Doom 2 Shareware Download

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This download was scanned by our antivirus and was rated as malware free. The following versions: 3.0, 2.6 and 2.1 are the most frequently downloaded ones by the program users. The program is categorized as Games. DOOM II was developed to work on Windows XP, Windows 7, Windows 8 or Windows 10 and is compatible with 32-bit systems. DOOM v1.9 - Shareware. This is the latest and FINAL version of DOOM, version 1.9. Has various bug fixes, includes the new DM.EXE (DeathManager) shell, the new DWANGO.EXE app, rewritten SETUP.EXE and slightly modified. SERSETUP and IPXSETUP programs. Read the DM.DOC and DWANGO.DOC on. Information about the new programs. Shareware game files for the 3D game Doom. Debian Nonfree arm64 Official. Shareware game files for the 3D game Doom. Ubuntu 21.10 (Impish Indri) Ubuntu Multiverse amd64 Official. Shareware game files for the 3D game Doom. Download Doom 1.9 for Windows for free, without any viruses, from Uptodown. Try the latest version of Doom for Windows. Download Doom Shareware Installer for Windows x64 for free. Doom (Shareware) Installer for Windows x64 platforms. Doom (Shareware) Installer for Windows x64. Total. download is just over 3.90 MB It currently REQUIRES a 64-bit (x64) version of Windows to work.

