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DOOM NG (New Generation DOOM)
get yourself some new tools, without forgetting the old ones...
8.2 MB
WAD Type
Archive Maintainer      : please replace the currently-archived copy of this modification with this new one
Update to               : in /combos subdirectory, this is RELEASE #22+++!
Advanced engine needed  : GZDOOM 1.6.0 (OpenGL renderer)
Primary purpose         : Single play
Title                   : DOOM NG (New Generation DOOM)
Filename                : pkphirsl.wad, rslengee.wad -> rslengee.pk3;
                          Alt\rslngap0.wad .. Alt\rslngap9.wad for alternate palettes/font sets (optional);
                          Alt\rslngams.wad for alternate mugshot (optional);
                          Alt\rslnghud.wad for visor HUD (optional)
Release date            : September 15, 2015
Author                  : Richard Smith Long
Email Address           :
Other Files By Author   :,,,
Misc. Author Info       : AKA "Dick S. Long"

Description             : get yourself some new tools, without forgetting the old ones...

My rationale:

When I released my mod "Revenge", I immediately received a lot of criticism for the changes
done to the standard DOOM weapons (manual reload in particular). Beyond the change of graphics and
sounds, what I had in mind most was to alter the original arsenal behaviour, introducing
slight balance alterations that would have forced you to rely more on certain weapons than before.

After having read all the comments on /IDGames, I set out to improve on my original idea,
this time with a different approach: the original weapons now retain their classic power and speed
values, reload is automatic, and to enrich the arsenal a number of new tactical weapons are introduced.
With everything rendered as smoothly as possible, taking the work of Perkristian and phi108 as the
starting base.

The result is some sort of "Revenge 2: The Revenge", but more so. :-)

DISCLAIMER: the work of Perkristian and phi108 has been collected and tidied up in a separate WAD,
            which can still work on its own. They are given full credit, along with all other
            originators of resources I have used in the mod. As usual, please let me know if
            I forgot somebody or made mistakes in this connection...


May 08, 2010: initial release.

May 27, 2010: release #2.

- fixed classic weapons primary ammo pickup bug
  (each pickup refilled the weapon magazine, thus sparing the player
   the fuss of reloading).

July 15, 2010: release #3.

- fixed custom HUD scaling.
- improved twin pistols fire rate (now more fun to use).
- *heavily* toned down armored imps.
- corrected angered soul rotations,
  toned down a bit vile skull secondary attack.
- lowered nitrogen rifle idle sound volume.
- completed player with diversified death animations.
- fixed supershotgun and rocketlauncher ammo drops.
- commented out +CHEATNOTWEAPON by popular demand.

August 28, 2010: release #4.

- optimized sprites through selective cropping.
- added ACCU and portable infrared goggles inventory items.
- added custom puffs for firearms.
- slightly improved servo-assisted minigun effectiveness.
- made inventory items durable across different levels.
- added custom player sounds.

October 28, 2010: release #5.

- bugfixed inter-modification weapon list definition.
- added custom fullscreen HUD.

November 13, 2010: release #6.

- corrected shotgun and rocketlauncher raise animation sounding.
- corrected casings of pistol and MP40.
- corrected casings of shotguns.
- corrected casings of belt-fed automatic firearms.
- corrected shock grenade bouncing behaviour.
- added 'dead Baphomet Guardian' actor to provide a (rare) magical weapon
  in DOOM / Ultimate DOOM too.
- added optional set of palettes for thematic adaptation of the modification.

February 19, 2011: release #7.

- minor sprite cleanups.
- added binoculars and sniper scope zoom/light amplification effects.
- improved servo-assisted minigun effectiveness.
- added MrGreen custom blood system (can be rolled back).

February 25, 2011: release #8+.

- added custom fonts, fixed no-ammo shock grenade deselection
  (got overlooked during reworking for the last release).

September 5, 2011: release #10.

- fixed display scaling with normal HUD.
- added HUD smooth interpolation.
- added standalone GLDEFS to pkphirsl.wad.
- beefed up sniper rifle scope fire.

October 30, 2011: release #11.

- added new custom soundset to player class.
- rationalized weapon redundancy through substitutions:
  - MP40 replaces pistol(s);
  - supershotgun replaces shotgun;
  - servo-assisted minigun replaces chaingun;
  - weirding cannon replaces plasma rifle.
- added target lock system to missile repeater.
- beefed up weirding cannon firepower.
- added knife slash death for gibbable foes.
- added weapon tag names.
- added appropriate flags to A_WeaponReady
  in the shotgun reloading DECORATE section.

February 10, 2012: release #13.

- added blend effect to player burning death.
- improved peculiar effectiveness of Liquid Nitrogen Rifle.
- fixed Missile Repeater reload bug.
- fixed Vile Skull animations.
- rationalized Dark Mana drops.
- fixed HUD fragcount.
- fixed overriding pickups behaviour / messages.
- aligned small font symbols properly.
- nerfed contact knife a bit.

April 17, 2012: release #13+.

- fixed A_WeaponReady extra calls for Contact Knife.
- reduced spawning rate of Armored Imps.
- nerfed availability and storage of shock grenades.
- added custom teleportation effect.

May 31, 2012: release #15.

- rebalanced the whole mod in terms of:
  - weapon power;
  - ammo abundance;
  - spawners occurrence.
  (this should hopefully give you good reasons
   to use all weapons, each one for a specific purpose...)
- increased player sounds volume.
- differentiated Hades Lance and Baphomet Guardian attack power.
- fixed SuperShotgun appearance in Ultimate DOOM.

July 17, 2012: release #15+.

- added custom fonts to alternate palette variations.

November 03, 2012: release #17.

- added custom alternate palette / font variation 0.

January 07, 2013: release #17+.

- added custom alternate palettes / font variations 8 and 9.
- fixed statusbar HUD counters appearance.

February 22, 2013: release #19.

- added imp riding ability (thanks Uboa!).
- integrated gloved version of the smooth PerKristian fists.

March 22, 2013: release #19+.

- made magazines ammunition independent from skill level.

June 07, 2013: release #20.

- added custom replacement mugshot to match the effected
  voice of Quake's Ranger.
- fixed behaviour of particle actors on moving flats (MOVEWITHSECTOR).
- fixed dual fire behaviour of Vile Skull.
- improved appearance of still actors whenever applicable (FORCEXYBILLBOARD).
- rationalized directory structure of the modification.
- integrated 'LeftOvers' data bank.

March 01, 2014: release #22+.

- again integrated 'LeftOvers' data bank.
- added Mike12's Visor HUD adaptation.
- added mounted imp idle sounds.
- made binoculars and sniper scope widescreen-compatible.

January 11, 2015: release #22++.

- integrated the modification with multiplayer-specific improvements.
- fixed bugs affecting multiplayer.

September 15, 2015: release #22+++.

- integrated pkphirsl.wad with smoothly-animated resources by
  Gifty et alii.
- added custom fonts to rslngams.wad and rslnghud.wad.
- improved branding of 'Alt' expansions.

The arsenal

Starting weapons: pistol, one shock grenade (and your fists, of course).

NOTE: all weapons requiring reload enter automatically such state when you try to fire with
      an empty magazine (provided you have enough ammo in store to refill the weapon).

An excellent replacement for your fists, this contact weapon allows for long-sustained melee attacks.
TACTICS: use its blade on demons and spectres, or even on former humans if you're
         running short of ammunition.
         *Special*: altfire lets you try to ride an imp and use its claws!
                    You won't be able to pick anything up, though.

pistol / twin pistols
Magazine capacity: 10 rounds (per single weapon).
Ammo type: 9-gauge bullets.
When you get another one from a former human, you can wield both in an akimbo fashion,
benefitting from increased firing speed.
TACTICS: the preferred hitscan weapon for the weakest opponents in general; quite accurate,
         allows you to spare the mightiest ammunition for stronger foes.

Magazine capacity: 40 rounds.
Ammo type: 9-gauge bullets.
This automatic weapon can be stolen from nazi guards you may encounter during yor journey
through hell. Once you find this, your pistol(s) become almost of no use since
the mp40's firing ratio is way better, only at the cost of slightly less power per round.
TACTICS: the ultimate 9-gauge weapon; quite rare depending on your quest.
         Use short sprays on the weakest targets, and you'll make the most of it.

Magazine capacity: 8 rounds.
Ammo type: 12-gauge shells.
Staple of the DOOM arsenal, always (rightfully) retaining an horizontal pellet dispersion
effect only. The reload sequence can be interrupted in case of dire fire need.
TACTICS: once the all-round DOOM weapon, now impaired by the (yet interruptible)
         reload sequence. Still the best power/accuracy ratio - recommended
         at mid-range, especially on mid-tier monsters.

super shotgun
Magazine capacity: 1 round.
Ammo type: 12-gauge shells.
Its smashing blast now sports a handy kickback effect - this is particularly useful
during one-on-one confrontations with heavier demons, in case your opponent tends
to get too close.
TACTICS: the best in case of close combat with hell nobles and mid-bosses in general. And the
         augmented kickback lets you make some room to escape when you need it.

