# Eternal - idStudio

# General Information

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

# DOOM Eternal Official Mod Support Details

<p class="callout info">Official idStudio Guides: [https://idstudio.idsoftware.com/](https://idstudio.idsoftware.com/)</p>

#### New Tools for Modding

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

- Access by playing DOOM Eternal on Steam. If the Mod Portal does not open, verify file integrity on Steam then try again.
- This is a browser and publishing tool for mods. Be sure to define where you want your Mods to be located in the Settings.
- Multiplayer and achievements are disabled.

##### idStudio is available on Steam

- Download here: [https://store.steampowered.com/app/2545650/DOOM\_Eternal\_idStudio/](https://store.steampowered.com/app/2545650/DOOM_Eternal_idStudio/)
- This is the environment modders will use to create and test their mods.

#### What we CAN do with idStudio

- Modify or create new decls
- Modify or create new textures
- Modify or create new static or animated models
- Modify or create new animations
- Modify or create new strings
- Modify or create new sound effects &amp; music
- Modify vanilla map geo, nav, entities, etc (need asset packs)
- Build your own maps with new geo, nav, entities, etc

#### What we CANNOT do with idStudio

- Modify DLC maps, but the assets packs are available
- Play multiplayer mods

#### Some Drawbacks with idStudio

- idStudio itself is ~60 GBytes
- Individual map asset packs are 5-10 GBytes
- You will need to login to your Bethesda account to access/publish mods
- You need a fairly powerful PC to optimally run idStudio (32 GBytes of RAM is recommended)
- idStudio may take a some time to do the following  
     - Boot up  
     - Open a map  
     - Load into a map  
     - Package a .map file (packaging decls, strings, textures, &amp; audio will only take a few seconds)
- Packaged map files can range from 500 MByes to 2 GBytes in size depending on how large the maps are

# Copy Save Profiles to Sandbox

### Current

- Navigate to the "Mods" tab
- Play
- Check: "Import save profile"
- Launch with active mods

### Legacy

#### Downloads

Download the DOOM Save Manager for your OS.

- [Windows](https://github.com/GoobyCorp/DOOMSaveManager/releases)
- [Linux](https://github.com/brunoanc/DOOMSaveManagerLinux/releases)

#### Instructions

- Unzip the contents
- Run "DOOM Save Manager.exe"
- Action -&gt; Export Backup
- Select the top option -&gt; OK
- Save "backup.zip"
- Unzip "backup.zip" into the located of your DOOMSandBox save data. Ex:

`<strong>C:\Users\PC_NAME\Saved Games\id Software\DOOMSandBox\base\savegame.unencrypted\</strong>`

- Overwrite all existing data

<p class="callout warning">Be sure to keep backups of your original saves in case something goes wrong.  
</p>

<p class="callout info">If your saves didn't properly transfer, try selecting the 2nd option in the Export Backup menu.</p>

# Tutorials

Instructions on how to efficiently use idStudio.

# How Do I Create idStudio Mods?

<p class="callout info">See the official website for more in-depth guides: [https://idstudio.idsoftware.com/](https://idstudio.idsoftware.com/)</p>

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

#### decl mod

- Edit or create a new decl in the Asset Browser
- Decls are located in your `base/declTree` folder

#### texture mod

- Edit textures with the Material Editor &amp; Material Painter
- Added textures should be in a standard .tga format  
     - Use GIMP or Paint.net to export textures into .tga
- Create a folder for your newly-added textures manually in File Explorer if you haven't already done so  
     - Not applicable if textures are being replaced, not added
- Menu &amp; Custom textures are located in your `base/art` folder
- Character textures are located in your `base/models` folder
- GUI textures are located in you `base/textures` folder

#### static / animated model mod

- Edit models with Blender (not in idStudio)
- Export models as .fbx
- Import the .fbx model in the Static Model Editor or Animated Model Editor
- Create a folder for your newly-added models &amp; animations manually in File Explorer if you haven't already done so  
     - Not applicable if models &amp; animations are being replaced, not added
- Static models are located in your `base/art` folder
- Animated models &amp; animations are located in your `base/md6` folder

#### string mod

- Edit strings with the String Editor
- Language -&gt; English
- Be sure to save BOTH the String Contents then the String Table
- Strings are located in your `base/strings` folder

#### sound effect / voice over mod

- Convert sfx/vo with Wwise as **PCM Auto Detect High** ([not in idStudio](https://wiki.eternalmods.com/books/eternal-audio-modding/page/creating-audio-mods))
- Export sfx/vo as .wem
- Manually place them in `base/sound/soundbanks/pc`
- Rename each file to ONLY contain the sfx ID (ex: 123456789.wem)

#### music mod

- Convert music with Wwise as **Ogg Vorbis Quality High** ([not in idStudio](https://wiki.eternalmods.com/books/eternal-audio-modding/page/creating-audio-mods))
- Export music as .wem
- Manually place them in `base/sound/soundbanks/pc`
- Rename each file to ONLY contain the music ID (ex: 123456789.wem)

#### entities mod

- Import zipped mod with the Legacy Mod Importer tool
- Entities are located in the `base/maps` folder

#### map mod

- Save As in the World Editor
- Be sure to add brushes for geo, some light points for visibility, &amp; a playerStart entity
- Do a Slowmap build for quick testing
- Execute a slowmap command in the Engine window to load into the map
- Do a Full Map bake &amp; Collision + Nav build before packaging your map
- Maps are located in the `base/maps` folder

##### map mod (how to load)

- To load into a custom map, the `devmenuoption/devmenuoption/new_campaign.decl` file should be modified. 
    - This will ensure that creating a new save for the base Campaign will load the player into the custom map.
- Set the `devMenuMapName` to the path of a custom map.
- Set the `devMenuInventoryLoadout` to the path of a `devInvLoadout` decl.

**`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";
			}
		}
	}
}
```

# 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.

<p class="callout warning">**You may need to check "Show Binary + Raw Files" to view and package uncommon mod files in the Package Mod window.**</p>

<p class="callout danger">**Never package anything inside an "editors" folder.**</p>

#### decl mod (.decl)

- Check `generated/decls/.../decl_name.decl`
- Only check the decls you've added or modified
- Do not package your declTree folder

<p class="callout warning">**Periodically delete everything in "generated/decls" so unused decl files can be removed and not accidentally packaged.**</p>

#### texture mod (.bimage)

- Check `generated/image/art/.../texture_name.bimage`
- Only check the textures you've added or modified
- Do not package anything in "editors"

#### static model mod (.bmodel)

- Check `generated/model/art/.../model_name.bmodel`
- Do not package anything in "editors"

#### animated model mod (.bmodel) (.bmd6anim)

- Check `generated/model/art/.../model_name.bmodel`
- Check `generated/anim/md6/.../animation_name.bmd6anim`
- Do not package anything in "editors"

#### string mod (.blang)

- Check `strings/english.blang`
- Check other language .blang files if they exist
- Do not package .lang files

<p class="callout warning">**Delete all vanilla strings in the string editor if you haven't already done so.**</p>

#### audio mod (.wem)

- Check `sound/soundbanks/pc/sound_id.wem`  
     - A sound\_id will look something like 123456789.wem
- Do not package anything in sound/ModWavs
- Applies to sound effect, voice over, &amp; music mods.

<p class="callout info">Check "Show Binary + Raw Files" to view and package WEM files in the Package Mod window.</p>

#### map mod (.map)

- Check `maps/.../map_name.map`
- Do not package entities or other file types from the maps folder
- Clear your generated/decls folder after packaging a .map because it will be flooded with vanilla decls

<p class="callout danger">**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.**</p>

#### entities mod (.entities.cbfile)

- Check `generated/compfile/maps/.../map_name.entities.cbfile`
- Check `packagemapspec.json` (if assetsInfo was used)
- This is for legacy mods only
- Do not package .entities files for custom maps built inside idStudo's World Editor

# How Do I Upload Mods To The Mod Portal?

- For most mods, the only file you need to upload the `base.pk5` file. The exception being custom maps.
- Don't upload anything else.

#### What About Custom Maps?

- Custom maps have extra files in addition to the base.pk5 file.
- Package the entire contents of your ActiveMods (not idStudio) folder that was created when you selected "Test" directly after packaging your mod. This includes... 
    - Everything in `dvdpc`
    - The **lightdb** file in `virtualtextures`
        - Do not package the large **rawdb** file. It is not utilized.
    - `base.pk5`
- Note that your mod will likely be around 700 MB in size, per unique map.

<p class="callout success">The Mod Portal will automatically fill in the relevant files for your mod so you may not need to worry about this.</p>

#### 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.

- Open File Explorer
- Go to your "ActiveMods" folder for DE -&gt; Open the folder with the mod ID
- Open `dvdpc\base\packagemapspec.json`
- Add the following within the "MapFileRefs" field (after ⁨⁨⁨⁨⁨⁨`file 6, map 3`⁩⁩⁩⁩⁩⁩ before ⁨⁨⁨⁨⁨⁨`file 8, map 4`⁩⁩⁩⁩⁩⁩⁩⁩⁩⁩⁩⁩⁩⁩)  
    ⁨⁨⁨⁨⁨⁨

