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SITE NEWS

News: 08/25/16

Doomzone v1.5.2 is in the works, but it's a while before it gets released. In the meantime, keep your eye on this new indie game soon to be released, called "BUTCHER." If you like Doom, think about how it would play as a super-violent platformer, and there you go. A love letter to the early 90s, BUTCHER brings all the fast, frantic action of the 90s games you love, with a significant level of challenge, to boot. It's even got all your favorite weapons, including the legendary chainsaw, infamous railgun, and of course, a super powerful grenade launcher. IMO, looks pretty good, so you should check it out.

BUTCHER releases in Fall 2016.

Update: 08/10/16

Doomzone has been updated to v1.5.1! Changelog is lengthy, so let's just jump right into it.

-- General Changes --
  • Ammo counter extended to the right by five pixels. Ammo counts no longer overlap icons.
  • Infantry renamed to Support.
  • Commander renamed to Tactician.
  • Rifleman renamed to Marksman.
  • Support can now acquire and use the Scattergun (Slot 5).
  • HUD now only displays Arc Cannon mods and underslung launcher ammo when the weapon is selected.
  • Enforcer Marine now has a delay between bursts.
  • Stova Z-Sec now has a delay between bursts.
  • Tactician's StA-52 is now equipped with the MASS.
  • Tactician's M82 is now equipped with the EGLM.
  • Removed limping when at low HP.
  • Demolition's StA-11 is now equipped with the MASS.
  • Marksman can now use the M33.
  • Marksman's StA-52 is now equipped with the EGLM. Because he lacked a good explosive.
  • ARM 27 Prox Launcher direct projectile damage reworked.
  • Recon can now use the VC1 Flamethrower and VC21 Boltgun.
  • Mancubus altfire given to new enemy, the Behemoth (uses original DZ Mancubus sprites).
  • Hitbox size for plasma balls reduced.
  • Arachnotron spreadfire attack removed.
  • StA-2 Grenade Launcher and VC21 Boltgun muzzle flash changed.
  • Stimulants and Armor Shards now give 5 points of health or armor.
  • New sounds are applied to player pawns when they die, including a weapon drop and body impact.
  • HP, Armor, and Ammo counters now turn yellow and red when low and depleted/critical.
  • Zombie HP rebalanced as follows:
    • Troopers - 20
    • Sergeants - 30
    • Z-Secs - 40
    • Heavies - 40
    • Snipers - 40
    • Marines - 50
    • Cyborgs - 60
    • Commandos - 70
    • Cyborg Commandos - 80
    • Suicide Bombers - 80
  • Nailborg translation changed to gray.
  • Lengthened the duration between bursts for the Stova Z-Sec from 2 frames to 6 frames.
  • Took away hitscan zombies' glasses (nerfed accuracy).
-- Additions --
  • Porta-Kit system added. Pick up portable med kits and armor repair kits from supply barrels, carry up to three of each. Default keys are [G] for med kits and [H] for armor kits. You may need to edit your key bindings.
