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News: 12/15/17

Zagemod v1.2.2 is now out, and just in time for Christmas. The newest update includes two new weapons for the 64-Guy class, and a brand new player class, the ZoraGal! As always, the changelog can be viewed here. Check it out!

News: 10/31/18

Zagemod v1.2 has been released! The mod now features two player classes, the 64-Guy and AlphaGuy! Check out the changelog here. Download, as always, is in the Doom Wads section.

Happy Halloween!

News: 08/20/18

Zagemod v1.1, QuakeStyle ZX v6.66, and QuakeStyle Unbound v1.2 have all been released! There have been a ton of changes to each of the three mods, so I'll just post a few links to the changelogs here. Get your ass over to the Doom Wads section and download the updates!

News: 05/28/18

Big news today, everyone! I've released my next new project, Zagemod v1.0! Now, I know what you're thinking: "Keep that to yourself, or I'm calling the cops." Well, I'll tell you what it is anyway, rap sheet be damned.

Zagemod, based on the Doomzone code base, is a general enhancement mod for Ultimate Doom and Doom II, updating the classic gameplay with new altfires, sounds, sprites, features, and more! So if you're looking for something new to spice up your vanilla experience, give Zagemod a shot. You can find it in the Doom Wads section.

Happy fragging!

News: 04/11/18

Doomzone v1.8 is finally out! This is a massive update, so be sure to check the changelog below. Grab the update from the Doom Wads section.

