Download the mod
Example of someone learning about this mod the hard way in lieu of warning label
Quickstart (no seriously read this if you're new to this mod):
- Click here to get a recent GZDoom SVN build, or here for source code.
- Bright red haze means you're bleeding to death.
- Use medikits to stop bleeding. They take time to work.
- Hit the reload key to reload. (Hold the key to avoid dropping the mag.)
- Hit the unload key to strip ammo from your current weapon.
- Tap or hold the use/open door key to pick up things and melee people.
- Hold the jump key in front of a low ledge to climb over it.
- Hold the run/walk key to run.
- Stop moving and hold the use/open door key to view all inventory.
- To run on Doom 1/Ultimate Doom, load DOOM2.WAD as a PWAD before Hideous Destructor.

Screenshots and update page
Game
Doom 2
TNT - Evilution
Related mods
- Morcillete's maps and other stuff!
- Silentdarkness12's addons including new monsters, HUD and gameplay tweaks
- Turbo's Doom 64 shotgun sprite replacer and super shotgun sprite replacer, based also in part on Cage's handed shotgun pump animations.
- New zombies with different SSG/SMG sprites, also by Turbo
- Morcillete's alternate sprites and effects mod featuring JoeyTD and Xim's edit of the Terminator: Rampage rifle sprite and various sounds from SoundBible.com
- SidDoyle's Dark Doom lighting/flashlight mod and Droplets blood mod
- Hellstorm Archon's ambient music pack
- Quake-style view tilting and "springy" aiming inertia mods
- Sound pack from HD's May 4, 2015 update (2.7MB)
This mod was never designed to actually allow the player to win anything and may make it literally impossible to advance through some maps. For convenience I've included a list of a few maps that seem to work better than others.
- D1: E1M1-4 not counting 9; E2M2; E3M1-3 (load doom2.wad as a pwad to fill in the missing sprites)
- D2: Map01 through Map06, Map12, map14, Map15, Map31
- Sergeant_Mark_IV's maps: After the Holocaust, Neighbourhood From Hell, City Assault
- Hatomo Battles the Yomi Demons
- Revolution!
- Mars War
- Garrulo
- Recon ReDuX
- CAMPE.ZIP
- Suspended in Dusk (Map01)
- Fragport
- Congestion 1024 (at least for the first couple maps)
Lolazer's first two mapslinks unavailable- Hockdudu's CoD4 killhouse
- Ed_C's Twilight of the Gods (nomonsters deathmatch or weapons testing ONLY)
- Luca Mugnaini's house
- Flashback To Hell
- Remain 3
- Dreadful
Basically, whatever gives you decent cover against hitscans and doesn't assume the player can only win through actively dodging things while they're moving towards them (e.g., early maps designed for when even newbies were using keyboard controls) should be beatable on medium.
Type
Monster/weapon/player mod
Single/coop/deathmatch
Some new sounds
Minimal new graphics
Comprehensive replacement - not designed to be compatible with other weapon, monster, gore or other enhancement mods
One-line summary
Ghosts & Goblins meets Ghost Recon. In Doom.
Description
HD changes the entire dynamic of Doom gamplay by doing the following:
- First, it gives the player better weapons: along with the pistol, you get grenades, medikits, and at least one of more than 8 possible primary weapons of your choice. Then it reduces the spread of every weapon, most notably the shotguns, to make it much easier to kill at longer ranges. The weapons themselves do more damage, too.
- In return, though, it makes the Doomguy move more like a real human being. Compared with the monsters he is now only above average in speed, and will have some difficulty firing while running. Getting hit is going to be a lot worse, especially since everyone else's firepower is increased to kill as efficiently as you!
- On the bright side, your logistical problems are greatly ameliorated. You naturally regain health over time (the rationale being that you're taking stress and fatigue as well as actual wounds), and zombies of all kinds drop much more ammo - in addition to the fact that you're already using less than before.
- What you pick up and when you pick it up are also much more under your control. Medical pickups and light amp goggles can be picked up and kept for later on in the level. You also must manually pick up items, giving you even more control over your resources.
- These changes all lead to your in-game risks being front-loaded: your timing, positioning, and ability to anticipate attacks in any single fight are much more important than your strategic timing of when to use which pickup. One mistake can kill you immediately, instead of just hurting your chances two or three firefights later. This kind of play can be a bit more stressful than the way Doom normally plays, but it makes each kill that much more rewarding.
Also, just because it seemed appropriate at the time, here's an 8-bit remix of Tyrant:
