AKA Training World. Turns The World Spear into a hub for practicing with various encounters. Encounters present include but are not limited to: Marauder Practice, Custom AI, Endless Randomizers, Play as Battlemode Demons, etc.
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File credits
Custom assets created by a community of modders: https://www.nexusmods.com/doometernal/mods/689
Full Credits are found in the Credits Room.
Simplified Chinese text by ^9K.CNCstar.
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Mitigated a bug where the Gold Doom Hunter's hazards indefinitely persist.
Made the Screecher Spirit prioritize possessing stronger demons.
Slightly nerfed the Screecher Spirit possession buffs for superheavy demons.
Version 1.5.2
Updated the Screecher Spirit and Cyber Cacodemon assets.
Screecher Spirits now drop a Haste Powerup when killed.
Cyber Cacodemons will now stagger from one Blood Punch instead of two.
Version 1.5.1
Gave the Behemoth its gut weakpoint back.
Made the shootable Bounce Pad's FX not overlap with the Portal FX.
Version 1.5
Tweaked various encounters in the Standard Hub. Some encounters have additional pickups.
Restructured the Endless Randomizer encounters.
Added an extra floating platform in the Platforming Area.
Version 1.4.1
Made unsupported languages have the added/modified text be in English.
Arena pickups are enabled by default. The "Activate Pickups" Switch instead removes all pickups.
Version 1.4
The Frenzy Knight further takes slightly more damage from your non-Blood Punch and Hammer attacks.
Gutted some extraneous assets from the Behemoth. Replaced the Behemoth's Sticky Bomb projectiles with mortar fireballs. The Behemoth now drops 10 BFG ammo on death.
The Conjurer now summons Hell Knights and Prowlers instead of Gargoyles. The Baby Cacodemons that spawn from the Conjurer's death no longer drops ammo.
Slightly reduced the health of the Doom Hunter Gold Boss and Seraphim.
Version 1.3.1
The Infernal Mastermind's heavy projectile attack no longer spawns Arachnotron spirits and instead emits the Blood Maykr javelin hazard. This gutted a few resources which should fix any crashing issues you may have encountered with the Custom AI.
The Frenzy Knight takes slightly more damage from your non-Blood Punch and Hammer attacks.
Version 1.3
Fixed the Dread Knight crash issue.
Fixed an issue where losing an extra life as a demon player would mess with the hud and audio.
Added Simplified Chinese strings.
Slightly nerfed the Possessed Armored Baron's resistances.
Version 1.2
Updated for version 6.66 rev 2
Made (nearly) all the floating text not appear when not in view, resulting in improved performance.
Version 1.1.1
Optimized some Frenzy Knight assets.
Version 1.1
Added brief fade effects when teleporting.
Reworked and simplified the Frenzy Knight's behavior: It has less health and can be faltered. The Frenzy only occurs once, when the Frenzy Knight has received damage or when 30 seconds have passed. Killing the Frenzy Knight will end the Frenzy.
Further toned down the Behemoth's attacks.
Version 1.0.1
Tweaked the Behemoth's codex entry.
Made the floating text on the swords always face you.
Slightly nerfed the Infernal Mastermind's regular projectile attack.
Version 1.0
Out of "Pre-launch" phase.
Toned down the final arena in the Omega Encounter.
Lowered the Behemoth's overall health.
Version .Pre-Launch 1.7.1
Fixed an issue where the fog will not damage you in the Wolf Torch encounter.
Toned down some of the Behemoth's and Infernal Mastermind's attacks.
Fixed an issue where killing the Behemoth and Infernal Mastermind with Blood Punch would not cause health and ammo to drop.
Version .Pre-Launch-1.7
Added 2 more "Ultimate" encounters
Version .Pre-Launch-1.6
Added a new "Ravine" Arena. Some existing encounters have their arenas swapped with this one.
Updated the Gemstone Gargoyle and Screecher Spirit assets.
Fixed an issue where killing the Screecher Spirit may cause its buff to last forever.
Tweaked various encounters.
Added more encounters in the Standard Hub.
Version .Pre-Launch-1.5.1
Fixed a crash that might occur when encountering the Conjurer.
