Eternal - idStudio

Mods are now officially supported by id Software & Bethesda.

General Information

General information regarding the Doom Eternal Launcher (Mod Portal / Sandbox).

General Information

DOOM Eternal Official Mod Support Details

Official idStudio Guides: https://idstudio.idsoftware.com/

New Tools for Modding

The Doom Eternal Launcher is available on Steam
idStudio is available on Steam

What we CAN do with idStudio

What we CANNOT do with idStudio

Some Drawbacks with idStudio

General Information

Copy Save Profiles to Sandbox

Current

 

Legacy

Downloads

Download the DOOM Save Manager for your OS.

Instructions

C:\Users\PC_NAME\Saved Games\id Software\DOOMSandBox\base\savegame.unencrypted\

Be sure to keep backups of your original saves in case something goes wrong.

If your saves didn't properly transfer, try selecting the 2nd option in the Export Backup menu.

Tutorials

Instructions on how to efficiently use idStudio.

Tutorials

How Do I Create idStudio Mods?

See the official website for more in-depth guides: https://idstudio.idsoftware.com/

The mod file locations idStudio reads & writes is not always what you package.
All editors are located in the "Windows" tab located on idStudio's top bar.

decl mod

texture mod

static / animated model mod

string mod

sound effect / voice over mod

music mod

entities mod

map mod

map mod (how to load)

devmenuoption/devmenuoption/new_campaign.decl

declType( devMenuOption ) {
	edit = {
		devMenuList = {
			num = 1;
			item[0] = {
				devMenuDisplayName = "Custom Map";
				devMenuMapName = "maps/custom_map_name.map";
				devMenuInventoryLoadout = "devinvloadout/dlc/e4m1_rig";
			}
		}
	}
}
Tutorials

What Files Should I Package For My idStudio Mod?

When developing a mod, many files will be generated in your idStudio base folder.
It is crucial that you ONLY package what is NECESSARY for your mod to avoid conflicts with other mods.

You may need to check "Show Binary + Raw Files" to view and package uncommon mod files in the Package Mod window.

Never package anything inside an "editors" folder.

decl mod (.decl)

Periodically delete everything in "generated/decls" so unused decl files can be removed and not accidentally packaged.

texture mod (.bimage)

static model mod (.bmodel)

animated model mod (.bmodel) (.bmd6anim)

string mod (.blang)

Delete all vanilla strings in the string editor if you haven't already done so.

audio mod (.wem)

Check "Show Binary + Raw Files" to view and package WEM files in the Package Mod window.

map mod (.map)

When you package a .map with decls, be sure to ONLY CHECK each individual decl class folder, not all of "generated/decls" as that would package many vanilla decl files into your mod.

entities mod (.entities.cbfile)

Tutorials

How Do I Upload Mods To The Mod Portal?

What About Custom Maps?

The Mod Portal will automatically fill in the relevant files for your mod so you may not need to worry about this.

Some models are invisible and the HUD "fuzzy"

This is an issue with the packagemapspec file. Here is how you can fix it as either the mod author or player who downloaded the mod from the DOOM Eternal Launcher.

      {
         "file" : 8,
         "map" : 3,
         "source" : 0
      },
If you are the Mod Author

Miscellaneous

If your mod has 2 maps, insert the following into the "MapFileRefs" field in the "packagemapspec.json" file.

      {
         "file" : 10,
         "map" : 3,
         "source" : 0
      },
      {
         "file" : 10,
         "map" : 4,
         "source" : 0
      },

If your mod has 3 maps, insert the following.

      {
         "file" : 12,
         "map" : 3,
         "source" : 0
      },
      {
         "file" : 12,
         "map" : 4,
         "source" : 0
      },
      {
         "file" : 12,
         "map" : 5,
         "source" : 0
      },

Follow the patterns above if your mod has more than 3 maps.


Tutorials

Known Fixable Issues

Some decls are Inaccurate when Testing in the Sandbox

The Sandbox uses the packaged .decl files from the base\generated\decls folder. Older decls that were previously removed from the base\declTree folder may still be present in the packaged mod. Here is how you can clean up your decls.

Custom Maps have unusually-large File Sizes

Fully-baked custom maps can have very large file sizes. Here is how you can reduce it.

Most Geo are Invisible when Testing in the Sandbox

Geo are mostly invisible or flickering in the Sandbox due to an issue with the dvdpc\base\packagemapspec.json file. Here is how to fix it.

Loading a Custom Map may crash at 80%

Loading an existing save for a custom map may crash at 80%. If the game does not crash, then all geo on a custom layer will be invisible unless a checkpoint is loaded. The 80% crash stems from the use of custom visibility layer. Here is how to fix it.