```
      {
         "file" : 8,
         "map" : 3,
         "source" : 0
      },
```

- Launch the game with mods

##### If you are the Mod Author

- Package your map as normal in idStudio
- Before selecting to "Test Your Mod", add the ⁨⁨⁨⁨⁨⁨`file 8, map 3`⁩⁩⁩⁩⁩⁩ "MapFileRefs" field from above to the same location `dvdpc\base\packagemapspec.json`, but in your "idStudioMods" folder 
    - This will apply the same change to your ⁨⁨⁨⁨⁨⁨`packagemapspec.json`⁩⁩⁩⁩⁩⁩ file in the "ActiveMods" folder
    - If you skip this step, that is fine - you can always manually add the "MapFileRefs" field to the ⁨⁨⁨⁨⁨⁨`packagemapspec.json`⁩⁩⁩⁩⁩⁩⁩ file in your "ActiveMods" &amp; "idStudioMods" folders
- Upload the mod like normal in the DOOM Eternal Launcher

#### 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
      },
```

<p class="callout info">Follow the patterns above if your mod has more than 3 maps.</p>

# 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.

- Delete ALL files under the `base\generated\decls` folder. 
    - New decls will automatically be generated before you package your mod.
    - If your mod has a custom map, DO NOT delete the other folders in your `base\generated` folder because they are needed to package your map. If they were accidentally deleted, be sure to do a Slow Map, Full Map, &amp; Collision/Nav build before packaging your mod.

### Custom Maps have unusually-large File Sizes

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

- DO NOT package the `virtualtextures\maps\...\custom_map_name.rawdb` file. 
    - This is a very large file that is not utilized on the Doom Eternal Sandbox.
    - Delete the .rawdb file for the mod in your "ActiveMods" folder to conserve file space. Keep the file in your "idStudio" folder because idStudio reads it.
- For more information on what files you should package for your mod, see guide: [https://wiki.eternalmods.com/books/eternal-idstudio/page/what-files-should-i-package-for-my-idstudio-mod](https://wiki.eternalmods.com/books/eternal-idstudio/page/what-files-should-i-package-for-my-idstudio-mod)

### 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.

- See guide (scroll down to the "Some models are invisible..." header): [https://wiki.eternalmods.com/books/eternal-idstudio/page/how-do-i-upload-mods-to-the-mod-portal](https://wiki.eternalmods.com/books/eternal-idstudio/page/how-do-i-upload-mods-to-the-mod-portal)
- If geo are invisible after loading an existing save or checkpoint, see the "Loading a Custom Map may crash at 80%" guide below.

### 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.

- If custom layers were used, replace them all with vanilla layers. Repurposing vanilla layers will not impact the levels they are associated with.
- Replacing layers on entities can be done quickly by opening a .refmap file in `base\maps\...\custom_map_name\refmap_name.refmap` with a raw text editor and issuing a mass find/replace command to find the full custom layer name and replace it with the full repurposed vanilla layer name.
- Be sure that the repurposed vanilla layer decl only has its layerParent set to "world" and each custom layer should be repurposed to a different vanilla layer.

For example, change the custom layer:

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

To:

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

- Any other custom layers that are not for visibility (main\_level, master\_level, etc) should be activated in a **target/change\_layer** entity or **devMenuOption** decl.

