QC:DE brings modern-style arena FPS thrills to Doom 2

Quake Champions: Doom Edition

It should almost go without saying now that Doom 2 is all things to all people, in the most literal sense. Thanks to 25 years of evolution in modding tools, it’s Donkey Kong, Resident Evil and even Heroes of Might & Magic now, among other things.

The latest game to be swallowed by the all-consuming vortex of creativity that is the GZDoom-powered mod scene is Quake Champions. The arena FPS reboot may still be in public testing, but it’s already been systematically disassembled, stripped for parts, and launched today as Quake Champions: Doom Edition (or QC:DE for short), a mod for possibly the most enduring game in PC history.

The latest project led by prolific modder DBThanatos (his previous work, Doom4: Death Foretold, mashes together 2016’s Doom and its old-school predecessor to spectacular effect), Quake Champions: Doom Edition isn’t so much a direct clone of the still in-development arena shooter, but rather an adaptation of many of its core concepts, plus a sprinkling of fun new ideas.

Probably the biggest departure from Quake Champions’ design is the option to play both in single-player and co-op mode on almost any existing Doom level you can throw at it. Players use the full arsenal (12 weapons mostly from Champions, 13 characters from across a wider range of games) against a bestiary of monsters lifted from Quakes 1, 2 & 4; 3D beasties surprisingly well adapted into 2D sprite form. The description panel on the above trailer includes a long list of recommended levels that pair nicely with the mod, and I’d personally recommend The Ultimate Torment & Torture, which already has a very Quake-like aesthetic.

That’s not to say that the competitive side of the mod is going to let anyone down. Fully supporting Zandronum (a GZDoom variant designed for online play), QC:DE launches with a collection of 40 deathmatch maps: 7 exclusively designed for the mod and 33 adapted from AeonDM, an award-winning community collection of multiplayer levels featuring some of the best talent in the scene. If you don’t feel like going online and getting fragged by total strangers, no worries, as QC:DE also has full bot support. Even if you do plan on going online, it’s a good way to learn the maps before jumping into the fray.

QC:DE is out now, and can be downloaded from ModDB. You’ll need the main data WAD file from the original Doom 2 (available on Steam, GOG or elsewhere) plus the GZDoom or (for multiplayer) Zandronum engine to run it. The official Discord channel for the mod is also hosting a launch party, directing players to organized, moderated servers for ultra-violent fun times.


  1. MrEvilGuy says:

    That heroes of might and magic doom mod looks pretty good, gives me a kings bounty retro vibe.

    • satan says:

      Yeah came here to say the same thing, had no idea this existed.

  2. Janichsan says:

    I’m wondering how long it will be before Bethesda hits them with a cease and desist for using their trademark.

    • Dominic Tarason says:

      I reckon they’re safe. Remember when the Brutal Doom guy did that Doom 64 remake? Id were promoting it on their twitter feed, and if Death Foretold was fine, then this – a much looser adaptation – shouldn’t encounter any problems either.

      • Janichsan says:

        The problem I see is not the content, it’s the name. I mean, this mod directly uses the title and logo design of Betheda’s game in the trailer. The same was enough for Bethesda to send a c&d to the developer of DoomRL, which certainly no one would ever mistake for an actual Doom game.

        • Dominic Tarason says:

          Either way, I wouldn’t worry. Best case scenario is nobody complains and nothing changes. Worst case is that someone at Id complains and – like DoomRL – the mod needs to be renamed, which should take a couple days at most.

  3. MajorLag says:

    I’d like to take this moment to reflect on how awesome the original Id team has been for PC gaming. They brought us smooth scrolling platformers; popularized the FPS; developed what is arguably the most impactful game of all time, encouraged modding it, and gave away its source code a mere 4 years later; and then created new techniques for a smooth internet multiplayer experience, again encouraging modding and giving away the source code.

    • Jalan says:

      Many people will disagree without hesitation, but Romero’s level design work remains some of the best ever. The move toward procedural layouts (which I’m not pinning as “bad”, before anyone gets angry) just keeps shining a spotlight on how fantastic it is.