-- General Changes --
  • Remapped some damage types.
  • Made Axe, Fists, and Nobitsura Kage undroppable.
  • Pain Elementals immediately explode after being resurrected by Archviles.
  • Removed Cyberdemon's vulnerability to BFG shots.
  • Changed fire sound for the Shredder to something a little more punchy.
  • Removed Spider Mastermind's vulnerability to BFG shots.
  • Stimulants and Armor Shards can no longer be picked up when your health or armor is maxed. (They also do not count towards the map item total.)
  • Changed sprite for Railgun magazine. (Credit: TBG, XTerra)
  • Changed sprite for Dark Matter Cannon magazine. (Credit: TBG, XTerra)
  • Railgun's attack power has been increased for Samurai and Slipgater. (100 -> 150)
  • Railgun is now pump action for Samurai and Slipgater.
  • Fire mode indicators for Railgun now indicate level of zoom instead of semi/auto.
  • Changed pickup sprite for Suppressed Sniper Rifle. (Credit: Captain J)
  • Spoor, Railgun, Accelerator Rifle, Sniper Rifle, Suppressed Sniper Rifle, Particle Rifle, and ASP now sway when scoped while moving.
  • Sniper scopes now have a screenfade when scoping and unscoping. (Idea: Captain J)
  • Thunderbolt's altfire now has a slight delay when firing. (Idea: TBG, XTerra)
  • Maggot poison duration now stacks from consecutive hits.
  • Maggot melee attacks now inflict poison damage.
  • Biosuits and Envirosuits now grant immunity to poison.
  • Increased delay for barrel detonations by 8 tics.
  • Biosuits and Envirosuits protect from radiation leaks by 50% and 25% respecitvely.
  • Adjusted sprite scaling of hand grenade and proxy detonations.
  • Edited red muzzle flashes to be more orange.
  • Decreased Arachnotank's pain chance by half.
  • Overhauled how Berserk works, nixing jump logic in favor of true damage boosting.
  • Added cocking animation to the Dark Matter Cannon and Gauss Cannon.
  • Changed sound for XBFG10k.
  • All shotguns, the sniper rifles, battle rifle, and revolver now have a chance to gib an enemy, depending on remaining HP of the target.
  • Converted Arachnotank's machine guns to fire nails instead of hitscans.
  • Pointman's StA-52 now uses the MASS attachment (underslung shotgun) instead of burst fire.
  • Railgunner (Hardcore difficulty or above) now drops the Q-97 Railgun.
  • Slightly increased melee damage for Mech Demon. (5d10 -> 6d10)
  • Replaced console font with Miniplicity, by Jimmy & Agent Spork.
  • Revenants no longer fire grenades in Hardcore difficulty.
  • Revenants now have a 50/50 chance to fire dumbfire rockets.
  • Removed some frames off the StA-11/SE reload sequence.
  • Nash's QTilt module has been replaced with Tilt++ (Also by Nash, because he's just awesome like that).
  • Increased the carry cap of StA-2 Grenade Launcher ammo to 10/20.
  • Increased the carry cap of VC-9 Rocket Launcher ammo to 8/16.
  • Increased the carry cap of Hand Grenades to 5/9.
  • Redesignated the Onibi's model number to ZI-T5. The weapon retains the "Onibi" nickname in tags.
  • Changed weave pattern for Revenant missiles.
  • Swapped some splash sounds for water, mud, sizzling, lava, and nukeage.
  • Increased delay time for LS13's grenade mode (Elite only).
  • Slightly altered reload animations for LS13 and UAC11.
  • Changed texture warping on NUKAGE* flats.
  • Changed submersion and resurfacing sounds for deep water.
  • Increased the VK-12 shotgun's fire rate to more closely resemble its FEAR counterpart.
  • Converted all sprites to truecolor PNG.
  • Removed palette.
  • Removed texture animation handling. (Flat animation handling still present.)
  • Particle Rifle now requires rail slugs instead of plasma cells for ammo.
  • Particle ZSec now drops rail slugs instead of plasma cells.
  • Changed Riot Commando's armor translation from brown to dark green.
  • AT-HV10 Penetrator projectiles now rip through targets. Boss monsters, plus Archviles, can not be ripped.
  • Interpolated unarmed melee frames.
  • Increased speed of kick melee by two frames.
  • Cybruiser (Necro) now uses Phalanx projectiles, and has a new flakshot altfire.
  • Gunner can now acquire and use the StA-59B Pulver.