Version .Pre-Launch-1.5
Added the Conjurer.
Reverted the Screecher Spirit's assets to an older version.
Added some more hidden encounters.
Added the option for you to choose your arena when doing either of the Endless Randomizers.
Version .Pre-Launch-1.4
Removed the Blood Prowler because it was causing crashes and we did not know how to fix it.
Added the Infernal Mastermind.
Your health, armor, and ammo all refill when teleporting from one arena to another.
Updated various custom ai.
Fixed an issue where Spectre Barons would decloak.
Version .Pre-Launch-1.3
Fixed an issue where burning low-health Gemstone Gargoyles would kill them without giving you any armor.
Fixed an issue where Screecher Spirit buffed Blood Maykrs did not get its buffs.
Updated the Frenzy Knight assets.
Tweaked some of the codex entries.
Version .Pre-Launch-1.2
Fixed an issue where Spirits won't possess Armored Barons and Archviles.
Moved some of the resources a bit to better fit Update 6.66 Rev1.1's load priorities. (This might cause some unforseen problems, but I haven't found any yet)
Version .Pre-Launch-1.1
Added the Play as Revenant Encounter.
Made the shootable that activates the jump pad easier to hit.
Version .Pre-Launch-1.0.2
Fixed an issue where some FX were not registering for Armored Barons.
Version .Pre-Launch-1.0.1
Fixed an issue where Custom Buffs were not registering for Armored Barons.
This mod pulls assets from various resources, which may cause mod conflicts. To prevent bugs/crashes, you should only have ONE LEVEL MOD installed at a time. If you are still experiencing issues, you may also need to minimize any amount of excess mods.
To save files space, the custom demon skins replace various skins for BATTLEMODE demons. Be wary if you are using any mod that brings a BATTLEMODE demon skin into single player.
Supported Languages: English and Simplified Chinese (Simplified Chinese text by ^9K.CNCstar) Playing this mod with unsupported languages will cause all its added/modified text to remain in English.
Each switch teleports you to an encounter the switch describes. There is no "progression" and you can choose whatever encounter is available. Loading a checkpoint will refresh all switches.
Slayerpalast is functional when loaded with the Master Level option - including Classic Mode. You can find all weapon pickups in the Testing Room.
Codex Entries for Custom AI are present. They are all unlocked on a fresh save or when activating their respective switches.
Standard Hub: - Where you initially spawn. - Contains more basic encounters that serve to teach newer players how to deal with certain scenarios. Encounter List: 29 Total Encounters - 5 Standard Encounters - 10 AI Mechanic-Themed - 5 DLC-Themed - 5 Marauder-Themed - 4 Mini Game-Themed Other Contents: - 1 Platforming Section - 4 Arena Toggle Switches - 1 Give Extra Life Switch - Credits Room - Testing Room
Advanced Hub: - Contains all the high-skill encounters and encounters with custom assets. Encounter List: 49 Total Encounters - 16 Standard Encounters - 8 "Skill Issue"-Themed - 5 Boss-Themed - 8 Custom Buff-Themed - 6 Custom AI-Themed - 1 Play as Marauder - 1 Play as Revenant - 1 Play as Dread Knight - 3 Ultimate Encounters
Music Hub: - Contains 18 music switches that give you the option to choose what music you want for your encounters. - Only the standard (ambient, light, and heavy) tracks for a level are present - no boss music.
Known Issues: - Boss Health Bars will not show up if you play other levels with this mod installed. - Some floating text may flicker on when in view. This is done to improve performance. - Certain Texture Mods that edit Demon particles may be incompatible with the Custom Buffs present in this mod. - Freezing a custom Spectre Demon will not have its freeze effect, but it will still be functionally frozen. - Some of the Doom Hunter Gold Boss's fire hazards indefinitely remain after it is killed. It is recommended to load a checkpoint after completing an encounter containing a Gold Doom Hunter to clear the hazard bug. - Killing the Seraphim Boss extremely quickly or with noTarget on will cause its invisible collision box to remain indefinitely. Load a checkpoint to fix this. - Playing as one of the Player Demons and then playing as the other one without reloading a checkpoint will cause some of their HUD elements to merge. It is only a visual issue.