  • New weapon: StA-59B Pulver. Heavy assault rifle with underslung missile launcher. For Support. (Credit: Mike12)
  • New enemy: Pulver Marine. Attacks with three round bursts from the StA-59B Pulver.
  • New enemy: Behemoth. It's a mancubus, but with explosive shots. Hardcore and above.
  • LS13 now has an alternate fire mode for UAC Elite (Frag rounds).
  • UAC S3 now has an alternate fire mode (Airburst plasma).
  • New enemy: Arachnotank. If you thought it was bad being assaulted with twin plasma guns, try twin rocket launchers and side mounted AA guns. Hardcore and above. (Credit: Master of Disasters)
  • New enemy: Shotborg. Like a nailborg, but with the Sweeper shotgun. Replaces the Sweeper Zombie. Fires a grenade on Hardcore and above.
  • New enemy: Cyborg. Nailborg with red armor, fires laser bolts in two round bursts. Reference to the Light Guard / Enforcer enemies from Quake 2 / Quake.
  • New corpses have been added to the dead shotgun guy spawner.
  • Added GLDEFS support for KDiZD's Hell's Fury fireball.
-- Bug Fixes --
  • Guns no longer crash the game when you try to deselect with the flashlight active.
  • Armor sets now properly give MultiRocket ammunition.
  • Rifleman no longer gets spammed constantly with error text from ACS script. (My bad.)
  • Decals for the Arc Rifle and the Thunderbolt are no longer applied to walls outside the weapon's range.
  • Heavy can now pick up the Minigun, as he was supposed to in the last update.
  • Hastesphere's dynamic lighting no longer clips through the floor.
  • Corrected the Arachnotron's projectile offsets so they would be fired from the correct barrels.
  • Chaingun's reload sound now stops when the reload cycle is interrupted with the melee key.
  • Stova Z-Sec now plays the correct sound when using the shotgun on Hardcore.
  • Removed SpawnID from Comet projectile, due to incompatibility with Ultimate Simplicity (or its HUD fixed version).
  • Removed unused Super Shotgun zombie sprites (conflict when running with Ultimate Torment & Torture).
  • Terrain sound data is no longer displayed as textures for some mods.
-- Loadout Changes --
  • Support
    1-Knife
    2-Pistol/Revolver
    3-MP
    4-SMG
    5-Scattergun
    6-AR/LAR
    7-LMG
    8-Pulver
    9-Arc Rifle
    0-BFG
  • Gunner
    1-Knife
    2-Pistol
    3-SGP
    4-LMG
    5-PDW
    6-Shotgun
    7-Stova/Minigun
    8-GL
    9-Boltgun
    0-BFG
  • Marksman
    1-Knife
    2-Pistol
    3-SGP/MP
    4-Rifle
    5-LAR
    6-SLAR
    7-Sniper Rifle
    8-Suppressed Sniper Rifle
    9-Flamethrower
    0-BFG
  • Recon
    1-Knife
    2-Pistol/Revolver
    3-Assault Rifle
    4-LAR
    5-Shotgun
    6-PDW
    7-LMG
    8-Stova
    9-RL/Boltgun
    0-Flamethrower/Minigun

