Welcome to Grain of Salt's Page of Doom (GOSPODâ„¢)

About the author:

  • Grain of Salt, aka Fu
  • duck (OR brontosaurus)
  • cat also
  • tired all the time
  • the main games I play regularly are doom 2 and dodonpachi (the original and dai-ou-jou)
  • i also like pasta 
  • hey allie

If you like any of my things consider tipping me on kofi? 🥺

Soundcloud also: emdashmusic

Table of contents

  1. Doom maps
  2. Doom mods (coming soon)
  3. Palettes (coming soon)
  4. Pixel art
  5. Music

1. My doom maps [back to top]

If you're new to doom, 1) hello. 2) try using one of these ports: woof, dsda-doom, prboom-plus. 3) you will need doom2.wad to run anything.

★ = kind of a mix of "the projects I care about most" and "the projects I think are most suited to 'primetime' or whatever". If you're overwhelmed by choice just go for a couple of these.


The Future (you can't play these yet)


★ Undo

32 maps, complevel 2 (vanilla, limit removing). ETA: ????

My magnum opus, basically. A megawad with a bunch of weird qualities that I don't really have space to list. There's branching paths, new tricks (I think), huge levels, a new palette, a story you can ignore... One day it might even be finished.

Heck Revealed 3


15 maps (beta), complevel 2 (vanilla, limit removing). ETA: 2025?

Inspired by (and using) Ribbiks' old metal midis. He used to share them and I would say "this sounds like an HR2 level" and eventually there were enough of them that I kind of had to try making an HR style megawad. It's inspired by both HR2 and HR1, but gameplay often tends more towards my usual style of not-super-hard quasi-slaughter rather than fully in those styles... but I don't think that's a serious problem. I'm going to release a beta of 15 maps (possibly this year) and then a full 32 map version at some point in the (very?) distant future. Or I might just leave it as a 15 map version forever, who knows.

Playtested by Ribbiks and Loveless.

Meg 2


32 maps, complevel 2 (vanilla, limit removing). ETA: 2025??

Just a fun mapping project. My megnum opus. Nothing in the wad besides maps.


2020-2025 (you can play these!!!!)


★ Lemoncholia

6 maps, complevel 2 (vanilla, limit removing).

Developed around the same time as Ribbiks' CR2/Crumpets 2 and with some of the same inspirations (particularly Kuchitsu by Memfis), so I kinda think of it as the cousin of that project... with the crucial difference that it took much longer to get finished because I'm slow. Gameplay-wise I was kinda aiming for more easy and chilled out than my other projects. I also made all the MIDI tracks for this.

Playtested by Ribbiks, Loveless, LuizPSC, Sneakernets, Anotak, Koren and Maribo

This is the first solo project I've released since 2018... 😑

★ worm\V/wood

5 maps, complevel 9 (boom), my maps are 01, 02 and 32

Possibly the best wormwood? Idk maybe people will still prefer WEU. "Spiral Castle" is definitely the closest I've come to a good ww map (or a good map in general?). I pitched the randomizer idea but Ribbiks did 90% of the heavy lifting. I was heavily inspired by the link to the past and sotn randomizers, and dreaming of a huge castle map that would be as open-ended as them, which did not really materialize. Maybe another time...

Wormwood 4


9 maps, complevel 9 (boom), my maps are 02, 05 and 07

The fifth halloween collab with Ribbiks, this time featuring Dannebubinga too!

This one seemed really cool when we were working on it but then apparently no one liked it. I think my third map is pretty solid, if a bit underbaked in the middle.

When I made my maps for this my cat was nearing the end of her life and basically sitting on my lap about 99% of the time, so the maps were all made while encatted.

★ Jumpwad


7 maps, complevel 11 (mbf), my maps are 02 and 04

A combat-free wad that focuses on jumping and exploration challenges. You jump around in a variety of cool places and collect gems.

This one is pretty good. I only have two maps in it (one of which had to be finished by Ribbiks) but I did do a lot of other stuff behind the scenes like graphics etc, and the original idea/dehacked proof-of-concept was mine, so I'm still reasonably proud of it. Gameplay tends towards quite chill/friendly imo, and you can often leave a level without having to beat every jumping challenge, so it's pretty accessible and fun hopefully -- but there's also a bunch of hard optional challenges for people who like that kind of thing.

Kind of inspired by movement-based collectathon PS1 games like Spyro and Tony Hawk's various Pro Skaters. Except whenever I revisit those they're noticably harder than I remember them being tbqh. 

Still hopping in whatever year it is now. 

