Hard Doom is a replacement/enhancement mod that replaces all monsters in Doom 2 with versions that are similar in role, but more dangerous. In general, Hard Doom is geared towards players who want a more difficult, genuine survival experience, and it has a variety of visual effects that are more subtle and don't block your view of the action. Over the years since its initial release, it has been meticulously balanced and rebalanced, with new features and effects added to make this a great mod to play through the popular megawads with, without changing Doom's flavor or core gameplay. This mod requires ZDoom, GZDoom, or Zandronum in order to play!

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Gibs! Fusion Arachnotrons Diabolist
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0 comments by Faerlyn on May 7th, 2014

The next version was supposed to be v7 and have three new enemies but I decided to release it as is for now as v6.9.

Hard Doom v6.9

List of changes in this version:

  1. Added a new fullscreen HUD!
  2. Improved the normal HUD!
  3. Sonic Railgun Zombies now have 2x chance (20%) to stop firing at 1024+ range and 4x chance (40%) to stop firing at 2048+ range after 4 shots (normally 6).
  4. Sonic Railgun Zombies alt-fire now has a longer delay before the shot at 1536+ range.
  5. Increased the delay after the Super Shotgunner fires by 10tics.
  6. Removed +MissileMore from the Agathodemon.
  7. Adjusted the Agathodemon's tracer offsets so they should hit walls less.
  8. Fixed a bug that would cause Ricti to infight even though they can't damage eachother.
  9. Rictus kamakazi attack now damages Pain Elementals.
  10. The Rictus now deals damage when spit out by the Pain Elemental (like normal lost souls).
  11. Lowered the HP of the Rictus kamakazi projectile to 20 (from 25) so that it can be killed more reliably with 2 bullets.
  12. Removed +MissileMore from the Fusion Arachnotron.
  13. Removed +MissileEvenMore from the Bruiser and replaced it with +MissileMore.
  14. Removed one projectile from the Bruiser Demons spread attack so it now throws 6 (was 7).
  15. Adjusted Annihilator homing rockets so they wont loop around and blindside you anymore.
  16. Changed the spread of the Dark Cyber/Spider's BFG10K to 6,2 (from 5.2,2.6).
  17. Removed the BFG9K attacks from the Dark Spider, so now it only uses the BFG10K and dual chaingun.
  18. Reduced the Nazi Officers speed to 10 (from 12).
  19. Removed +MissileMore and +MissileEvenMore from the Mutant. He already fires non-stop so he doesn't need to start firing instantly.
  20. Improved gibs! Now you wont get the same gib peice twice except 50% of the time you get two eyes.
  21. Added a new "gib" blood that stays as long as gibs. This way blood from gibs doesnt dissapear twice as fast as the gibs do.
  22. Adjusted the stay-time of gibs.
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Hard Doom v6.9

Hard Doom v6.9

May 7, 2014 Full Version 4 comments

The latest release version 6.9! This version includes a new HUD and multiple balance changes.

Hard Doom v6.3.3

Hard Doom v6.3.3

Apr 29, 2014 Full Version 2 comments

Hard Doom is a replacement/enhancement mod that replaces all monsters in the classic Doom games with versions that are similar in role, but more dangerous...

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Guest Oct 17 2014, 5:47pm says:

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Freezing_Sun Jul 31 2014, 6:58pm says:

Just wanted to say that I greatly enjoy your work! I've played Doom and Doom II so many times that I know by heart where everything is and which enemy will spawn where, so this mod is exactly what was needed to make me load up the good old .wads again. Can't wait for another go when v7 is out.

+1 vote     reply to comment
TheUnbeholden May 14 2014, 7:51am says:

probably my favourite of all the gameplay enhancements, if only because focusing on enemy variation and difficulty is to me probably the most important part of making Doom challenging to veteran doomers. Eventhough I haven't been at it for long, I've played many shooters before so this is my meal ticket.

+1 vote     reply to comment
Faerlyn Creator
Faerlyn May 14 2014, 4:26pm replied:

Glad you enjoy it! The next version is going to include a rare Lost Soul, Pain Elemental, and Arachnotron. This way finally all enemies will have a rare spawn variant. I'm also including some minor visual effects like lens flares which add to the mod but won't greatly decrease performance or distract you/block your view.

+1 vote   reply to comment
Guest Aug 24 2014, 4:45am replied:

Love the mod, i always searched for a mod that would surpass the original in difficulty. i would play coop on vanilla just to try and survive with one life! it's crazy lol until i finally found hard doom on zandorum! Also, is it possible to add many more monsters from realm 667? i have some in mind, Heaven Guard, Jetpack zombie,BFG commando, slime imp, time imp, weakener, volacubi, zomie railgunner, lava demon, there's just so many cool variants of lost souls and other doom monsters!

+1 vote     reply to comment
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Released Nov 27, 2008
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