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News: 05/17/17

In my haste to release the last Doomzone update, I completely forgot to update the Doom Tribute patch for it. That's been uploaded.

News: 05/16/17

Finally, Doomzone has been updated to v1.6! This hefty update adds two new player classes to the mod, and introduces plenty of new weapons to splatter the demon hordes with.

-- General Changes --
  • Swapped the body/weapon drop sound effects for higher quality sounds.
  • Projectiles for the Hyperblaster, Laser Cannon, and Light Cyborgs now have trails.
  • Tremor effect has been added to explosives.
  • Tremor effect has been added to Suicide Bomber, Cyber Baron, and Cybruiser.
  • Added flight sound to Unmaker lasers.
  • Arc Rifle and Thunderbolt beams now cast light.
  • Split flashlight Decorate definitions into new lump, Declight.
  • M82 has a new firing sound.
  • StA-18 has a new firing sound.
  • StA-18 no longer reloads mid burst, if the player has less than three rounds left in a magazine.
  • Spider Mastermind hitbox reduced in size.
  • DSPISTOL has been replaced with a new sound, for navigating menus.
  • DSSHOTGN has been replaced for ZDoom marines.
  • Reworked tremors for Cyberdemon, Annihilator, Spider Mastermind, and Arachnophyte.
  • UAC Elite unarmed melee damage buffed +50%.
  • Survival class gains 50 HP from porta-medkits instead of 25.
  • Gunner class gains 50 armor from porta-armorkits instead of 25.
  • BERSERK ACS module merged into RECOVER ACS module.
  • StA-18/SE firing animation now has a smooth recoil animation, at the cost of 2 frames between shots.
  • LS13 cocking animation smoothed.
  • Reworked the RELOAD script so it wouldn't needlessly create a different variable for each weapon.
  • Updated StA-3 Stova's pickup sprite.
  • Simplified HGH See states.
  • Arc Cannon ammo pickups now give a 30% charge instead of a 100% charge.
  • Added zoom indicators to HUD for VC-32.
  • Added zoom indicators to HUD for M66.
  • Added zoom indicators to HUD for VC39.
  • Guardsphere powerup color changed to GreenMap.
  • Grenade animations have been sped up and smoothed.
  • Proximity mines now beep once per second while armed.
  • MP5 zombie has a new translation.
  • Boltgun bolts now leave rocket trails in flight.
  • Chaingunner now has his original red translation.
  • Light cyborg has been moved from sergeant spawn to trooper spawn.
  • Changed firing sounds for the LS13, VC-9, VC8, StA-5X, LSR44, and VC39.
  • Changed pickup sprite for the Gauss Cannon. (Credit: DimosHunter)
  • Changed M224-A3 muzzle flash behavior.
  • Gave ARM 17 MultiRocket Launcher its own unique sounds.
  • Changed ammo pickups for the StA-12 Inferno Shotgun pickup sound.
  • Increased illumination radius for flashlight.
-- Additions --
  • Bloody screen and heartbeat by CaptainManiac and BadMojo. Disabled in multiplayer.
  • Pulsing red screen when at critical HP, modified from CaptainManiac's code.
  • New M_DOOM logo, courtesy of Derrick Drysdale (dude, thanks a ton, seriously).
  • New player class: Pointman. Dual-weild pistols, snipe with burst fire rifles, and obliterate with repeating cannons! Gains 50 points from porta-kits instead of 25, resistant to bullet damage, and +50% melee damage, -10% movement speed.
  • New player class: Samurai. Slice and dice with a katana, dual weild SMGs, and send demons back to the pits with the Guardian Launcher! 20% resistance to melee attacks, infinite shurikens.
  • New weapon: AT-14 Rakow. Dual-weildable pistol for Pointman. (Sprites: OSJClatchford, Eriance, silentzorah (edit))
  • New weapon variant: LS57-P SMG. Variant of LS57, with higher fire rate and larger magazine. For Pointman.
  • New weapon: VK-12 Vollmer. Shotgun with detachable 12-round box magazine. For Pointman. (Sprites: unknown)
  • New weapon: AT-HV10 Penetrator. Fully automatic pneumatic nailgun, with low fire rate, high accuracy and damage. For Pointman. (Sprites: Eriance, Captain J)
  • New weapon: ASP Burst Rifle. Assault rifle with built-in 3x optics, high damage, and high accuracy. Locked to burst fire mode. For Pointman. (Sprites: Ninlhil, DoomNukem, Mike12, silentzorah (edit))
  • New weapon: Type 7 Particle Rifle. High damage semi-automatic rifle. For Pointman. (Sprites: Freedoom Team, zrrion the insect, silentzorah (color edit))
  • New weapon: MOD-3 Andra. High ROF burst fire rocket launcher. For Pointman.
  • New weapon: MP-50 Repeating Cannon. Rapid fire hitscan explosive cannon. For Pointman. (Sprites: Eriance)
  • New weapon: Nobitsura Kage. Slice and dice, drain enemy HP, toss shurikens, and fire sword bolts! For Samurai. (Sprites: osjclatchford, Mike12, Eriance, 3D Realms, GhostKillahZero)
  • New weapon: Shuriken. Throw spiky things, with infinite ammo! For Samurai. (Sprites: GhostKillahZero, silentzorah, 3D Realms)
  • New weapon: Type-17 Crossbow. Launches both steel-tipped and explosive tipped bolts. For Samurai. (Sprites: Rogue Entertainment, silentzorah (color edit))
  • New weapon: ZICS Riot Shotgun. High powered, high fire rate gatling shotgun, offset by a low ammo capacity and lightning fast reload speed. For Samurai. (Sprites: Mike12, 3D Realms)
  • New weapon: ZI-63 SMG. Dual-weildable SMG with selective fire. For Samurai. (Credit: Cage, Raziel236, silentzorah)
  • New weapon: Onibi Flamethrower. Selective fire flamethrower, fires both ignited propane and a napalm bomb. For Samurai. (Credit: Zrrion the Insect, Eriance)
  • New Weapon: Type-24 Yari. Magazine loaded rocket launcher, fires both dumbfire and lock-on missiles. For Samurai. (Credit: zrrion the insect, Eriance, silentzorah)
  • New Weapon: ZI-17 Guardian. Launches spreadfire missiles packed with incendiary grenades. For Samurai. (Credit: Eriance)
  • New Weapon: ZI-97 Mini-Nuke. Yup. It's literally a nuke. For Samurai. (Credit: Daniel (sprites, coding), 3D Realms, zrrion the insect)
  • New grenade: Sticky Bomb. Higher explosive yield than standard proximity mines.
  • New enemy: Rakow zombie. Basic recolored zombieman that drops a Rakow on death. Just shoot him, take his gun.
  • New enemy: Vollmer zombie. Does slightly more damage than Scattergunner, less damage than Shotgunner. Drops Vollmer shotgun. (Sprites: Taggart)
  • New enemy: Penetrator Commando. Drops Penetrator. (Sprites: Marty Kirra)
  • New enemy: ASP zombie. Fires in 3-round burst mode. Drops ASP. (Sprites: Marty Kirra)
  • New enemy: Particle rifle Z-Sec. Drops Particle Rifle.
  • New enemy: Andra zombie. Don't worry, he only fires one rocket instead of your three.
  • New enemy: Crossbow girl. Fires steel tipped bolts, but will use explosive bolts in Hardcore and above.
  • New enemy: Riot commando. Don't be fooled by his weapon - That thing is a shotgun! (Sprites: Marty Kirra)
  • New enemy: ZP-1 girl. Only weilds one SMG, pick her off for it.
  • New enemy: Onibi commando. Weilds a short range flamethrower, so stay back! (Sprites: Enjay)
  • New enemy: Yari commando. Carries the Yari rocket launcher, shoots seekers in Hardcore. (Sprites: Eriance, 3D Realms, ItsNatureToDie, neoworm, Captain Toenail, Xim, Ghastly_dragon, scalliano)
-- Bug Fixes --
  • Scattergunner now uses the correct sprite when reloading.
  • Shell insert sounds for the Shotgun and Scattergun are now played on channel 7, to not interfere with low health heartbeat.
  • Fixed issue with enemy grenade explosion animation.
  • Dark Cacodemon projectiles now correctly play the appropriate sound when colliding.
  • Fixed a game breaking bug that caused MAP07 Specials to fail to trigger on Necro difficulty.
  • Thunderbolt displays the correct frames when firing. (How did this go unnoticed for so long?)
  • Pulver now properly displays that its flashlight is set to "off" instead of unavailable when selecting the weapon.
  • Spider Mastermind no longer plays DSSHOTGN when firing.
  • Annihilator now has a proper delay between defeating it and ending E2M8.
  • Removed KEEPDEPLETED flag from Fists, which prevented Elite from receiving them in Doom Eater difficulty.
  • Combar Armor Set now gives the correct amount of suppressed sniper ammo.
  • Heavy Armor Set now gives the correct amount of sniper rifle ammo.
  • Sniper zombies now display the correct frames when reloading.
  • Removed A_KillMaster from Baron, Cyber Baron, Cybruiser, Mancubus, Behemoth, Arachnotron, and Arachnotank.
  • Adjusted some sprite offsets for the Pulver when firing a homing missile.
  • Improved responsiveness with the Railgun while scoped.
  • Improved responsiveness with the M66 while scoped.
  • Improved responsiveness with the VC-32 while scoped.
  • LMG marine's fire state now has the correct durations for each frame.
  • LMG marine actually reloads when she's supposed to.
  • Replaced a bunch of sounds from Enemy Territory: Quake Wars that sounded way too quiet under OpenAL. (RIP DSSHOTGF, 2012-2017)

Additionally, I have added a new patch that allows Doomzone to run with No End In Sight. Happy fragging!

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.

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