Voxel Doom II is the follow up to 2022's award-winning Voxel Doom. This is a new graphics mod that replaces all monsters, weapons, props and items with fully 3d voxel models. It replaces all monsters from both Doom and Doom II.

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cheello voxels v2.1 lzd

cheello voxels v2.1 lzd

NPC Model

This is Voxel Doom II by Cheello! Fixed for QuestZDoom VR and LZDoom. No features have been removed or added. All credits to Cheello. Ermac from the Team...

Voxel Doom II version 2.1

Voxel Doom II version 2.1

Model Pack 9 comments

Verion 2.1. Please ensure you are using GZDoom 4.10.0 or later! PLEASE make sure you unzip the .pk3 file and use that instead of the .zip file itself...

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1kadkad
1kadkad

Do you plan to add player crouch voxels?
Imgur.com

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Sancho-d3ru
Sancho-d3ru

Great work, thanks!

A little feedback :)
Doom 2 Evilution. Map 26 'Ballistyx'
Rockets partially can be seen through the wall. I think rocket box is a little wider than should be. At least there is possibility for modders to make a little secrets in game editor with such stuff, but with voxel model the secret reveals itself
Imgur.com

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1kadkad
1kadkad

For those who have wadsmoosh version of DooM:
1. Open cheello_voxels.pk3 (with SLADE).
2. Go to filter folder.
3. Rename doom.id.doom2 to doom.id.
4. Save.

This should fix missing voxels but bear in mind it will also affect performance.

P.S.
Voxel DooM is compatible with mods like Babel.
But you have to replace SCTR to SARG everywhere in spectre.txt in order to replace custom pinky to a voxel model.

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Guest
Guest

i did just that and it worked with the monsters but now the soulspheres and megaspheres are 2d sprites now.

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TeridaxIcarax
TeridaxIcarax

i did this guest comment, i just forgot to log in.

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1kadkad
1kadkad

This didn't happen to me.
Imgur.com
Strange.

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TeridaxIcarax
TeridaxIcarax

nevermind it works now, i was just being dumb

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Guest
Guest

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LiveJustS
LiveJustS

Fantastic job with these voxels! I am thoroughly enjoying them.

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bak
bak

Performance dips down to a crawl on certain custom maps like the whole 'Crystalline' episode of Eviternity because said maps utilize ridiculous counts of a same prop e.g. that goddamn scraggly tree. That said, Ancient Aliens gives me no lag even in combat heavy situations.

I would like to suggest introducing a map startup script that would avoid replacing certain props if they are either replaced by wad authors or planted in insane numbers. 'Crystalline' normally uses snowy firs and pines in place of Voxel Doom's scraggly trees anyway, and some passageways get blocked when the voxel based vanilla trees drop in their place.

99% of custom maps don't have this issue because few of them have that many props and even fewer combine massive numbers of props with complex level geometry.

Also particle-based weather effects like snow and rain seem not to play well with the voxels performance-wise, so maybe they should be turned off automatically somehow...

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