now
We'll finally have a way to play with the pistol legit ?
The Pistol Restored mod is on the Mod Portal right now, yes
wait, how to create custom maps?
You need to install idStudio, it's 100GB I think
How to play on steam account thoguh?
The new version of Doom Eternal on steam brings you to the Mod Portal directly
@@NayrhamMobileTurretSupremacist ty!!
So this is the equivalent of ORIGWAD.WAD for Doom Eternal. Amazing!