----!! 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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Doom Zero is NOW OFFICIAL!!

News

DOOM ZERO is now an officially licensed Add-on from id Software and Bethesda!!
Check it out here: Slayersclub.bethesda.net
bethesda article doom zero

And take a look at some of the other stuff we do:
Irukasoftware.com ←Our Studio
Youtube.com ←Our Next Game
Discord.gg ←Our Discord
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From the creator of Amnesia: Key to Freedom

From the creator of Amnesia: Key to Freedom

News

This mod was originally released on the Doomworld forums in Celebration of 25 years of Doom II

Editors Choice - Mod of the Year 2020

Editors Choice - Mod of the Year 2020

Feature 19 comments

Welcome to the Editor's Choice awards for the 2020 Mod of the Year Awards, where we show recognition to the mods from the past year that we've found to...

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DOOM ZERO ver. 3.0

DOOM ZERO ver. 3.0

Full Version 20 comments

This is the latest full version. Now with WIDESCREEN support!

DOOM ZERO ver. 2.2 (Old version)

DOOM ZERO ver. 2.2 (Old version)

Full Version 8 comments

This is now an outdated version and has been replaced with ver. 3.0.

DOOM ZERO ver. 1.9 (Old version)

DOOM ZERO ver. 1.9 (Old version)

Full Version 7 comments

This is now an outdated version and has been replaced with ver. 2.0.

DoomZero High Quality Music

DoomZero High Quality Music

Patch 3 comments

Designed to run in conjunction with Doom Zero. This add-on replaces the standard MIDI/Synth music with high quality recordings, assuming your Doom source...

Comments  (0 - 10 of 70)
Guest
Guest

Hi, i am very new to doom 2 mods and im a bit out of my league here trying to get things to work.

I got Doom 2 on steam and activated the addon, but the date given on it is outdated (i want to play the latest version)

I tried following a guide on using GZdoom to install it, but that doesnt work either. I extracted all the content of the zip file, and "dragged" the DoomZero wad to the gzdoom.exe (as instructed) but its not showing up and still launching original doom 2. Tried multiple different methods but non work. I seem to be missing a PK3 file thats not in the mod zip?

Is there a simple step-by-step readme that i can follow to play the latest version of this mod? I tried searching endlessly for a guide but there are different versions of doom 2, and different mods tools, and different ways to use/install mods. I just cant get it to launch, im so confuuuuuuuuuuuuuuused...

I just want to play your mod :(

Thank you

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MXDash Creator
MXDash

After copying your Doom2.wad and DoomZero.wad into the GZDoom folder. Just drag doomzero onto GZDoom.exe

If that doesn't work then maybe you need to run GZDoom by itself and then select Doom2 as the default wad if the wad selection menu appears. Then repeat the first process.

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Guest
Guest

no work please download guede

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MXDash Creator
MXDash

Make sure there is a doom2.wad in your main GZDoom folder, place doomzero.wad in the same folder then drag and drop doomzero.wad over GZDoom.exe
Or you can create a shortcut to GZdoom.exe then go into the shortcut's properties and add at the end in the target section: -FILE DoomZero.wad

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Guest
Guest

Map 25 is broken and unbeatable.

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MXDash Creator
MXDash

Did you download the latest version? There are 2 face switches that will open the exit.

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Guest
Guest

This comment is currently awaiting admin approval, join now to view.

caio2211
caio2211

Is there a mod-compatible version?

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MXDash Creator
MXDash

Your question before you edited the comment: "Can I run this with a mod?"

This is a mod. Adding another mod on top of Doom Zero will really screw things up.

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Guest
Guest

Thanks for response. And what about the map pack alone?

You made a really great job. Mainly, in the maps. And I am used to play most Doom map packs in Project Brutality, my favorite mod.

If you (or somebody) release only the map pack without the modding, that could be great for the players that, like me, plays Doom using other mods.

Regards!!! As I spoke, you made a very great job.

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kain067
kain067

Agreed. Vanilla Doom is just so easy and boring. It's a shame when good mapmakers ruin their maps by forcing everyone to play vanilla.

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Hereticnic
Hereticnic

(part 2...) And it's so important that we document these things and keep ths history of this, to prevent them from getting away with their lame excuses and re-writing history to their benefit.
This company that nobody ever heard of came out of nowhere, all of a sudden Bethesda released their mod, under two different company names too... Very suspicious, something strange about all this. Who is this person to be talking about "what works" and what "doesn't work" in the Doom world? Why is a relatively unknown person promoted by a company like Bethesda in their official product? All very strange...
Reminds me about the story of that mobile Dungeon Crawler RPG that id software released a while ago, Orcs & Elves I think it was the name... When research a bit deeper on the project, you end up finding that John Carmack's wife was the owner of the company "hired" to finish and release the game. All in-house deals, all relatives, all protectionism, all nepotism... So lame...

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Hereticnic
Hereticnic

10.000 % agree, right on point...
As you can see by the files released in my profile page and the comments I wrote about the process of making them, it just goes to proove that this thing of "can't run two mods at once" is pure garbage. Is more of an excuse for mod-makers that don't know what they're doing.
Across the process of making modifications for mods (I was in the process of modifying a few mods for them to be playable with Brutal Doom weapons) I stumbled upon a few surprises in the way. One of the most surprising was finding out how this mod called Rekkr is fully compatible to be loaded with BrutalDoom on top of it, the custom monsters continue working as intended.
That's possible because of the way the mod creator made the mod. There are a few different approaches to creating new content into a mod: the "replace" method and the "new entities" method. Using the "replace" method (which is more common in mods that focus on keeping compatibility with the DOS client and with Boom ports like Prboom) ensures that the levels will continue functioning normally even if the player chooses to load an additional mod on top of it, in this case BrutalDoom.
So yes, indeed, it is possible to achieve. It is possible to make comprehensive doom mods that still retain compatibility with other mods. It's just that most mod makers do it the lazy way. The technology and the history on it are all there, but they constantly choose to reinvent the wheel, compounded by the fact that so many mod makers lock players to gzdoom by force, when there's really no reason for it.
Imagine gigantic maps like Avactor or Lost Civilization for example. If not by the thoughtful care of the mod creators keeping compatibility with Boom ports, we would be pretty much locked down to dealing with gzdoom's framerate lag on intensive outdoor maps. If you load the same maps with Prboom, you will instantly notice that the maps run smooth without any slowdowns. The technology is all out there, for 15 years pretty much. But you know how it goes, some people enjoy the feeling of "locking you down" to something.

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