  • Tactician can now acquire and use the LSR44 Spoor.
  • Demolition can now acquire and use the StA-12 Inferno.
  • Marksman can now acquire and use the ASP Burst Rifle.
  • Heavy can now acquire and use the LS18 Shredder.
  • Allied marines can be resurrected by Archviles, and turned against the player.
  • Prox Launcher removed.
  • Added proximity mine function to M327 MGL for Demolition, Heavy, Mercenary, and Slipgater.
  • Hand grenade direct damage increased. (10d8 -> 20d8)
  • Doubled ammo count gain from explosive ammo box for Grenade Launcher and Rocket Launcher.
  • Tripled hand grenade count gain from explosive ammo box.
  • Rewrote how gib projectiles are handled for greater demons.
  • Changed deselect sound channel.
  • Thunderbolt and Arc Rifle now use actor replacement instead of particles.
  • Removed unnecessary A_FireBullets calls from Thunderbolt and Arc Rifle.
  • Reworked the sound channels used for weapons and powerups.
  • Removed Envirosuit. Only Biosuits spawn now.
  • Changed Arachnophyte attack patterns.
  • Buffed allied automata accuracy.
  • Tactician's allied marines now wander instead of standing still on the spawn grenade.
  • Weapons not available to the player's class are no longer visible to said class, to allow easier weapon acquisition.
  • Weapon spawners now spawn ammo in addition to spawning a weapon, should said weapon not be available to a given class.
  • Overhauled the weapon spawner systems to more reliably produce accessible weaponry.
  • Chainsaw spots now only spawn the Chainsaw. Woo!
  • Tactician and Mercenary can no longer pick up the full automap. Kinda pointless.
  • Increased fire rate for Mercenary's LS57 SMG.
  • Swapped some sprites for the LS13. (Credit: zrrion the insect)
  • Updated Imp and Mancubus projectile trails to fit GZDoom 3.3's new sprites. (If they're not aligned right, update your GZDoom.)
  • Swapped two hanging corpses for PSX Doom's hooks for compatibility with The Lost Episode. Sorry, hanging torsos.
-- Additions --
  • Added new attack patterns to the Cyberdemon.
  • Added new sounds for universal ammo pickups.
  • Added new pickup sounds for high-grade plasma cells and dark matter cores.
  • Added new attack patterns for Spider Mastermind. Monster is no longer hitscan! (Additional coding: That Blind Guy, XTerra)
  • Added new pickup sound for Repeater magazines.
  • Railgun now ejects casings. (Credit: TBG, XTerra)
  • Added quit messages, including tips for Doomzone!
  • New pickup sound for WASP and Quad Rocket ammo pickups.
  • Added sprites for debris used by explosives.
  • Added smaller variants of the crosshairs for low-resolution video modes.
  • New juicy gib sounds all around.
  • New weapon: Q-98 Phalanx. Fires two explosive plasma bolts, alt mode blasts shrapnel in a wide spread. For Slipgater.
  • New sounds for Cyberdemon and Spider Mastermind, courtesy of Captain J.
  • Pinkies, Cacos, and Pain Elementals now play bite sounds when their bites connect.
  • New fireball sounds for Imp-class monsters.
  • New Feature: Health and ammo drops for gibbed monsters. (Monsters without gib animations will still drop items if you hit them hard enough!)
  • New options menu, "Doomzone Settings". Contains toggles for screen fades, tilts, and loot drops.
  • New Feature: Chainsaw ammo drops. Killing monsters with the Chainsaw causes them to drop universal ammo. Bigger monsters drop more ammo, and more frequently.
  • Added new sounds for unarmed melee attacks.
  • Added support for Back to Saturn X.
  • New Weapon: Type-12 Laser Carbine. Fires a steady stream of laser death. For Pointman. (Sprites: Railgunner, CaptainJ)
  • New Active Skill: Rip & Tear (UAC Elite). Swaps to fists, grants 30 seconds of berserk strength and 75% resistance to all damage. Guaranteed gibs on kills, but can't swap back to other weapons until Rip & Tear ends. Cooldown: 90 seconds after activation.
  • Added support for Ancient Aliens terrain.
  • Added support for Romero's Heresy terrain.
  • New Active Skill: Quad Damage (Slipgater). Multiplies all damage by 4x, and causes the player to glow violet. Degrades to Double Damage in Deathmatch. Cooldown: 120 seconds after activation.
