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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Hard Doom v8.3

News

Hard Doom v8.3


v8.3 Change List


Monsters

  1. Changed the projectile pattern of the Daedabus.
  2. Removed the dark red blood color from the Daedabus.
  3. Lowered the scale slightly on the Daedabus projectiles to better fit the actual projectile size.
  4. Adjusted the projectile trails on the Crackodemon.
  5. Lowered the speed of the Crackodemon from 12 to 10.
  6. Raised the spread of the Dual-Pistol Zombie's single shots from 9 to 11.25.
  7. Made the A_FaceTargets on the Cyberfiend's lunge 4 tics shorter.
  8. Raised the distance of the Cyberfiend's lunge slightly.
  9. Adjusted the Demon/Spectre melee attacks. The bite now happens a little faster but the melee state still remains 18 tics.
  10. Raised the speed of the Pyro Demon's fireshot projectiles from 15 to 16.
  11. Raised the radius of the Pyro Demon's fireshot from 8 to 10.
  12. Raised the max turn angle of the Pyro Demon's pyroblast from 2 to 4.
  13. Halved the direct damage of the Pyro Demon's firebomb explosions and adjusted the explosion radius values (+/-16 from before).
  14. Adjusted the Fusion Arachnotron's missile state and raised the projectile speed from 16 to 18.
  15. Adjusted the Arachnotron MK3's missile state, projectile scale, trail, and spawn height slightly.
  16. Removed a needless 5 tics at the start of the Dark Cyber and Spider's BFG10K attacks.
  17. Changed the spread of the Dark Cyber's BFG10K. The first shot now has 0 spread and the other shots have (-3,3) (was -2,2).
  18. The Dark Cyber now has a 15 tic delay between the last BFG10K shot and the first rocket instead of 6 tics.
  19. Raised the Dual-Chaingunner's spread from 23.625 to 24.75.
  20. Raised the Demolisher's chaingun spread from 22.5 to 24.75.
  21. Reworked the Dark Spider's missile state. The BFG10k spread is now 0 for the first shot and (-4,4) for the others (was -2,2). It can now use the BFG10K two times in a row and alternate between chaingun and the BFG10K.
  22. Made the A_FaceTargets on the Shadowviles wraith attack 20 tics instead of 24 tics.
  23. Raised the speed of the Pyro Imp's projectiles from 12 to 14.
  24. Raised the damage of the Hell's Fury baron ball projectiles from 8 to 10.
  25. Adjusted the Hellfire Revenant's missiles. They will no longer collide with the ground when fired from a high height. They are also slightly less aggressive.
  26. Lowered the radius of the Bruiser Demon's bruiserball from 16 to 14.
  27. Lowered the explosion radius of the Bruiser Demon's floorhugger projectile from 128 to 112.
  28. Fixed the B2 sprite of the Faceless Shotgunner.
  29. Added new death frames to the Archon of Hell.

Weapons

  1. Added Coop-MThru bullets. No more shooting teammates!
  2. Swapped the weapon slot priorities of the Rocket Launcher and Grenade Launcher.
  3. The Quad-Shotgun is now loaded when you first acquire it.
  4. Lowered the drop rate of the Quad-Shotgun from 25% to 20%. This results in a 1% chance per ShotgunGuy spawn.
  5. Added improved Quad-Shotgun sprites.
  6. Added slight screen shake when alt-firing the Quad-Shotgun.

Other

  1. Removed the CVar "sv_coopprojectiles". However Coop-MThru projectiles still remain.
  2. Recoded the torch/flare effects. They should now behave online like they did in Zandronum 2.1 and prior. More frames for everyone! :)
Hard Doom v8.2f

Hard Doom v8.2f

News

Version 8.2f of Hard Doom has finally been released!

Hard Doom v8.1.1

Hard Doom v8.1.1

News 1 comment

Version 8.1.1 of Hard Doom has finally been released!

Hard Doom v8.1

Hard Doom v8.1

News 1 comment

Version 8.1 of Hard Doom has finally been released!

Version 8.0

Version 8.0

News 1 comment

Version 8.0 of Hard Doom has finally been released!

RSS Files
Hard Doom v8.3

Hard Doom v8.3

Full Version

The latest release version 8.3 is here! It includes improved Quad-Shotgun sprites, Coop-MThru bullets, and many tweaks/fixes!

Hard Doom v8.2f

Hard Doom v8.2f

Full Version

If you downloaded 8.2 this version replaces it! Version 8.2 has desync issues in Zandronum! So if you don't play online then don't bother downloading...

Hard Doom v8.1.1

Hard Doom v8.1.1

Full Version

The latest release version 8.1.1 is here! This is a small update with some bug fixes and adds the Grenade Launcher back.

Hard Doom v8.1

Hard Doom v8.1

Full Version 1 comment

The latest release version 8.1 is finally here! It includes multiple tweaks and fixes.

Hard Doom v8

Hard Doom v8

Full Version 5 comments

The latest release version 8.0 is finally here! It includes two new enemies and multiple balance changes!

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!

Comments  (0 - 10 of 30)
Guest
Guest

@Faerlyn AMAZING mod, would it be possible get a release of a 'monsters only' version that doesn't touch the armory/weaponset? i'd like to play with the Hard Doom bestiary but with FASPONS' guns. keep up the great work!

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stan_n1
stan_n1

me too !

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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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