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";
				}
			}
		}
	}
}
```

- For more information on how to create idStudio mods, see guide: [https://wiki.eternalmods.com/books/0-idstudio/page/how-do-i-create-idstudio-mods](https://wiki.eternalmods.com/books/eternal-idstudio/page/how-do-i-create-idstudio-mods)

<p class="callout info">Changing layers on a entities does not require you to rebuild your map.</p>

### Custom SFX &amp; Music prevent Vanilla Audio from Playing

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

- See guide: [https://wiki.eternalmods.com/books/eternal-idstudio/page/fixing-custom-audio-idstudio](https://wiki.eternalmods.com/books/eternal-idstudio/page/fixing-custom-audio-idstudio)

# Wwise (Audio Modding)

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

# Audio Modding (Legacy)

##### Below is a link to the legacy Audio Modding chapter.  
Details in this chapter are still relevant for Wwise/idStudio audio modding.

[https://wiki.eternalmods.com/books/eternal-audio-modding](https://wiki.eternalmods.com/books/eternal-audio-modding)

# Creating Custom Music - idStudio

<p class="callout info">Official idStudio guide for reference - [https://idstudio.idsoftware.com/audio/audio-file-modding-by-wwise](https://idstudio.idsoftware.com/audio/audio-file-modding-by-wwise)</p>

<p class="callout warning">Note: Packaging custom music in your mod is currently bugged (as of the patch from May 19, 2026) and will disable vanilla music &amp; SFX. Wait for a **future patch** or [follow this guide](https://wiki.eternalmods.com/books/eternal-idstudio/page/fixing-custom-audio-idstudio) before uploading a mod with custom music.</p>

### Requirements

- Windows 10/11 Operating System for Wwise. Linux may work, but it has not been tested and may require workarounds.
- Download the latest version of idStudio on Steam - [https://store.steampowered.com/app/2545650/DOOM\_Eternal\_idStudio/](https://store.steampowered.com/app/2545650/DOOM_Eternal_idStudio/)
- Download the Audiokinetic launcher for Wwise - [https://www.audiokinetic.com/en/download/](https://www.audiokinetic.com/en/download/)
    - Create an audiokinetic account with a free trial. Free trial accounts do not expire and are sufficient for modding Doom Eternal's audio.
- From the Audiokinetic Launcher: 
    - Wwise -&gt; INSTALL A NEW VERSION -&gt; ALL -&gt; Major: 2019.2 -&gt; Version: 2019.15.7667
    - Install Wwise (2019.2.15.7667) and accept default plugins (~100 MBytes)
    - After Wwise is installed, select the wrench icon next to it -&gt; Set Environment Variables... -&gt; Yes

### Using Wwise

- Navigate to your DOOMEternal\\idStudio folder in File Explorer: 
    - ex: `C:\Program Files (x86)\Steam\steamapps\common\DOOMEternal\idStudio`
- Extract `wwise_mods_music_project.zip` to your WwiseProjects folder: 
    - ex: `C:\Users\USERNAME\Documents\WwiseProjects`

<p class="callout info">**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.</p>

- Open the Audiokinetic Launcher -&gt; Wwise -&gt; Launch Wwise (2019.2.15.7667)
- Project Launcher: Open Other... -&gt; Navigate to: `Wwise Music Mod\ModsWwise\music_mods.wproj` -&gt; Open 
    - In the future, you can find `ghost_mods` in the Audiokinetic Launcher and select:  
        "Open in Wwise 2019.2.15.7667"
    - The project also be listed as `music_mods` if you Launch Wwise (2019.2.15.7667) from the Wwise tab.

### Modding Music Flow in Wwise

<p class="callout info">Make sure you are using the "Interactive Music" layout to see everything you need (default keybind: F10)</p>

#### 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":

- **Work Unit**
    - Default Work Unit -&gt; music\_ghost
- **Music Switch Container**
    - music\_ghost\_switch -&gt; `mod1_music, mod2_music`
- **Music Playlist Container**
    - `ambient, heavy, light`
- **Music Segment** (control over individual music files) 
    - `mod1_ambient_01, mod1_ambient_02, etc`
- **Music Track** (the actual music files themselves) 
    - `mod1_ambient_general_01, mod1_ambient_general_02, etc`
- Note that the `mod1_stinger` and `mod2_stinger` **Music Playlist Containers** are present in the `mod1_music` &amp; `mod2_music` **Music Switch Container**. They are not necessary, but can be used as additional music states. In this guide, they will be ignored. You can delete the **Music Segment** under them if they will not be used.

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

- This panel can be ignored.

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

- This is where you will play, pause, and stop music. The space-bar key will start/pause music. If music is currently paused in Wwise, the "square" stop button will light up. You need to select it before playing different music, otherwise space-bar will resume the current music.

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

- **Music Playlist Container** - This is where music volume is controlled under the **General Settings** tab. It is recommended to change the volume of each **Music Playlist Container** so all ambient, light, &amp; heavy music can share the same volume, but this can be done at higher or lower levels in the Interactive Music Hierarchy.
- **Music Switch Container** - This is where transition rules are created under the **Transitions** tab. Under `mod1_music` &amp; `mod2_music`, heavy or light outro **Music Segments** can be added here.

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.

- **Music Switch Container - Association Editor**: This is where the **Music Playlist Container** is mapped to the appropriate music\_ghost\_state.
- **Music Playlist Container - Music Playlist Editor**: This is where the **Music Segments** flow. Drag and Drop individual **Music Segments** from the Project Explorer to add them.
- **Music Segment / Music Track - Music Segment Editor**: This is where you define the length, start position, and stop position of a **Music Track**. The green line is the start position and the red line is the end position. These define when the previous **Music Track** ends and when the new one starts. Hold CTRL to move the green line without moving the start of the **Music Track**.

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

- This will let you know how "quiet" or "loud" music is while playing.

#### 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:

- **Ambient**
- **Heavy Combat**
    - **Heavy intro** -&gt; when heavy music starts, these always play first and don't repeat
    - **Heavy outro** -&gt; when transitioning from heavy to ambient music
- **Light Combat**
    - **Light intro** -&gt; when light music starts, these always play first and don't repeat
    - **Light outro** -&gt; when transitioning from light to ambient music
- Other music states are available and can be added if desired.

##### Adding Stems

- First, count how many ambient, heavy, &amp; light stems (including intros/outros) you will be adding.
- Delete all **Music Tracks** under the existing **Music Segments**. Add the appropriate number of **Music Segments** under each **Music Playlist Container** by copy/pasting one of the existing **Music Segments**.
- Add a stem by right-clicking a **Music Segment** -&gt; select: Import Audio Files... (Shift + I) -&gt; Add Files... -&gt; select WAV file -&gt; Open -&gt; Import
- Set the appropriate start and stop positions in the **Music Segment Editor**.

<p class="callout info">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.</p>

##### Intro/Outro Stems

- Add intro stems the same way as normal.
- For outro stems, you need ONE **Music Segment** and ONE **Music Track**. If you have more than 1 outro stem (from the same **Music Playlist Container**) that you would like to play, then following to proceeding steps. Otherwise, just add the outro stem as normal. 
    - In the **Music Segment Editor** -&gt; right click the gray box below the Voice Volume field -&gt; select: Random Step
    - This will add another Music Track field below the first. Add your second outro stem there. Both **Music** **Tracks** will share the same start &amp; stop position, so be sure they are moved if needed. If you have 3 or more outro stems, add them here as well.
    - If you do not want each outro to share the same start &amp; stop positions, then you can use the `mod1_stinger` or `mod2_stinger` **Music Playlist Containers** and add the outros as separate Music Segments.

##### Mixing Stems

- Navigate to a **Music Playlist Container** and view the **Music Playlist Editor**.
- Drag &amp; drop all your **Music Segments** (except for the outros) to the **Music Playlist Editor** from their respected **Music Playlist** **Container**. Configure the mixing to your liking.  
    
    - `mod1_ambient, mod1_heavy, mod1_light, etc`
- Below is an example of a heavy music flow state. There are 2 intro stems that play first and do not repeat. Only one is played and the other is ignored at random. Following the tree, there are 3 groups with 3 tracks under them. Each group only plays one of the tracks at random then moves to the 2nd group. After the 3rd group plays a track, it will move back to group 1 and repeat. 
    - If no intros are used, then don't add the additional **Sequence Continuous** -&gt; **Random Step** tree.
    - If you want ALL **Music Tracks** to flow randomly with no order, then just create the **Sequence Continuous** -&gt; **Random Step** group and add all **Music Segments** in the one group.
    - Press space-bar to start the music playlist and visualize how the **Music Segments** flow.

[![Wwise1.PNG](https://wiki.eternalmods.com/uploads/images/gallery/2026-05/scaled-1680-/wwise1.PNG)](https://wiki.eternalmods.com/uploads/images/gallery/2026-05/wwise1.PNG)

- To add outros, navigate to the `mod1_music` **Music Switch Container** -&gt; **Property Editor** window -&gt; **Transitions** tab -&gt; select: Add Transition 
    - Source: "&gt;&gt;" -&gt; Browse... -&gt; mod1\_heavy
    - Destination: "&gt;&gt;" -&gt; Browse... -&gt; mod1\_ambient
    - Source -&gt; Exit source at "Next Bar"
    - Transition Segment -&gt; check: Use transition segment -&gt; ... -&gt; select outro **Music Segment** -&gt; OK
- Do the same for `mod1_light, mod2_heavy, & mod2_light` if applicable. If you did not add any outro stems, ignore this step.
- Select the grayed-out Transition at the top of the list. Uncheck any Fade-out and Fade-in boxes. Do the same for all transitions unless you explicitly want a fade between **Music Playlist Containers**.

### Testing Custom Music

##### In Wwise

- Navigate to the `mod1_music` or `mod2_music` **Music Switch Container** -&gt; Association Editor 
    - Select: `main_ambient, main_heavy, or main_light` then press the space-bar to start playing one of them.
    - Select the other ambient, heavy, &amp; light paths to listen their transitions. If you are satisfied, proceed to the next steps. 
        - There may be some audio clipping while listening here, but it will not carry over when testing in idStudio &amp; Sandbox.
- Select: Project -&gt; Convert All Audio Files... -&gt; verify that "Windows" is checked -&gt; OK

##### In File Explorer

- Navigate to your WwiseProjects folder -&gt; Wwise Music Mod -&gt; ModsWwise -&gt; Scripts 
    - Path: `C:\Users\USERNAME\Documents\WwiseProjects\Wwise Music Mod\ModsWwise\Scripts`
- Run the `build.bat` script by either double clicking it or executing it in the Windows Command Prompt. 
    - It is recommended to run with the Command Prompt so you can see the log output and verify if there were any errors. If there were errors, verify that: 
        - Wwise version (2019.2.15.7667) is installed, environment variables are set, and the Wwise Project is opened with that version
        - In 2 line of the "WwiseProjects\\Wwise Music Mod\\ModWavs\\test.wsources" file, Root="."
- Navigate to the Wwise Music Mod folder -&gt; soundbanks -&gt; pc 
    - Path `C:\Users\USERNAME\Documents\WwiseProjects\Wwise Music Mod\soundbanks\pc`
- Verify that BOTH `mods.pck` and `music_mods.pck` were last modified when you ran the `build.bat` script. 
    - `music_mods.pck` will be noticeably larger in file size since the converted WEM files are inside it.
    - Up one level in the soundbanks folder, you can find the `SoundbanksInfo.xml` file, which contains a list of all your converted music files. This file does not need to be packaged for your mod.
- Copy BOTH the `mods.pck` and `music_mods.pck` files into your idStudio mod's `\base\sound\soundbanks\pc` folder and replace them. Even if you did not add any custom SFX, both files are necessary.
- In idStudio, verify that **mod1\_music** (and **mod2\_music** if you added music to it) play in your map and if the transitions flow as intended.

#### Packaging Custom Music

Package the following in idStudio:

- `sound/soundbanks/pc/mods.pck`
- `sound/soundbanks/pc/music_mods.pck`
- `sound/soundbanks/pc/soundmetadata.bin`
- Any additional WEM files that you may have added, but are not in the `music_mods.pck` file. 
    - Does not include the WEM files that were added when your first created your mod. Those can be deleted.
- All other relevant decl, image, model, and map files.

# Fixing Custom Audio - idStudio

<p class="callout info">For creating custom music, follow this guide before proceeding - [https://wiki.eternalmods.com/books/eternal-idstudio/page/creating-custom-music-idstudio](https://wiki.eternalmods.com/books/eternal-idstudio/page/creating-custom-music-idstudio)</p>

<p class="callout warning">Note: Packaging custom music in your mod is currently bugged (as of the patch from May 19, 2026) and will disable vanilla music &amp; SFX. Wait for a **future patch** or **follow this guide** before uploading a mod with custom music.</p>

<p class="callout danger">Note: This is an advanced guide and assumes the viewer has adept knowledge of **Wwise** and **FusionTools**.</p>

### Context (What's Broken?)

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

### Fixing SFX

- Download the fixed `soundmetadata.bin` file modified by FlavorfulGecko5 - [https://drive.google.com/file/d/13UzqXSEA9\_NWH8LAXVhIlWnnMYMixApy](https://drive.google.com/file/d/13UzqXSEA9_NWH8LAXVhIlWnnMYMixApy)
- Move the fixed `soundmetadata.bin` file in your mod's `\base\sound\soundbanks\pc` folder and overwrite the existing one 
    - Creating a new mod in idStudio will generate a new (broken) `\base\sound\soundbanks\pc\soundmetadata.bin` file in case you need it

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

- Download **FusionTools** version 2.0.1 or later - [https://www.nexusmods.com/site/mods/1812](https://www.nexusmods.com/site/mods/1812)
    - May prompt to install Microsoft .NET
- Download the fixed **MusicSwitchContainer** HIRC object modified by Velser - [https://drive.google.com/file/d/1Shuo0EaI16S6stjp8HEz5tKv2Ha4Gb6l](https://drive.google.com/file/d/1Shuo0EaI16S6stjp8HEz5tKv2Ha4Gb6l)
- Create a backup copy of your `\base\sound\soundbanks\pc\music_mods.pck` file in case you encounter issues
- Launch **FusionTools.exe** -&gt; File -&gt; Open -&gt; open the `music_mods.pck` file
- Find the HIRC object with the ID **483143099**  
    
    - You can quickly search for the ID in the **Filter...** text input box
- Right click the **MusicSwitchContainer \[1CCC2DBB\]** HIRC object -&gt; Import HIRC from XML -&gt; open the `483143099.xml` fix so it will overwrite the object
- Go to File -&gt; Save As -&gt; Save and overwrite the `\base\sound\soundbanks\pc\music_mods.pck` file

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

<p class="callout info">There are some additional ID conflicts for menu music.  
This step may not be necessary, but is helpful for cleanup.</p>

- In **FusionTools**, right click the parent **HIRC** tree -&gt; Export HIRC to XML -&gt; save anywhere
- Open the `HIRC.xml` file with a raw text editor
- Scroll to the bottom of the file and delete the following fields