XTerra also brings us an update for QuakeStyle ZX. Another lengthy changelog, guy's always busy-busy-busy.

Weapons:
  • *Multi-Grenade launcher (Slot 9, uses 5 grenades and fires a big cluster 'nade that explodes into five little 'nades, which also explode)
  • +++Chaingun (slight damage increase, reduced spinup time, accuracy buff)
  • ++Shotgun (Considerably tighter spread, damage slightly dropped)
  • ++Pistol (damage and accuracy buff)
  • ++Knife (attack speed increase, reach increase)
  • +DMC (AoE buff...stay well away from that ball!)
  • +Rocket launcher (slight AoE buff, altered animation)
  • +Assault rifle (damage and accuracy upped slightly)
  • +Suppressor pistol (damage and accuracy buff)
  • +Rifle (animation improved, RoF increase, slight damage nerf)
  • +MRL (AoE increase)
  • +Destructor (AoE increase, mild buff)
  • +Phalanx (No longer forces gibbing, AoE increase)
  • +Super nailgun (slight RoF increase)
  • =IonRipper (slight name change)
  • =Grenade launcher (animation modded, very, VERY slight RoF increase?)
  • =Prox launcher (autoaim removed)
  • -Blaster (RoF decrease, projectile speed increase)
  • -Machinegun (slight accuracy decrease)
  • -Plasma beam (damage nerf)
  • -Burst pistol (mild damage nerf)
  • -Perforator (accuracy reduction)
  • -Auto shotgun (spread loosened a bit, mild damage nerf)
  • --BFG2704 (damage nerf)
  • --BFG10K (direct damage nerf, first BFG effect nerfed)
Some projectile weapons have had their random damage scale and base damage altered:
  • -Blaster: from 5d8 to 7d3
  • -Prox launcher: from 18d8 + splash and debris to 12d12 + splash and debris
  • =Ionripper: from 12d8 to 10d10
  • =Nailgun and Perforator: from 6d8 to 7d5
  • =Super nailgun: from 10d8 to 20d3
  • =Phalanx: from 14d8 + AoE to 12d10 + AoE
  • =Destructor: from 15d8 + AoE to 12d12 + AoE
  • +GL: from 19d8 + splash and debris to 14d12 + splash and debris
  • +RL: from 22d8 + splash and debris to 20d10 + splash and debris
  • ++MRL: from 27d8 + splash and debris x 5 to 24d10 + splash and debris x 5
  • ++Unmaker: from 55d8 ripping to 55d10 ripping (ball) and 25d8 ripping to 25d10 ripping (wraiths)
Ammo:
  • Bullets: limits are now 300/600
  • Rifle rounds: limits are now 125/250
  • Cells: limits are now 350/700
Monsters:
  • -BFG guy: direct damage reduced further to 20d5
  • /Heavy Nailborg: dynamic lights added...URGH I've got the worst habit of putting in new shit and forgetting the lights!
  • /Plasma rifle guy: his gun didn't make a sound when it fired. Fixed.
Items:
  • *Haste Sphere: added to blursphere spawner. Couldn't keep it yellow because then it'd look too much like a Double Damage...so it's pink. Yes, pink.
  • /Ammosphere: recolored orange with a light to match, more orange-y screen tint
  • /Regensphere: recolored purple with a light to match, more purple-y screen tint
  • /Light amp visor: light fixed to flicker green instead of red
  • /Gigasphere: Modded light to be a darker red
Other:
  • -Credits updated
  • -Grenade casings added- grenade launcher, MGL, prox launcher and grenade guy shed them
  • -Grenade round pickups now match their casings
  • -All casings now use DoomZone's casing flight behavior
  • -All nailguns have better casing spawn behavior
  • -"I Am A Wimp" difficulty further modified...that's the one I just can't get right...
  • -Per Kristian Risvik's high-quality DOOM sound effects added
  • -New color palette taken and modified from ZP_ZEROT.wad:
    • -Blues are more brilliant, especially lighter blues
    • -Some reds are more intense, with the light reds replaced by-and-large by yellows and oranges
    • -Greens and yellows are stock DOOM palette- the ones that came with the new palette were too garish. Bright greens + DOOM = no bueno.
    • -Bullet- and shell-firing weapons' muzzle flares look way better. To make it all congruent, some sprites for the machinegun and Quad Shotgun have been converted to bitmaps.
    • -Phalanx projectiles are now a bright reddish-orange. Its lights and scorch are recolored to match.
    • -Plasma rifle bolts are now much brighter and more vivid- lights modded to match
  • -Certain items that I didn't want to inherit the new colors have been converted to PNGs to preserve their original color. Neat trick, that...

If that weren't enough, I've also added a patch to run Doomzone with Ultimate Torment & Torture by Tormentor667, and updated the Doom Gaiden patch. You can grab all this stuff over in the Doom section.

Happy fragging!

Update: 06/17/16

Doomzone v1.5 is out! This new version has a lot of new changes in store, so take a look at the release notes below.

-- General Changes --
  • StA-3 Minigun has been upgraded, and is now an Exotic class weapon. Renamed to StA-62 Minigun.
  • Colonel, Heavy and UAC Elite can now acquire the new StA-62 Minigun.
  • UAC Elite no longer carries M82 assault rifle.
  • M327 MGL and Q-97 Railgun added to UAC Elite's arsenal.
  • All classes can now use the UAC22 Combat Chainsaw.
  • UAC22 Combat Chainsaw firing animation increased in speed without affecting actual attack speed.
  • Slipgater skin changed to one resembling the Quake marine. (Credit: zrrion the insect)
  • Heavy now uses Slipgater's old skin, with a translation to make his skin darker. (Reference to Rico Velasquez, Killzone series)
  • M224-A3 HSW sprites changed (finally) to something not shitty. (Credit: CaptainJ)
  • M224-A3 HSW now spawns in the field. Picking one up also nets you one AT Rocket.
  • M194 Frag Grenade sprites changed. (Credit: CaptainJ)
  • UAC4-A2 Plasma Pulse Rifle renamed to UAC S3 Plasma Rifle.
  • Removed Railgun Zombie.
  • UAC S3 Plasma Rifle has new sprites. (Credit: Eriance)
  • UAC14 Super Shotgun now has a single barrel fire mode.
  • UAC14 Super Shotgun can now fire a single shell in double fire mode, if there is only one shell in the weapon.
  • StA-11 and StA-11SE have both received new view sprites. (Credit: CaptainJ)
  • Q-28 Perforator muzzle flash and firing animation improved.
  • Slipgater grenade type switched to StA-G2 Pyro Grenades.
  • UAC S3 Plasma Rifle uses its original reload sound.
  • UAC7 Rocket Launcher uses its original reload sound.
  • Archvile now has 50% resistance to fire attacks.
  • Diabloist Neophyte now has 50% resistance to fire attacks.
  • Pain Elemental now gibs when killed with a fire weapon.
  • Suicide Bomber's bomb explodes when killed with a fire weapon, and plays the flaming death animation.
  • VC5 Arc Rifle and Q-96 Thunderbolt range limited to 600 units.
  • All weapons now play a sound when deselecting.
  • Lights on the dark matter core ammo pickups now more closely resemble the lights on the Q-105 Dark Matter Gun.
  • Exotic spawn logic reworked due to UAC Elite and Slipgater being overrepresented in its code.
  • UAC14 Super Shotgun is now allowed to spawn on Rocket Launcher and SSG spawn spots, not just plasma rifle and BFG spots.
  • Commando modified to weild and drop the UAC Mk.2 Chaingun.
  • Ammosphere screen blend changed to orange.
  • Removed Invisorb.
  • LS13 Shotgun reload animation has two additional animation frames. Reload speed slightly increased.
  • UAC11 Scattergun reload speed increased.
-- Additions --
  • New weapon: StA-3 Stova LMG. Functionally identical to old minigun, replaces said weapon. (Credit: zrrion the insect)
  • New weapon: UAC Mk.2 Chaingun. It's, uh... It's the Chaingun, now featuring .30 ammunition. Available for UAC Elite. (Credit: LordSmash)
  • New weapon: MG-88 Enforcer SMG. Unique starting weapon for UAC Elite. (Credit: Eriance)
  • New weapon: UAC S4 Hyperblaster. Ripped straight from a Strogg's cold, dead hands. For Slipgater. (Credit: Eriance)
  • New weapon: ARM 97 Laser Cannon. Like a UAC S4 Hyperblaster, except super spammy. For Slipgater. (Credit: CaptainJ)
  • New weapon: ARM 27 Prox Launcher. Sticks to walls 'n floors 'n stuff. For Slipgater. (Credit: Eriance)
  • New weapon: ARM 17 MultiRocket Launcher. It's like quad damage, in rocket launcher form. For Slipgater. (Credit: Eriance)
  • New weapon: Lava Nailgun. Like the Q-24 Nailgun, but does 50% additional damage and pierces armor. For Slipgater. (Credit: Eriance)
  • New weapon: Lava Perforator. See above. For Slipgater. (Credit: Eriance)
  • New weapon: UAC16X Gauss Cannon. It's a railgun, on steroids. For UAC Elite. (Credit: CaptainJ)
  • New enemy: Enforcer Marine. A marine in ash-gray armor weilding the MG-88 Enforcer SMG. Its long bursts of fire suppress targets, if not splatter them. (Credit: CPLTaggart)
  • New enemy: Stova Z-Sec. This Z-Sec's khaki helmet won't help him hide in the UAC facilities, but that machine gun's fire rate will make you wish YOU had camouflage.
  • New powerup: Haste Sphere. Increases movement speed by 30% for 30 seconds. (Credit: scalliano)
-- Bug Fixes --
  • Plasma Z-Secs now correctly face the player between shots.
  • Hand grenade ammo can no longer be crushed under ceilings.
  • UAC11 Scattergun's muzzle flash now correctly shows when using attached flashlight.
  • Deselecting the Q-97 Railgun while scoped now correctly removes the fire mode indicator from the HUD.
  • Picking up ammo with the StA-5X Arc Cannon while empty now illuminates the particle tube.
  • Suicide Bombers no longer vanish when killed with the Thunderbolt's alt fire or Arc Cannon shots.
  • "give ammo" console cheat now works properly (Complete overhaul of how inventory markers are handled).
  • M224-A3 no longer ejects a bullet casing when firing a rocket.