Magazine capacity: 200 rounds.
Ammo type: 10-gauge bullets.
The chaingun now has its own firing sound, and refueling needs: it is fed by
10-gauge bullets (an ammunition type different from the one exploited by the pistol or MP40).
TACTICS: perfect in case of 'guerrilla-style' action. Let out a short burst, take cover,
         and repeat. Watch out for the belt counter, though.

servo-assisted minigun
Magazine capacity: seamless feed.
Ammo type: 10-gauge bullets.
Depicted as the natural evolution of the standard-issue chaingun, this automatic weapon
boasts an impressive firing rate and does not require reload. Its only real drawbacks
are the wind-up and wind-down delay, and the embarrassing recoil effect.
TACTICS: thanks to the impressive fire rate, it almost serves as a replacement for the plasma
         rifle, should you lack sufficient cell ammo. But you'll have a hard time keeping it
         pointed to the right direction.
         Works wonders against crowds of former humans.

sniper rifle
Magazine capacity: seamless feed.
Ammo type: 10-gauge bullets.
A special-purpose firearm: moderately powerful yet highly accurate, this is your weapon of choice
for remote targets.
TACTICS: sniping at long range - this is what it's all about, and not much more!

rocket launcher
Magazine capacity: 1 round.
Ammo type: rockets.
TACTICS: the rocket launcher has mantained its power, but not its fire rate (requires reload
         after each shot). However, it's still the most straightforward explosive weapon
         at your disposal, and you'll often revert to it despite the more powerful alternatives
         you'll find along the way.

shock grenades
Ammo type: shock grenades.
A new explosive device available to space marines, this kind of grenade can sustain a good number of
impacts before exploding. Releases a generous load of fragments upon deflagration.
TACTICS: good for striking the enemy around corners; a great asset against tougher monsters in general.
         One may be sufficient to kill an archvile, two can thrash a baron of hell - but you may want
         to practise your throwing skills, for it can bounce back at you very easily.
         Avoid wasting them on liquid surfaces!

missile repeater
Magazine capacity: 20 rounds.
Ammo type: mini-missiles.
The most effective explosive weapon designed by UAC engineers, this double-barreled, shoulder-mounted
missile launcher can emit up to 5 missiles per seconds. Unfortunately, it has first been exploited by hellspawn
(you'll find how ;-D). After having been fired, each missile weaves around for a few seconds before stabilizing on
its final trajectory, and then homes in at full speed on the target locked at the time of launch.
If no target was locked, the missile proceeds following a straight line.
TACTICS: a wonderful high tier weapon, if not for the blast damage and stabilization time required
         by each projectile. By far the best choice against fast-moving targets (i.e. revenants, archviles).

plasma rifle
Magazine capacity: 80 rounds.
Ammo type: cells.
TACTICS: the plasma rifle has retained all its old figures, and it remains the best classic rapid-fire weapon.
         The fact that it holds a magazine capacity of 80 cell units minimizes the time wasted for reloading it,
         but may still require you to adjust your old tactics a bit.

weirding cannon
Magazine capacity: 60 rounds.
Ammo type: cells.
A highly-experimental, energy-based UAC weapon whose power revolves around the exploitation of
highly-concentrated wave streams. Tests conducted on former human subjects have at best resulted in
heavily disturbing effects.
TACTICS: only really effective at mid-range, this weapon is really deadly against crowds of imps or
         former humans: first concentrate on one of them, then unleash the chain-reaction and enjoy the show!

bfg 9000
Magazine capacity: 3 rounds.
Ammo type: cells.
TACTICS: the bfg 9000 will always be the easiest weapon in the hardest situations. Yet the once-possible
         continuous fire is now no more, for the magazine weapon holds only three rounds and it's slow to reload,
         so all you HR-style players have been warned ;-)

liquid nitrogen rifle
Magazine capacity: seamless feed.
Ammo type: liquid nitrogen flasks.
A well-known physical phenomenon, a brilliant exploitation for modern warfare: this nitrogen-fueled rifle is one of
the most effective weapons designed to face the hordes of the netherworld. Its tank-fueled, seamless gas stream allows to
irreversibly freeze even the most enduring creatures, all in a matter of seconds. After a while, the frozen body shatters
in a multitude of chunks, leaving no resurrectable corpse.
TACTICS: good in every situation, but especially when an archvile is around and you don't want to let him
         find any corpses to revive.

