DOOM Eternal

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Created by

Konvaz

Uploaded by

Konvaz

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About this mod

Resources of the vanilla hazards for modders to freely use in their levels.

Requirements
Permissions and credits
Mirrors
Changelogs
For Updates 6.66 Rev 1.1 & 2

Information on how to use and create mods are in the DOOM Eternal Modding Wiki: https://wiki.eternalmods.com/

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For assets in creating original hazards, see Custom Hazard Resources
For assets in creating custom demons, see Custom AI Resources

This is a Modder's Resource, so we expect most people here know how to work with entities.

README:

- All available hazards have an example present in Reclaimed Earth.
- Loading Reclaimed Earth with one of the .zip files will demonstrate the hazard's functionality in the opening encounter: "ai_encounter_manager_dlc1_opening"
- All hazard entities are at the very bottom of the .entities file.
DO NOT LOAD MORE THAN ONE OF THE HAZARD MODS IN THE INJECTOR AT A TIME OR ELSE THE LEVEL FILES WILL CONFLICT.

For each hazard type:
Copy the entities from the "entities.txt" file into your .entities file and set their spawn positions.
Additional notes are present for each entity.

For each entity's spawnPosition:
Assume that x = 1; y = 1; z = 1; is ground-level.
Any difference in that value in a certain entity should be consistent with your spawn position.
(example: if an entity is "x = 1; y = 4; z = 1;" then that means the y-value should be 3 more than your ground-level spawn position)

It would be a good idea to use relays to activate/deactivate multiple hazards at a time.


Available Hazards:

Electro Post Hazards:

Resources to add in your EternalMod JSON file:
> "e1m3_cult.resources" AND "e1m3_cult_patch2.resources"
> OR "e2m3_core.resources" AND "e2m3_core_patch2.resources"

- These are the electric floor hazards that turn on and off.
- Found in Cultist Base, DOOM Hunter Base, and Mars Core.



Fire Post Hazards:

Resources to add in your EternalMod JSON file:

> "e5m1_spear_patch2.resources" (you may also need to include "e5m1_spear.resources" depending on the level)
> OR "e5m3_hell.resources"

- These are the fire floor hazards that turn on and off.
- Found in Immora and The World Spear Master Level.


Swamp Sacs:

Resources to add in your EternalMod JSON file:
> "e4m2_swamp.resources" AND "e4m2_swamp_patch2.resources"

- These are the egg-like sacs that explode in close proximity.
- Found in The Blood Swamps.
- There are three variants: Small, Medium, and Large. They each have their own entities.txt file.


Mars Core ML Turrets:

Resources to add in your EternalMod JSON file:
> "e2m3_core.resources" AND "e2m3_core_patch1.resources" AND "e2m3_core_patch3.resources"

- These are the turrets with blue shields that constantly shoot Arachnotron projectiles.
- Found in the Mars Core Master Level.
- By default, the turrets can be destroyed with the Plasma Rifle only, but you can always change that.


World Spear ML Spinning Lasers:

Resources to add in your EternalMod JSON file:
> "e5m1_spear_patch2.resources"

- These are the tall spinning laser hazards.
- Found in The World Spear Master Level.
- Although the hazards normally stun you when hit, I chose to remove the stun effect. If you wish to revert the stun back, refer to the "idTrigger_Hurt" entities.