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Project: Doom
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Update: 10/06/15

Music update! Today we've got some new redux pieces from Doom and Doom II, available in the Project: Doom section. There's also a cover from Ninja Gaiden 2, Sonic Clang (the artist), and a cover from Quake in the Midi section. Check 'em out!

Doomzone has also been updated to v1.4.6. This version includes the universal ammo replacing large ammo pickups in UV difficulties and above, some new sprites from CaptainJ, and a bug fix to the Arc Rifle. Since I added melee cancel, the Arc Rifle had a hard time trigger reloading. This should fix that issue. Grab it from the Doom Wads section.

Update: 09/14/15

Doomzone has been updated to v1.4.5. While a minor update, the new version does add some functionality to all weapons.

  • UAC4A2 Plasma Rifle now uses blue plasma. Plasma ZSec projectiles follow this theme.
  • A new enemy type has been included for Hardcore and Necro, the Shadow. May be encountered on Imp spawns.
  • All weapons now have reload canceling. If you're in a bind, being attacked by enemies while you're reloading, press the Melee key for a quick melee attack.
  • StA-5X Arc Cannon now allows you to melee while the weapon is venting.
  • VC5 Arc Rifle can now use trigger reload cancel. You can either melee cancel, or pull the trigger to immediately stop recharging.
  • Hey, Not Too Rough and Hurt Me Plenty now spawn universal ammo pickups. These pickups will fill ammo pools of like weapons, such as the StA-52 and M82 assault rifles with one pickup. Ultra-Violence and higher difficulties not affected.
  • Fixed an issue with randomized spawners not allowing enemies to move when spawned.
  • Fixed an issue with barrels not triggering scripts assigned to them when destroyed. (See: Destroying barrels to access the green key in KDiZD's Z1M3)
  • Cacodemon Hardcore alternate attack nerfed. Now fires three lightning shots in an even spread instead of six lightning shots in random spread.

Head over to the Doom Wads section to pick up the update. Special thanks to Teh Nems for testing the new update extensively!

On a side note, as I'm sure you may have noticed over the last few days, a donation button has been added to Zorasoft. If you enjoy the content provided here and want to see more in the future, or if you want to show some support, feel free to hit that donate button. Anything is appreciated. And hey, you don't have to if you don't want to, either.

See you next update!

Update: 06/27/15

Pretty large update, today! Got three new songs available in the Midi section, including music from F-Zero, Return to Castle Wolfenstein, and The Legend of Zelda: Link's Awakening. Grab them while they're hot!

No, that's not it. I wouldn't call it a large update if I was only releasing three new songs. But, I do have some mod news to post today! Doom: Gaiden - Insertion has been updated to v1.2! This update addresses some concerns I've read since the mod's release last year. Below are the main changes to the mod:

  • Locked doors now open instantly instead of printing a message on screen and waiting one second before opening.
  • Lock messages truncated.
  • Scripted messages no longer overlap with each other.
  • Pistol fire delay greatly reduced.
  • Optional fully automatic weapon mod included (Automod).
  • New soundtrack - MAP01-03 themes replaced with new songs.

The points that I'd like to point out are the Automod and soundtrack. Automod is what it sounds: It causes your weapons to act more like they would in classic Doom. That is to say, you can hold down the trigger and continue firing, rather than having to click every time. There are some who enjoy the semi-automatic nature of the weapons from the original release, and some who prefer classic behavior. Releasing an optional module to address criticism from both sides seemed to be the most appropriate thing to do. Automod is provided in the Gaiden.zip package.

And yes, you read that right. New music for the mod! The songs from Project: Doom have been thrown out, and replaced with brand new redux versions of the same songs. These songs are also available for download from the Project: Doom section of the site.

And the news doesn't stop there. Doomzone has been updated to v1.4.4, and the patch to run it with Doom: Gaiden has also been updated. These updates were made due to a bug in Doom: Gaiden when running Doomzone, where the exit may fail to open due to some actors not calling A_KillMaster when gibbed. These updates should address that problem. As always, if you find any more bugs, please send your reports my way!

It's been one hell of a long run, and I'm looking forward to beginning work on the second episode to Doom: Gaiden - Infiltration. See you next update!

Update: 06/20/15

Doomzone has been updated to v1.4.3! This update fixes a major issue when using the "Actors Are Infinitely Tall" compatibility option in G/ZDoom, which would create movement inhibiting spawners. On top of this, the mod now features glowing flats, which will continue to be updated as new mods become available.

This update also changes the behavior of the Rifleman's cloak ability. Instead of standing stationary for five seconds, you are now able to activate the ability by crouching. Moving while crouched will not disable the cloak, but taking damage and moving while standing will disable the cloak.

With that out of the way, there are now two additional compatibility patches for Doomzone - Threshhold of Pain, which standardizes the monster format to Doomzone's and replaces the Unmaker spawns with the exotic spawners, and Jenesis, which prevents the final boss from being replaced by the sentry drone.

Grab the update and the patches from the Doom Wads section.

Update: 06/15/15

XTerra brings us another new update to QuakeStyle ZX! This update features several new weapons and a host of new enemies for your killing pleasure, while also fixing a whole host of bugs from the original mod. Grab it now from the Doom Wads section!

Have fun!

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