Garry's Mod

Garry's Mod

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gmDoom Maps
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Content Type: Addon
Addon Type: Map
File Size
Posted
Updated
201.584 KB
15 May, 2013 @ 9:36pm
14 Nov, 2024 @ 7:13pm
19 Change Notes ( view )

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gmDoom Maps

Description
THIS ADDON WILL NOT WORK WITHOUT gmDoom! You can get it here.

gmDoom Maps is an addon that allows you to load Ultimate Doom and Doom II maps into Garry's Mod. These maps are not distributed as Source Engine BSPs, but are instead loaded directly from the original WADs. This means that you will not find them in the map list.

Setting up your WADs:

Adding gmDoom's required IWAD to your garrysmod folder will allow you to play maps from that WAD. You can place additional WADs into your garrysmod folder for a greater selection of maps. For more information, refer to the gmDoom addon description.

Loading a Doom map:

To load a Doom map, you must first start an appropriate Source Engine map to act as a 'host space' for it. While any map meeting the size and open space requirements would work, gm_flatgrass is the recommended host. Once you are in-game, you can find the new 'Doom Maps' tab in your spawnmenu (Q menu). From there, a map can be chosen and loaded. The map will be sent to all clients, and then spawned. Note that if you are playing on a server, only administrators can load maps.

Playing the Doom map:

Once the map has loaded, you will find it near the origin point of the host map. On any compatible map (including gm_flatgrass), this will be in the sky. While you can no-clip to it and start playing, this isn't recommended. Instead, spawn the teleporter entity, and step on it. This will take you to the map, as well as change your collision hull to match that of Doomguy.

Known Problems:
There are a few known issues with this addon. Please do not report anything on this list.

  • Doom corpses are not affected by moving floors
  • Some Doom entities are too wide, and block movement of doors, floors, and ceilings
  • Floors will sometimes become non-solid if too many entities are intersecting the sector, and objects will 'sink' into it
  • 2 Sided linedefs that should be solid are not. It's either that or they block bullets.
  • Minor tears in floors and ceilings
  • Floor and ceiling mesh generation creates deformities on maps with bad nodes or unclosed sectors
  • Entities do not share the light level of their sectors
  • Enemies don't use doors
  • If you load a map for a version of Doom other than the one currently loaded into gmDoom, there will be missing texture problems.
  • Some maps have their own bugs, and will exhibit strange behaviors. Do not report these types of issues, as there really isn't much I can do about it. If these problems bother you, you can always edit the map with any Doom map editor and fix them yourself.
  • Rendering the map can be performance intensive. Combined with the doom monster AI being expensive to do in Source's true 3D environments, this can result in very intense lag. You can greatly reduce the lag by running a dedicated server.

If you are having a problem that is NOT on this list, please DO report it!
Popular Discussions View All (24)
1
30 Jun @ 8:05pm
gmod closes automatically when i load a map
SpiderGabriel200
12
15 May @ 1:45pm
The maps no longer has coalition.
Specteroid
4
3 Aug, 2024 @ 7:06pm
Being in the maps now cause an invisible force to push me off cliffs.
Specteroid
625 Comments
Freya 2 Jul @ 4:15pm 
The Doom Hud from the same addon this other addon is about. You should check the addon before commenting about it
KittyCatValera 2 Jul @ 8:43am 
what hud is on addon icon?
Gordon, GORDAN! 31 May @ 4:20pm 
https://youtu.be/Jm6DpatEKEg

I wonder if you could have an option for the Heavy Weapon Dude to have the correct firerate?
Zsombor99 19 May @ 7:18am 
@Jcw87 There could be a setting to load contents from the manually selected wads and if a content name is exist in a wad then that could be loaded instead from the iwad. Also, selected wads could go into a list and if a wad is placed higher in the list the contents could be loaded from there and if the same content names exist in any other wad in the list then those could be ignored. The list could have tick boxes for each entry to set what to load from there: levels, sounds, textures, enemies, weapons, everything.
I know this sounds a bit complex, but theoretically this could simplify the question of load what from where. Also, I suggesting relocating all Doom files to GarrysMod\garrysmod\Data\gmDoom\ location instead to separate them from other things.
Jcw87  [author] 18 May @ 11:07am 
@Zsombor99 That has been on my todo list for quite some time. I even created my own wad library that could support loading multiple wads at once. It still won't work without adding the wad name to the pathnames of the rendertargets, as different wads can use different texture sizes for the same texture names. However, my time is currently occupied with de-compiling Wind Waker.
Zsombor99 17 May @ 12:00am 
@soulware & @Jcw87 It would be great if gmDoom could load custom textures and sounds from non-iwad wad files as well instead of only from iwads.
i wanna be the soul! 16 May @ 5:21pm 
also from what i've seen playing that limit-removing wad worked fine (for the first map because i personally don't like missing texture hell)
i wanna be the soul! 16 May @ 5:21pm 
actually pwad maps work by default (so i didn't actually have to go through the oderal of finding out how to merge pwads to iwads :pensive:), the textures are just wunked up (specifically custom textures), so uh, feature request: pwad texture loading, however you do that
Jcw87  [author] 15 May @ 5:58pm 
@soulware well, I checked the Static limits [doomwiki.org] page of the wiki, and all of the stuff there either doesn't apply to rendering in gmod or sounds like stuff I would have used Lua's dynamic arrays to make boundless. So maybe those wads will work, but that doesn't mean they will run well. Rendering logic in Lua is slow, as rendering requires many API calls, and each call involves a transition from Lua to C++ and back to Lua. These transitions can add up quickly and make it run slower than it otherwise should. LuaJIT has a solution to this problem in the form of the ffi library, but this library is disabled in gmod due to very valid security concerns.
i wanna be the soul! 15 May @ 1:44pm 
i felt that response (my response specifically) was a little rude, sorry, also yeah i pretty much have no clue what limits need to be removed since the doom wiki is just saying that it needs that