Eternal - idStudio
General Information
General information regarding the Doom Eternal Launcher (Mod Portal / Sandbox).
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
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/
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 & 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, & 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
Linux
Instructions
Unzip the contents
Run "DOOM Save Manager.exe"
Action -> Export Backup
Select the top option -> OK
Save "backup.zip"
Unzip "backup.zip" into the located of your DOOMSandBox save data. Ex:
C:\Users\PC_NAME\Saved Games\id Software\DOOMSandBox\base\savegame.unencrypted\
Overwrite all existing data
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.
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
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 & 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 & 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 & animations manually in File Explorer if you haven't already done so - Not applicable if models & animations are being replaced, not added
Static models are located in your base/art folder
Animated models & animations are located in your base/md6 folder
string mod
Edit strings with the String Editor
Language -> 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)
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)
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, & 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 & 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.
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)
Check generated/decls/.../decl_name.decl
Only check the decls you've added or modified
Do not package your declTree folder
Periodically delete everything in "generated/decls" so unused decl files can be removed and not accidentally packaged.
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
Delete all vanilla strings in the string editor if you haven't already done so.
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, & music mods.
Check "Show Binary + Raw Files" to view and package WEM files in the Package Mod window.
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
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)
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.
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.
Open File Explorer
Go to your "ActiveMods" folder for DE -> 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" & "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
},
Follow the patterns above if your mod has more than 3 maps.
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, & 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
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
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
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.
See guide: 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-moddingCreating 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
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/
Download the Audiokinetic launcher for Wwise - 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 -> INSTALL A NEW VERSION -> ALL -> Major: 2019.2 -> 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 -> Set Environment Variables... -> 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
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.
Open the Audiokinetic Launcher -> Wwise -> Launch Wwise (2019.2.15.7667)
Project Launcher: Open Other... -> Navigate to: Wwise Music Mod\ModsWwise\music_mods.wproj -> 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
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":
Work Unit
Default Work Unit -> music_ghost
Music Switch Container
music_ghost_switch -> 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 & 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, & 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 & 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 -> when heavy music starts, these always play first and don't repeat
Heavy outro -> when transitioning from heavy to ambient music
Light Combat
Light intro -> when light music starts, these always play first and don't repeat
Light outro -> 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, & 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 -> select: Import Audio Files... (Shift + I) -> Add Files... -> select WAV file -> Open -> Import
Set the appropriate start and stop positions in the Music Segment Editor.
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
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 -> right click the gray box below the Voice Volume field -> 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 & 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 & 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 & 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 -> Random Step tree.
If you want ALL Music Tracks to flow randomly with no order, then just create the Sequence Continuous -> 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.
To add outros, navigate to the mod1_music Music Switch Container -> Property Editor window -> Transitions tab -> select: Add Transition
Source: ">>" -> Browse... -> mod1_heavy
Destination: ">>" -> Browse... -> mod1_ambient
Source -> Exit source at "Next Bar"
Transition Segment -> check: Use transition segment -> ... -> select outro Music Segment -> 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 -> 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, & 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 & Sandbox.
Select: Project -> Convert All Audio Files... -> verify that "Windows" is checked -> OK
In File Explorer
Navigate to your WwiseProjects folder -> Wwise Music Mod -> ModsWwise -> 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 -> soundbanks -> 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
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
Download the fixed soundmetadata.bin file modified by FlavorfulGecko5 - 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
May prompt to install Microsoft .NET
Download the fixed MusicSwitchContainer HIRC object modified by Velser - 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 -> File -> Open -> 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 -> Import HIRC from XML -> open the 483143099.xml fix so it will overwrite the object
Go to File -> Save As -> 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
There are some additional ID conflicts for menu music.This step may not be necessary, but is helpful for cleanup.
In FusionTools, right click the parent HIRC tree -> Export HIRC to XML -> save anywhere
Open the HIRC.xml file with a raw text editor
Scroll to the bottom of the file and delete the following fields
1027
483143099
0
04 B6 0B 2C 59
178021616
Save, return to FusionTools, right click the parent HIRC tree -> Import HIRC to XML -> 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.
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
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.
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