ScoreDoom 7 Year Anniversary Bonus Pack Release

Wow, Scoredoom is now 7 years old. Time flies, and after finishing development of the mod a few years ago, the mod’s Bonus Pack has been updated a few times since then, to add more variety of enemies to the action, which this 7 year anniversary release culminates with. A russian modder has expressed interest in porting  ScoreDoom to Zandronum when Zandronum 2.0 comes out, and I will update here when development is underway. I will have no involvement in that development.

Scoredoom started out as a personal hobby to make my favorite game more fun, and re-playable. What started out as an arcade style scoring system with local hi score tables, evolved into online hi score tables and optional custom enemies and power-ups (artifacts) with the ScoreDoom Add-On Pack, along with a competitive cooperative multiplayer scoring mode. This content, along with the ScoreDoom announcer voice (The Bloodbath announcer from the epic game Blood), was derived from the many wad authors and content creators in the Doom community, some of which borrowed content from older games like Blood and Duke Nukem 3D etc… The impetus behind Scoredoom was to extend the fun of the original Doom, without changing it. So more time as been spent tweaking gameplay balance and enemy selection with the Add-on Pack and Bonus Packs to keep the feel more ‘Doom-like’, than actually developing the mod itself, due to the sheer amount of new enemies (nearly 400 now). You can change and tweak these custom enemy and barrel and artifact selections through the sdcustom…. .ini files to your hearts content.

You can grab the Jubilee release from:

There are now 2 bat files included, one called gzscoredoom-bonuspack.bat to launch the ‘official’ playtested Add-on pack and Bonus pack enemies and powerups, and the second called gzscoredoom-combined.bat which basically loads pretty much everything in the add-on pack and bonus-packs.

gzscoredoom-bonuspack.bat is recommended. The selections in the sdcustomBonusPack.ini in this release have been heavily worked on to be even more ‘Doom-like’ without losing variety and keeping the gameplay challenging.

This release is the culmination of the last 2 recent releases,and thanks to BrickGolem for the tip, 8 new enemies have been added, and the Cyberdemon and Baron Of Hell ‘Boss Rush’ chains have been lengthened even more. A new barrel replacement is included as well, a Plasma Tech Barrel that can cause some extra mayhem. To play on the hi score server, you cannot use the Bonus Pack, but the Add-On Pack is fine.

The ‘F.A.Q.’ section, ‘Gameplay Concept’ sections and Forums on have a ton of information and help on scoredoom and the nuances of the sdcustom…ini files and other configurations. But here are some extra tips:

  • Newer wads may not work with ScoreDoom, this is because they may contain a ‘MAPINFO’ lmp section that ScoreDoom’s older ZDoom based engine cant read. Easiest way to fix this, is grab SLumpEd from, open up the wad and select the MAPINFO section and delete it, and save the wad.
  • In the sdcustom…ini files, setting sd_artifact_chance to a value lower than the default 7 (0 means no artifacts) is probably preferable for regular wads, but for harder wads like Hell Revealed, 7 is usually best.
  • sd_kill_artifact_chance is the chance that when a monster dies it will drop an artifact. default is 0, but can be used in conjunction with sd_artifact_chance which is the chance a monster drops an artifact when it spawns.
  • When playing the SpiderMastermind Boss Rush on map E3M8 ‘Dis’, once in a great while, the next spawning Flying Boss may ‘disappear’. It hasn’t, it will spawn at the location where the original boss appeared but up in the air above the ceiling, just fire a weapon to get it to ‘see’ you.
  • Try adding MadBarrel=1 to the ExplosiveBarrelReplacements section, and setting sd_rep_explosivebarrel_chance=100 in the sdcustom..ini files for some fun :-)
  • If you don’t care about local or online hi scores, setting sp_random_custom_monsters=true in the sdcustom…ini files will randomize custom enemy replacements per play, just like in multiplayer competitive cooperative.
  • Yes, gzscoredoom (as well as ScoreDoomST) can be played multiplayer competitive cooperative, which it is also designed for and is recommended over a LAN or fast internet for 2 to 4 players. Make sure that all players are loading the same sdcustom…. ini file.