  • New Active Skill: Demon Heart (Samurai). Squeezes the heart of a demon to deal major damage to all enemies within 128 DMU of the player. Cooldown: 120 seconds.
  • New Monster: Suffering Elemental. Spits two Forgotten Ones at a time. Replaces Pain Elemental in Necro difficulty. (Credit: Onslaught Six (sprites), Z86 (sounds))
  • New Weapon: ARM 27 Clusterfrag Launcher. Fires a grenade that bursts into four more grenades. For Slipgater. (Credit: osjclatchford (sprites), iD Software (sounds))
  • Added new attack patterns for Annihilator.
  • New Monster: Devorator. Fires flaming balls of bile that burst and leave pools of burning waste. Replaces Mancubus in Necro difficulty. (Credit: Eriance (Sprites))
  • New Monster: Skullwalker. Fires rapid fire explosive plasma bolts. Replaces Arachnotrons in Necro difficulty. (Credit: Eriance (sprites))
-- Bug Fixes --
  • Slipgater's Blaster no longer flips out when turning on the flashlight.
  • Colonel's active skill wear-out sound now triggers at the correct time.
  • Samurai, Pointman, and Slipgater can no longer pick up the StA-18 pistol. (It had no effect anyway.)
  • Pointman's crazydeath sound no longer overrides UAC Elite's crazydeath sound.
  • Fixed Yari Commando homing missiles not having dynamic lights.
  • Fixed grenade ammo count not changing color while using the Fist.
  • Nuke Launcher no longer attempts to be armed after completing a level. Now defaults to disarmed after level transition.
  • Loot randomizers no longer count towards the map item count.
  • Fixed compatibility issue with Ketchup v5.
  • Fixed Laser Cannon not playing its deploy sound.
  • Fixed Railgun being able to reload while scoped with a full magazine in some circumstances.
  • Fixed Railgun reporting the wrong fire mode when throwing a grenade while scoped.
  • Fixed issue of explosive debris puffs making ricochet noise when running Doomzone with Ultimate Torment & Torture: Supportive Edition. Exactly why this behavior was observed is beyond me.
  • Fixed explosive barrels doing 2x damage.
  • Fixed MAP07 and E1M8 triggers in Hardcore difficulty and above.
  • Fixed issue of Support's StA-52G not displaying the correct fire mode when drawn.
  • Colonel, Marksman, and Demolition can no longer grab Blurspheres while their active skill is in use. (Workaround, incompatible invisibility types)
  • Colonel, Marksman, and Demolition can no longer activate their active skills while the blursphere is active.
  • Fixed ZI-63 major's dynamic lighting.
  • Fixed issue of some crosshairs not rendering opacity correctly.
  • Fixed Demolition player class not playing the appropriate body drop sound upon death.
  • Fixed Particle Rifle displaying the wrong frames when attempting to fire with no ammunition while scoped.
  • Fixed Particle Rifle firing fully automatically while scoped.
  • Fixed Particle Rifle not reloading when pulling the trigger while scoped.
  • UAC Elite screams correctly with his crazydeath sound.
  • Fixed blood lagging out the game when caught under crushers. (FINALLY)
  • Fixed lockup when hitting *that* switch in Valiant's MAP07.
  • Fixed plasma corporal attempting to use a translation.
  • Fixed MAP16 in Back to Saturn X Episode 2 not advancing to the next map.
  • Fixed keys not triggering scripted actions where CheckInventory explicitly checks for the default key.
  • Fixed friendly mercenary accuracy.
  • Friendly Mercenaries play the correct sound when burning to death.
  • Heavy plays the correct death sound when dying via damaging floors.
  • Mercenary can no longer pick up full automap or scanner. (Fixes scanner not being properly given between levels.)
-- New/Updated Patches --
  • Added new compatibility patch for Mechadon's Counterattack mapset. (Dude, this one's really f*cking good, you really need to check it out.)
  • Updated Doom Tribute Project patch to account for Slipgater's new weapons.
  • Updated ZPack patch for terrain sounds.
  • TNT patch is no longer required for play.
  • Added new compatibility patch for TNT: Revilution.
  • No End In Sight (NEIS) patch no longer required for play.

