Sometimes the world doesn't need another hero. It needs a monster.

A mod by DBThanatos & Michaelis


“QC: Doom Edition” is a mod that brings the weapons from the latest Quake game, into Doom, with delicious pixelated flavor. More than just weapons, it also brings the “Champions” mechanic -- different player classes, each one with unique status, speed, active and passive abilities


  • All weapons from Quake Champions, with faithful firing times for best transferable experience
  • Thirteen champions to play, each with unique abilities
  • Single player enabled
  • Cooperative enabled
  • Monster sets to mix and match: Doom, Quake, Quake 2, Quake 4
  • Deathmatch enabled
  • Capture the Flag enabled
  • Other multiplayer modes supported (Duel, LMS, Domination)
  • GZDoom 1.8.6 compatible (for single player)
  • GZDoom 3.2.x compatible (for single player + fancy effects)
  • Zandronum 3.x compatible (for SP and all types of multiplayer)
  • D-Touch and Delta Touch compatible (for Quakin’ on the go!)
  • Selectable starting weapon
  • Enhanced bots for better “local deathmatch” or to add to servers
  • AeonQCDE: a dedicated version of AeonDM with custom spawn points for a better Quake-like experience
  • Damage numbers
  • Lootboxes!
  • Speedometer
  • Optional weapon bar and hit beeps
  • Moar crosshairs
  • Champion details help screen
  • And more!
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Well, it's that time again. Time to release a new version of QC:DE.

When will it release? April 20th, at 10:00am CST (AKA 15:00 GMT)

Less words, more videos? sure!!

New Champion

New Monster Set

And the almighty changelog.


V1.2.0 (Apr 20 2018)

- New champion: Durandal
- New monster set: Doom 2016 (D4T based)
- Instagib mode now supported
- Buckshot mode now supported
- QCDEmaps: New duel map "Fatal Instinct" by RoosTer
- QCDEmaps: New map "Morpheus" by RoosTer
- QCDEmus: Five new songs. Grabbag, Marathon 2: Durandal theme, G.M.G, Vyper & Wraith.

Quality of life
- Menelkir's minotaur (Dave) is team colored now
- All player jump sounds volume decreased, and limited the range at which they can be heard (was too big)
- Duke's voice volume lowered (was way louder than the rest)
- Spectator: Added powerup timers (mega, heavy, quad/prot)
- Spectator: in duel, you can see at the top portraits, stacks and ability timers for both players
- Rocket's explosions now fade out much faster
- Added an option to turn off weapon firing recoil
- Added an option to turn off weapon firing flash
- Added an option for LG beam transparency in 1st person (Fully visible, 50%, invisible)
- QCDEmaps: The longest yard has a few railings to prevent falling in the LG/SSG/RG platforms
- QCDEmaps: Improved teleporter detection in Bloodrun and Blood covenant

- Duke's active ability projectiles speed buffed
- Duke's active ability projectiles damage buffed
- Duke's active ability freeze players with 5 hits, instead of 6
- Duke's active ability kick damage buffed
- Duke's passive ability gives more health per pickup
- Doomslayer's BFG shot's in-flight melts armor 60% faster
- Doomslayer's BFG shot direct damage increased from 120 to 200
- Doomslayer's BFG shot indirect damage (explosion only) increased from 50 to 60
- Kane's crouchsliding lasts a bit less
- Kane's crouchsliding is slightly slower
- Menelkir's minotaur (Dave) can be frozen by Duke's ability
- Menelkir's minotaur (Dave) takes a bit longer to transition from doll to full minotaur
- Terminator's rockets partially "pierce" Inquisitor's active ability protection (1st stage only)
- Nerfed Ranger's radius of Dire Orb detonation (telefrag detection remains unchanged)
- Zedeks's ability: Direct impact of a gust-projectile deals 50dmg over time
- Zedeks's ability: Direct impact of a gust-projectile pushback greatly reduced
- Zedeks's ability: Burning spot deals increasing radius damage, starting from zero (no more insta 150+ damage when used at point blank)
- Zedeks's ability: Burning spot max damage increased 20%
- Zedeks's ability: Cooldown decreased from 40 to 35 seconds

- Fixed FFA, 1st player not seeing 2nd place in scoreboard
- Fixed Kane playing Doomguy (original doom) xdeath scream
- Fixed Kane's crouchlide being activated in odd situations
- Fixed rare cases of Kane's corpses playing crouchlide sound forever
- Fixed multiple footsteps bug when "sv_forcerespawn true" (no more rompy-stompy)
- Fixed players dropping shards too late when "sv_forcerespawn true", causing them to pick their own death-shards on next life
- Fixed "sv_weaponstay true" not working
- Fixed Sorgaul's active ability not looping the active sound
- Fixed bug where sometimes on killing a player, damage numbers would erroneously show 1000+ damage (note that this damage was never dealt, was only a visual bug)
- Fixed Bitterman's armor-regen-power speed doubling under rare circumstances
- Fixed some active abilities using ammo of current weapon
- Fixed frozen zombieman class monsters not dropping ammo
- Fixed cases in PvE when reaching a new map would decrease ammo for bullets or nails depending on the starting weapon
- QCDEmaps: Longest yard, fixed being able to get to quad from first jumpad instead of going through the usual 2
- QCDEmaps: The chasm, fixed a couple spawns where heavy players would be stuck
- QCDEmaps: Vertical vengeance, fixed geometry that would get players stuck when using jumppads to mid level too close to the wall
- QCDEmaps: Vertical vengeance, fixed Light Champs being able to fall through east door track
- QCDEmaps: Vertical vengeance, fixed doors not playing "door sounds"
- QCDEmaps: Aerowalk, fixed missing sky texture in software renderer