For a host player at to play a 2 player game to start on map 3 of Deus Vult, the command line would be something like:

gzscoredoom.exe -iwad doom2.wad -file sdgldefs.pk3 dv.wad -host 2 -warp 3 -skill 4 -netmode 1 +dmflags 1048576 -sdmconfig sdcustombonuspack.ini

For the joining player(s), the command line would be like:

gzscoredoom.exe -iwad doom2.wad -file sdgldefs.pk3 dv.wad -join -warp 3 -skill 4 -netmode 1 +dmflags 1048576 -sdmconfig sdcustombonuspack.ini

Note that its assumed that the add on pack and bonus packs are in the skins directory. The sdgldefs.pk3 wad is required to fully use opengl lighting within the game, and cannot be loaded from the skins directory.

Anyways, thanks to everyone for posting hi scores on the Hi Score Server for me to try and beat (The Green Herring I hate you! ;-P) as well as all the feedback over the last 7 years. Cheers & Adios!


Another Bonus Pack Update.

Thanks to a forum member for pointing out some cool custom enemies that come from the creative mod developers in the modern doom community like Sergeant Mark IV and his Brutal Doom, and Eriance with his Demon Eclipse mod. Both amazing examples of what can be done with modern source ports like ZDoom & Zandronum. This sort of gave me a second wind to make another update.

If you havent checked out these mods, I highly recommend them.

This update has a real cool new boss, it is a Cyberdemon replacement called Juggernaut from Brutal Doom. It will show up in the Cyberdemon Boss Rush chain as well.


If the Juggernaut is not shredding you with it’s dual heavy chainguns, or its rocket delivery system, it will flatten you with it’s tank tracks, so dont get too close. Its amazing to see the tricks that people can use in the AI modding available in Zdoom engine to pull off cool behaviour, and this enemy is no exception.

There is the Corpulent, AracKnight, and Guardian from Demon Eclipse, as well as an awesome sprite update to the Inferno from that mod. Eriance’s spriting talent with these enemies is amazing. Like with the Juggernaut some changes were made to balance the new enemies with the rest in the pack, The Corpulent fires rockets now.

Finally there is the Zombie Missile Tank from Realm667 which I missed in my last update, as well as a fix for the PyroImp’s tacky death animation  which looked like crap. Also remove the ‘Bad’ flying skulls with wings, they also looked stiff and crappy.

This is for regular ScoreDoom only, not ScoreDoomST



Bonus Pack updated, and the (possible) future of ScoreDoom

So, I decided to add some new monsters to the Bonus Pack. The new version is ’2bb’, I wanted to call it v2b but the old version was already called that :P . This is only for regular Scoredoom (gzscoredoom), not ScoreDoomST.

Anyways, thanks to Realm667 and a little free time:  Minigunner, Former Ranger, Shadow Trooper, Baby Cacodemon, Former Scientists Pack 2, Hazmat Zombie, Phantasm, Exterminator ,Blood Skull, Rifle Commando, Weakener & Slaughterous have been added to the bonus pack. Actually, due to the age of the current scoredoom build a few of the monsters needed compatibility tweaking, as well as other tweakening to fit into Scoredoom. In some cases, unfortunately, this requires a more simplified AI, due to newer features not supported by the older engine (Over 5 years old now).

The good news is Scoredoom & ScoreDoomST is in the process of being ported over to the latest versions of gzdoom and zandoranum by a russian developer. There is no ETA, since they are waiting on Zandoranum 2.0 to come out first. I will not be involved in any development or support for that release.

Back to this release, the other change when using this new bonus pack is that the  Repulse sphere will not cause the screen to go gold. It now dims the screen a little like with the half damage and quarter damage powerups. Felt the gold screen was a bit OTT for this powerup :-)

You can grab it from the download page at



Check out the SD-BONUSPACK-README.txt in the archive first.

