A GZDoom monster pack that mixes voxel Doom enemies, cyber/horror variants, and brutal-style gore into one big replacement roster. Vanilla monsters get swapped for tougher, weirder alternatives drawn from several classic mods — while still looking and playing like Doom.
Requires: GZDoom 4.10 or higher
When you play a normal Doom map with this loaded, classic enemies can be replaced by new ones. A zombieman might become a mecha zombie or a sleeping former. An imp might become a Bloodfiend or a Watcher. A mancubus might become a Burrower or a Hellsmith. Boss fights can turn into cyberdemons with voxel models, Spec Ops units, or optional God Complex bosses.
You can turn whole groups of variants on or off from the options menu, so the pack can run as a full chaos mix or stay closer to baseline Doom.
- Cheello voxel monsters for classic Doom foes (cacodemon, baron, cyberdemon, spider mastermind, and more)
- NashGore NEXT blood and gibs, with plenty of customization
- Extra corpse variety, headshot boxes, and gore leftovers from the integrated packs
Replacement pools for all the usual Doom “families,” plus a pile of cyber and horror guests:
| Vanilla role | Example replacements |
|---|---|
| Formers / shotgunners | Zombie Marine, Chainsaw / Pyro / Mecha / Flame Zombie, Carcass, Blot, Blood Ghost, Fleshspawn, Phantasm, Roach, Pitkis, sleeping formers, Burster, Possessed Gibs, Bloodfiend nests, DCY Contaminated / Transmuter |
| Imps | Argent Devil, Bloodfiend, Turmoil, Watcher, Harvester, Ghorul, Scoundrel, DCY Manes |
| Demons / Spectres | DD Pinky, Predator Spectre, Venor, Chaos Flayer, Pand Mauler, Faceless, Blood Ghost, Phantasm |
| Cacodemons | Voxel Caco, Glaucoma, Plasmatic Caco, Argent Watcher, DCY Wretched |
| Knights / Revenants | Marauder, Obsidian Ravager, Famine, Pestilence, Pand Sentinel, Ancient Gladiator, Hell Razer, Carrionnette, SpecOps Railgun |
| Mancubi / heavies | Cyber Mancubus, Ogre, Pustule, Haywire Turret, Burrower, Golem, Hellsmith, Chaos Observer, DCY Radiation Corpulence / Ion Arachnotron / Fusillade |
| Barons | New Baron, Voxel Baron, Marauder |
| Spec Ops / chaingunners | DD Terminator, SpecOps Machinegun / Shotgun, Nullifier, Plasma Zombie, Seraph, T-850, White Chaingunner |
| Arch-viles | Pulsedemon, Lividus, Moloch, Mandingo, Overlord, Machina, DCY Overdemoniac |
| Pain Elementals | Hades / Dark / Automaton Elemental, Chaos Beholder |
| Lost Souls | Soulless Drone, Netherling |
| Cyberdemons / Spiders | Voxel Cyberdemon, Cyberdemon Boss, new & voxel Spider Masterminds |
| Wolfenstein SS | T-850 (among other Spec Ops guests) |
Sources folded into the mix include Realm667-style enemies, SUAB horror, Forlorn Future (Argent Devil, T-850, Watcher), Project Survival Burster, Clear Sky Carcass, Diamond Dragon Terminator/Pinky, Cyberaugmented (DCY) variants, Pandemonia monsters, and optional God Complex bosses (including Touhou bosses).
- Spawn system that picks from pools per monster family (with safe fallbacks so empty pools don’t soft-break maps)
- God Complex enemies as an optional hard mode layer, with damage scaling
- Voxel Doom options (rendering, spinning pickups, smooth demon rotation, Icon of Sin voxels, optional voxel weapons)
- NashGore blood/gib/footprint options
- DoomEd numbers for several Realm667-style actors if you want them placed by hand in a map
- Put the pack (this folder or a
.pk3of it) somewhere GZDoom can load. - Load it with your IWADs / other mods in GZDoom (drag-and-drop, a frontend like Doom Launcher / ZDL, or
-file). - Start a map as usual — spawn replacements kick in for standard monster spots.
- Load this pack with other gameplay/monster mods carefully; another monster randomizer or total conversion can fight over the same actors.
- If you use a separate blood/gore mod, load order may matter. NashGore is already built in.
In GZDoom: Options → Monster Pack Options
Quick presets:
- Enable All Enemies — full mix
- Disable All Variants (Baseline Only) — mostly the fallback/vanilla-ish picks
- Horror Variants Off — cuts the scarier guest monsters
- Reset to Full Mix — restores defaults
Pack masters:
- Allow DCY / Cyberaugmented — turn cyber variants on/off as a block
- Allow Horror / Realm667 Variants — turn horror guests on/off as a block
You can also toggle each family (Formers, Imps, Cyberdemons, etc.) and individual monsters inside those lists. Changes apply to newly spawned enemies.
- Master toggle for God Complex bosses
- Separate toggle for Touhou bosses (needs God Complex on)
- Damage scale sliders if those fights feel too brutal
Also check the Options menu for Voxel Doom and NashGore NEXT settings if you want to dial visuals or gore up/down for performance.
- People who want Doom maps that feel familiar but spawn nasty new enemies
- Fans of voxel Doom, Brutal Doom-adjacent gore, and Realm667 / horror / cyber monster packs
- Players who want a toggleable mix instead of one locked replacement set
It is not a full game or a standalone TC by itself — you still need Doom (or a compatible IWAD) and GZDoom.
This pack is a mash-up. Credit goes to the original authors and contributors of the included work, including (not a complete list):
- Cheello (Daniel Peterson) — Doom voxel models and related Voxel Doom code
- Nash Muhandes — NashGore NEXT, BTOrbitCam, and related voxel/gore support code
- Realm667 community authors — many of the folded custom monsters
- SUAB / Forlorn Future / Project Survival / Clear Sky / Diamond Dragon / Cyberaugmented / Pandemonia / God Complex — source packs folded into the mix
- Resources and inspiration noted in
credits.txt, including work connected to Brutal Doom, Beautiful Doom, Demon Eclipse, Weapons of Saturn, and others - RENEGADE ANDROiD — compatibility, integration, and gore expansion for this monster mix
- Voxel contributors and testers called out in
credits.txtandreadme.txt(GAA1992, Voxelbro, Captain J, Faslrn, Lippeth, and others)
See also:
credits.txt— pack-specific creditsreadme.txt— original Cheello Voxel Doom notesLICENSE— MIT license for the Cheello Voxel Doom software portions (© 2022 ChilloQuake / related upstream)
Individual nested mods may have their own licenses and usage terms. Keep credits intact if you redistribute or build on this pack.
Can I turn off the weird monsters?
Yes — use the spawn presets or per-enemy toggles under Monster Pack Options.
Why didn’t a setting change the enemies already on the map?
Spawn options apply to new spawns, not enemies already walking around.
Is blood / voxels / weapons required?
Gore and voxels are part of the package. You can lower or disable many effects in their option menus if your PC struggles or you prefer a cleaner look.
Does this add new weapons or items?
This distribution is centered on the monster mix, voxels, and gore. Other leftover folders from source packs may exist in the files, but the intentional player-facing feature set is the enemy replacement system and its options.