In line with their celebration of 30 years of Doom, the ID team has released several new mods to their properties in relation to Doom. They most notably added Sigil 2 to Unity DOOM 1 and 2. However, as noted in the clip attached to Bethesda's latest X post, another mod being added to Bethesda properties came in the form of the new Quake port. Usually, I wouldn't care to acknowledge any addition to this port, however my eye was caught by the name "QDOOM"
The clip showed a recreation of DOOM's shareware episode, remade entirely in the Quake 1 engine. It looked intriguing. There was a mix of classic DOOM monsters and Quake Monsters, as well as Quake weaponry.
I decided to read the Slayer's Club article on the release of this Mod, which I was fairly certain I'd heard of before. The creator of QDOOM, Drugod, was part of the team that made the Doom and Blood crossover, Bloom. The Slayer's Club article acted as an advertisement for Drugod and the Bloom team's new game, Voidwalker, which is set to be released in the near future, made on the familiar Quake engine.
I looked into the name, QDOOM, and a mod from the early 2000s for the DOOM source port EDGE shared the same name. It played in an almost mirrored fashion to the modern officially released QDOOM, in that it implemented Quake features into the DOOM game. This Total Conversion was created by Marc Pullen.
Diving deeper into the interview, it seemed that Drugod claimed complete responsibility for the mod. However, when searching up this project, several articles from May 2023 claimed both Drugod and Wrath: Aeon of Ruin developer, Nahuel, were working on this project. Drugod thanked Nahuel late in the interview, but does not credit the developer for putting work into the project.
These articles from May also seem to suggest that this Mod was going to be a much deeper amalgamation than just a remake of DOOM episode 1 on the Quake engine with a couple of added quirks. Drugod wanted to remake parts of Quake and DOOM 2, as well, and even intended on mixing the two starting maps from each game together.
Drugod also claimed in his interview with Bethesda that he originally hoped to combine enemy types from both Quake and DOOM (much akin to Blooms mix of Blood and Doom enemies), but ended up finding it too difficult.
Still, Drugod intends to add more to the mod, and on the episode select screen there are places for more future levels.
About a year ago, Drugod posted to ArtStation a collection of images likely from Alpha versions of this mod. It speaks more towards the "amalgamation" idea he originally had. This included Quake-type maps and even DOOM 2 enemies, all coming together to create a mod with equal Quake and DOOM aspects to it.
One of the original QDOOM designs from Drugod's artstation page
After working on the project since last November, taking a couple of breaks to work on other things, Drugod was finally able to officially release QDOOM on the latest Quake port.
So how does it play?
Short story: It's alright.
It is a very faithful remake of the first episode of DOOM, and uses interesting ways to make the two engines work. I enjoyed the use of shooting to open up secrets, and the automatic opening of regular doors. I haven't gotten around to beating it yet, since it's considerably harder than KDitD
Drugod implements this cool feature that allows you to choose to play with just Quake enemies, ported DOOM enemies, or a mix of both. I chose both and the mix is pretty even.
There are a few blaring issues, however. In the Quake Remastered thread, user Cantleylads points out some strange bugs, including the strange gibbing of the zombie characters, which can be gibbed by almost any gun other than the super shotgun. There is also the issue that a lot of imported textures and enemies are almost transparent and some sprites are visible behind others, breaking immersion.
The first issue seems easily overlooked, while the other might just be an issue with the engine, though isn't very terrible.
Another gripe I have with the mod is the enemy types used. the use of Quake soldiers and Doom Zombiemen is pretty normal, though the mod almost overdoes it in it's use of fiends. many Quake enemies are very bulletspongy, and Drugod carried that over to the Doom enemies, as well. I think the sponginess worked well in Quake, since it wasn't as closed-quarter as DOOM's maps are. the mod then becomes slower than one might remember DOOM episode 1.
I still haven't finished the mod but I can't imagine my feelings for it will change too much.
Conclusion
Is it worth playing
Yeah, I'd give it a shot. A lot of Quake remastered mods are often ignored since interest in Bethesda remasters have sort of died down. This came out for the port but is still an interesting take on Shareware DOOM. Is it the best Quake mod ever? No. Does it make KDitD look like the work of a bunch of 2 year olds? No. It's still fun, nonetheless, and pretty short to blast through
I find it strange how Drugod overlooked some easily-spotted glitches, and his enemy placement decisions seem a bit overdone. Additionally, I find it strange that he would use a strange name such as QDOOM for a mod, considering a semi-popular Doom TC from 2001 shared the same uncommon name. Is he trying to cash in on QDOOM's (2001) success? probably not, but it's a strange coincidence that 20 seconds of research could fix.
Drugod's other projects seem interesting as well, and he's really sticking to Quake mapping. I haven't played any of his other work, but he seems dedicated to the mapping scene and has a genuine interest in the art form.
QDOOM is short, fun, and an interesting take on celebrating 30 years of DOOM. Have fun blasting through hell's army and inter-dimensional beings!