Doom 2 Wad 1.9


Enslavement v2 for Doom2 V 1.666-1.9 Set of levels with some new graphics, 3 new monsters with new sounds, 1 new weapon (very powerful), and imported music from Heretic and Doom 1 (sets the mood).

Doom 2 Wad 1.9 Download

  1. Doom Wad Station is THE site on the internet for Doom and Doom2 total conversion wads, utilities, animations, screenshots and more. Freedoom — Download Freedoom: Phase 1+2: Phase 1 is the first part of the single-player game, containing four chapters which are nine levels each, smoothly paced for beginner players.
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  4. Doom2.wad 1.9 Download. Doom wads free download - Doom, TCP/IP Doom LANcher, Doom 95 demo, and many more programs.

ZDoom now comes in multiple flavours! The primary port, GZDoom, sports advanced hardware (OpenGL) and enhanced software rendering capabilities, while the port LZDoom serves as an alternative with a different feature set, detailed below. Although the parent ZDoom codebase has been discontinued, the latest official release is available here for posterity.

GZDoom is the latest version targeting current systems with modern graphics hardware. (Vulkan/OpenGL 4.5 capability recommended, but the minimum requirement for the hardware renderer is OpenGL 3.3, the minimum for the software renderer is Direct3D 9)

LZDoom is based on an older version of GZDoom. It does not provide all features currently supported by GZDoom but in turn is capable of running the hardware renderer on older hardware which does not support modern OpenGL features.

Want more features? Get more out of GZDoom! The release builds are not all that GZDoom has to offer. If you want to stay ahead of development, try out some Dev Builds and be the first to try out the newest features in development, before everyone else does! In doing so you can help to ensure releases are smoother, by reporting any bugs that you may find! LZDoom Builds also available!

GZDoom v4.6.1
Primary | 2021-07-25
LZDoom v3.88a
Alternative | 2021-08-08
ZDoom v2.8.1
Discontinued | 2016-02-21

For help getting started, see the online documentation in the wiki. You need to provide your own game IWAD. If you do not have a copy of a doom-engine game, the easiest way to obtain them is to purchase them from Steam or GOG. When you download them from either of these stores, ZDoom will automatically find them.

Support

ZDL

Want a simple launcher to make using ZDoom easier? Try this.

Editing

Everything you need to start creating ZDoom mods.

SLADE 3

A full-fledged level and resource editor for Doom; which supports most *ZDoom features. Available for Windows, Mac, and Linux.

Ultimate Doom Builder

A level editor with complete support of *ZDoom features. Windows-only.

ACC 1.58 Windows Version

ACS script compiler for use with ZDoom and/or Hexen. This is not the version of ACC released by Raven. It supports all of ZDoom's language extensions.

ACC 1.58 Mac OS X Version

Mac OS X version of the ACC script compiler. Command-line utility only; requires terminal to run, no .app package included.

ACC 1.58 Linux Version(32-bit)

Linux version of the ACC script compiler. Command-line utility only; requires terminal to run.

ZDBSP 1.19

This is a standalone version of ZDoom's internal node builder. Its most important feature is that it knows about polyobjects, but it can also build GL nodes if you don't want to wait for glBSP to do it. At the time of writing, it is also the only nodebuilder with UDMF support.

Utilities

These tools support a few special editing and playing scenarios.

WadSmoosh

Merges your Doom IWADs (Doom, Doom 2, Final Doom, Master Levels, etc.) into a single IWAD, allowing players to switch between games without relaunching.

WadExt

A command-line utility that extracts the contents of a WAD to a (mostly) pk3-compatible folder structure. Useful for converting old mods or setting up advanced development workflows.

MAPINFO Converter

This is a command-line utility written by Graf Zahl to convert old-format MAPINFO lumps to new-format ones. See the original forum thread for more information.

This package contains both a Windows binary and source code.

Misc Editing Utilities

Includes the programs zwadconv, swantbls, and listacs. Zwadconv converts old maps to the Hexen format used by ZDoom natively. Swantbls creates SWITCHES and ANIMATED lumps used by BOOM. Listacs is an ACS script disassembler (not decompiler).

Utility Source Code

Contains the source code for the editing utilities.

Historical Versionsof DOOM.EXE From 0.2 To 1.9

Miscellaneous

The following files are mostly of historic interest.

ACC 1.58 Source Code

This is the latest source code for ZDoom's version of ACC. It includes both a makefile for GCC and a project file for Visual C++ 6, so you can build a Windows, DOS, or Linux version. It is also available on its GitHub repository.

ACC 1.58 WadAuthor/DOS Version

This version of ACC is only if you're old-school and using WadAuthor or a DOS-based editor like ZETH.

FluidSynth DLL (version 1.1.6)
(64-bit version)

ZDoom supports using FluidSynth for MIDI playback. To use it, extract libfluidsynth.dll to the same directory as zdoom.exe and then configure it from within ZDoom. FluidSynth is bundled with GZDoom since v3.1.0, so this separate download is only useful for older versions.

TiMidity++

ZDoom supports using TiMidity++ for MIDI playback. To use it, extract timidity.exe and timidity.cfg and read the instructions. TiMidity++ has become an internal player integrated within GZDoom since v3.3.0, so this separate download is only useful for older versions.

TiMidity++ Source Code

This is the source code for ZDoom's custom version of TiMidity++. Alternatively, a patch with the custom changes can be downloaded and applied on the original TiMidity++ source code.

WadAuthor Configuration Files

Contains a wcf file for use with WadAuthor.

ZDBSP 1.19 Source Code

This is the source code for ZDBSP 1.19. The build system uses CMake, so you can generate project files for any version of Visual C++ from 6 up or several other IDEs, or you can create Makefiles as well. It is also available on its GitHub repository.

ZETH 4.17 Level Editor

A DETH-based editor for ZDoom that runs in a DOS box. Comes with minimal documentation. If you don't already know how to use DETH, you should go find a good tutorial that explains it. If you plan on doing any ACS scripting, you should be sure to also download ACC below.

ZETH 4.17 Source Code

This is the source code for ZETH. Hopefully somebody will find it useful.

Old (1999) Demonstration WAD

Shows off some of the features that were new as of ZDoom 1.22.

Old (1999) Editing Reference

Downloadable copy of the Editing Reference for offline viewing. This has only been updated for ZDoom 1.22. For ZDoom features added since then, you should consult the wiki documentation instead.

We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
< Doom II: Hell on Earth (PC)

This is a sub-page of Doom II: Hell on Earth (PC).

Seven official DOS versions of Doom II exist: 1.666, 1.666 German, 1.7, 1.7a, 1.8, 1.8 French, and 1.9. The German version of 1.666 uses a different executable and its copy of DOOM2.WAD omits the MAP31 and MAP32 secret levels. 1.7a only changes the phone number listed on the ENDOOM text screen displayed in DOS after exiting the game. The French version of 1.8 has received a full translation.

In addition to these, there is also a bootleg copy of 1.666 which was leaked prior to the official release of the game, which the upgrade patches are not compatible with, but has no known differences with the official 1.666 release. The 1.3 through 1.6 beta versions of Doom also have partial Doom II support, as the game was in development when those betas were published.

The source for the Linux port was released publicly—this was released as version 1.10. The source code to Doom 3: BFG Edition has also been released; its Doom Classic engine is version 1.11.

Wad
  • 2Maps
  • 3Graphics

Engine

  • Version 1.7 fixes the Soundblaster/Adlib music crash.
  • Versions of the engine not running on DOS or Linux support higher resolutions than 320x200.
  • The 'Doom Classic' engine used for the Xbox Live Arcade release, later re-used for Doom 3: BFG Edition and Doom Classic Complete, increases several of the engine's internal limits in order to support the new No Rest For The Living expansion, which has significantly more detailed maps than the original engine can run.
  • These limits were further increased in the January 2020 patch for the 2019 re-releases, in order to better support the curated custom content (specifically John Romero's SIGIL, which goes beyond even BFG's expanded limits).

Maps

To do:
Enemy and possible item differences between revisions.

Level 1: Entryway

v1.666 - v1.7a, v1.9
v1.8
v1.666 - v1.7a, v1.9
v1.8

For whatever reason, the entire map was shifted southwest, closer to the 0, 0 coordinate, in version 1.8. As a result of this, some flats became unaligned. The map was shifted again in version 1.9 to fix the flat alignment. Things were also shifted, but not by the same amounts, meaning they have slightly different positions in relation to the map geometry in each version.

Level 2: Underhalls

v1.666
v1.7 onward

In v1.666, there was a door made of silver bars which blocked the alcove with the switch that opens the western half of the map, similar to the red key bars that remain in the opposite alcove. These were removed in v1.7 and a monster blocking line was put in their place to keep the shotgun guy contained.

v1.666 - v1.7a, v1.9
v1.8

Like Level 1, the entire map was shifted southwest to be closer to the 0, 0 coordinate in v1.8. And once again, some flats became unaligned, the most obvious being the secret teleporter. This was fixed in 1.9.

Things were shifted too, with hilarious results as several enemies ended up stuck in the walls. These were also mostly corrected for v1.9, with the exception of a single shotgun guy who is still stuck in a barrel near the blue key.

Level 3: The Gantlet

A new secret area was added to the room with the blue armor and shotgun in v1.9. It contains a teleporter to a small room with a backpack and door to the central area.

Level 5: The Waste Tunnels

In v1.9, the lift near the start that drops the player into the dark tunnel can be activated from inside the tunnel.

