jmtd → wadc
WadC is a programming language (formally, a normal-order evaluated functional language1) for the construction of Doom maps. Think of it like Logo on steroids, with demons and shotguns.
The current version of WadC is 3.1. (Here's a zip). You can get the WadC source code from github.
Getting started
](./500x280-wadc_2.0.png)
WadC session running pipeloop.wl
WadC requires Java and several Doom prerequisites to use. See setup to get WadC's and its pre-requisites set up.
Check out the gallery of examples to see the kind of things you can do. The gallery includes in-game pictures, top-down map renderings and links to ready-to-play WADs.
Try hacking an existing example or writing your own: see the introductory tutorial and the language reference.
If you want some ideas for things to do, take a look at the WadC HACKING guide.
New in 3.1
 being reloaded (click for animation)](./320x200-dungeon_anim.gif)
blockmap.wl being reloaded (click for animation)
3.1 introduces tuneable parameters ("knobs") and an experimental built-in
archclip
, which produces abbreviated arches.
Check the release notes for the full details.
Version 3.1 of WadC is dedicated to Kayvan Walker (1983-2022). RIP. Thank you Kayvan for introducing me to Doom, amongst a great many more important things.
Contribute!
Have you made a cool WadC level? Let's put it in WadC! The easiest way to collaborate is to send a pull request on github. Feel free to make suggestions or report bugs via github issues.
You can also just email me if you don't like GitHub, or leave a comment on this page.
See also
WadC was originally written by Wouter van Oortmerssen (Aardappel). Aardappel's historic WadC web page and version 1.1 are available at http://strlen.com/wadc/.
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