```
    <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>
```

- Save, return to **FusionTools**, right click the parent **HIRC** tree -&gt; Import HIRC to XML -&gt; open the **HIRC.xml** file

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

- - EventAction \[0A9C64F0\]
    - Event - Play\_music\_menu \[6549EBB3\]

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.

# 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.

Mods either have a link to the Bethesda website or Nexus if they haven't been already uploaded to the Mod Portal.

(\*) 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.

<p class="callout info">Difficulty and length of the levels are **subjective** to the page author, depending on the player they might feel more or less difficult/long</p>

## <span style="color: rgb(35, 111, 161);">Official idStudio Maps  
</span>

[Graveyard](https://mods.bethesda.net/en/doometernal/details/1678ff83-4bb8-4307-ae2f-7d25e576d900/Graveyard___Official_Combat_Arena_Example) by id Software

<div _ngcontent-ng-c1114340258="" class="flex flex-auto items-center justify-end" id="bkmrk--5" style="display: flex; flex: 1 1 auto; align-items: center; justify-content: flex-end; color: rgb(255, 255, 255); font-family: Roboto; font-size: medium; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; white-space: normal; background-color: rgb(16, 16, 16); text-decoration-thickness: initial; text-decoration-style: initial; text-decoration-color: initial;"><div class="mat-mdc-paginator-outer-container" style="display: flex;"><div class="mat-mdc-paginator-container" style="display: flex; align-items: center; justify-content: flex-end; padding: 0px 8px; flex-wrap: wrap; width: 371.328px; min-height: var(--mat-paginator-container-size);"><div class="mat-mdc-paginator-page-size ng-star-inserted" style="display: flex; align-items: baseline; margin-right: 8px;">  
</div></div></div></div>## <span style="color: rgb(35, 111, 161);">New idStudio Maps  
</span>

[Levitation - Ascend](https://mods.bethesda.net/en/doometernal/details/a4628203-7f31-41a0-8183-ba9c5dbfebba/Levitation___Ascend_0_4__Demo_) by Saleem

[Umbral Excavation](https://mods.bethesda.net/en/doometernal/details/0a562e51-43a3-4f77-b000-730010e5fa1e/Umbral_Excavation) by Velser

[Forgotten Forest](https://mods.bethesda.net/en/doometernal/details/64df52d8-f605-473d-82ac-3a4ea9d6621c/Forgotten_Forest_by_Doom_Wads) by Doom Wads

[Praetor Ward](https://mods.bethesda.net/en/doometernal/details/9e062b57-99d8-4cc3-bb1e-e03f171f542f/Praetor_Ward) by JackofBlackPhoenix

[Prime](https://mods.bethesda.net/en/doometernal/details/21685938-1724-40dd-8e2a-404c1b19174a/Prime) by iW1CKED

[Hell Outskirts](https://mods.bethesda.net/en/doometernal/details/fed9f626-1032-4c0f-b0a9-e45b55a506f6/Hell_outskirts) by DOOM-MARINE

[Precipice](https://mods.bethesda.net/en/doometernal/details/5e0e122e-a1f8-4ee8-bf83-43b2c8006db4/Precipice) by Simploooo

[Lost Titan](https://mods.bethesda.net/en/doometernal/details/9b64a89f-06e8-4cb4-b2bd-c65a64aa4783/lost_titan_) by DjAdynon

[Chessboard](https://mods.bethesda.net/en/doometernal/details/f48d8362-373b-4c74-8cd2-9615a9f4f867/Chessboard) by Jamesp9000

[Chessboard 2](https://mods.bethesda.net/en/doometernal/details/16429b5d-4fe9-40c5-9d9f-93a82d29865e/Chessboard_2___Includes_DLC_Monsters) by Jamesp9000

[Slayer's Pastime](https://mods.bethesda.net/en/doometernal/details/94ddb242-fbb9-4fe3-b4b5-6760046458bb/Slayer__39_s_Pastime) by Zumb3041

[Infernum](https://mods.bethesda.net/en/doometernal/details/65f1675f-3a6e-4e2d-ba05-ea1f8d802a79/Infernum) by iW1CKED

[Hellfire Cavern](https://mods.bethesda.net/en/doometernal/details/0f479afe-a0c1-46d7-afce-51db1d310124/Hellfire_Cavern) by alsikggg

[Challenger Series #01](https://mods.bethesda.net/en/doometernal/details/09cd90f0-e21f-4533-9dec-0a6329d08b71/Challenger_Series__01) by iW1CKED

[Challenger Series #01 (Balanced)](https://mods.bethesda.net/en/doometernal/details/7f33a8ae-a4c2-4c5f-8d11-61dfd48ac460/Challenger_Series__01___Balanced) by iW1CKED

[Nifleheim Pass](https://mods.bethesda.net/en/doometernal/details/a4194bc8-e8f7-439c-8cef-5de34861d390/Niflheim_Pass) by MicrowavedBunny

[ICY\_HOT](https://mods.bethesda.net/en/doometernal/details/2e0f412f-63c6-4950-bfb0-384b1a0f2a3e/ICY_HOT) by Cory50

[The Last Church of the Holy](https://mods.bethesda.net/en/doometernal/details/ecacf611-0394-4e9c-89f8-c6747fa2c62d/The_Last_Church_of_the_Holy) by DjAdynon

[The Last Church of the Holy V2](https://mods.bethesda.net/en/doometernal/details/c9794737-e659-4a0c-84ed-4b4640f452a6/_UPDATED_3_1__The_Last_Church_of_the_Holy_V2) by DjAdynon

[Graveyard Master Level](https://mods.bethesda.net/en/doometernal/details/91c0fb54-3f20-46be-8245-5804dd97f74a/Graveyard_Master_Level) by Saleem

[Slayer's Museum](https://mods.bethesda.net/en/doometernal/details/ddcb8176-8fc8-4b5c-a6b7-b8d52aff6ae4/Slayer__39_s_Museum) by SlayerFozzy

[Subzero](https://mods.bethesda.net/en/doometernal/details/74006d7b-674b-47df-9b23-c6dd1644aa43/Subzero__DEMO_) by iW1CKED

[66 Demon Kills](https://mods.bethesda.net/en/doometernal/details/a20d5401-4a04-41da-8813-1862acbbec13/66_Demon_Kills_) by pvphorror

[Endless Chessboard](https://mods.bethesda.net/en/doometernal/details/920ecc17-5f12-468d-ab81-a74c70d2724d/Endless_Chessboard) by Jamesp9000

[Luna Eterna](https://mods.bethesda.net/en/doometernal/details/7378b37f-85bc-433c-ae90-9617590f2b15/Luna_Eterna___Demo) by marimbamike

[Heaven Ascent - The Ancient Gods Part 3](https://mods.bethesda.net/en/doometernal/details/f2d23157-04ca-4b95-b802-d6f391c99946/Heaven_Ascent__Pre_Final____The_Ancient_God_Part_3) by FXHEXCEN

[RANCID](https://mods.bethesda.net/en/doometernal/details/5b0474d2-32bd-4d82-b928-dd276957cfa7/RANCID) by Saleem

[Meathook Warfare](https://mods.bethesda.net/en/doometernal/details/06e36866-90ab-46a9-afce-c8ea0befc306/Meathook_Warfare) by AlvaroMDK

[DAWN](https://mods.bethesda.net/en/doometernal/details/0d22b563-3b90-4dfe-bc03-783e4bedbe88/DAWN) by Saleem

[Maykr Hideout](https://mods.bethesda.net/en/doometernal/details/2b7bfcf7-1d4b-4ad3-aa53-2fd1f6c2048f/Maykr_Hideout) by nxmxlxss

[100 Barons of Hell vs 1 Doom Slayer](https://mods.bethesda.net/en/doometernal/details/932e5360-9258-40ad-b946-a9ec36bba667/100_Barons_of_Hell_vs_1_Doom_Slayer) by Razzter\_

[Nervous Hellish](https://mods.bethesda.net/en/doometernal/details/252ada7f-7e50-4ca2-97f6-9d4493c531f8/Nervous_Hellish_) by ViceFlame477

[Anarchy](https://mods.bethesda.net/en/doometernal/details/11e8d22f-43d6-4fca-8dd8-774c43bf8d85/Anarchy) by DjAdynon

[UAC Plaza](https://mods.bethesda.net/en/doometernal/details/1e24bd8d-aad5-4348-b53f-e74f26f87135/UAC_Plaza) by SlayerFozzy