Wormwood 3


3 maps, complevel 9 (boom), my map is map02

My map is alright this year. Damn, look how badly I mangled that sky.


2015-2020


Wormwood: Expanded Universe

7 maps, complevel 9 (boom), my map is map02

Third halloween collab. Basically Ribbiks knocked it out of the park and I had like 3 hours of free time that october. In my defence I made a pretty nice purple palette range for this project. You should probably play this one just for Ribbiks' "Stabbed, With A Sword", which is probably the best all-round wormwood map.

Wormwood


2 maps, complevel 9 (boom), my map is map01

Second halloween collab. Much better than the first one. New orange and green palette ranges, better levels, cool trees, etc. I was irritated by how bad my orange range in the previous year's wad was, so I attempted to make a good new palette out of spite.

Orange Is True Love


3 maps, complevel 9 (boom), my map is map02

Yeah, ignore this one

★ Fruit Salad


6 maps, complevel 9 (boom)

Slightly christmas-themed wad that uses a boom trick to make items and projectiles change colour each map

In my opinion the first map is pretty good, map02 sucks, maps 3-6 are alright, and the revolving colours gimmick breaks on a surprising number of source ports, always in different ways. I used to think I could point to this as my most solid release but recently I've come to think it's kinda listless in the middle and visually very plain in a lot of places.

Slaughterfest 3


35 maps, complevel 9 (boom), my maps are 01, 08 and 21

Not very good. SF3 development lasted so long I forgot map01 was based on Cannonball's sf2012 map01 and credited it solely to myself. Sorry Cannonball. Really it should be called "Exodus Remix" and partly credited to him. Map08 was a bunch of set pieces designed separately that failed to come together when I rebuilt them as a single map (in my defence it was my first time trying that). Map21 was a collaboration with Ribbiks, Demonologist and Archi, which was fun to do but I think turned out a little messy.

Doomworld Mega Project 2016


49 maps, complevel 9 (boom), my map is map38

A gimmick map where you punch cyberdemons. I made it for myself so I could practise doing this, and then thought it might be fun to submit it to the DMP, which is/was a sort of haven for niche and weird maps (which is good). It's obviously a tribute/reference to map11 of tom19.wad by TimeOfDeath, which is themed around BFG two-shotting cyberdemons. I still can't punch cyberdemons reliably (they shoot me with rockets).


pre-2015


Dailygos 2012

6 maps, complevel 2 (vanilla, limit removing)

I wanted to make a map every day until I got to 32, but I got too tired after about five, three of which were unplayable fragments. Was still kinda fun to do. The map with lots of doors (03) is worth playing. MAP01 is basically unplayable, you should skip that one.

Xmas Map 2011


1 map, complevel 9 (boom)

I can't find the file for this one. Or remember what it was called. It wasn't very good.

Hadephobia


35 maps, complevel 9 (boom), my map is map35

Firstly, don't play this map it sucks. Secondly, the version in the final wad is the first version I submitted, which me and Purist agreed to fall back on (and put in a bonus slot) after the overly ambitious huge version I had been working on (for the map30 slot) dragged on too long without getting finished. I may attempt to finish and release the huge version some day, but don't count on it. Jimmy made a midi for the huge version and it never got used for anything, sorry Jimmy.

Slaughterfest 2011


32 maps, complevel 9 (boom), my maps are 01-06, 16 and 32

I don't like these much. The music choices are pretty good though, and some of the visuals are nice.

(The maps by other people in this wad are fine, sometimes very good. Especially the Danne, Phml and Timeofdeath ones)

★ Green Goddess


6 maps, complevel 9 (boom)

There is some pretty broken gameplay in here, and a fake episode gimmick that apparently confuses and repels most people who check the wad out, but besides that I kinda think this is my golden era of mapping. A time when I was more weird and innovative than I know how to be now. Anyway: this is a doom2 wad that uses the skill setting to split the wad into episodes (teleporting you to a different "map" on each skill setting), so if you just load it in UV you'll be stuck in an unplayable level. Tldr: play on skill 2, that's where all the good levels are.




4. My pixel art [back to top]


For now I will just put one thing here.

This is a collage of various things I have lying around which I may try to make into games at some point. There were a couple more things I wanted to put in the collage but I could only find jpg versions of them :(

Yes I like cubes.




5. My music [back to top]


Main music (coming soon!!!!)


My soundcloud (not super active yet) is at emdashmusic, BUT also I will be launching a bandcamp page with some actual EPs of pretty good tracks as soon as I get them finished. Idk what genre to say my music is, just middle-of-the-road electronica I guess.

Upcoming things: