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News: 02/10/17

Doomzone has been updated to v1.5.3b. This is a very minor update that only adds screen bloodsplats to the mod (coding by CaptainManiac and BadMojo), a pulsing screen at low HP, and some minor bug fixes. You can pick up the update from the Doom Wads section.

News: 01/14/17

Doom Gaiden has been updated to v1.3! This update fixes a bug with the Grenade Launcher introduced in the new GZDoom builds, eases the difficulty on MAP01-03, and the Automod file has been merged into the main WAD.

Additionally, as this update is provided while Episode 2 is in development, MAP05 is included in the package. However, you will need to use cheats to access it. Just a taste of what's to come.

The next update to Doom Gaiden should include the rest of the episode, but it will be some time. Thanks a lot, Doom 2016, for distracting me.

News: 01/11/17

Doomzone has been updated to v1.5.3a. This is a minor update that only adds some features for use in Scythe 2, and fixes some small bugs. Changelog below. Additionally, a patch to run Doomzone with Scythe 2 is also released, but is optional and not required for the mod to run.

  • Changed how the Gauss Cannon's shots are rendered in both modes.
    Added evil marine code for Scythe 2. Fast and aggressive, evil marines attack using the LS13 Shotgun, Mk.2 Chaingun, UAC7 Rocket Launcher, or S3 Plasma Rifle.
Bug Fixes
  • The UAC7 Rocket Launcher's sprites no longer display the weapon lower sprites when melee-canceling.
  • Railgun spiral now correctly shows for 35 tics instead of 1 (correction from GZDoom 3.8.1 behavior)

NOTICE: 12/21/16

My contact information has changed. Due to my being increasingly fed up with Yahoo's service and security, I have terminated my email account there. As such, please direct all inquiries/bug reports to my new address at Gmail. The Contact Me button on Zorasoft has been updated to reflect this change - just use that address.

Thanks for understanding. I will be updating the documentation for the Doom wads "soon"(tm).

News: 12/09/16

I have released a patch that allows you to run TNT: Evilution with Doomzone. There is a texture definition issue that keeps the game from launching. Truth be told, I wrote this patch several months ago, but in my infinite wisdom, I completely forgot to release it.

Head on over to the Doom Wads section to pick it up, under Compatibility Patches. Apologies for the inconvenience.

News: 12/04/16

A quick fix has been released for Doomzone. Evidently, there was an issue where the Arc Rifle was displaying the incorrect sprites while the weapon was active. This has been fixed.

News: 12/03/16

Doomzone v1.5.3 is out! As always, pick it up from the Doom Wads section. Changelog:

