A Star Wars/Dark Forces themed gameplay mod for GZDoom. Taking elements from both Star Wars cannon and legends. Replaces all weapons, enemies and items with Star Wars themed assets. Gameplay is changed quite a lot, but attempts to keep some of the balance of Doom. Most projectiles are 3d models of Star Wars blaster effects. Infighting is also rare and usually only happens between imperials, aliens and bounty hunters (they won't attack their own team). The Icon of Sin is also replaced with a more traditional boss enemy, Emperor Palpatine. You can play as Kyle Katarn or Mara Jade and find lightsabers and unlock force powers, or you can start off as a Jedi. You can also go without the force and play as a rebel trooper or smuggler, each with their own starting weapons, or even go adventurous as the Mandalorian armed with a wrist launcher that boasts several different abilities.

Description

Replaces textures for DOOM and HERETIC with Star Wars themed textures. Includes brightmaps. Also features sound effects, splashes, and "sinking depth" effects for liquid floors. Run this mod with any Doom or Heretic maps that do not use custom textures. It's recommended to run this with the props and one of the music add-ons too. Enjoy! -Xim

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Star Wars Textures for GZDoom v2.2
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Ximmerman Author
Ximmerman - - 157 comments

Brightmaps have been Updated by JMartinez2098

Changelog:
Fixed any brightmaps that were missing or incorrect
TNT Evilution related brightmaps added

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Watsonator
Watsonator - - 6 comments

Thanks for all of the hard work, a couple of noob questions:

Is this file here to be used together with the main "Xim's Star Wars Doom"? In other words, I take it that the main file is just for the gameplay aspect (weapons, enemies, classes) while this file here is for the level textures if you are playing original Doom or Heretic levels? You say to "run this with the props," and I notice that the main "Xim's Star Wars Doom" comes with both Xim-StarWarsProps.pk3 as well as Xim-StarWars-v2.9.2.pk3, so if I just need the prop file, what is the main Xim-StarWars-v2.9.2.pk3 for?

Thanks

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Ximmerman Author
Ximmerman - - 157 comments

Xim-StarWars-v2.9.X actually isn't required for this, just recommended.

The props are also optional but they complete the experience. I mostly have the props included in the main mod instead of this one because this texture mod wasn't ready when I first started. I have kept the files separate for compatibility with custom maps that have their own prop or texture replacements.

You can use this texture pack with any Doom or Heretic maps that use default textures, and if you want, the props along with maps use default props.

Edit: You can now download the props separately in the add-ons section.

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Batrigore
Batrigore - - 1 comments

Hi there. As Watsonator has already stated; thanks for putting in the hard work. It's greatly appreciated. Your work allows me to relive some of the great moments of my youth.

To get just that little bit closer to completely reliving those moments, I'm currently working on recreating some dark forces levels in Ultimate Doom Builder. I've almost completed the first map (I still need to properly set up the last elevator and the final platform (where the raven comes in to pick you up). I'm really having a blast hacking the whole thing together using portals and whatnot, because Dark Forces was really ahead of its time.

The process is greatly hindered by the fact that I cannot for the life of me figure out how to get your textures to show up in Ultimate Doom Builder. I'm simply placing the default Doom textures and basically pray for them to turn out well (so far it seems your textures are very close to the default ones, so I'm not yet put off). However, I would like to see what else is available to me in the texture browser. Do you have any pointers on how to get them to show up there?

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Ximmerman Author
Ximmerman - - 157 comments

Thanks for the comment. Most of the textures were put together by Wardust. We put these textures together to be played with maps that use vanilla textures. As for getting them to work in Doom Builder it shouldn't be any different then loading any other mod, but I'm not really sure. You might want to ask around on a map editing forum. Good luck with your maps though! It sounds awesome.

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