Doom and Doom-engine games
Tartar
Tartar is a Doom (1993) source port for DOS and is probably a hobby project I spent most effort on ever. It started as myself asking - "well, can I really compile anything in DOS these days?" - and turned into a pretty much feature rich version of the game engine and a way to play Doom with modern quality of life improvements, and a tribute to the classic cancelled Eternity TC, AND a tribute to classic WolfenDoom TC, AND ... see, it's really hard for me to draw a line, which also means project is in a perpetual development state.
Tartar binaries accompany published source code with dependencies for the latest release directly available here: TARTAR-DIST.ZIP.
Tartar originally incorporated liballeg and system code from the godly MBF 2.04 but has since diverged slightly. This is the fork of Allegro that Tartar runs on.
Bernewfie
A sister project to Tartar, Bernewfie is a source port of Hexen for DOS, only with a twist - it changes the original game in line with how modder @Bondorl updated GZDoom-based version of the game to, well, play better with his "Hexen Unofficial Update". It also adds support for many screen resolutions. Look for it at github and here are the dependencies: BERNEW-DIST.ZIP.
Krapfen Doom
A limit removing Doom source port for DOS is the latest addition to the house port family and can be found on moddb. Setting it up is just as simple as droppping KRFN.EXE into your Doom, Doom II or Final Doom directory and running it.
A trimmed down version of Krapfen was jammed together with unmodified Sigil PWAD by John Romero on a single HD floppy which can be downloaded here. Floppy image of unmodified Sigil II PWAD is also available, and installer script from the first disk is "aware" it's part of a 2 disk set, so will install both when asked.

ASETUP.EXE
ASETUP.EXE - a creepier, Doom-themed version of Allegro library sound setup utility for DOS which does not use any of the commercial game assets. The background image is based on a version of drawing by Adrian Carmack. Sound effects and music are from Freedoom. Can be used with Tartar, Bernewfie and Krapfen - or replace the one included with MBF 2.04.
Next/Previous Weapon in Doom
A collection of patches for popular versions of original Doom-engine games which allow cycling up and down through available player weapons.
- Ultimate Doom patch - for v1.9 of the game - press [2] to cycle down, [8] to cycle up
- Doom II patch - for v1.9 of the game - press [1], [3], [5] or [7] to cycle down, [2],[4],[6] or [8] to cycle up
- Final Doom patch - for the ID Anthology version of the game - press [1], [3], [5] or [7] to cycle down, [2], [4], [6] or [8] to cycle up
- Chex Quest patch - press [2] to cycle down, [8] to cycle up
All patches in the collection also remove the refresh last log entry from the [Enter] key, which makes it possible to use Enter as [Use] game action key by editing DEFAULT.CFG.
Next/Previous Weapon in Heretic
Heretic patch for v1.3 of the game that allows cycling up and down through available player weapons. Press [2] to cycle down and [8] to cycle up. Pressing [1] always selets staff, so pressing [1] then [2] is advised to go to gauntlets.
Additionally controls for flying are changed: keys assigned to [Fly Up] and [Fly Down] are ignored and instead [Use] + [Forward] is used to elevate the player and [Use] + [Backwards] to lower them.
ESHELL.EXE
ESHELL.EXE - is Eternal Doom shell patched to run Eternity Engine in DOS instead of plain DOOM2.EXE.
IPXMBF.EXE
IPXBOOM.EXE - is BOOM 2.02 IPX utility patched to run MBF.EXE instead of BOOM.EXE. While MBF is "officially" a single player game, using this utility allows at least connecting two MBF.EXE for a multiplayer game.
A Special Kind of Doom 1.1
Did you know that between Doom 1.0 and Doom 1.1 there was an almost finished version of Doom 1.1 that was shipped?
And this is a short demonstration of a bug that was a result of developers fixing another bug, but that eventually got fixed for v1.1 proper... like, the day after.
Pearl distributor in Germany was lucky enough to have already shipped their Shareware floppies by then. Well, here they are.
LUDICROUS.WAD
I believe every Doom modder has a project like this - when they realize they can actually improve the original game and address all the stupid crap the development team has left in. You know, take a precious stone and make a perfection out of it.
"Romero's head? Nazi themed levels?? Bare-fist punch animation??? What were these guys thinking?!!" So here we go - LUDICROUS.WAD that fixes that, and also makes the forces of Hell actually demonic (no more former human enemies, except for the secret levels), and removes the "shuffling hand" shotgun animation (because when you play Doom 1 a bit longer it really becomes too annoying too fast).