Shareware Doom (Shareware) Installer for Windows x64v1.00.00 - Pending testing and community feedback. - Pending testing under Windows Vista Retail (No Service Packs)v0.96.xx - Working on them... + Changed name of class & file to match: 'OriginalCurrentWorkingDirectory' + Locked the Buttons + Disabled the [Play Doom Using the Source Port] button. There is no code behind it yet anyway! - Checked buttons for ToolTips, couldn't see the Property for it. (Done it before, might have moved on me, or not be applicable to Buttons (anymore?)). + ..... + .... + ... + .. + .v0.95.60 + Fixed some stuff up, improved the code around the Unzip, etc. + Added a 'StartingCurrentWorkingDirectory' object, for future use. + Few other minor improvements. * Created a 'bugs' folder, and added some exceptions and MessageLog.txt to it!v0.95.25 + Previous idea was madness, Shell32.Shell() and the interfaces and interop required are barely documented. (Maybe they were once, but Microsoft has broken 90% of their MSDN links of days long gone. The Wine doco isn't complete for it either, as I don't imagine Wine care much about Shell32.dll being used for Zipfldr.dll in ways that are unsupported even by historical Microsoft). + Trying out the Ionic.Zip.dll from the DotNetZip 'Project' on - The ZIP I am extracting contains a folder, and I'm not currently cleaning up the destination folder in a manner similar to DELTREE /Y . or RD . /S (yet).v0.95.00 + Added COM for the Win32 Shell Unzip, as the Windows shell supports ZIP folders via zipfldr.dll and possibly other methods. (Bashar Yassin Tahir, a Student from Iraq has published how simple this is). Using Microsoft Shell Controls and Automation, v1.0, C:WindowsSysWOW64shell32.dll). - As such I want to test it under Vista x86 (32-bit) as it is a different OS and the 32-bit version should not have the WOW64 folders. - That said the archive downloaded is a Win.x64 Console Self-Extracting Executable RAR archive.v0.89.75 + Set ticks1 after each button click, not within Download(pKVP) as before.v0.89.55 + Added time (in sec) as well as performance (bytes/sec) + Note here that tick1 was still used for the performance calculation from ages ago.v89.51 + PrBoom download now gets the correct file. - The 'extract' for PrBoom just opens the .ZIP file in the default application! + File Sizes added as they are queued, using integer literals. - File sizes are not checked upon download completion, then performance calculated from this. (Would save having to manually find several file sizes in bytes). There should be a way to do this using a sort of call back or Event Handler or something...v0.89.00 - 'This was way harder and more involved than I was expecting. It was raining and learnt a lot in a weekend.' + Another 90 minutes of development, maybe 30 minutes of that was testing. + The average download speed (bytes/sec) is displayed after the queue is empty! + PrBoom added as a Source Port (no selection as only one so far). + Messages made more human (e.g. 'The downloads that had been started have now completed. [OK].' & 'Download queue has stuff in it and no downloads are currently in progress so I'd better get off my ass...'). - After the downloaded archives are moved and extracted, they are not deleted (wastes some drive space). - If there are partial downloads the application logic *might* screw up a little bit. - If the app is just 'run' from the ZIP, then it will download to a temporary folder. (If it could detect this and install to C:GAMES instead that would be better). - For various reasons it is possible for the download to stall. - The PrBoom Button appears to download the wrong file!v0.84.01 + Under Development now until say 5:00PM AEDT + 36 minutes (4:34 PM 10/11/2013) + Downloads work OK, CurrentDirectory can be changed, and files extract. + Still, it'll need a Source Port to be able to run under Windows x64 (64-bit).v0.83.00 + textBox1.ScrollToCaret(); added to timer tick (every 125ms loop) as test. - .ScrollToCaret() would only work if we could set the caret location to the end of the message log, but we cannot. I'll look into it later as it's not a high priority for what the app is meant to do.v0.82.00 + Set the minimum and maximum window size to 640 x 300 + Added TITLE__ constant, used it on the Initialized message. + Changed message about the download queue not being empty to 'Download queue count is greater than zero and no downloads are currently in progress so I'd better get off my ass...' and added carriage return + new line to the start of that line so it stands out a little more. - The multiline text box does not automatically scroll down as text is added to it!v0.81.00 + OK, the messages appear when the QUEUE is EMPTY, not when the actual download is complete! + We can work with this (Async Downloads can be a bit tricky). + 90 minutes of development & debugging only to realise that the message appears when QUEUE.COUNT0, not when the actual download is complete. - When the FIFO queue was empty the message was displayed, but the last async download had not completed yet. + There was some confusion as to if it was downloading just the two queued files, or three (e.g. one of them twice), or even four (the pair twice for some reason). + This has been fixed now, but refactoring some code, and calling it from Download completed Event Handler. [OK].v0.80.00 + Added a multi line text box, so the application logs what it doesv0.74.00 - Observed that it is possible to keep clicking [Download] to keep Queuing the same pair of files to be downloaded again and again... this isn't desirable + Disabled the [Download] button just after it is clicked + Re-enabled it when (mDownloadsStartedPendingComletion && mDownloadQueue.Count0) is true. - Even doing this, it appears to keep downloading a file after it is complete!?v0.73.00 - Added mDownloadsStartedPendingComletion, to track when both it and mDownloads.Count are false/0 so a message is only displayed ONCE when ALL queued downloads have completed, and not before any downloads have started, or every 125msv0.72.00 - Tries to download to DOWNLOAD_DIR constant - QUEUE_CAPACITY constant added + 8 minutes development + 7 minutes testingNew - I'll make a note to make 'I have the full version, let me play it' as a feature request. - If the download stalls it does not automatically start over (or resume if possible), check every 6 seconds that at least 'some' data has been received. v0.71.00 - Added mDownloadInProgress, and rejigged some of the code so that only one download is performed at a time. (People usually complain about the opposite, but trust me, that's not want we want when sharing a progress bar this early in the game!). + Add another 15 to the development time + Add another 5 minutes to testing time + Add 2-5 minutes to admin (documentation) timev0.70.00 Currently it's either crazy, or crazy awesome. I think it's a bit crazy as the progress meter is 'shared' by the two queued downloads. This will be getting improved over time. So far 60 minutes of development work, 12 minutes of which was testing, and about 4 minutes on the Internet have gone into this. - The GUI took about 8 minutes. - The code has only taken about 36 minutes so far.Internet sources: - Download URLs to test: - - - Any more?

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 v4.7.1
Primary 2021-10-20

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.




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


Everything you need to start creating ZDoom mods.


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.


These tools support a few special editing and playing scenarios.



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

Doom Shareware Wad


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

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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).

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Utility Source Code

Contains the source code for the editing utilities.


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.


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.

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WadAuthor Configuration Files

Contains a wcf file for use with WadAuthor.

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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

Doom Shareware Online

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.