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 3.0. (Here's a zip). You can get the WadC source code from github.

Getting started

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 3.0

blockmap.wl being reloaded (click for animation)

3.0 introduces more flexible randomness with rand ; two new test maps (blockmap and bsp) that demonstrate approaches to random dungeon generation; some useful data structures in the library; better Hexen support and a bunch of other improvements.

Check the release notes for the full details.

Version 3.0 of WadC is dedicated to Lu (1972-2019). RIP.

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/.