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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RSS Articles

Version 8.0

News


Hard Doom v8


V8 Change List


Monsters

  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".

Weapons

  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).

Other

  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.
Version 7.1

Version 7.1

News 1 comment

Version 7.1 of Hard Doom has finally been released!

Version 7.1 Coming In Four Days!

Version 7.1 Coming In Four Days!

News

Version 7.1 is undergoing final testing and will release on September 30th!

Version 7.0

Version 7.0

News

Version 7.0 of Hard Doom has finally been released!

V7 by the end of the month?!

V7 by the end of the month?!

News 3 comments

V7 of Hard Doom may be released by the end of this month. Everything is finished with exception of the new Arachnotron replacement. I am still waiting...

RSS Files
Hard Doom v8

Hard Doom v8

Full Version 5 comments

The latest release version 8.0 is finally here! It includes two new enemies and multiple balance changes!

Super-Shotgun Drop (v7.1)

Super-Shotgun Drop (v7.1)

Sprites

A small Hard Doom addon so the Super Shotgun drops in Ultimate Doom (and Doom II). This makes the mod easier and I suggest trying without it first. This...

Hard Doom v7.1

Hard Doom v7.1

Full Version 1 comment

The latest release version 7.1 is finally here! It includes new effects, smoothed weapons, multiple balance changes, and more!

Super-Shotgun Drop (v7)

Super-Shotgun Drop (v7)

Sprites 1 comment

A small Hard Doom addon so the Super Shotgun drops in Ultimate Doom (and Doom II). This makes the mod easier and I suggest trying without it first. This...

Hard Doom v7

Hard Doom v7

Full Version 2 comments

The latest release version 7.0 is finally here! It includes new effects, three new enemies, and multiple balance changes.

Hard Doom v6.9

Hard Doom v6.9

Full Version 5 comments

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

Comments  (0 - 10 of 28)
H1PnOT1C
H1PnOT1C

How can summon each type of monster, because I have not had the chance to fight with each?

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Guest
Guest

EY WHERE DA MOD.

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Faerlyn Creator
Faerlyn

Updating the ModDB soon. Version 7.1 can be currently downloaded from the Zandronum or ZDoom forums if you don't want to wait.

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Guest
Guest

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Taimoorã‹¡
Taimoorã‹¡

Good to see another update on this awesome mod! :)

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Guest
Guest

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JohnnyTheWolf
JohnnyTheWolf

Do you have plan for a Hard DooM lite version, without the new effects and sounds?

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Faerlyn Creator
Faerlyn

I don't have plans for a lite version of v7 currently. I may do one in the future as I did with v6.9. The link for the v6.9-lite is here: Devilhunter.rfc1337.net

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JohnnyTheWolf
JohnnyTheWolf

Thanks! Also, does the Super Shotgun drop in Ultimate DooM if you play with Hard DooM?

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Faerlyn Creator
Faerlyn

The SSG doesn't drop in Ultimate Doom. It used to at one point in early versions, but it made Ultimate Doom far too easy.

Reply Good karma+1 vote
JohnnyTheWolf
JohnnyTheWolf

Well, it definitely is not the case with your mod! :P

It just feels weird not to be able to use the Supershotgun yourself when Sargeants do.

Why not make it drop like the Quad Shotgun?

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Faerlyn Creator
Faerlyn

I just don't like the idea of players being able to get the SSG before the map designers wanted them to. Also I still feel that it makes Ultimate Doom too easy due to lack of harder monsters like Doom II has. Most people agreed at the time of removing it that it was better this way. If you wanted though it would be easy to make a small addon so it drops.

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JohnnyTheWolf
JohnnyTheWolf

Unfortunately, I do not know how to do that. :(

Anyway, thanks for the explanation. I still disagree, but I understand where you are coming from.

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Faerlyn Creator
Faerlyn

I've added the SSG drop as an addon. If you want a version of it for v6.9-Lite then use this: Mediafire.com

Just make sure you load the addon after Hard Doom itself.

Reply Good karma+1 vote
JohnnyTheWolf
JohnnyTheWolf

I did not expect you to do this. :o

Still, thank you! I very much appreciate it. :D

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JohnnyTheWolf
JohnnyTheWolf

Personally, I would have just replaced the regular Shotgun with the Supershotgun, since it is made rather obsolete by the Quad Shotgun's ability to fire single shots. But I guess this works too.

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