On top of all this, XTerra also brings us a new version of QuakeStyle ZX. Here's the changelog for the project.

-- General Changes --
  • Quad Damage now no longer looks like shit, uses a teal blue color.
  • Blursphere now acts like Strife's shadow armor- use one and you're partially invisible. Two? Near-total invisibility.
  • More new quit messages- there are 44 total now
  • The non-code text files (qstylezx.txt and readme.txt) have been updated
  • Difficulty settings further tweaked
  • Custom startup title added- "QuakeStyle ZX" in red text on a blue background.
  • Strong armor spawner now doesn't spawn power armor as often
  • Power armor, when it spawns, also spawns a single field medikit, guaranteed
  • Power armor buffed- it now cuts all incoming damage by 80%, matching red armor
  • Most powerups' screen tints altered to not be so hazy
  • Blursphere now carries a very slight gray tint
  • All armor spawns bar power armor now carry a chance to drop an armor repair kit. Better armor = better chance.
  • Supply barrels now don't drop field medikits and armor kits as often
  • Red armor carries an outside chance to spawn a field medikit if it spawns an armor kit
-- Weapon Changes --
  • Quad Shotgun rate of fire increased.
  • BFG9000 damage increased.
  • Railgun rate of fire increased.
  • Shotgun spread tightened.
  • Auto shotgun rate of fire and damage increased, spread tightened.
  • MRL rate of fire and damage increased, spread tightened, and projectile speed lowered.
  • Machinegun accuracy and damage increased.
  • Burst pistol rate of fire increased, damage decreased.
  • All weapons now have the "Smooth" bob style
  • Phalanx damage decreased and AOE reduced.
  • Destructor damage decreased and AOE reduced, ammo usage upped to 15 per shot.
  • Assault rifle damage and accuracy reduced.
  • Super nailgun spread increased, projecile speed decreased.
  • Nailguns now have slower projectiles.
  • Perforator accuracy decreased.
  • HAMR damage decreased.
  • BFG10K rate of fire decreased.
-- Enemy Changes --
  • All enemies with bullet, shell, rifle-round and nail-firing weapons shed casings (Spiderdemon guns shed rifle casings)
  • Heavy Nailborg added: cyber-zombie w/ perforator. Spawns in place of revenants
  • Certain newer zombies now have a chance to drop ammo as well as their weapon
  • Spectre blood and gibs now translucent
  • Hell Warrior: now crushes with correct brown gibs
  • Baron and Cybaron: now crush with red gibs
  • Cybaron: no longer gibs like a normal baron
  • Deathnaught: now has black blood, but doesn't spawn any gibs if xdeath'd anymore
  • Z-SEC: slight decrease in delay between bursts
  • HAMR guy: moved to revenant spawner and given a bit more health
  • Mauler demon: sped up and now uses pallette-swapped sprites and can now gib- also, it uses DZ's demon lunge behavior now
  • Super Nailgun guy: longer delay between shots and now shoots only eight nails
  • BFG guy: shots now do less direct damage
  • Spectre: now slightly more visible
  • Plasma rifle guy: now does less damage
  • Big boss spawners now bias towards their normal enemies

That's it for this update! You can grab both updates from the Doom Wads section.

Update: 05/10/16

XTerra brings us a new update to QuakeStyle ZX, today, and it's a pretty large one! Lots of changes in store, take a look below at the changelog.