The mod works in any source port with both Doom and Doom II games, and has some special treatment when run with Doom Retro. Get it on moddb or from the idgames archive.
Irony aside, you might actually enjoy Realm 667 sprites in vanilla.
CRED.WAD
An experimental WAD now found on idgames archive that uses DeHackEd patch and careful sprites manipulation to change Doom II end game credits into something completely different. There is also a MAP30 replacement for players to complete before watching the end game sequence, which happens to be the only map I've ever built from scrach .
Is not endorsed by the Royal British Legion, by the way.
SATSND.WAD
A joke-WAD almost, SATSND.WAD replaces stock Doom sounds with those taken directly from Sega Saturn Doom. The conversion should sound nearly identical to how the console version did (even if the port itself did not do justice to its own sound assets) - which is...
... pretty badly.
Eternity TC Stuff
- SWMP2021.WAD is a tribute map for the cancelled Eternity TC, based on original map Dreadmere (SWAMP.WAD) by @Quasar, but with added actors and scripting. Requires Tartar to be played - check the readme provided with Tartar for instructions.
- DLGTOOLS.ZIP is a Python-based tool to compile and decompile format of dialog resources used by the Eternity Engine.
- terred.zip contains utility for creating terrain effect-to-flat mappings for Eternity Engine. This is an original utility by @Quasar, but since it was found in an unlikely place, I am bluntly putting it side by side with all other EE-related bits and pieces. Want to have terrain effects for OTEX flats - by all means please help yourself!
Tartar "Tweaky" WADs
- KDiKDiM1.WAD is an alternative starting level for Knee-Deep in Knee-Deep in ZDoom by @esselfortium, which takes advantage of FraggleScript to actually send the player to level 13. Requires Tartar to function, although, who knows, maybe works in SMMU as well?
- NEIS.ZIP contains a modified E4M6.WAD from No End In Sight which allows reaching episode 4 secret bonus level in Tartar.
WOLFMIDI.WAD
wolfmidi.wad replaces Doom II music with a mixture of Wolfenstein 3D and Spear of Destiny tracks coming from VGMPF.
FMMUS.WAD
Set of MIDI music for Hexen specifically tailored for OPL soundcards. The music files were originally posted on Doomworld and actually come from Kevin Schilder himself. They were merely converted to native Doom-engine MUS format and packaged as WAD. Download it on moddb.
BSMUS.WAD
A companion to the abandonded Blake Stone TC demo for Doom Legacy,
bsmus.wad includes couple tunes
from the original game, converted with the help of dro2midi
fork that was created specifically for WolfMIDI project.
Telegram Stickers
A set of pixelated Telegram stickers. Also the exploding head one.
LAUNCH.BAT
A non-interactive launcher for Doom WAD-s that works in DOS and is written 100% in DOS batch file language. Originally developed for Windows 98-era COMMAND.COM interpreter it was later ported to FreeDOS and open source utilities and then eventually ported back to DOS 6.2. Performance with large WAD sets is quite mediocre, but it is being presently happily used as home WAD organizer side by side with DOOMIT.EXE
from Master Levels as my appetite for collecting WAD-s has reduced significantly over the years.
DeHackEd Collection
DHE.ALL is a collection of all versions of DeHackEd Doom editor patched so that they could be used all from the same Doom installation directory. While the practicality could probably be not immediately apparent, this is achieved simply by making each use a version-specific INI-file name.
Freedoom Mugshots
8bithead.wad - Freedoom protagonist mugshot sprites replacement by @Haaslok. I have merely put them into a WAD file.
GZDoom Mods
First a disclaimer - these days if I am asked about anything Doom with Z in it, I'd rather change topic. Period. But a long time ago in a galaxy far far away I have produced some mods for GeeZee, and while they are all archived and no longer maintained, I am giving their list below. But first...
The stuff I did not make
Well, yes - when you learn modding you need to start with something. What I started with was editing other people's work without asking permission. I hope mod authors do not hate me for putting what came out of this here, and am not taking any credit for this work. If you do hate me after all - please ping me and I'll take 'em down.