News: 10/27/17

XTerra1 and TBG have released updates for QuakeStyle ZX and QuakeStyle Unbound, respectively! You can check out the changelogs for both mods here and here. Grab 'em from the Doom Wads section.

News: 09/12/17

I've got a real treat for you all today! XTerra1 has not only updated QuakeStyle ZX, has also teamed up with That Blind Guy to create the third generation of the QuakeStyle lineage, QuakeStyle Unbound! Unbound adds many, many new weapons and enemies, a class based player system, weapon wheel, and a brand new HUD. If you enjoyed the past two generations of QuakeStyle, you DEFINITELY should check out QuakeStyle Unbound. You'll find both updates in the Doom Wads section.

Changelog for QuakeStyle ZX follows.

  • *New weapon: the napalm launcher. Slot 7. Uses one rocket to shoot a big-ass fireball which explodes and drops flames. The fireball has an arc, and the launcher fires very slowly. Sprites edited from the UTnT PyroCannon by Eriance.
  • *New weapon: the sniper rifle. Slot 5. The super shotgun to the rifle's shotgun, a powerful-but-slow, overpenetrating rifle that fires three rifle rounds with one shot. Basically, it's an older version of the DZ sniper stripped down....but the scope is broken and unusable. Hey, intact sniper scopes aren't easy to come by in a hellscape. Those things aren't always the most durable!
  • *New weapon: the Gauss Cannon. Slot 9. The railgun's bigger brother, firing five slugs at a time with an explosive punch. Very powerful, but very slow to use. Bye bye, Arch-viles...
  • *New weapon: the Disintegrator. Slot 8. Basically, this thing's a dark matter-powered shotgun that spews explosive white energy balls. The only weapon that's guaranteed to gib whatever it kills, true to its name. Don't use on Unmaker guys if you want their weapon.
  • *Slug-firing weapons now shed casings, adapted from Project MSX. Same goes for enemies using slug-based weapons. Slug item and HUD sprites modded to match.
  • +Knife: damage buff, but slight speed decrease
  • +Silencer pistol: slight buff
  • +Certain enemies have gotten a little beefing up-- maggots are slightly faster, vulgars scratch harder and arachnorbs are nastier in attack power and durability.
  • +Laser pistol: increased fire rate
  • /The Forgotten One now truly has its homing ram ability back after all this time-- I couldn't figure out how to get it working properly!
  • /Multiple tweaks to supply barrel drops. They now properly drop health and armor bonuses, and now the laser pistol and haste sphere are added into the drop list. All possible small ammo types now have an equal chance of dropping now.
  • /Some weapons' sprite alignments have been fixed.
  • /Bugfixes to the plasma beam and laser weapons. An errant null value on those caused the particle trails not to spawn on GZDoom v2.4.x on up.
  • /Railgun's got new sprites, the same as DoomZone's, by OSJClatchford.
  • /All lasers and the plasma beam have fullbright trails, whereas the railgun and Gauss Cannon don't.
  • //Railgunner and arachnotron mkII (the one with the railgun) now have dynamic light trails too.
  • //Thunderbolt is now properly affected by DualFire damage, firing four damaging tracers per cycle for two ammo, as opposed to two-for-one for normal fire.
  • /Arachnotron mkIIs and Cybarons have a chance of dropping slugs.
  • /There are now over one hundred unique quit messages, including tips.
  • /Yet more lighting fixes. I swear, I keep missing this shit...
  • /The Cybaron no longer shoots rockets-- he now shoots Phalanx balls instead, complete with slug casings. He'll even drop slugs when you gank him.
  • -The Wraith now has a slight delay in attacking after rematerializing, in order to bring him more in line with his D3 counterpart. To achieve this, his code was completely rewritten by my buddy TBG.
  • --HAMR guy seriously nerfed. He was fucking murderous, and WAY too accurate with his gun. I fixed that little problem.
  • -Blaster spread very slightly increased.
  • -Revenant now can fire non-homing missiles as well as homers. They are told apart by homers beeping and having a thick smoke trail.
  • /// The difficulties have been rebalanced. They are described in detail ingame. "I Am a Wimp" is gone, replaced by a new "hard with a twist" mode called "Serious Mode". Nightmare spawns, but HNTR rules.
  • ///The HUD has been reworked to include color-coded ammo displays flanking the rest of the HUD. The color scheme mostly matches Quake's.
  • The weapon slots are redefined as follows:
    • Slot 1: melee (fists/knife/axe/chainsaw)
    • Slot 2: handguns (pistol/silencer pistol/nail pistol/laser pistol/blaster)
    • Slot 3: light longarms (rifle/shotgun/auto shotgun)
    • Slot 4: light automatics (MG/AR/hyperblaster/nailgun)
    • Slot 5: heavy longarms (super nailgun/super shotgun/sniper rifle/quad shotgun)
    • Slot 6: heavy automatics (chaingun/HAMR/laser cannon/Perforator)
    • Slot 7: explosives (prox/napalm/GL/RL)
    • Slot 8: exotics (plasma rifle/IonRipper/Disintegrator/railgun/Phalanx/Thunderbolt)
    • Slot 9: superweapons (MGL/BFG2704/BFG9000/Plasma Beam/Gauss Cannon/Destructor)
    • Slot 0: hyperweapons (Unmaker/MRL/DMC/BFG10K)

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