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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Version 8.0


Hard Doom v8

V8 Change List


  1. Added a new Zombieman variant. Spawn rates for Zombiemen are now 75%/20%/5%.
  2. Added a new Shotgunner variant. Spawn rates for Shotgunners are now 75%/20%/5%.
  3. All second enemy variants now spawn at a 8% chance except for ones that have a third variant.
  4. All second enemy variants now have the same HP as vanilla Doom enemies (was +25%).
  5. All third enemy variants (Rocket Zombie, Quad-Shotgunner, Crackodemon) now spawn at a 5% chance.
  6. All third enemy variants now have +25%HP instead of +50%HP.
  7. Raised the Rocket Zombie's damage reduction to 82% (from 78%) from his own rocket. This is due to now having 5 less HP.
  8. Raised the Necrodemon spawn rate to 10% (was 8%).
  9. Raised the Visage spawn rate to 32% (was 16%).
  10. The Dark Cyber and Dark Spider spawn chance has been raised to 7% from 6.5%.
  11. Lowered the damage of the Daedabus and Mafibus projectiles from 12(1,8) to 10(1,8).
  12. Raised the radius and height of the Pyrodemon's fireshot.
  13. Adjusted the damage on the Pyrodemon's fireshot. Explosion damage is now (32,64) from (96,92), and direct hit damage is now 12(1,8) from 4(1,8). Damage on a direct hit is 44-128, down from 100-128.
  14. Raised the spread on the Pyrodemon's fire shots. Its now -5,0,5 instead of -4,0,4.
  15. Lowered the speed on the Annihilator's homing rockets to 28 (from 30).
  16. Removed the BFG9k attack from the Dark Cyber and replaced it with homing rockets.
  17. Removed the "MissileMore" flag from the Archon of Hell.
  18. Removed the "MissileMore" flag from the Bruiser Demon.
  19. Removed the "MissileEvenMore" flag from the Fusion Arachnotron.
  20. Reverted a change made in v7.1 to the Fusion Arachnotron. It will once again fire 7 projectiles in its missile state instead of 6.
  21. Raised the spread of the Fusion Arachnotron to (-9,9) from (-8,8). It was originally (-10,10) pre 7.1 but with set spread per projectile.
  22. Changed "MissileEvenMore" to "MissileMore" on the Cyberdemon and Spider Mastermind enemies.
  23. Lowered the Quad-Shotgunner's spawn rate to 5% (from 8%).
  24. Adjusted the Quad-Shotgunner's single shot. It now fires 7 bullets for 4 damage (was 8/3). The spread has been changed to 7,2.8 (was 6/3).
  25. The Sonic Railgunner will now fire a minimum of 10 shots at under 1024 range(was 6) and 8 shots between 1024-2048 range(was 6). At 2048+ range it is still 6 shots minimum.
  26. The Sonic Railgunner secondary attack spread was lowered to 1,0.5 (from 1.2,0.6).
  27. Enemies that drop a rare weapon no longer drop the weapon and ammo at the same time.
  28. Added the new BFG10k projectiles to the Dark Spider and Cyberdemon and made them fire 6 shots now instead of 4.
  29. Lowered the spawn height and size of the Hell's Fury's skull projectile. It should no longer collide with low ceilings.
  30. Adjusted the speed and aggressiveness of the Hell's Fury's tracers. They are now the same speed and aggressiveness as Revenant missiles.
  31. Replaced the "MissileEvenMore" flag on the Hell's Fury with "MissileMore".


  1. Removed the Grenade Launcher and Skulltag Railgun.
  2. Adjusted the drop rate of Quad-Shotgun to 30% per Quad-Shotgunner (from 20%). This makes the overall rate about 1.5% per Shotgunguy spawn (was 1.6%).
  3. Adjusted the drop rate of Minigun to 50% per Minigunner (from 100%). This makes the overall rate about 4% per Chaingunner spawn (was 5%).
  4. Adjusted the drop rate of Sonic Railgun to 20% per Sonic Railgunner (was 6.5%). This makes the overall rate about 4% per Zombieman spawn (was 6.18%).
  5. Replaced Doom weapon sounds with PKST hi-res weapon sounds.
  6. Replaced the Minigun sound with the original sound from Skulltag.
  7. Added a small spread to the first two shots of the Sonic Railgun's primary fire (0.5,0.3/0.9,0.6). This way the Chaingun is better for long distance firing against lower tier enemies.
  8. Raised the ammo per pickup on the Sonic Railgun to 40 (from 30).
  9. Changed the BFG10k. It now fires 60 speed projectiles and uses the Q3A sound for them.
  10. Reduced the amount of bullets the Quad-Shotgun fires by 2 (now 53).


  1. Removed the Shotgun and shells from player start. Time for real pistol starting. :)
  2. Added new HUD sprites.
  3. Made some alignment adjustements to the HUD to fit the new sprites better.
  4. Lowered the playback volume of bullets hitting flesh slightly.
  5. Lowered the limit of bullet hit sounds from 12 to 10 at a time.
  6. Replaced the secret sound to the one from the original Tomb Raider.
  7. Converted the remaining footstep and monster sounds to .ogg to lower file size of the mod.
  8. Fixed a small issue with Agathoball GLDefs.
  9. Organized GLDefs and split them into multiple lumps.
Doom Engine Source Port ZDoom Ceases Development

Doom Engine Source Port ZDoom Ceases Development

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There will no longer be any new versions of ZDoom.

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