Consider all these features that ZDoom has that are not found in the standard Doom originally released by id:

  • It runs well under all modern versions of Windows, from Windows 95 to the new Windows Vista. If you have Linux, it works with that too.
  • Can play all Doom engine games, including Ultimate Doom, Doom 2, Heretic, Hexen, and Strife.
  • Supports all the editing features of Hexen. (ACS, hubs, new map format, etc.)
  • Supports most of the BOOM editing features.
  • Many more all-new editing features such as:
    • Colored sector lighting.
    • Custom monsters, weapons, and items.
    • High resolution textures.
    • Many, many extensions to ACS that were not present in Hexen.
    • More music formats: Ogg Vorbis, MOD, XM, IT, S3M, MIDI, and MP3 as well as old-fashioned MUS all work.
    • More sound formats: FLAC and WAVE can both be used for sound effects.
    • More texture formats: PNG and JPEG are both useable for artwork.
  • The vast majority of Doom limits are gone.
  • An OPL softsynth is provided that can play the standard MUS music for an authentic "oldschool" flavor.
  • Free look (look up/down).
  • High resolutions.
  • Translucency (regular and additive).
  • A console.
  • Full-featured joystick/gamepad support under Windows.
  • Up to 8 player network games using UDP/IP, including team-based gameplay.
  • Support for the Bloodbath announcer from the classic Monolith game Blood.
  • Quake-style key bindings.
  • Jumping.
  • Crosshairs.
  • Walk over/under monsters and other things.

With thanks to...
id Software / John Carmack These are the people who developed Doom and later released the source code for the Linux port. Without them, there would be no ZDoom. I have also used some of the functions from their Quake2 game DLL source.
Bernd Kreimeier Packaged up id's Linux code for the initial source release.Raven SoftwarePortions of Heretic and Hexen were used in ZDoom.
Christoph Oelckers Most of the DECORATE support as well as numerous bug fixes.Chi Hoang / Team TNT Responsible in one way or another for BOOM, which provided a significant codebase for ZDoom. Information about BOOM can be found at the Team TNT website:
Lee Killough For all his brilliant work on both BOOM and later MBF. Portions of MBF were used in ZDoom, primarily to fix BOOM bugs.
Martin Collberg Creator of the Cajun Bot.Sebastien BacquetCreated qmus2mid which I used to determine the structure of DOOM's MUS lumps so that the game would have music.
Greg Lewis Released his DeHackEd source, without which adding DeHackEd support would have been much harder.

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Hard Doom v8.1

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Hard Doom v8.1

v8.1 Change List


  1. Increased the bullet spread of the Dual-Chaingunner by 5%.
  2. Changed the bullet spread of the Faceless Shotgunner to 11.25 from 11.2.
  3. Changed the bullet spread of the Dual-Pistol Zombie's first attack to 11.25 from 11.2.
  4. The SSG Zombie can no longer cancel its reload with its pain state.
  5. Added new blood effect to the Bruiser Demon.
  6. Made the Revenant's blood color match its sprites.
  7. Made the Hellfire Revenant's blood color match its sprites.
  8. Made the Hellfire Revenant's eyes green.
  9. Added new projectiles to the Rictus.
  10. Fixed the offsets on the Visage projectiles.
  11. Made the Visage have its frost effect during its charge attack.
  12. Recolored the Necrodemon's tracer so it stands out more.


  1. Added Fist swing and hit wall sounds.
  2. Made the Chainsaw and Berserk-Fist always gib enemies.
  3. Shortened the alt-fire of the Sonic Railgun by 7 tics.
  4. Fixed a bug where the Sonic Railgun's drop rate was higher on the xdeath state.
  5. Reduced the amount of pellets the Quad-Shotgun fires by 1 (now 52).
  6. Adjusted the drop rate of Quad-Shotgun to 25% per Quad-Shotgunner (from 30%). This makes the overall rate about 1.25% per Shotgunguy spawn.
  7. Fixed a bug where the Quad-Shotgun's drop rate was higher on the xdeath state.
  8. Swapped the slot priorities of the Plasma Rifle and Sonic Railgun.


  1. Added a custom cvar "sv_coopprojectiles". When set to 1 it will make projectiles pass through other players.
  2. Added a custom cvar "sv_ssgdrop". When set to 1 it will make SSGers drop the SSG.
  3. Made "sv_shotgunstart" work like the old Shotgun start from v7.1 and prior. Enable it to start with Shotgun + 8 shells.
  4. Gave the Radiation Suit a unique pickup sound.
  5. Players now go into an ice death when killed by ice projectiles.
  6. Made the screen fade to black when dying in VR with the ViveDoom port.
  7. Forced HUD scaling for the mods HUD.
  8. Changed the alignment of Health, Armor, and Ammo values on the HUD.
  9. Added missing GLDefs for the BFGExtra.
  10. Named the ACS scripts so they dont conflict with any map ACS.
  11. Removed the unused Dark Imp sprites.
  12. Removed a few unused sounds.
  13. Turned all the remaining sounds that were .wav into .ogg.
  14. Optimized PNG's to lower the file size of the mod.




Version 8.0

Version 8.0

News 1 comment

Version 8.0 of Hard Doom has finally been released!

Doom Engine Source Port ZDoom Ceases Development

Doom Engine Source Port ZDoom Ceases Development

News 35 comments

There will no longer be any new versions of ZDoom.

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