[Gazing Into the Abyss](https://mods.bethesda.net/en/doometernal/details/7b5a77fe-b8c7-4b6c-9fa4-504a162dd685/Gazing_into_the_abyss) by CHVRCHES

[Island of Lomarith](https://mods.bethesda.net/en/doometernal/details/8b309690-eeed-4f91-b6fe-05e94a6c7b09/island_Of_Lomarith) by Sade\_Sylena

[Soul Processor](https://mods.bethesda.net/en/doometernal/details/2c9c520c-d2ba-4ce8-bea3-323f2fd8742e/Soul_Processor_by_SPEARTEN_COFFEE) by SPEARTEN\_COFFEE

[Blighted Base](https://mods.bethesda.net/en/doometernal/details/556d3b25-7330-4eef-ae00-4478e2719594/Blighted_Base) by DivineWithCult

[Marauder Mania](https://mods.bethesda.net/en/doometernal/details/4f36d7ce-122f-41b4-87f7-da3f7bc8f368/Marauder_Mania) by bee-r\_11

[Tyranny](https://mods.bethesda.net/en/doometernal/details/c5d1dbeb-de3a-43c7-84e9-4e1a11e86e08/Tyranny__REUPLOAD_) by iW1CKED

[Challenger Series #02](https://mods.bethesda.net/en/doometernal/details/dececf8a-801d-440d-ab3f-12a8b3a19303/Challenger_Series__02) by iW1CKED

[BloodVoid](https://mods.bethesda.net/en/doometernal/details/5c8ab35c-81be-4570-9a60-2e319056ea76/BloodVoid) by Bysior21

<div _ngcontent-ng-c1114340258="" class="flex flex-auto items-center justify-end" id="bkmrk-" style="display: flex; flex: 1 1 auto; align-items: center; justify-content: flex-end; color: rgb(255, 255, 255); font-family: Roboto; font-size: medium; font-style: normal; font-variant-ligatures: normal; font-variant-caps: normal; font-weight: 400; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; white-space: normal; background-color: rgb(16, 16, 16); text-decoration-thickness: initial; text-decoration-style: initial; text-decoration-color: initial;"><div class="mat-mdc-paginator-outer-container" style="display: flex;"><div class="mat-mdc-paginator-container" style="display: flex; align-items: center; justify-content: flex-end; padding: 0px 8px; flex-wrap: wrap; width: 371.328px; min-height: var(--mat-paginator-container-size);"><div class="mat-mdc-paginator-page-size ng-star-inserted" style="display: flex; align-items: baseline; margin-right: 8px;">  
</div></div></div></div>## <span style="color: rgb(35, 111, 161);">idStudio Recreations  
</span>

[Quake E1M1](https://mods.bethesda.net/en/doometernal/details/8029186a-4c7e-464f-bdcd-c79bfeddac9c/Quake_E1M1) by nhaselton

[Quake E1M1](https://mods.bethesda.net/en/doometernal/details/468a1ad6-5eb3-4b97-8473-52a315fa74a8/Quake_E1M1) by NoodleCat924

[Doom E1M1](https://mods.bethesda.net/en/doometernal/details/0b52e8ea-8878-4e9f-8427-b5214011030a/Doom_E1M1) by Bloodshot1

[Bob-omb Battlefield](https://mods.bethesda.net/en/doometernal/details/cf2ccfad-a870-4b77-84be-55fa12aa7d67/Bob_omb_Battlefield_unbalanced_playtest) by MicrowavedBunny

[Dead Simple](https://mods.bethesda.net/en/doometernal/details/b9528244-7833-43ce-b2c9-a08a4a7cb556/Dead_Simple) by Shadesmaster

[Dead Simple](https://mods.bethesda.net/en/doometernal/details/04025cdc-b0bf-43fa-aa17-726e14b3edd2/DOOM_2_Dead_Simple) by DOOM-MARINE

[Doom II Entryway](https://mods.bethesda.net/en/doometernal/details/c0e4ad65-528c-4096-b761-c7574c212671/DOOM_II_Entryway) by DOOM-MARINE

[Bloody Simple](https://mods.bethesda.net/en/doometernal/details/f381d0b9-0e77-4387-b0b4-f3e80d6a4f40/Bloody_Simple) by Jamesp9000

[GM Construct](https://mods.bethesda.net/en/doometernal/details/2379f907-5b6f-4c40-b5c9-049af6e22fea/GM_Construct) by Fein\_EZ

[Kokiri Forest](https://mods.bethesda.net/en/doometernal/details/8e7fad48-9de6-48f4-b059-a0e732750de4/Kokiri_Forest) by SlayerFozzy

[Kokiri](https://mods.bethesda.net/en/doometernal/details/f88d1653-1788-4a92-a699-ad50d45d0b18/Kokiri) by Sharpie\_FPS

[Hordamex (Legacy)](https://mods.bethesda.net/en/doometernal/details/995908ef-e1d4-42b7-964b-93df5c76fe6c/Hordamex_Singleplayer_Test) by Velser

[plr\_hightower - Team Fortress 2](https://mods.bethesda.net/en/doometernal/details/856b5526-56b0-47f9-a319-7764c7edab46/plr_hightower__Team_Fortress_2_) by AlvaroMDK

[Super Oof Nest](https://mods.bethesda.net/en/doometernal/details/831e106e-b3b2-4988-b0b3-a4d1ec69b872/Super_Oof_Nest) by DjAdynon

[CYBER GRIND](https://mods.bethesda.net/en/doometernal/details/068a9a22-d297-47d3-a7a0-5a58ca2a2656/CYBER_GRIND) by AlvaroMDK

[Hordamex](https://mods.bethesda.net/en/doometernal/details/9b8c8181-28eb-4f11-9e83-524a110ee00a/Hordamex) by Velser

## <span style="color: rgb(35, 111, 161);">Base Campaign</span>

#### Hell on Earth

[Official Master Level](https://mods.bethesda.net/en/doometernal/details/6a168e92-51fb-4c57-bc42-be03eaf8f1d8/Hell_on_Earth_Official_Master_Level) by id Software - ★☆☆☆☆ (**~**15 Minutes)

[Apocalypse on Earth](https://www.nexusmods.com/doometernal/mods/1191) (\*) by Nayrham - ★★★★☆

[Tormented Earth](https://mods.bethesda.net/en/doometernal/details/893f1ebe-dfba-499a-b378-160a22c0c347/Tormented_Earth) by MicrowavedBunny

[Consumed Earth](https://mods.bethesda.net/en/doometernal/details/0ab764d3-ef04-40e9-a31b-5fd312ddfb38/Consumed_Earth_by_Bysior21) by Bysior21

[Back on Earth](https://www.nexusmods.com/doometernal/mods/1370) (\*) by Cuzzmotion

[Master Level](https://www.nexusmods.com/doometernal/mods/1465) (\*) by quan

[La Grande Sheitanerie](https://www.nexusmods.com/doometernal/mods/1235) (\*) by Payoyo

#### Exultia

[Official Master Level](https://mods.bethesda.net/en/doometernal/details/8046fefa-fecd-4eb9-846e-4540407503b4/Exultia_Official_Master_Level) by id Software - ★☆☆☆☆ (**~**20 Minutes)

[Exuden](https://mods.bethesda.net/en/doometernal/details/0e0b3b03-7046-48ef-95e2-efb765c5e725/Exuden) by leix34 &amp; SeaBazT - ★★★☆☆ (**~**40 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/06b0220f-8569-48da-943c-96f10a226a6a/Exultia_Master_Level_by_Beth) by Beth

[Not Exultia](https://mods.bethesda.net/en/doometernal/details/5992804e-e4fa-416b-aff4-f9f0cbaaa0c7/_Not__Exultia_Master_Level_by_offwine) by offwine - ★★★★☆ (**~**50 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/bcf96dd7-41a5-421d-a439-79b077edfa53/Exultia_Master_Level_by_Butface) by Buttface

[Slaughter Master Level](https://www.nexusmods.com/doometernal/mods/1669) by TiAomhao

#### Cultist Base

[Slaughter Map](https://mods.bethesda.net/en/doometernal/details/622fcbd1-40b4-4dfc-baf5-017e2189aa33/Cultist_Base_Slaughter_Map_by_klinecars72) by klinecars72 - ★★★☆☆ (**~**35 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/0838e2e6-37c2-4a58-98f0-f7886f31e49a/Cultist_Base_Master_Level_by_offwine) by offwine - ★★★★☆ (**~**70 Minutes)

[Cultist Stronghold](https://www.nexusmods.com/doometernal/mods/1657) by quan

#### Doom Hunter Base

[Official Master Level](https://mods.bethesda.net/en/doometernal/details/f739dfae-244d-4059-bfb4-7c4efb6fdc40/Doom_Hunter_Base_Official_Master_Level) by id Software - ★★☆☆☆ (**~**20 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/a2c71689-c8c1-41cb-81f2-7d11428c9065/Doom_Hunter_Base_Master_Level_by_Beth) by Beth