General Changes
  • LS57 reload cycle changed. (Credit: Sgt. Shivers, JoeyTD, NeuralStunner, Captain J, silentzorah)
  • StA-11/SE reload cycle updated. (Credit: Captain J, Vostyok, Railgunner and Silentzorah)
  • StA-11/SE fire rate increased.
  • StA-11 zombie fire rate increased.
  • StA-11 zombie damage decreased.
  • StA-11 firing sound changed to something that suits its new fire rate better.
  • Changed how the StA-11/SE and StA-3 handle recoil.
  • The UAC22 Combat Chainsaw has been redesignated the MX-BT.
  • StA-14 reload cycle updated. (Credit: Mike12, Blox, Captain J, silentzorah, id Software)
  • M224-A1/A2 reload cycle updated. (Credit: Captain J, HellCattX, silentzorah, Railgunner, DoomNukem)
  • M33 reload cycle updated. (Credit: Captain J, Valve, TODM, silentzorah, GhostKillahZero)
  • VC-32 reload cycle updated. (Credit: Captain J, Valve, TODM, silentzorah, GhostKillahZero)
  • VC8 pickup sprite changed to better reflect its viewmodel.
  • StA-18/SE crosshair changed to better reflect its accuracy.
  • SA-92 Elitist crosshair changed to better reflect its accuracy.
  • Q4-B Blaster crosshair changed to better reflect its accuracy.
  • M66-C crosshair changed to better reflect its accuracy.
  • Overhauled the flashlight system. (Credit: The Zombie Killer [additional coding])
  • Changed how explosive barrels handle ambient sound.
  • Overhauled the blood system to be more compatible with monsters from other mods.
  • Smoke from barrels and Lost Souls now bounce from world geometry to mimic real-world dispersion.
  • Added some interpolation frames for the StA-18/SE's reload cycle.
  • Gauss Cannon power buffed 50 -> 150 for semi-auto mode.
  • Gauss Cannon power buffed 300 -> 450 for charge mode.
  • Gauss Cannon sprites updated. (Credit: Kinsie)
  • Arc Cannon and Thunderbolt balls now have trails and shockwave effects.
  • Plasma balls now have an initial frame randomization, so particle trails appear less artificial.
  • Explosive animations now feature interpolated animation. (Credit: Kinsie, Gifty, silentzorah)
  • Removed shrapnel dynamic lighting, due to high performance requirements.
  • Additional classes in DZMOD1.WAD merged into DZCORE.WAD.
  • Palette moved to external file (DZMOD1.WAD).
  • Laser Cannon has been reclassified as an Exotic class weapon.
  • M4 revolver reload sequence added. (Credit: Sgt. Shivers, Lobotomy Software, Captain J, silentzorah)
  • Doom Eater difficulty added. Forces pistol start between levels, and enemy aggression is set to maximum. Weapon pickups replaced with cache pickups that give every weapon of a specific type.
  • New weapon: XBFG10k added. Prototype hybrid BFG with 9k and 10k fire modes. For UAC Elite. (Credit: Zrrion the Insect)
  • DZMOD667 module added. Maintenance file intended to replace incompatible monsters in ZDoom/GZDoom maps that use Realm667 content.
Bug Fixes
  • Fixed default keybindings for Doomzone-specific functions (reloading, melee, flashlight, etc).
  • Accelerator Rifle ammo counts now correctly change colors.
  • Proxy light offsets changed to better suit their sprites.
  • Bullet puffs for the LSR44 and the Blaster pistol no longer show the wrong frame for the first tic.
  • The player pawn for the Slipgater class now correctly uses dynamic lights while firing.
  • Removed some unused junk code from the Q4-B Blaster.
  • Corrected an offset that caused the M82 to use the wrong crosshair when selecting the weapon as Support.
  • Added decal for the LS13 frag round.
  • Added decal for the Q4-B charge shot.
  • Barrel smoke's pitch is no longer aimed at the destroyer if the destroyer is above or below it.
  • Suicide Bombers now correctly kill their spawners upon death.
  • Fixed missing dynamic lights for boltgun zombies.
  • Fixed missing dynamic lights for HE grenades.
  • Fixed UAC7 rockets displaying an incorrect initial frame.
  • Fixed incorrect dynamic lights for the Quad Rocket Launcher.
  • Fixed missing dynamic lights for revenant grenades.
  • Catharsi now correctly faces its target when firing.

News: 10/19/16


Due to a change in how ZDoom and GZDoom handle duplicate actor definitions, many of the Doomzone patches are now broken when using the development builds of the port. I am currently working on updating Doom Gaiden's coding to help it run easier with Doomzone, as well as the patch code.

During this time, I urge everyone who supports my work - If you find something is broken before I do, PLEASE send me a bug report, so I can fix it. This is going to be a long process, and I'm working as quickly as I can, so any help with identifying bugs is GREATLY appreciated.

In the meantime, I have released an emergency update for Doomzone, v1.5.2a. Changelog is as follows:

-- Changes --
  • New sprites for VC8 Shotgun Pistol. (Credit: Kirbip4, CaptainJ)
-- Additions --
  • Dark Cacodemon has been given an XDeath state. (Credit: David G)
  • Hell Warrior has been given an XDeath state. (Credit: David G)
-- Bug Fixes --
  • Fixed Stova reverting to old sprites when using melee or grenades.
  • Removed blue pixels near Baron and Hell Knight's feet in their XDeath states.
  • Fixed a bug that caused a Skulltag grenade to spawn when using a weapon with HE Grenades, instead of the custom grenade in GZDoom dev builds.

That is all.

Update - 12:08 PM: All the patches should be up-to-date now. I apologize for the inconvenience.

Update - 10/18/16 09:08 AM: There are known issues with the flashlights not illuminating the surrounding area very well. This is a problem with GZDoom itself, and a known one at that. Currently, there is nothing I can do to fix this, but I am exploring alternative solutions to the hitscan based flashlight. In the meantime, all I can do is wait for the new light code to be reverted, according to the devs.

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