You will notice that there are multiple  ’ini’ files that you can use to configure custom content with scoredoom. The readme above goes into it on how to set everything up. Some of the add-on pack content had been deprecated, and the use of sdcustomBonusPack.ini is recommended, but if you want to see virtually every custom monster and powerup available in Scoredoom, you can create you own ini file:

1. For each entry from sdcustomCombined.ini from ArtiReplacements section and down, copy the lines from that section and into the equivalent section in sdcustomBonusPack.ini.

2. Check for any duplicates (this doesnt really matter, but you can remove duplicates if you want, as duplicates only merely double the chance of a monster or powerup occurring). If you are using Bonus Pack, use ShieldSphereBP instead of ShieldSphere, if you dont like the Gold screen color when Repulse is activated.

3. Save the ini to a new file name. You can use ‘sdcustom.ini’ for scoredoom to load it w.o. needing a bat file.

Bonus Pack Updated and Info for Running ScoreDoomST Servers

gzscoredom and scoredoomst bonus packs have been updated to include several new monsters, thanks to the contributors at Realm667 and others! A couple showcased below:

Volacubi, mancubi who can fly

Arachnorb Queen, bossy new boss

The bonus pack is not compatible with the gzscoredoom hi score server. Usage:

'gzscoredoom -file sdgldefs.pk3 -sdmconfig sdcustomBonusPack.ini'

Or rename sdcustomBonusPack.ini to sdcustom.ini to load bonus pack content by default.

For including on scoredoomST server, please check out ‘SDST-BONUSPACK-README.txt’ in the archive for instructions.

On the topic of ScoreDoomST servers, after much playing myself, I have seen that the current  Skulltag 0.97c2 codebase that ScoreDoomST is built on just does not cut it when playing with the add-on pack & bonus pack with wads like Hell Revealed 2.

Once the monster count gets high (like MAP07 of HR2), the server gets noticeably unstable with all the add-on pack content, and you can expect frequent crashes. Not sure what is causing it, or if running on better hardware helps (doubtful), but its safe to assume, that when playing wads with high monster counts, you should either not play with the packs, or play with a stripped down enemy selection.

‘Regular’ wads and levels with ‘standard’ mnonster counts(like Doom 2) should be much more stable with the packs.

A solution would be to upgrade to the code base to use Zandronum, but this will not happen. Another solution if you want to play co-op with a friend on LAN or both on fast internet, is to use gzscoredoom. That should be fine as long as both players have fast network and can coordinate the connection steps.

So if you want to play slaughtermaps with scoredoomst with add-on/bonus-pack content, just edit the custom monster config for the server and only include the enemies you really like , and see if that helps stability.

ScoreDoomST Double Impact Weekend 1/26/13-1/27/13

2 ScoreDoomST servers are up and running

Click on image to download

Double Impact is a modern take on Doom’s ‘Knee Deep in the Dead’. It is much more difficult and has a high monster count. It is a modern classic.

You will also need the Ultimate Doom IWAD and the latest version of ScoreDoomST from

For more information on how to use ScoreDoomST, it’s launcher IDESD, and how to reset scores in-game, please check out the ScoreDoomST FAQ

If you have headphones and mic, we are using TeamSpeak 3.  Please join us at in the ‘The AFKave’-> ‘Doom/ScoreDoom’ subgroup. Thanks to The War Renegades Clan.

Servers are running all over the weekend, but we will try and meet for the following time. If you cannot join on port 10666, try port 10667

Date: Sunday, January 27th, 2013
Session: 10:00PM GMT (4:00PM EST)
WAD: dbimpact.wad
Maps: 9 (e1m1-e1m9)
Mode: ScoreDoom Co-Op
Pointlimit: First to 100,000 points wins.
Server:, port 10667 for regular monsters, port 10666 for custom Add-On Pack monsters and powerups.
Players: 8 per server


ScoreDoomST Major Patch (updated to ScoreDoomST97c2R5g)

ScoreDoomST has received a patch to fix a major glitch with the chain bonus code.
Subsequently ScoreDoomST97c2R5g is not network compatible with earlier versions of ScoreDoomST.
Grab from the download page.