Cached

Entering the area to the right of the lift that drops you into the tunnel closes the door behind you. It can be reopened with a switch in the alcove closest to the door. Originally, entering the room with the mega-armor would also close this door. Since the door switch is one-time use, this was basically a trap and the player would be forced to leave this area through a tougher section of the map. This was changed in 1.9 so that entering the mega-armor room doesn't close the door.

Level 6: The Crusher

The 2019 re-release of the game removed the linedef actions from the door track of the red key door, which could crash the game if interacted with.

Level 11: Circle of Death / The 'O' of Destruction!

A hard difficulty Arachnotron was originally stuck in a wall in the outside section right before the first arch-vile of the game. It was finally freed in v1.9.

v1.666 - v1.8
v1.9

The area around the switch that grants the player the rocket launcher and entry into the final area of the map was modified in v1.9. Originally, all this switch did was lower the rocket launcher and the barrier preventing entry to the final area. The player was forced to find a switch in the nukage pit to get back up onto the central 'O' structure, then run from the center of the 'O' to jump across to the newly accessible ledge. This was made significantly easier with the addition of a new wall which lowers alongside the rocket launcher and barrier, and allows the player to walk over to the ledge leading to the final area rather than having to make a tough jump.

Level 14: The Inmost Dens

v1.666
v1.7 onward

The ceiling in the crusher room with the rocket launcher has been raised by 32 units in v1.7. This reveals a missing upper texture.

Near the center of the map there is a set of door and lift bars which open as the player runs towards them. In v1.666, the trigger lines for these were closer together than in 1.7.

Level 15: Industrial Zone

A single zombieman located to the northeast of the central tower was removed from this map in v1.7.

Doom 2 Wad 1.9

Level 17: Tenements

The teleporter in the lava pit with the caged arch-vile originally did nothing in single player and teleported the player to the dark cave area near the yellow skull in multiplayer. In v1.7, the teleporter was changed to teleport to the central pillar with the supercharge instead.

Level 18: The Courtyard

v1.666
v1.7 onward

There was an entire linedef missing from one of the metal boxes near the yellow skull in v1.666, which was fixed in 1.7.

Level 24: The Chasm

v1.666
v1.7 onward

The back side of the lift which lowers to reveal the teleporter out of the red skull room was originally untextured. This was fixed in 1.7.

Level 25: Bloodfalls

The blood pillar with a revenant on top could only be lowered from the side closest to the lift in v1.666. V1.7 made it so it could be activated from all sides.

v1.666
v1.7 onward

The lift near the blood pillar originally used the same tan stone as the surrounding walls. It was replaced with a gray stone texture in 1.7, making the lift more obvious.

The blue door was highlighted with a bright, blinking light in v1.7.

v1.666
v1.7 onward
v1.666
v1.7 onward

Some walls in the side rooms before the metal room with the megasphere have had their textures changed to match the surrounding walls in v1.7.

Every version from 1.7 onward and 1.666 German have 2 secrets in this map.

Level 28: The Spirit World

Three deathmatch spawns were added in v1.7. The one in the scrolling spine room was moved slightly.

Level 29: The Living End

Co-op starts were added in v1.7.

Level 31: Wolfenstein / IDKFA

All secret areas were updated to count towards the secret total in v1.9.

This level has been renamed 'IDKFA' in Doom 3: BFG Edition and Doom Classic Complete. The Wolfenstein SS enemies have been replaced by zombiemen: Since the XBLA and Doom 3: BFG Edition versions of Doom II can play network games with one another, this will cause the game to de-sync in this level. As of the January 2020 patch for the 2019 re-release, the Wolfenstein SS enemies have been restored to their original locations.

Level 32: Grosse / Keen

Like in level 31, the four pillars that can be raised to reveal goodies, along with the two side areas, were updated to count towards the secret total in v1.9.

This level has been renamed 'Keen' in Doom 3: BFG Edition and Doom Classic Complete. Like level 31, the Wolfenstein SS enemies have been replaced by zombiemen, and this will cause desyncs when playing with the XBLA version. As of the January 2020 patch for the 2019 re-release, the Wolfenstein SS enemies have been restored to their original locations.

Level 33: Betray

The Official Doom FAQ

When the classic Doom games were ported to the Xbox as part of the Collectors Edition of Doom 3, the programmers responsible decided to slip in a couple of ancient levels they made back in the day. The included version of Doom II contains Betray, a 1995 level by Michael Bukowski.

In level 2, grab the red keycard, drop down, and enter the northeast chamber that has just opened up. Walk up to the narrow, stone wall in the northwest of this chamber, and press on it to be sent to Betray. Once you complete it, you'll be sent ahead to level 3.