For example, change the custom layer:

	layers {
		"game/custom_map_name/visibility/vis_visibility_layer"
	}

To:

	layers {
		"game/sp/e1m1_intro/visibility/vis_barge"
	}

Here is what activating a layer in a devMenuOption decl looks like:

declType( devMenuOption ) {
	edit = {
		devMenuList = {
			num = 1;
			item[0] = {
				devMenuDisplayName = "Custom Map - Master Level";
				devMenuMapName = "maps/custom_map_name.map";
				devMenuInventoryLoadout = "devinvloadout/dlc/e4m1_rig";
				devMenuActiveLayers = {
					num = 1;
					item[0] = "game/custom_map_name/master_level";
				}
			}
		}
	}
}

Changing layers on a entities does not require you to rebuild your map.

Custom SFX & Music prevent Vanilla Audio from Playing

There are issues with both the mods.pck & music_mods.pck files that is generated when a new idStudio mod is created. Here is how to fix them.


Wwise (Audio Modding)

Instructions on how to use Wwise for audio modding in idStudio.

Wwise (Audio Modding)

Audio Modding (Legacy)

https://wiki.eternalmods.com/books/eternal-audio-modding

Wwise (Audio Modding)

Creating Custom Music - idStudio

Official idStudio guide for reference - https://idstudio.idsoftware.com/audio/audio-file-modding-by-wwise

Note: Packaging custom music in your mod is currently bugged (as of the patch from May 19, 2026) and will disable vanilla music & SFX. Wait for a future patch or follow this guide before uploading a mod with custom music.

Requirements

Using Wwise

IMPORTANT
- Navigate to the "WwiseProjects\Wwise Music Mod\ModWavs" folder and open "test.wsources" with any text editor.
- In line 2, change the value:
Root="S:\ghost\game\base\sound\ghost"
to:
Root="."
- The root value has to be a period "." so the PCK build script can run properly. This may be fixed in the future.

Modding Music Flow in Wwise

Make sure you are using the "Interactive Music" layout to see everything you need (default keybind: F10)

Getting Accustomed to Wwise

On the top left panel, you will see the Project Explorer and Audio tab. This is where you will be viewing the Interactive Music Hierarchy and selecting its "children":

On the left-center panel, you will see the Contents Editor.

On the bottom-left panel, you will see the Transport Control.

On the center-top panel, you will see the Property Editor.

On the center-bottom panel, you will see the Association / Music Playlist / Music Segment Editors, depending on what you have selected in the Project Explorer.

On the left-panel, you will see the Master Audio Bus.

Editing Music Flow in Wwise

For a standard music mod, you will want control over which music tracks (stems) play in what order and when they should play. This guide will show you how to add and mix the following music states:

Adding Stems

If you plan on using "mod2_music", be sure to uncheck "Stream" under each individual Music Track in the Property Editor - General Settings tab so they won't be excluded from the music_mods.pck file. Music tracks under "mod1_music" already have this option unchecked.

Intro/Outro Stems
Mixing Stems

Wwise1.PNG

Testing Custom Music

In Wwise
In File Explorer

Packaging Custom Music

Package the following in idStudio:

Wwise (Audio Modding)

Fixing Custom Audio - idStudio

For creating custom music, follow this guide before proceeding - https://wiki.eternalmods.com/books/eternal-idstudio/page/creating-custom-music-idstudio

Note: Packaging custom music in your mod is currently bugged (as of the patch from May 19, 2026) and will disable vanilla music & SFX. Wait for a future patch or follow this guide before uploading a mod with custom music.

Note: This is an advanced guide and assumes the viewer has adept knowledge of Wwise and FusionTools.

Context (What's Broken?)

After creating custom music and/or SFX, you will notice that all vanilla music & TAG2/Horde SFX are silent. Vanilla music is broken due to ID conflicts between the mus.pck & music_mods.pck files. TAG2/Horde SFX is broken due to a missing containerMask in the mods.pck file.

Fixing SFX

All vanilla SFX are now fixed. Some SFX will still be muted in idStudio, but will play without error when packaged and tested in the Sandbox.

Fixing Music

All vanilla music are now fixed. Some menu music will be muted in idStudio, but will play without error when packaged and tested in the Sandbox.

Fixing TAG Menu Music

There are some additional ID conflicts for menu music.
This step may not be necessary, but is helpful for cleanup.