hades lance
Power source: dark mana.
The strength of this horned staff naturally revolves around the power of hell fire. Forged out of the
darkest iron within the bowels of hell, the lance incorporates two distinct attack modes:
>one-shot fire (DRAINS HEALTH): hurls a slow, gravity-affected lava blob that explodes upon first contact.
 While its power allows the wielder to devastate an extremely large area with a single blow, for this very reason
 he is also very prone to get killed in the process.
>continuous fire: unleashes a stream of fireballs that explode upon collision, granting heavy
 localized damage.
TACTICS: generally very powerful, it is able to turn former humans into flaming torches almost instantly.
         The continuous fire mode is good for everything albeit not at close range; with the one-shot attack
         you can clean entire areas in a single round, but just after you fire the meteor, be sure to
         *run away and take cover*.
         Both fire modes need a considerable amount of warm-up time.

vile skull
Power source: dark mana.
If in the hands of the marine, the head of an archvile can become the ultimate hellish weapon -
against hell itself. Ways of obtaining an intact skull are somewhat obscure, you'll have to discover them.
>primary fire (DRAINS HEALTH): allows to exploit the vile's healing ability, resurrecting dead monsters
 to fight on your side.
>secondary fire: the skull vomits two angered spirits from its orbits, that seek for nearby creatures
 and torture them for a while before expiring spontaneously.
TACTICS: this weapons' altfire is the preferred means for dealing with large bosses.
         The healing ability can be exploited in a variety of ways: as an example, to momentarily deceive
         the enemies' fire on another target and gain time to counterattack them from another side.

the storage

UAC proximity landmine
A powerful nuclear device that can be taken around and activated whenever necessary.
When deployed on the ground, the mine enters its ready state: as soon as it comes into contact
with any moving target, it signals activation with a brief alerting sound and then explodes,
leaving a shockwave that lasts for a few seconds and continues to deal damage to the surrounding

The "Atomic-Core Cluster Unit" is the latest among UAC's ever-growing arsenal offerings, and
it is aptly named. Upon release, this electronically-controlled explosive package exhausts a short
timeout and then generates five waves of cluster explosions, that should clear the surrounding area.
To top it off, the device finally deflagrates with a small-scale nuclear explosion that should finish
the job.

UAC portable infrared goggles
A more modern version of the popular UAC gadget, these ones can be carried around and activated
whenever necessary.


triple damage sphere
When acquired, this magical sphere grants you triple damage for any weapon.
Unfortunately, its effects do not last long.


Additional color palettes/font sets are provided to load after the main modification to adapt
its colours to different quest themes (from sci-fi to horror).
Such palettes were evaluated by me across all my modification work to support specific arsenals;
while I abandoned the idea, I am providing here all of them - fully credited - also for easier
integration in other works by different authors, *provided that the original author is credited*.
A custom mugshot addon is also provided to better match the default effect player voice (taken
from id Software's Quake). And a visor-style HUD originated from the design of Mike12 can be loaded
to support both regular (4:3) and widescreen (16:9) resolutions.


(1) The suggested commandline for launching the modification is the following one
    (assumes that the modification has been decompressed in subdirectory 'RSL' of your (G)ZDOOM directory):

    (g)zdoom.exe -iwad <IWAD_PATH>\<IWAD_FILE> -file <CUSTOM_LEVEL_PATHNAME> RSL\rslengee.pk3

    if under GZDOOM, please ensure that the renderer is set to 'OpenGL' to exploit dynamic lights.

(2) To try a different color palette/font set for better integration in peculiarly-themed quests,
    also append 'RSL\Alt\rslngap<N>.wad' (where <N> is the chosen palette number).

(3) To try a custom player mugshot for better integration with the character's voice,
    also append 'RSL\Alt\rslngams.wad'.

(4) To try a visor HUD readaptation of Mike12's original, also append 'RSL\Alt\rslnghud.wad'.
    WARNING: DM counters are unsupported in this HUD; also, even if a widescreen version is
             provided for completeness, remember that this modification is not designed with
             widescreen compatibility in mind.

(5) Do not forget to bind a key for weapon reload/imp dismount under 'Options > Customize Controls'
    in (G)ZDOOM.

(6) Also, do not forget to bind a key for binoculars/sniper scope activation still under
    'Options > Customize Controls' in (G)ZDOOM.