This map is still included within the IWAD in the Xbox Live Arcade, Doom 3: BFG Edition, and Doom Classic Complete versions of Doom II. The exit that leads to it was removed in the console versions, making it unused. Interestingly, the exit is present in the version of Doom II included in the PC version of Doom 3: BFG Edition, but the code to go to level 33 is not, so it will either take the player back to level 1 or restart level 2, depending on which level the game was started on.

No Rest For The Living

The Xbox Live Arcade, Doom 3: BFG Edition, and PSN Doom Classic Complete ports of Doom II feature a new nine level expansion from Nerve Software. Strings for its level name and end text have been added to the executable, along with code to make its secret exit in level 5 function. Additionally, its PWAD contains new intermission map name graphics.

To do:
What about PSN?
LevelXBLA Music
1Message For The Archvile
2The Dave D. Taylor Blues
3DOOM
4Shawn's Got The Shotgun
5Into Sandy's City
7Into Sandy's City
8Shawn's Got The Shotgun
9The Dave D. Taylor Blues

This expansion has its own music track assignments in the XBLA version. Doom 3: BFG Edition reuses the standard Doom II track assignments, and as a result, only level 6 plays the same music in both versions.

The 2019 re-release of Doom 2 lets you download No Rest For The Living as an official add-on. It adds a DMAPINFO lump defining level metadata (name etc.), allowing it to use the track assignments from the XBLA version and changing the sky graphic to SKY3 (the Hell sky) after the first three levels.

Graphics

Red Crosses

Original PC, XboxXBLA, BFG Edition, PSNPS4, Xbox One, Switch, PC (Bethesda.net)

Starting with the Xbox Live Arcade release of Doom II, the red crosses on the Stimpack, Medikit, and Berserk powerup were replaced by a red and white capsule. As of the January 2020 update for the 2019 re-release, the graphics have been re-replaced to use the original artwork but with a green cross instead of a red one.The overall changes to the health items were by and large done to avoid legal problems with the Red Cross Organization, who are infamously strict with the use of red crosses in media.

Wolfenstein Patches

Original PC, Xbox, XBLABFG Edition, PSNPS4, Xbox One, Switch, PC (Bethesda.net)

The WOLF patches with Nazi symbols, used in the secret levels, were replaced with their blank wall equivalents in Doom 3: BFG Edition. As of the January 2020 patch for the 2019 re-release, the graphics have been re-replaced with modified versions of the original graphics - the Hitler portrait has had its mustache removed, and all swastikas have been replaced with a triangle emblem from the censored German release of Wolfenstein: The New Order.

All of the Wolfenstein SS enemy's sprites except for parts of the gibbing animation are replaced with poorly offset copies of the zombieman's first forward facing frame in the PC version of Doom 3: BFG Edition, but oddly not on Xbox 360. As of the January 2020 patch for the 2019 re-release, the Wolfenstein SS has been restored.

Menu Text

Original PCBFG Edition

Several menu strings were updated for the version included in Doom 3: BFG Edition. The previously unused episode selection graphics leftover from Doom are re-purposed for selecting which expansion to play. The updated engine removes the screen size and detail options, and graphics related to these were replaced with ones that read 'Gamepad:' and 'Fullscreen:'.

Graphics have been added for a new menu, which is displayed instead of the original text strings when quitting the game. They allow you to accept/cancel quitting, or go back to the Doom 3 BFG Edition game selection screen. Interestingly, these are only present in the Doom 2 IWAD, despite also being used in The Ultimate Doom, meaning the engine always loads them from DOOM2.WAD.

Level Names

Original PC, Xbox, XBLABFG Edition, PSN

New graphics obviously had to be made for the secret levels' new names in Doom 3: BFG Edition. The original names were restored in the 2019 re-release, but the graphics lumps in the WAD were not changed (as the names are now displayed using a sprite font in Unity's UI system).

Betray's name is also present in the Doom 3: BFG Edition IWAD.

Audio

Original PC, Xbox, XBLA, PS4, Xbox One, Switch, PC (Bethesda.net)BFG Edition, PSN

Evil Incarnate and Ultimate Conquest, the two music tracks based on ones from Spear of Destiny and Wolfenstein 3D, which are used in the secret levels and ending cast of characters, were replaced with copies of DOOM, the music played in levels 5 and 13, in Doom 3: BFG Edition. The 2019 re-release restores the original music since launch.

Original PC, Xbox, XBLAPS4, Xbox One, Switch, PC (Bethesda.net)

As of the January 2020 patch for the 2019 re-release, the Wolfenstein SS's sight sound has been partially redubbed (the first part is kept, the second part is voiced by Mike Rubits), so that they now say 'schutzkämpfer' instead of 'schutzstaffel'. Their death voices remain the same.

(Source: Unofficial Change Log v1.01 (DOS Doom II differences))
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