[Doom Hunter Based](https://mods.bethesda.net/en/doometernal/details/762ee924-1e6e-4ac2-848f-bdb7257d7c50/Doom_Hunter_Based_by_Zandyball) by Zandyball - ★★★☆☆ (**~**40 Minutes)

[Doom Hunter Fortress](https://mods.bethesda.net/en/doometernal/details/f69db0f6-084b-474f-a263-9f4a04c62d78/Doom_Hunter_Fortress_by_TIIKKETMASTER) by TIIKKETMASTER - <span style="color: rgb(224, 62, 45);">**⛧⛧⛧⛧⛧**</span> (???)

[Slaughter Arena by](https://mods.bethesda.net/en/doometernal/details/76f94f07-181b-45a9-916b-cb567c4b71f4/Doom_Hunter_Base_Arena_by_Butface) Buttface

[Slaughter Master Level](https://www.nexusmods.com/doometernal/mods/1673) by TiAOmhao

[Master Level](https://www.nexusmods.com/doometernal/mods/1681) by TiAOmhao

#### Super Gore Nest

[Slaughter Arena](https://mods.bethesda.net/en/doometernal/details/c787e460-204f-4067-9376-584afde7bf70/Super_Gore_Nest_Slaughter_Arena_by_Delta) by Delta - ★★☆☆☆ (**~**15 Minutes)

[Slaughter Map](https://www.nexusmods.com/doometernal/mods/1293) (\*) by nxmxlxss - ★★★★☆ (**~**25 Minutes)

[Slaughter Map Rework](https://mods.bethesda.net/en/doometernal/details/1727935d-48e4-4aa2-b8de-a4b26f05a65e/Super_Gore_Nest_Slaughter_Map) by nxmxlxss

[Master Level](https://mods.bethesda.net/en/doometernal/details/f6e87fe7-b52b-4124-9f91-b5169e51c13a/Super_Gore_Nest_Master_Level_by_offwine) by offwine - ★★★★★ (**~**70 Minutes)

[The Battle Inside](https://www.nexusmods.com/doometernal/mods/1013) (\*) by CRISCANCER

[Super More Nest](https://www.nexusmods.com/doometernal/mods/1171) (\*) by ModMadder

[Demon Possession Challenge](https://www.nexusmods.com/doometernal/mods/991) (\*) by ecksdii - ★☆☆☆☆ (**~**25 Minutes)

[Master Level Rework](https://mods.bethesda.net/en/doometernal/details/2613bc55-27a8-4ff2-80e2-cb96f7db717f/Super_Gore_Nest_Master_Level_Rework_by_Butface) by Buttface

[Slaughter Map](https://www.nexusmods.com/doometernal/mods/1655) by TiAomhao

#### Arc Complex

[Master Levels](https://mods.bethesda.net/en/doometernal/details/73ddf10f-08ef-4598-b79d-d0dc12885b15/ARC_Complex_Master_Levels_by_Beth) by Beth

[CARCH Complex](https://mods.bethesda.net/en/doometernal/details/c6c60e29-6a7c-4a6e-a61e-f53d35a8fb39/ARCH_Complex__amp__CARC_Complex_by_Zandyball) by Zandyball - ★☆☆☆☆/**<span style="color: rgb(224, 62, 45);">⛧⛧⛧⛧⛧</span>** (???)

[Buff City](https://mods.bethesda.net/en/doometernal/details/e593f575-42fb-4835-9b79-dd32d13f138d/Buff_City___Arc_Complex_Master_Level__work_in_prog) by blacklight9699

#### Mars Core

[Master Level](https://mods.bethesda.net/en/doometernal/details/bb7b34ed-2b33-416a-b32b-09198df29bb6/Mars_Core_Master_Level_by_FaDa) by FaDa - ★☆☆☆☆ (**~**25 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/bbf2fd4b-3487-4833-9d00-abedd823b99b/Mars_Core_Master_Level_by_Beth) by Beth - ★★☆☆☆ (**~**25 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/1b5fa478-336e-494e-ae94-7820e414226d/Mars_Core_Master_Level_by_offwine) by offwine

[Mars Den Core](https://www.nexusmods.com/doometernal/mods/996) (\*) by leix34 and Payoyo - ★★★★☆ (**~**55 Minutes)

[Mars Core Remix](https://mods.bethesda.net/en/doometernal/details/7eb7cd29-5541-4125-a493-d31c8da4c444/Mars_Core_Remix) by Konvaz

[Brutal Mars](https://www.nexusmods.com/doometernal/mods/1675) by TiAomhao

#### Sentinel Prime

[Official Master Level](https://mods.bethesda.net/en/doometernal/details/a821a375-6318-44d9-82c4-2317ed6fe491/Sentinel_Prime_Official_Master_Level) by id Software - ★☆☆☆☆ (**~**5 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/0c260e05-74d4-49bc-b5bf-79e34be767b6/Sentinel_Prime_Master_Level_by_Kaiser) by Kaiser - ★★☆☆☆ (**~**10 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/a3b20875-71bc-48e0-bbbf-6ad596f463fc/Sentinel_Prime_Master_Level_by_offwine) by offwine - ★★★☆☆ (**~**30 Minutes)

#### Taras Nabad

[Slaughter Map](https://mods.bethesda.net/en/doometernal/details/060b460a-d812-4850-a1ea-4aac63ac3a8d/Taras_Nabad_Arena_by_proteh) by proteh - ★★☆☆☆ (**~**10 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/aaa51158-2c51-4e6f-9359-3ece4e6ae6b8/Taras_Nabad_Master_Level_by_Beth) by Beth

[Master Level](https://mods.bethesda.net/en/doometernal/details/66c55ce6-3d17-4803-9551-eb8b5f78b418/Taras_Nabad_Master_Level_by_offwine) by offwine - ★★★★★ (**~**120 Minutes)

[Master Level](https://www.nexusmods.com/doometernal/mods/1268) (\*) by Saleem - ★★★★☆ (**~**60 Minutes)

[Master Level Rework](https://www.nexusmods.com/doometernal/mods/766) (\*) by Payoyo - ★★★☆☆ (**~**40 Minutes)

[Master Level Tweak](https://www.nexusmods.com/doometernal/mods/711) (\*) by fhqwhgads7

[Slaughter Map](https://mods.bethesda.net/en/doometernal/details/3dffeba6-c3fd-4603-b92a-7ad6790bc1f4/Taras_Nabad_Slaughter_Map_by_klinecars72) by klinecars72 - ★★☆☆☆ (**~**30 Minutes)

[Random Slaughter Map](https://www.nexusmods.com/doometernal/mods/1659) by OracleObstacle

[Master Level](https://www.nexusmods.com/doometernal/mods/1667) by OracleObstacle

(\*\*\*) Master Level by Korra

#### Nekravol

[Master Level](https://mods.bethesda.net/en/doometernal/details/6e3de3c8-3fcc-428c-85ec-6e20f2beece0/Nekravol_Master_Level_by_Beth) by Beth - ★☆☆☆☆ (**~**20 Minutes)

[Hell's Abyss](https://mods.bethesda.net/en/doometernal/details/35a98976-810c-4f50-84a4-d112f915c383/Hell__39_s_Abyss___Nekravol_part1_Custom_Level) by Bysior21

[Nekroval](https://mods.bethesda.net/en/doometernal/details/72f193b1-bb55-4359-8a0a-d42d60caadef/Nekroval_Master_Level__Playtest_Demo_) by slightlylucy

#### Nekravol II

[Master Level](https://mods.bethesda.net/en/doometernal/details/e1a6b2ee-bf19-44c6-9e76-1eab962288f3/Nekravol_Part_2_Master_Level_by_Beth) by Beth

[Leaky Nekravol](https://www.nexusmods.com/doometernal/mods/721) (\*) by Zandyball - ★★★☆☆ (**~**20 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/2a7f2467-df1f-43c9-91b7-ec3089fc3ef2/Nekravol_Part_2_Master_Level_by_Butface) by Buttface

[Master Level](https://www.nexusmods.com/doometernal/mods/1672) by TiAomhao

#### Urdak

[Corrupted Khan Maykr](https://mods.bethesda.net/en/doometernal/details/94e0088b-79d6-4516-bb55-c4091c46bfcc/Corrupted_Khan_Maykr_by_omi) by omi - ★★★★★ (**~**10 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/9bec9b64-0539-4c51-b476-2c949647c942/Urdak_Master_Level_by_Beth) by Beth - ★★☆☆☆ (**~**20 Minutes)

[Slaughter Level](https://mods.bethesda.net/en/doometernal/details/ec68133d-cee0-4d33-a57c-1563ee7292f2/Urdak_Slaughter_Level_by_Alpha) by Alpha - ★★★☆☆ (**~**25 Minutes)

[Unholy Urdak](https://www.nexusmods.com/doometernal/mods/1551) (\*) by idk929