- Bosses (Cyberdemon and Mastermind classes) scale health according to how many players there are in coop
- Added autofilling DM games with bots (configurable in console via sv_minplayers)
- Adjusted DM dropped shards duration from 8 to 10 seconds (as in QC)
- Adjusted DM dropped weapon duration from 10 to 15 seconds (as in QC)
- Adjusted sprite size for players to better match their hitboxes
- CTF: Completely forbidden flag dropping when attempting to use active ability, as it was causing too many issues
- Reworked projectile firing position, to match crosshair better (at slight cost of "visual fidelity")
- QCDEmaps: map introductions disappear faster
- Footsteps attenuation reworked for better directional audio-location

QC:DE Tutorial

QC:DE Tutorial

News 2 comments

While there's a ton of people that already know how to do all this, there's also people unfamiliar with zandronum/gzdoom that want to know how to do some...

The first QC:DE Tournament is happening!

The first QC:DE Tournament is happening!


One thing we always hoped to see, was some form of competitive play. Well, it's happening.

QCDEv1.1.0 Released. Duke Nukem Champion

QCDEv1.1.0 Released. Duke Nukem Champion

News 12 comments

What? Duke Nukem? Nobody saw this coming at all. Ever.

QC: Doom Edition v1.0.3. Aleluia!!

QC: Doom Edition v1.0.3. Aleluia!!

News 2 comments

Well, we're not commited to do weekly updates, but damn we had to release a new version this with our newest toy!!

Add file RSS Files
QC: Doom Edition v1.2.0 (Full release)

QC: Doom Edition v1.2.0 (Full release)

Full Version 42 comments

**UPDATED TO v1.2.0** "QC: Doom Edition" is a mod that brings the weapons from the latest Quake game, into Doom, with delicious pixelated flavor. More...

QC:DE HD Portraits

QC:DE HD Portraits

Patch 1 comment

An optional pk3 file containing "HD" portraits for all champions.

Quake Champions Doom HD Weapon Sprites

Quake Champions Doom HD Weapon Sprites

Weapons Skin 27 comments

Addon - Weapon Sprites HD for Quake Champions Doom Edition Mod. By Victor Cajal. Quake Champions Doom HD Weapon Sprites

Aeon QCDE (Deathmatch Mapset)

Aeon QCDE (Deathmatch Mapset)

Full Version 3 comments

AeonDM is the Cacoward winner mapset made by the Mechanix Union, presenting 33 beautiful maps that fully use 3d floors. AeonQCDE is a modified version...

QCDE Maps v1.2 (Deathmatch Mapset)

QCDE Maps v1.2 (Deathmatch Mapset)

Full Version 5 comments

**UPDATED TO V1.2 WITH 2 NEW MAPS** This is a collection of 9+2 maps made or donated for QCDE, including a couple from Quake Champions.

QCDE Soundtrack, update 1.2

QCDE Soundtrack, update 1.2

Full Version 4 comments

**UPDATED TO 1.2 WITH 5 NEW SONGS** This is the Soundtrack for QC:DE to be used along the mod. Contains all the songs featured in the promo videos and...

Comments  (0 - 10 of 88)

Idea: two thematic weapons skins for champions.

Reply Good karma Bad karma+1 vote

What happened to the Ooki Addon?

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DBThanatos Creator

I think he deleted it, and changed his score to 1/10. :shrug:

Reply Good karma+1 vote

Oh, almost forgot, how can you disable explosion and blood particles?
Sometimes when im playing this things can´t let me see where´s the enemy

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Are you planing to add B.J. Blaskowicz?

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As the mod uses Zandronum or GZDoom, it should be compatible with Linux. How can we configure .bat files or commands for Linux. Thanks!

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I like this mod a lot, it's nervous, punchy and very satisfying! Unlike many modern shooters.

I just wonder if there is a way to lower AI accuracy. I play with level 0 bots, but they crush me with the basic machine gun. I tried to just bhop like crazy without shooting them to see how fast they could rekt me on the move, and it doesn't take more than 2 or so secs. Is there any file I can alter for single player convenience over that matter? To decrease accuracy in level 0 AI?

Reply Good karma Bad karma0 votes
DBThanatos Creator

Hey there. There might be several things going on.

Some bots are better than others, some are really good at hitscans while others excel at projectiles. However, if you find them too hard, use the console commands

botskill 0 (i think you already did)
bot_weaponize 0 (spawn without extra weapons)
bot_buff 0 (they dont get random additional health)

and that should be a bit easier.

If you still want to edit a file, PM me and I'll go into detail there. :)

Reply Good karma+1 vote

Lemme Download this

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DBThanatos Creator

Go right ahead :D

Reply Good karma+1 vote
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16 votes submitted.

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Ratings closed.

Highest Rated (3 agree) 10/10

Better original

Feb 15 2018 by IDDQD_1337

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