    <EventAction ID="178021616" Name="178021616" Type="3">
        <field Name="ActionType" Type="UInt16">1027</field>
        <field Name="ObjectID" Type="UInt32">483143099</field>
        <field Name="Unk00" Type="Byte">0</field>
        <List Name="Props" Type="Prop" />
        <List Name="Modifiers" Type="RangedModifier" />
        <Array Name="ActionData" Type="Byte">
            04 B6 0B 2C 59 
        </Array>
    </EventAction>
    <Event ID="1699343283" Name="Play_music_menu" Type="4">
        <List Name="Actions" Type="UInt32">
            <field Type="UInt32">178021616</field>
        </List>
    </Event>

These HIRC objects were deleted, they had ID conflicts with the mus.pck file and were missing some data.

TAG menu music may still be muted in idStudio, but will now work in the Sandbox.

Level Mods List

List of all level mods that have been created.

Level Mods List

Single Maps

Mods consisting of one level. If anyone reading knows of other mods that aren't listed here, feel free to @ the writer on Discord.


The star symbols indicate the difficulty of the levels. Levels with no rating either haven't been played by the page author or he simply doesn't remember.

(*) indicates mods that haven't been ported to the Mod Portal yet.

(***) indicates mods that existed at one point but the files aren't available anymore.

Difficulty and length of the levels are subjective to the page author, depending on the player they might feel more or less difficult/long

Official idStudio Maps

Graveyard by id Software


New idStudio Maps

Levitation - Ascend by Saleem

Umbral Excavation by Velser

Forgotten Forest by Doom Wads

Praetor Ward by JackofBlackPhoenix

Prime by iW1CKED

Hell Outskirts by DOOM-MARINE

Precipice by Simploooo

Lost Titan by DjAdynon

Chessboard by Jamesp9000

Chessboard 2 by Jamesp9000

Slayer's Pastime by Zumb3041

Infernum by iW1CKED

Hellfire Cavern by alsikggg

Challenger Series #01 by iW1CKED

Challenger Series #01 (Balanced) by iW1CKED

Nifleheim Pass by MicrowavedBunny

ICY_HOT by Cory50

The Last Church of the Holy by DjAdynon

The Last Church of the Holy V2 by DjAdynon

Graveyard Master Level by Saleem

Slayer's Museum by SlayerFozzy

Subzero by iW1CKED

66 Demon Kills by pvphorror

Endless Chessboard by Jamesp9000

Luna Eterna by marimbamike

Heaven Ascent - The Ancient Gods Part 3 by FXHEXCEN

RANCID by Saleem

Meathook Warfare by AlvaroMDK

DAWN by Saleem

Maykr Hideout by nxmxlxss

100 Barons of Hell vs 1 Doom Slayer by Razzter_

Nervous Hellish by ViceFlame477

Anarchy by DjAdynon

UAC Plaza by SlayerFozzy

Gazing Into the Abyss by CHVRCHES

Island of Lomarith by Sade_Sylena

Soul Processor by SPEARTEN_COFFEE

Blighted Base by DivineWithCult

Marauder Mania by bee-r_11

Tyranny by iW1CKED

Challenger Series #02 by iW1CKED

BloodVoid by Bysior21




idStudio Recreations

Quake E1M1 by nhaselton

Quake E1M1 by NoodleCat924

Doom E1M1 by Bloodshot1

Bob-omb Battlefield by MicrowavedBunny

Dead Simple by Shadesmaster

Dead Simple by DOOM-MARINE

Doom II Entryway by DOOM-MARINE

Bloody Simple by Jamesp9000

GM Construct by Fein_EZ

Kokiri Forest by SlayerFozzy

Kokiri by Sharpie_FPS

Hordamex (Legacy) by Velser

plr_hightower - Team Fortress 2 by AlvaroMDK

Super Oof Nest by DjAdynon

CYBER GRIND by AlvaroMDK

Hordamex by Velser

Base Campaign

Hell on Earth

Official Master Level by id Software - ★☆☆☆☆ (~15 Minutes)

Apocalypse on Earth (*) by Nayrham - ★★★★☆

Tormented Earth by MicrowavedBunny

Consumed Earth by Bysior21

Back on Earth (*) by Cuzzmotion

Master Level (*) by quan

La Grande Sheitanerie (*) by Payoyo


Exultia

Official Master Level by id Software - ★☆☆☆☆ (~20 Minutes)

Exuden by leix34 & SeaBazT - ★★★☆☆ (~40 Minutes)

Master Level by Beth

Not Exultia by offwine - ★★★★☆ (~50 Minutes)

Master Level by Buttface

Slaughter Master Level by TiAomhao


Cultist Base

Slaughter Map by klinecars72 - ★★★☆☆ (~35 Minutes)

Master Level by offwine - ★★★★☆ (~70 Minutes)

Cultist Stronghold by quan


Doom Hunter Base

Official Master Level by id Software - ★★☆☆☆ (~20 Minutes)

Master Level by Beth

Doom Hunter Based by Zandyball - ★★★☆☆ (~40 Minutes)

Doom Hunter Fortress by TIIKKETMASTER - ⛧⛧⛧⛧⛧ (???)

