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
0.192 MB
May 15, 2013 @ 9:36pm
Mar 1 @ 10:45pm
16 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 (10)
13
Mar 3 @ 8:24pm
flashing map tiles
DoughtaroKujo792
1
Mar 28 @ 11:28am
gmDoom maps on a dedicated server
BULLYHUNTER_ゴゴ
10
Aug 21, 2020 @ 11:34pm
Map collision and Height issues when going through certain doorways
Gel
< >
464 Comments
pbnjellee666 Mar 20 @ 1:06am 
for some reason it will not work but i have gm doom and it wont appear in the addon list
KP_SapphireMK2 Mar 16 @ 1:28am 
turning off with Mat_Specular 0 will made all textures "Black" (sorry im not racist but i was made my problem) exept enemies/entities
JILU3HEHHO Mar 12 @ 10:34pm 
@Jcw87 Thanks for the explanation. I was talking about disabling additional weapons.
Jcw87  [author] Mar 12 @ 10:18pm 
@JILU3HEHHO What exactly do you mean by "disable deathmatch"? Do you mean the extra weapons that are placed in the maps? In Doom, those are a "netplay" feature, not a deathmatch feature. They always appear in netplay regardless of whether it is co-op or deathmatch. If you are talking about pvp damage, gmod already offers control over this, so you can just use the built-in cvar. The only other feature that is specific to Doom's deathmatch are the deathmatch player spawns, which are not used at all in this addon.
JILU3HEHHO Mar 11 @ 4:22am 
How to disable deathmatch in multiplayer?:repenny::melon:
Cactusman Mar 6 @ 7:11pm 
this is awesome!
Duchey Mar 6 @ 4:25am 
yeah, i figured. Did get a GDoom 2 map to load though.
it also crashed like 5 seconds after and now its fucked but eh, i wasn't expecting much.
Jcw87  [author] Mar 5 @ 6:15pm 
@Duchey The maps are loaded with the gmod Lua API. SFM doesn't have Lua nor the gmod API, so it's not gonna happen.
Duchey Mar 5 @ 1:05pm 
i assume its going to be piss hard to load these wads in sfm?
nejby gaming Mar 3 @ 10:15am 
ok nvm
maps are loading in the air