----!! WARNING !! NOT COMPATIBLE WITH OTHER DOOM MODS!!---- . . . From the creators of Amnesia: Key to Freedom. Doom Zero is both a celebration and subversion of the original Doom. With unique puzzle, navigational and narrative elements. The purpose of Doom Zero is to prove to Doom fans that there is far more you can do with the vanilla version of Doom II. This also means it can run on the DOS original.

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DoomZero poster 01

- Fully MS-DOS compatible! (minimum: Intel DX4 100MHz - recommended: Intel Pentium 60MHz)
- New Monster and Boss
- 30 new Levels (maybe 2 additional secret levels?)
- 4 Player Co-op
- New Graphics and Sounds (including SFX, music and sprites)

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Doom Zero ver.1.5

Doom Zero ver.1.5

Full Version 1 comment

Read the included text file on which files to use.

Comments  (0 - 10 of 19)
JohnnyTheWolf
JohnnyTheWolf

In MAP28, I just cannot find how to open the first door that leads to the secret BFG in the NW corner of the map. Somehow, I managed to open the second and the third, but I do not know how.

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MXDash Creator
MXDash

Maybe I'll do a tutorial video for some of the secrets. But there are 3 SW1SATYR switches you have to find. they are all located in the server room. 1 on the bottom floor, 2 on the top floor.

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JohnnyTheWolf
JohnnyTheWolf

Oh? That may be it. Thanks for the clue!

EDIT: Yep! Found it.

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JohnnyTheWolf
JohnnyTheWolf

I think my only gripes with the megawad so far are the new enemy, which I just do not get the purpose and is still referred to as a Nazi in the obituary, and the design decision to often have enemies teleport right behind the player, which caused me quite a few unfair deaths. I also wish the final boss was not essentially just a bigger version of the texture "SW2_4", but that is more a matter of taste than an actual problem. Those aside, it is a pretty great megawad!

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MXDash Creator
MXDash

I'll take a moment to reply to some of your questions/comments for others to see also:
The Nazi obituary is not a text in the original iwad or exe, it was added in ZDoom and carried over to GZDoom. I can't remove it. And in order for The Souldroid (hitscan lost soul) to work in vanilla doom I needed it to take up the Nazi roster slot (unless I do some extensive modding but I don't know how to do that...which doesnt matter anyways because it's a ZDoom thing).

The purpose of the souldroid is to be a more powerful shotgunner but a less powerful chaingunner. I always thought the chaingunner was a little too big of a leap in power when compared to the leap from zombieman to shotgunner.

I like tech bases. Just my opinion but Hell levels are kinda boring in comparison. Besides, the player never actually goes to hell, he just goes underground caves or wastelands and then teleports back to the some more tech bases. This happens a few times in the game, you teleport across really long distances throughout earth. Because of this there are many locations that don't have much in common with each other. However, that doesn't mean I didn't put any thought into what level comes next. Map11 drops you underground and map14 takes you from underground to a facity on a mountain. another example is in map24 where the player finds a booster hub that transports the player to a tech base on the other side of the planet. And then map27 to Phobos and then map 28 to Mars.

Anyways, Thanks for the feedback.

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JohnnyTheWolf
JohnnyTheWolf

I see! And for the record, I do like tech bases as well: I just think MAP28 feels out of place so late in the megawad, both in terms of difficulty and setting. It is still a great map!

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JohnnyTheWolf
JohnnyTheWolf

Maybe a smaller gripe would be the thematically inconsistent map rotation of the megawad: some maps feel easier than others despite coming up much later on (and vice-versa) and it feels weird to go through several hell and otherwordly maps only to find oneself in a techbase setting (e.g. MAP28) that feels like it should belong in "Knee-Deep In The Dead".

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JohnnyTheWolf
JohnnyTheWolf

In the next version, can you fix cut-off sprites such as the Super Shotgun's "SHT2E0" one? The Doom minor sprite fixing project fixed that and I read that you have been including some of their fixes to Doom Zero, but apparently, you forgot to include the one in question.

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MXDash Creator
MXDash

Oh man! All these years I never noticed it until you pointed it out. XD Now I can't unsee it! I'll fix it for a possible version 1.6

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JohnnyTheWolf
JohnnyTheWolf

Hahaha, I can definitely relate there. And thanks! :P

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