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 7.1

News 1 comment

Hard Doom v7.1


V7.1 Change List


Weapons

  1. Added smooth weapons.
  2. Improved the weapon functionality of the Sonic Railgun and Skulltag Railgun.
  3. Added a particle effect to bullet & chainsaw puffs.
  4. Lowered the Sonic Railgun's drop rate to 6.25% (from 7.5%).
  5. Increased the spread on the Sonic Railgun's primary fire to 1.8,1.2 (from 1,1) so it's less useful long range.
  6. Added ejected cells to the Skulltag Railgun.
  7. Made railgun shots use sprites instead of particles (requires ZDoom 2.7.0+).
  8. Added a particle effect to rail impacts.
  9. Adjusted grenade gravity and bounce factors. The grenade launcher should feel a little better now and you should kill yourself less.
  10. Added new sounds for rocket/grenade explosions.
  11. Replaced the grenade bounce sound with a better one.
  12. Adjusted the Quad Shotgun blast and Super Shotgun fire sounds slightly.

Monsters

  1. Tweaked Sonic Railgunners more. Fixed a bug that caused them to keep firing when losing LOS of the target. Also increased their primary attack spread to 2.4,1.2 (from 2,1) and gave their secondary attack a spread of 1.2,0.6.
  2. Sonic Railgunners are now bright when firing and their dynamic lights are a little brighter. No more being ninjas in dark areas!
  3. The Dark Imp's strong projectiles (pink) now weave slightly.
  4. Tweaked the Bruiser Demon's fire spawner attack. It's now only used at less than 1024 range and dies once it has traveled 1548 range.
  5. Tweaked the Bruiser Demon's projectile spread attack. It now throws 5 projectiles instead of 6.
  6. Reworked the Annihilators rockets. They now stop seeking the target once they are dodged, however they are slightly more aggressive.
  7. Raised the Annihilator's chance to fire homing rockets from 30% to 40%.
  8. Tweaked the Fusion Arachnotrons attack pattern (more random & covers slightly less area).
  9. Added a trail to the Arachnotron Mk3's projectiles.
  10. Added new sprites for the Rocket Zombie.
  11. Gave the Rocket Zombie 78% damage reduction to his own rocket.
  12. The Visage ice ball and Ancient Apparition ice breath speed debuff now lasts 1 second longer.
  13. Added some gore to the Cyberdemon's and Spider Mastermind's deaths.
  14. Lowered the Cyberfiend's Health to 200(from 300) and gave it a lunge attack.
  15. Made the Necrodemon's projectiles weave horizontally.
  16. Made the Necrodemon's tracer less aggresive and raised its damage to 8-56(from 12-42).
  17. Made the Agathodemon's attack pattern less aggressive and made its tracers slightly less aggressive.
  18. Fixed a bug that would sometimes cause Bruiser Demons and Pyro Demons to infight.

Other

  1. Added new player sounds for all genders.
  2. Added new menu sounds.
  3. Added some sounds from Perkristian's sound pack.
  4. Added new secret, armor pickup, and key pickup sounds.
  5. Adjusted the playback volume of footsteps.
  6. Improved gibs by adding rotation sprites and removing the blood pools spawned by gibs.
  7. Added smooth items and props.
  8. Added lens flare to candelabra.
  9. Added more explosion sprites to barrels so they look nicer.
  10. Fixed a bug that caused the kill counter to not display over 999.
  11. Improved the HUD alignments, it should look a little better now.
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...

Version 6.9

Version 6.9

News

Version 6.9 of Hard Doom has finally been released!

RSS Files
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.

Hard Doom v6.3.3

Hard Doom v6.3.3

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...

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.

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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.

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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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