#### Final Sin

[Master Level](https://mods.bethesda.net/en/doometernal/details/eb0c4362-466b-4298-987f-5bf47c742992/Final_Sin_Master_Level_by_offwine) by offwine - ★★★☆☆ (**~**35 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/8dab4c7d-31d2-4447-87d3-0fcbaf0855cd/Final_Sin_Master_Level_by_Kaiser) by Kaiser - ★★☆☆☆ (**~**25 Minutes)

[Slaughter Arena](https://www.nexusmods.com/doometernal/mods/1671) by TiAomhao

## <span style="color: rgb(35, 111, 161);">The Ancient Gods Part 1</span>  


#### UAC Atlantica Facility

[Master Level](https://mods.bethesda.net/en/doometernal/details/afc66660-ff01-44fa-9951-167f69ad21f4/UAC_Atlantica_Facility_Master_Level_by_Delta) by Delta - ★★★★★ (**~**130 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/7f69e105-bc61-44e5-a058-b88866b4eb20/Konvaz_Master_Levels) by Konvaz - ★★★☆☆ (**~**45 Minutes)

[CBT Atlantica Facility](https://mods.bethesda.net/en/doometernal/details/2e24c9ba-ca98-43f3-97ae-70d401a9cb13/CBT_Atlantica_Facility___Master_Level__Fixed_) by idk929 - <span style="color: rgb(224, 62, 45);">**⛧⛧⛧⛧⛧**</span> (**~**90 Minutes)

[Skill Issue Encounter](https://www.nexusmods.com/doometernal/mods/1332) (\*) by MicrowavedBunny - <span style="color: rgb(224, 62, 45);">**⛧⛧⛧⛧⛧**</span> (???)

[Slaughter Map](https://www.nexusmods.com/doometernal/mods/1340) (\*) by nxmxlxss - ★★★★★ (**~**45 Minutes)

[UAC Artantica](https://www.nexusmods.com/doometernal/mods/1370) (\*) by Cuzzmotion

#### The Blood Swamps

[Master Level](https://mods.bethesda.net/en/doometernal/details/6a6778b3-cb43-4222-ae9f-08b5339fe0dd/The_Blood_Swamps_Master_Level_by_Saleem) by Saleem - ★★★★★ (**~**75 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/7f69e105-bc61-44e5-a058-b88866b4eb20/Konvaz_Master_Levels) by Konvaz - ★★★☆☆ (**~**50 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/93e2d143-4a58-4d7d-a3f3-6ed24cfeb6b5/Blood_Swamps_Master_Level_by_OracleObstacle) by OracleObstacle

[Idoratrize Blood Swamps](https://mods.bethesda.net/en/doometernal/details/bb650774-ce06-4bbb-b7eb-cbec7bcc0030/Idoratrize_Blood_Swamps_by_Athollu) by Athollu - <span style="color: rgb(224, 62, 45);">**⛧⛧⛧⛧⛧**</span> (**~**20 Minutes)

[Slaughter Map](https://www.nexusmods.com/doometernal/mods/1401) (\*) by nxmxlxss

[Slayer Trial](https://mods.bethesda.net/en/doometernal/details/d16dd4b6-16ed-4da7-a5f8-8f6b2ceb84a8/Slayer_Trial_by_OracleObstacle_and_others) by Chinese players

#### The Holt

[Descent into Chaos](https://mods.bethesda.net/en/doometernal/details/20feb5ba-6855-48b1-b761-84831869ed60/The_Holt_Master_Level___Descent_into_Chaos_by_Taco) by TacoWenzdayz - ★★★★★ (**~**50 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/7023c82d-2f96-4e17-9f1f-12754a924244/The_Holt_Master_Level_by_Saleem) by Saleem - ★★★★☆ (**~**65 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/06886523-41d1-442d-9475-322c1010e53d/The_Holt_Master_Level_by_offwine) by offwine - ★★★★★ (**~**130 Minutes)

[Slaughter Holt](https://mods.bethesda.net/en/doometernal/details/7e6d6f2e-a646-46fa-a402-d08d241242d5/Slaughter_Holt_by_Athollu) by Athollu - ★★★★☆ (**~**25 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/fad3795e-d2b8-4722-ac6c-4a63db683c2b/The_Holt_Master_Level_by_Butface) by Buttface

(\*\*\*) Master Level by Draganescu

## <span style="color: rgb(35, 111, 161);">The Ancient Gods Part 2</span>  


#### The World Spear

[Master Level](https://mods.bethesda.net/en/doometernal/details/e81a6e40-439e-4a91-a484-ee61f51a86f5/The_World_Spear_Master_Level_by_Delta) by Delta - ★★★★★ (**~**80 Minutes)

[Recharged World Spear](https://www.nexusmods.com/doometernal/mods/716) (\*) by Jewstin - ★★☆☆☆ (**~**25 Minutes)

[Slaughter Map](https://www.nexusmods.com/doometernal/mods/1378) (\*) by nxlxmxss

[Demon Possession Challenge](https://www.nexusmods.com/doometernal/mods/1263) (\*) by Alby

[Slaughter Master Level](https://www.nexusmods.com/doometernal/mods/1505) (\*) by quan

[The World Den](https://www.nexusmods.com/doometernal/mods/1565) (\*) by Payoyo and the Den

[The Crystalline Spire](https://www.nexusmods.com/doometernal/mods/1674) by quan

#### Reclaimed Earth

[Master Level](https://mods.bethesda.net/en/doometernal/details/b1f9efd2-6e6e-449a-bb84-6ca4af59f97b/Reclaimed_Earth_Master_Level_by_Rainlight) by Rainlight - ★★★☆☆ (**~**40 Minutes)

[Master Level](https://mods.bethesda.net/en/doometernal/details/1de9a235-dd53-48b2-b9eb-44754bba779d/Reclaimed_Earth_Master_Level) by proteh - ★★★☆☆ (**~**35 Minutes)

[ReclaimDen](https://www.nexusmods.com/doometernal/mods/1099) (\*) by Payoyo - ★★★☆☆ (**~**40 Minutes)

[Unreclaimed Earth](https://mods.bethesda.net/en/doometernal/details/90c0e04e-2ab0-43cd-bb29-6dac317ebcaf/Unreclaimed_Earth___Master_Level) by idk929 - <span style="color: rgb(224, 62, 45);">**⛧⛧⛧⛧⛧⛧**</span> (**~**90 Minutes)

#### Immora

[Master Level](https://mods.bethesda.net/en/doometernal/details/004c34e5-7ea3-4cf6-b01c-f7e8a7dab164/Immora_Custom_Levels) by Cuzzmotion

[Master Level](https://mods.bethesda.net/en/doometernal/details/7f69e105-bc61-44e5-a058-b88866b4eb20/Konvaz_Master_Levels) by Konvaz

[Slaughter Map](https://mods.bethesda.net/en/doometernal/details/303041fe-4471-4f72-8f19-2aff0fca16ea/Immora_Slaughter_Map) by nxmxlxss

[Hell Den](https://www.nexusmods.com/doometernal/mods/1560) (\*) by Payoyo

[Hell Den Beta](https://mods.bethesda.net/en/doometernal/details/a424c9e4-04f9-4cc5-a7fb-49f4502f002d/Payoyo_Hell_Den) by Payoyo

#### The Dark Lord

[Master Level](https://mods.bethesda.net/en/doometernal/details/5f5c0514-a761-4be4-a3dd-4b0c884a63eb/Dark_Lord_Rework_and_Master_Level) by Konvaz - ★★☆☆☆ (**~**15 Minutes)

[Legacy AI Showcase Map](https://mods.bethesda.net/en/doometernal/details/0aca8e4a-74a0-4378-ab5f-fafdc3588ae9/Legacy_Custom_AI_Collection) by Nayrham - ★★☆☆☆ (**~**10 Minutes)

## <span style="color: rgb(35, 111, 161);">Battlemode</span>  


[Corrosion](https://mods.bethesda.net/en/doometernal/details/48b1828a-78b9-4f3e-80fa-787644216d4c/Konvaz_Battlemode_Horde__amp__Slaughter) by Konvaz - ★★☆☆☆ (**~**20 Minutes)

[Stronghold](https://mods.bethesda.net/en/doometernal/details/48b1828a-78b9-4f3e-80fa-787644216d4c/Konvaz_Battlemode_Horde__amp__Slaughter) by Konvaz - ★★★☆☆ (**~**45 Minutes)

[Torment](https://mods.bethesda.net/en/doometernal/details/48b1828a-78b9-4f3e-80fa-787644216d4c/Konvaz_Battlemode_Horde__amp__Slaughter) by Konvaz - ★★★★☆ (**~**80 Minutes)

[Extraction](https://mods.bethesda.net/en/doometernal/details/48b1828a-78b9-4f3e-80fa-787644216d4c/Konvaz_Battlemode_Horde__amp__Slaughter) by Konvaz

[Daisy's Lament](https://mods.bethesda.net/en/doometernal/details/c57fc038-25ee-42d3-8a16-0f6b7298f0e6/Daisy__39_s_Lament) by MicrowavedBunny

## <span style="color: rgb(35, 111, 161);">Randomizers (\*)  
</span>

[Cultist Base](https://www.nexusmods.com/doometernal/mods/1353) by offwine