ProTip: Restarting Games (Resetting Scores)

To restart a scoredoom game and set the points to 0, (say when new players join), a player must call a MAP vote (via Multiplayer->Call Vote menu) to restart the map or load a new map, Or a player with admin access can (re-)start the map themselves.

More Updates, Memorial.wad support and even better Boss Rush

Memorial.wad, all Doom 2 maps combined into 1 level

Scoredoom and ScoreDoomST have both been updated, along with their bonus packs. Grab from

By default all scoring notifications and messages appear centered in the HUD, opposed to being on the left. This suits the mod much better.

For gzscoredoom, memorial.wad is now properly supported with a new compatibility flag you can turn on (via options-> compatibility flags menu) which fixes the hitscan bug for that wad. So go ahead and set a hi score for that bad boy. Grab it from:

Boss Rush for gzscoredoom and scoredoomst have been improved some more. More enemies, and Boss Rush for scoredoomst has been optimized to make the server more stable for clients to join during Boss Rush. For ScoreDoomST the bonus pack is now called SD-BONUSPACKV2.WAD

Finally the Hi Score Server supports the latest Community Chest 4 version that came out.



ScoreDoom and ScoreDoomST Bonus Packs & Other News

New Bad Ass Bosses, like the Supremator

New Bad Ass Bosses, like the Supremotaur

ScoreDoom & ScoreDoomST both have been updated with a Bonus Pack.

  • The pack contains 30 new enemies, and a second Boss Rush for Spider Masterminds,
  •  Makes the original Boss Rushes more challenging, and has various other fixes for the Add-On Pack, like removing the HellSmith & Thamuz cheap area-quake attacks.
  • gzscoredoom.exe & scoredoomst.exe both have a new dmflag variable called ‘No Altfire’ which disables alt-fire modes added by ScoreDoom
  • This gzscoredoom.exe is NOT compatible with the hi score server, The Bonus Pack is meant for your own personal games or co-op games.
  • gzscoredoom version has 2 other ‘sdcustom.ini’ files. One containing the bonus pack additions (sdcustomBonusPack.ini), and another containing everything, the bonus pack additions AND everything from version 2.x removed in version 3.x (sdcustomCombined.ini)
  • Grab from
  • See SD-BONUSPACK-README.txt and SDST-BONUSPACK-README.txt for more information and usage instructions.
  • There are 2 ScoreDoomST servers running at One on port 10666 running Ultimate Doom with the latest bonus pack content and primarily Boss Rush levels. Another on port 10667 running standard Doom2 content, but the first to 100,000 points wins. So fire up IdeSD and join in. Contact me at gkrantz <at> gmail <dot> com if you have any problems playing or connecting.

Finally I plan to get the latest version of Community Chest 4 onto the hi score server and also add some other wads over the holidays.


Pistol Start Mode Patch

ScoreDoom3.0R4Hc README
Pistol Start mode patch
Thanks to GreenHerring for finding a quirk in Pistol Start mode where the real health of the player didnt seem to get reset to starting health at the beginning of the next map, though the health status bar seemed to indicate that it was. So this patch was added to ensure that the health was definitely reset in pistol start mode.

Grab from the ‘Download’ Page on

Source Code change in g_game.cpp, under line 1192 added:
if (do_sd_piststart)
p->mo->health = p->mo->GetDefault()->health;

4 new wads added to hi-score server

Added the very fun and fresh take on doom2, ‘doom2-4xbigger.wad’:

The enemy count increases by 9 too! (see video in that thread). Grab the support files and wad itself to play with extra jump height from the download page on If you like that, check out memorial.wad too, which is upported by scoredoom high score server, all doom2 maps joined into 1 map!

The second wad is Khorus’  Ultimate Doom Episode 1 – Episode3 replacement ‘Base Ganymede Complete’ So prepare yourself for some Add-on pack Boss Rush mayhem!

Added Hellcore2.0 a revised and revamped 12 map megawad of the the original 32 map Hellcore megawad

Finally Survive in Hell (release 1), download from

Its been well accepted by the community, as an extremely well done ‘Hell Revealed’ inspired megawad.