  • Multiple Rocket Launcher added (Slot 0).
  • Quad Shotgun added (Slot 5).
  • Weapon slots reorganized as follows:
    • Slot 1: Melee
    • Slot 2: Pistols
    • Slot 3: Longarms (Shotguns, Rifles)
    • Slot 4: Light Automatics
    • Slot 5: Super Shotguns
    • Slot 6: Heavy Automatics
    • Slot 7: Explosives
    • Slot 8: Exotics (Energy)
    • Slot 9: Super Weapons
    • Slot 0: Hyper Weapons
  • Some Shotguns have been rebalanced.
    • Pump action shotgun speed increased, spread tightened, and damage decreased.
    • Auto Shotgun spread tightened and damage increased.
    • Super Shotgun speed decreased, spread widened
  • Machine Gun accuracy increased.
  • Armor spawners now slightly less likely to spawn their best armors.
  • Some enemy spawners have been reworked.
  • Super Shotgun's code optimized and sprites changed.
  • Super Nailgun has a new firing sound.
  • Railgun and Phalanx sprites changed.
  • Auto Shotgun's firing animation has been improved.
  • Difficulty settings rebalanced.
  • Glowing flats have been ported over from Doomzone.
  • Single grenade pickups have a new sound pickup sound.
  • Wolfenstein SS has a new spawner.
  • Fixed DoomImp spawner.
  • HUD HP and Armor values now interpolate.
  • BFG10K now fires its tracers upon weapon fire and projectile detonation.
  • The SSG, Shotgun, and BFG spawners have been reworked.
  • Z-Secs no longer use underslung shotguns and grenade launchers, but have received a modest HP boost.
  • Shotgun zombie spread overhauled.
  • Rifle slightly nerfed.
  • Homing Imp fireballs nerfed.

Also of newsworthiness, the Doom Gaiden patch for Doomzone has been updated to fix some ammo problems.

That's all for this update. Head over to the Doom Wads section to pick up the new stuff!

Update: 04/12/16

Doomzone has been updated to v1.4.8! A lot of new changes are in store for you, details below:

  • Kill chirps have been added for Deathmatch and Co-Op modes. Killing an enemy player will reward you with an audible chirp, while killing an ally or yourself will punish you with a buzzer.
  • Flashlights have been attached to select weapons. Press the Zoom Scope key [Z] to toggle on/off. Be warned, though - your spotlight may alert nearby enemies!
    Affected weapons:
    • Assault Rifle
    • LAR
    • Pistol
    • Machine Pistol
    • SMG
    • PDW
    • Shotgun
    • Scattergun
    • Shredder SG
    • Inferno SG
    • LMG
    • Nailgun
  • Hardcore difficulty nerfed - Player now takes 100% damage from all sources instead of 125%.
  • Numerous GLDEFS fixes for monsters.
  • WASP has been added to Mercenary's loadout (Slot 0).
  • Suicide bomber added for Hardcore and Necro (Zombieman spawn). These adorable little guys will run straight for you, screaming with bomb in hand, and blow themselves up when they get close enough.
  • Catharsi added for Hardcore and Necro (Imp spawn). An imp with a rapid-fire fireball launcher, and every one of those balls hits like an Imp fireball.
  • Arc Rifle and Thunderbolt particle duration lessened.
  • Fixed a bug that allowed the Demolition to pick up sniper ammo boxes for no reason.
  • Weapon sound handling has been changed to no longer permit the dryfire sound to cancel out the fire sound.
  • Cybruiser added for Necro (Baron spawn). Like a Cyber Baron, but a lot more aggressive, and with a higher HP pool.
  • Afrit added for Necro (Hell Knight spawn). A flying Baron with command over hellfire.
  • Hell Knight spawn reworked for Necro. Now spawns Afrit and Pyro Demon instead of Hell Warriors.
  • Added Diabloist to Necro (Archvile replacement). A super aggressive Archvile with complete mastery of fire magic.
  • Revenant grenade damage nerfed for Hardcore.
  • Arachnophyte now has a secondary attack, spreadfire rockets. I wouldn't get too close to that cannon, if I were you.
  • Arachnophyte now has a chance to not trigger refire, even while its target is in sight. Otherwise, this happens:
  • Annihilator has a new color translation.
  • Fixed a bug with Shadows that made them look like Maggots for a few frames while strafing in Necro.

A few of the patches have also been updated to accomodate the new monsters. So if you've got your hands on the patches for ZPack, Knee-Deep in ZDoom, and Valiant, you'll need to grab the updates if you want to use Doomzone's new features with them.

A new patch has been released to run Doomzone with UAC Ultra. Nice little map pack, if I say so myself. Give it a run, if you enjoyed Darkening 2.

Oh, and I almost forgot! XTerra released a new version of QuakeStyle ZX, so be sure to grab it from the Doom Wads section as well.

See you next update! Happy fragging!


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