"Vaccinated" Maps
A set of pre-release-inspired maps stripped off gameplay modification features to be used with Doom Delta
- Beta labs and Beta Labs 2 beta by @Chaingunner, @Serious_Mood and @Brain
- Lost Alpha demo by @Serious_Mood
- The 3 Beta levels originally converted by @WinMBF team
- Alpha v.05 and Alpha v.04 levels converted by @deathz0r
- Doom 0.1 and Doom 0.2 levels converted by @MLGari
What is "vaccinated" anyway? Find out here.
Doom Delta 2.2.1 fixes
There was a moment when Doom Delta 2.2.1 did not run on then current version 4.4 of GZDoom, and @DrPyspy was not around to address this. All was fixed in time, but here's what I got cooked up in the interim.
And here is the replacement set of helmeted enemy sprites with additional rotations taken from Lost Alpha Demo by @Serious_Mood.
Xim's Star Wars mods modifications
- Darkest Hour by @ReX claussen modified to run with below Xim's mods modifications or as base mod for map packs (like Doomed Space Wars or classic Star Wars maps)
- Darkest Hour Sounds as separate patch WAD to be used when playing with Darkest Hour as base mod and maps packs that change game sounds (e.g. Doomed Space Wars).
- Classic Star Wars Doom stripped off gameplay changes
- Classic Star Wars Doom II stripped off gameplay changes
- Xim's Enemies Only package made from Xim's Star Wars v2.8.5 by stripping it down to be used as add-on for Darkest Hour or other map packs listed
- Xim's Darkest Hour Compatibility Package slightly touched up
- Xim's Doomed Space Wars Compatibility Package slightly touched up
- Xim's Classic Star Wars Doom II Compatibility Package slightly touched up
Getting Xim's original Star Wars Props and Dark Forces Music packs is highly recommended.
Playstation Doom TC miscelania
- Stripped down version of Plutonia 2 and Plutonia Revisited Community Project in PSX Doom Format originally by @Cryo of Doomworld and previously available as a ZDoom-friendly package. The modification removes all the resources already available in PlayStation Doom TC to use the pk3 as an addon for the said TC.
- PSXNRFTLMUS.PK3 is Somebody's (?!) - my sincerest apologies for not keeping the record - soundtrack for No Rest for The Living Playstation Doom TC adaptation. Found on the message boards the music was put up to accompany the famous WAD conversion. I merely packaged it into pk3 format and provided the necessary track name details.
...okay, let's go back to my GZDoom mods
ConsolUX
A mod with console-style main menu and skinnable console-style status bars. While plain pk3 format version is available on moddb, the mod also has a few moving parts that are included in the distro package.
- a version that only changes menus, but not status bar
- a version that is intended to be compatible with gamplay mods (e.g. with Doom Delta)
- a set of compatibility IWAD-s to use ConsolUX with Doom CE
- a companion WAD for the classic Console Doom by @Kaiser
- a companion WAD for Jaguar Doom TC by @Dragonsbrethren
- an addon for the exploding head status bar animation taken from 3DO Doom
3DO Doom TC
3DO Doom music, levels and textures taken directly from the game data and repackaged into a source port compatible WAD. While best experienced in GZDoom, the WAD works in virtually evey source port, however at least BOOM is recommended as playing this in vanilla or Chocolate Doom produces "tutti-frutti effect". Get it on moddb.
Saturn Doom TC
Total conversion type mod that brings the infamous Sega Saturn Doom to GZDoom-s near you. The mod includes 4 map packs:
- original Sega Saturn Doom
- Final Doom (both TNT and Plutonia as separate episodes), as if it was ported to Sega Saturn
- Master Levels, as if these were ported to Sega Saturn
- Extra levels and "easter egg" maps coming from The Lost Levels TC
The mod uses maps by the PlayStation Doom TC and The Lost Levels TC teams, whose creations were relentlessly vandalized to remove any trace of colored lighting that PlayStation version was so famous for. It also adds an exquisite "grille" shader effect for translucent sprites and textures and some easter eggs and incorporates ConsolUX for authentic start menus and status bar. But be warned - there are absolutely no archviles in this mod. Get it on moddb.
Threshold of Pain on Saturn
A modification of Threshold of Pain by @Scaliano to run with Saturn Doom TC with zero tolerance for archviles or colored lighting. Get it on moddb.
Console file format tools
For the development of ConsolUX and the various console-themed total conversions these tools written in Python were used.
PlayStation-style lighting mods
Based on the code from @Molecicco's Doom CE these sets of shaders give Doom signature "diminishing light" effect in GZDoom a far more "console-sque" look when playing non-Doom CE IWADs and some selected mods.