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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Hi everyone,

Less than 2 months ago I've said that v2.2b will be the last version for a long time... well, there we are with a new version! It's a small update, but it fix a bug which become really annoying if you often forget a few mods that you want to add and close the mod order window without saving... It also add a few other things (read below the changelog).

Still the project is no longer actively developed, but I will push an update each time a bug is fixed. New features may be added with future relase but are not planned right now.

DML v2.3 Main Window

Changelog 12/04/2020 - v2.3

  • Added "REMOVE" button in the mod load order window, that allows to remove the selected mod without the need to close the window, deselect
    the mod fom the mod list in the main window and click play again (NOTE: preset must be saved in order to keep changes) (Thanks eviltechno for the suggestion)
  • Changed the "REMOVE SELECTED PRESET..." button's text to "DELETE SELECTED PRESET..." to make more clear that you're not just unloading it from DML 2.X (like the other "Remove..." buttons) but you are deleting it from disk.


  • Fixed bug where all the mods in the mod list will deselect (or revert to the initial preset state) if the mod order window was closed before saving (or updating) the preset. (Thanks Silent-Death for reporting it)

Known bug:

  • GZdoom "Quicksave.sav" files gets saved in the same directory as the dml 2.X executable instead on the gzdoom one.

(This is only the latest version changelog, you can find the full DML version history here)

The Mod Order Window with the new

Supported sourceport

As for this version, the only tested source port are:

-GZdoom (v4.3.3), -height and -width do not work due to gzdoom way of handling resolution)
-LZdoom (v3.85)
-Zandronum (3.0)
-QZDoom (2.1.0)

PARTIAL COMPATIBILITY (Some DML features don't work):
-Chocholate Doom (3.0.0)

(As long as it follows the zdoom command line standard, any engine should work fine)

Thanks for all the support!


P.S. I'm working also on other doom-related projects, keep an eye on my twitter @premo36 where I'm more active.

Doom Mod Loader v2.3

Doom Mod Loader

Check out the project on Github (Beta version and Release Candidate can be found here)!


8.1 in the works (EDITED 4/25/20)

8.1 in the works (EDITED 4/25/20)


ZX v8.1 is in the works already, but it's nowhere close to release.



News 2 comments

QSZX version 8.0, nigh-on a year in the making, is live!

I *swear* I'm not dead! Also, new download soon!

I *swear* I'm not dead! Also, new download soon!

News 3 comments

Yeah, hi, hello! I'm still here, shockingly, and still working on the mod.

Doom Mod Loader source code release + version 2.2b update

Doom Mod Loader source code release + version 2.2b update

News 2 comments

DML 2.X source code is now available on Github! Version 2.2b is out!

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Built a game for ZDoom and want to support mods? Try, a cross-platform mod SDK created by Mod DB which makes it easy to get a mod community up and running in-game. Currently seeking games to integrate and promote
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