Slaughter Arena by Buttface

Slaughter Master Level by TiAOmhao

Master Level by TiAOmhao


Super Gore Nest

Slaughter Arena by Delta - ★★☆☆☆ (~15 Minutes)

Slaughter Map (*) by nxmxlxss - ★★★★☆ (~25 Minutes)

Slaughter Map Rework by nxmxlxss

Master Level by offwine - ★★★★★ (~70 Minutes)

The Battle Inside (*) by CRISCANCER

Super More Nest (*) by ModMadder

Demon Possession Challenge (*) by ecksdii - ★☆☆☆☆ (~25 Minutes)

Master Level Rework by Buttface

Slaughter Map by TiAomhao


Arc Complex

Master Levels by Beth

CARCH Complex by Zandyball - ★☆☆☆☆/⛧⛧⛧⛧⛧ (???)

Buff City by blacklight9699


Mars Core

Master Level by FaDa - ★☆☆☆☆ (~25 Minutes)

Master Level by Beth - ★★☆☆☆ (~25 Minutes)

Master Level by offwine

Mars Den Core (*) by leix34 and Payoyo - ★★★★☆ (~55 Minutes)

Mars Core Remix by Konvaz

Brutal Mars by TiAomhao


Sentinel Prime

Official Master Level by id Software - ★☆☆☆☆ (~5 Minutes)

Master Level by Kaiser - ★★☆☆☆ (~10 Minutes)

Master Level by offwine - ★★★☆☆ (~30 Minutes)


Taras Nabad

Slaughter Map by proteh - ★★☆☆☆ (~10 Minutes)

Master Level by Beth

Master Level by offwine - ★★★★★ (~120 Minutes)

Master Level (*) by Saleem - ★★★★☆ (~60 Minutes)

Master Level Rework (*) by Payoyo - ★★★☆☆ (~40 Minutes)

Master Level Tweak (*) by fhqwhgads7

Slaughter Map by klinecars72 - ★★☆☆☆ (~30 Minutes)

Random Slaughter Map by OracleObstacle

Master Level by OracleObstacle

(***) Master Level by Korra


Nekravol

Master Level by Beth - ★☆☆☆☆ (~20 Minutes)

Hell's Abyss by Bysior21

Nekroval by slightlylucy


Nekravol II

Master Level by Beth

Leaky Nekravol (*) by Zandyball - ★★★☆☆ (~20 Minutes)

Master Level by Buttface

Master Level by TiAomhao


Urdak

Corrupted Khan Maykr by omi - ★★★★★ (~10 Minutes)

Master Level by Beth - ★★☆☆☆ (~20 Minutes)

Slaughter Level by Alpha - ★★★☆☆ (~25 Minutes)

Unholy Urdak (*) by idk929


Final Sin

Master Level by offwine - ★★★☆☆ (~35 Minutes)

Master Level by Kaiser - ★★☆☆☆ (~25 Minutes)

Slaughter Arena by TiAomhao



The Ancient Gods Part 1

UAC Atlantica Facility

Master Level by Delta - ★★★★★ (~130 Minutes)

Master Level by Konvaz - ★★★☆☆ (~45 Minutes)

CBT Atlantica Facility by idk929 - ⛧⛧⛧⛧⛧ (~90 Minutes)

Skill Issue Encounter (*) by MicrowavedBunny - ⛧⛧⛧⛧⛧ (???)

Slaughter Map (*) by nxmxlxss - ★★★★★ (~45 Minutes)

UAC Artantica (*) by Cuzzmotion


The Blood Swamps

Master Level by Saleem - ★★★★★ (~75 Minutes)

Master Level by Konvaz - ★★★☆☆ (~50 Minutes)

Master Level by OracleObstacle

Idoratrize Blood Swamps by Athollu - ⛧⛧⛧⛧⛧ (~20 Minutes)

Slaughter Map (*) by nxmxlxss

Slayer Trial by Chinese players


The Holt

Descent into Chaos by TacoWenzdayz - ★★★★★ (~50 Minutes)

Master Level by Saleem - ★★★★☆ (~65 Minutes)

Master Level by offwine - ★★★★★ (~130 Minutes)