[Mars Core](https://www.nexusmods.com/doometernal/mods/1363) by Beth

[Sentinel Prime](https://www.nexusmods.com/doometernal/mods/1353) by offwine

[Taras Nabad](https://www.nexusmods.com/doometernal/mods/1366) by Payoyo

[Nekravol](https://www.nexusmods.com/doometernal/mods/1363) by Beth

[Urdak](https://www.nexusmods.com/doometernal/mods/1363) by Beth

[UAC Atlantica](https://www.nexusmods.com/doometernal/mods/1350) by Konvaz

[The Blood Swamps](https://www.nexusmods.com/doometernal/mods/1350) by Konvaz

[Immora](https://www.nexusmods.com/doometernal/mods/1365) by Cuzzmotion

## <span style="color: rgb(35, 111, 161);">Misc</span>

[The Tutorial Master Level](https://www.nexusmods.com/doometernal/mods/846) (\*) by MrEggawott

[The Best Master Level of All Time](https://www.nexusmods.com/doometernal/mods/1273) (\*) by Konvaz

# 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.

Mods either have a link to the Bethesda website or Nexus if they haven't been already uploaded to the Mod Portal.

(\*) 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.

<p class="callout info">Difficulty of the campaigns is **subjective** to the page author, depending on the player they might feel more or less difficult</p>

## <span style="color: rgb(35, 111, 161);">New idStudio Campaigns</span>

<span style="color: rgb(35, 111, 161);">[Hell Crusade](https://mods.bethesda.net/en/doometernal/details/43dcfe4c-2aa2-405e-b187-837ded284350/Hell_Crusade)</span> by Velser

## <span style="color: rgb(35, 111, 161);">idStudio Recreations</span>

<span style="color: rgb(35, 111, 161);">[Knee-Deep in the Dead (Remix)](https://mods.bethesda.net/en/doometernal/details/772b08c9-38c3-4227-91f9-bfbdd31c403e/Knee_Deep_in_the_Dead__Remix_)</span> by Velser

## <span style="color: rgb(35, 111, 161);">Base Campaign</span>

[Kaiser Campaign](https://mods.bethesda.net/en/doometernal/details/93db330e-3391-4b95-a484-4fb1042f681e/KaiserCampaign__READ_DESCRIPTION____) by Kaiser\_will - ★★★★★

[Master Campaign](https://mods.bethesda.net/en/doometernal/details/f18ebc51-a0db-4a0f-9674-16f9b985f499/Doom_Eternal_Master_Campaign_by_Delta) by Delta - ★★★★★

[The Second Invasion](https://www.nexusmods.com/doometernal/mods/469) (\*) by ProdeusDoom - ★★★★☆

[Slaughter Campaign](https://www.nexusmods.com/doometernal/mods/1349) (\*) by nxmxlxss

[Horde Mode](https://mods.bethesda.net/en/doometernal/details/74f5466e-080b-47fb-908d-2303fe1f5d56/Horde_Mode) by proteh - ★★★★☆

[Boss Rush](https://mods.bethesda.net/en/doometernal/details/1e31d0ca-fec6-42fe-83e2-c8f5721b855e/Boss_Rush) by Konvaz &amp; Velser - ★☆☆☆☆

## <span style="color: rgb(35, 111, 161);">The Ancient Gods Part 1</span>

[Master Campaign](https://mods.bethesda.net/en/doometernal/details/e671cb07-6aa7-4630-9fd0-73b264d3a9e1/The_Ancient_Gods_Part_1_Master_Campaign_by_Delta) by Delta - ★★★★☆

[Horde Mode - Trial of the Dark Lord](https://mods.bethesda.net/en/doometernal/details/97f43ba1-a149-4ce5-aa62-17205f8ce5e8/Horde_Mode__Trial_of_the_Dark_Lord) by proteh - ★★★★★

[Classic Mode](https://mods.bethesda.net/en/doometernal/details/d21603ff-e805-4e0f-b9f7-f7b67a80f6a9/Classic_Mode) by Konvaz - ★★☆☆☆

[Boss Rush](https://mods.bethesda.net/en/doometernal/details/1e31d0ca-fec6-42fe-83e2-c8f5721b855e/Boss_Rush) by Konvaz &amp; Velser - ★★☆☆☆

## <span style="color: rgb(35, 111, 161);">The Ancient Gods Part 2</span>

[Master Campaign](https://mods.bethesda.net/en/doometernal/details/544e0ada-1efb-4448-9829-3e2fa3a50ec1/The_Ancient_Gods_Part_2_Master_Campaign) by Delta - ★★★★☆

[TAG2 Plus](https://mods.bethesda.net/en/doometernal/details/d717379c-487b-4f04-99d6-bf340fb3a6a3/TAG2_Plus__Legacy_) by fhqwhgads7 - ★★☆☆☆

[TAG2 Rework](https://mods.bethesda.net/en/doometernal/details/5d877b29-240d-4356-9836-e573674af23d/TAG2_Rework) by Konvaz - ★★☆☆☆

[Classic Mode](https://mods.bethesda.net/en/doometernal/details/d21603ff-e805-4e0f-b9f7-f7b67a80f6a9/Classic_Mode) by Konvaz - ★★☆☆☆

[Slayerpalast](https://mods.bethesda.net/en/doometernal/details/01f09b5e-2017-414b-bc86-9ba91e5357ae/Slayerpalast) by various people

## <span style="color: rgb(35, 111, 161);">Battlemode</span>

[Infinite Arena Mode](https://mods.bethesda.net/en/doometernal/details/bac52d46-ba41-474d-b781-e1951cf3fce5/Infinite_Arena_Mode) by Zandyball

[Battlemode Slaughter Tour](https://mods.bethesda.net/en/doometernal/details/730ab30a-7c57-48d8-bd71-ecb8a17069a7/Battlemode_Slaughter_Tour___Original) by Zandyball - ★★★★☆

[Infinite Slaughter Arena](https://mods.bethesda.net/en/doometernal/details/6da7d068-6e4d-4617-84dc-26656657b513/Infinite_Slaughter_Arena) by Apricorum

## <span style="color: rgb(35, 111, 161);">Eternal</span>

<span style="color: rgb(35, 111, 161);">[The Ancient Gods Scorched Earth](https://www.nexusmods.com/doometernal/mods/1382) <span style="color: rgb(0, 0, 0);">(\*)</span> <span style="color: rgb(0, 0, 0);">by Will Ryan</span></span>

## <span style="color: rgb(35, 111, 161);">Multiplayer (\*)  
</span>

[Co-op Mode](https://www.nexusmods.com/doometernal/mods/1062) by Velser &amp; Konvaz - ★★★☆☆

[Slayer vs Slayer](https://www.nexusmods.com/doometernal/mods/1041) by Velser, Alby, &amp; Sav - ★★★★★

[Invasion Mode](https://www.nexusmods.com/doometernal/mods/1103) by Velser - ★★★★★

## <span style="color: rgb(35, 111, 161);">Challenge</span>

[Brawler Mode](https://mods.bethesda.net/en/doometernal/details/7d3f9c33-d979-4afd-a02e-120e0726f1f2/Brawler_Mode) by Under the Mayo, Konvaz, &amp; Velser

[Forged Mode](https://mods.bethesda.net/en/doometernal/details/d79303e3-103d-4346-b89e-dc3b68b11c96/Forged_Mode) by Konvaz

[Full Auto Only, No Chainsaw](https://mods.bethesda.net/en/doometernal/details/dbf4e5db-bf40-4892-bdb1-52fa8f8da881/Full_Auto_Only__No_Chainsaw_Challenge) by Nayrham - <span style="color: rgb(224, 62, 45);">**⛧⛧⛧⛧⛧**</span>

## <span style="color: rgb(35, 111, 161);">Randomizers</span>

[Mega Random Slaughter Map](https://mods.bethesda.net/en/doometernal/details/8650f2c3-c179-4a3c-b967-2a5b0de56878/Mega_Random_Slaughter_Map) by Konvaz

[Mutator Campaign](https://mods.bethesda.net/en/doometernal/details/d8e624ec-ecd9-4754-bde2-d4a114809435/Mutator_Campaign) by Velser

[Horde Mode Randomizer](https://www.nexusmods.com/doometernal/mods/924) (\*) by Konvaz

[TAG2 Rework](https://mods.bethesda.net/en/doometernal/details/5d877b29-240d-4356-9836-e573674af23d/TAG2_Rework) by Konvaz

[Enemy Randomizer Balanced](https://mods.bethesda.net/en/doometernal/details/c48ded51-081d-4a1b-ab03-4ab33593010a/Enemy_Randomizer___Balanced__NG__) by proteh

[Enemy Randomizer Unbalanced](https://mods.bethesda.net/en/doometernal/details/5659d8cc-7364-4a27-9530-a8f7f50ee6bc/Enemy_Randomizer___Unbalanced) by proteh