(7) To try the basic weaponset that the main modification is based on, extract file 'pkphirsl.wad'
    from 'rslengee.pk3' in the same directory, and use the following commandline:

    (g)zdoom.exe -iwad <IWAD_PATH>\<IWAD_FILE> -file <CUSTOM_LEVEL_PATHNAME> RSL\pkphirsl.wad

(8) To obtain the complete set of weapons and/or carriable items for quicktesting
    without breaking the weapon set at your disposal, type 'rsl' in the console.

(9) The modification is compatible with the following IWADs: The Ultimate DOOM, DOOM 2, Final DOOM.

By reading the following credits you may spoil certain "surprise monsters" in the modification...

Additional Credits to   : Various sources (see below)

                          Perkristian for the "DOOM smoother weapon animations" mod, an instant classic.
                          Be sure to try out his original version for Doomsday!

                          phi108 for the first official DECORATE translation of PK's work

                          Gifty et alii for the smooth animation resources - for an unparalleled
                          extra-luxury vanilla experience, your reference is 'Smooth DOOM'!

                          Nash Muhandes for the original version of his blood effects

                          eliw00d for the original casings code

                          eliw00d and id Software for many sound resources

                          DoomRater for his reloading system

                          Vaecrius for his ACS recoil script

                          Xaser for the new exploding barrel

                          Kinsie for the breakable props

                          Lobotomy Software and Monolith Software for the knife

                          3D Realms for the MP40

                          Rogue Software and Eriance for the servo-assisted minigun

                          id Software for the sniper rifle

                          LucasArts for the shock grenade and proximity landmine

                          3D Realms and Rogue Software for the missile repeater

                          The Skulltag Team for the weirding cannon

                          Eriance, Banjo Software and 3D Realms for the liquid nitrogen rifle

                          Raven Software for the hades lance, vile skull and baphomet guardian

                          Rogue Software for the burning corpse sprites

                          BilboHicks for the armored imp and triple damage sphere
                          (I couldn't resort to any more accurate identification of the authors)

                          Cory Whittle, Neoworm, The Innocent Crew, id Software/TerminusEst13,
                          Mike12, Max Dickings, M_ZilLa for the custom HUD

                          3D Realms for the new bullet puffs graphics

                          id Software for the custom player sounds base

                          Uboa for the imp riding ability idea (and implementation!)

                          NeuralStunner and NightFright for the gloved version of PerKristian's fists

                          Jimmy91 for color palette #1

                          Enjay for color palette #2

                          Team Future for color palette #3

                          M@@@H!aK and Guest for color palette #4

                          Tormentor667 for color palettes #5, #6 and #7

                          MagSigmaX for color palette #0

                          Tormentor667 for color palette #8

                          Williams Entertainment for color palette #9

                          MrGreen for the custom blood system

                          Midway and the 'Absolution' team for the custom fonts

                          Rogue Software for the custom teleportation effect

                          Jimmy91, Rogue Software, Apogee, Brian Goodsell, Alterworldruler, the Urban Brawl Team
                          and TerminusEst13 for the alternate font sets

                          Jekyll Grim Payne for the binoculars/sniper scope system
                          in 'Bad Guns Revised', which inspired me.

All other authors I forgot to mention: please forgive me! I tried to be accurate as much as I could.
If you here notice some of your resources un-mentioned, please notify me and I will try to remedy.


* What is included *

New levels              : None
Sounds                  : Yes
Music                   : No
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : (G)ZDOOM-specific lumps
Other files required    : None

* Play Information *

Game                    : DOOM
Map #                   : None
Single Player           : Designed for
Cooperative 2-4 Player  : Maybe (untested)
Deathmatch 2-4 Player   : Maybe (untested)
Other game styles       : None
Difficulty Settings     : N/A

* Construction *

Base                    : New from scratch
Build Time              : 5 months total
Editor(s) used          : Adobe Photoshop, GoldWave Audio Editor, Notepad, XWE
Known Bugs              : Widescreen modes are not supported. Sorry.
May Not Run With...     : Ports not supporting DECORATE; level WADs with heavy amounts of DEHACKED / DECORATE modifications

* Copyright / Permissions *

Authors MAY use the contents of this file as a base for modification or
reuse.  Permissions have been obtained from original authors for any of
their resources modified or included in this file.

You MAY distribute this file, provided you include this text file, with no
modifications.  You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact.  I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.

* Where to get the file that this text file describes *

The Usual: and mirrors
Web sites: None others than the IDGames archive
FTP sites: None others than the IDGames archive
Help improve the database by uploading an image
Creative Commons License