Slaughter Holt by Athollu - ★★★★☆ (~25 Minutes)

Master Level by Buttface

(***) Master Level by Draganescu



The Ancient Gods Part 2

The World Spear

Master Level by Delta - ★★★★★ (~80 Minutes)

Recharged World Spear (*) by Jewstin - ★★☆☆☆ (~25 Minutes)

Slaughter Map (*) by nxlxmxss

Demon Possession Challenge (*) by Alby

Slaughter Master Level (*) by quan

The World Den (*) by Payoyo and the Den

The Crystalline Spire by quan


Reclaimed Earth

Master Level by Rainlight - ★★★☆☆ (~40 Minutes)

Master Level by proteh - ★★★☆☆ (~35 Minutes)

ReclaimDen (*) by Payoyo - ★★★☆☆ (~40 Minutes)

Unreclaimed Earth by idk929 - ⛧⛧⛧⛧⛧⛧ (~90 Minutes)


Immora

Master Level by Cuzzmotion

Master Level by Konvaz

Slaughter Map by nxmxlxss

Hell Den (*) by Payoyo

Hell Den Beta by Payoyo


The Dark Lord

Master Level by Konvaz - ★★☆☆☆ (~15 Minutes)

Legacy AI Showcase Map by Nayrham - ★★☆☆☆ (~10 Minutes)



Battlemode

Corrosion by Konvaz - ★★☆☆☆ (~20 Minutes)

Stronghold by Konvaz - ★★★☆☆ (~45 Minutes)

Torment by Konvaz - ★★★★☆ (~80 Minutes)

Extraction by Konvaz

Daisy's Lament by MicrowavedBunny


Randomizers (*)

Cultist Base by offwine

Mars Core by Beth

Sentinel Prime by offwine

Taras Nabad by Payoyo

Nekravol by Beth

Urdak by Beth

UAC Atlantica by Konvaz

The Blood Swamps by Konvaz

Immora by Cuzzmotion


Misc

The Tutorial Master Level (*) by MrEggawott

The Best Master Level of All Time (*) by Konvaz

Level Mods List

Campaigns

Mostly mods consisting of multiple levels. If anyone reading knows of other mods that aren't listed here, feel free to @ the writer on Discord.


(*) indicates mods that haven't been ported to the Mod Portal yet.

The star symbols indicate the difficulty of the campaigns. No rating means either the page author hasn't played them or they're simply hard to classify.

Difficulty of the campaigns is subjective to the page author, depending on the player they might feel more or less difficult

New idStudio Campaigns

Hell Crusade by Velser

 

 

idStudio Recreations

Knee-Deep in the Dead (Remix) by Velser



Base Campaign

Kaiser Campaign by Kaiser_will - ★★★★★

Master Campaign by Delta - ★★★★★

The Second Invasion (*) by ProdeusDoom - ★★★★☆

Slaughter Campaign (*) by nxmxlxss

Horde Mode by proteh - ★★★★☆

Boss Rush by Konvaz & Velser - ★☆☆☆☆



The Ancient Gods Part 1

Master Campaign by Delta - ★★★★☆

Horde Mode - Trial of the Dark Lord by proteh - ★★★★★

Classic Mode by Konvaz - ★★☆☆☆

Boss Rush by Konvaz & Velser - ★★☆☆☆



The Ancient Gods Part 2

Master Campaign by Delta - ★★★★☆

TAG2 Plus by fhqwhgads7 - ★★☆☆☆

TAG2 Rework by Konvaz - ★★☆☆☆

Classic Mode by Konvaz - ★★☆☆☆

Slayerpalast by various people



Battlemode

Infinite Arena Mode by Zandyball

Battlemode Slaughter Tour by Zandyball - ★★★★☆

Infinite Slaughter Arena by Apricorum



Eternal

The Ancient Gods Scorched Earth (*) by Will Ryan



Multiplayer (*)

Co-op Mode by Velser & Konvaz - ★★★☆☆

Slayer vs Slayer by Velser, Alby, & Sav - ★★★★★

Invasion Mode by Velser - ★★★★★



Challenge

Brawler Mode by Under the Mayo, Konvaz, & Velser

Forged Mode by Konvaz

Full Auto Only, No Chainsaw by Nayrham - ⛧⛧⛧⛧⛧



Randomizers

Mega Random Slaughter Map by Konvaz

Mutator Campaign by Velser

Horde Mode Randomizer (*) by Konvaz

TAG2 Rework by Konvaz

Enemy Randomizer Balanced by proteh

Enemy Randomizer Unbalanced by proteh