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Source Ports & Mods
you bring the download · the data is already yours

Nobody sets out to install GZDoom; they set out to play Brutal Doom. So the mod is the entry in your library, the engine that runs it is fetched along the way, and the game data is linked out of the copy you already own. Twenty-five entries, one click each — no wiki, no command line, no second launcher.

the download is yours to fetch

Every entry names the project, links its page and says what the file is calledironwail-0.8.2-win64.zip, and so on. Nothing is pulled automatically, so nothing breaks the day a project renames an asset.

the game data comes from your library

Quake's paks, the Doom IWADs, the Build .grp files — found by probing for the proving file, never by trusting a title, and linked rather than copied. The store install is never written into, and the port keeps its own configs and saves.

the data is settled before anything is unpacked

“You own Quake but it is not installed” is a message that can be acted on. A port that installs and then cannot start is not. So the data is resolved first, and the install refuses rather than leaving something unplayable behind.

a mod download is usually a pack

One 310MB archive held the mod plus twenty-eight optional extras, and the first file alphabetically was a voice pack. The contents are now listed without unpacking, largest pre-ticked, and only what is chosen gets extracted — stacked in load order.

the engine comes with the mod

If no engine is installed, one is installed in the same click; if one already is, it is shared rather than copied — which is how the ZDoom family is designed to work. Which Doom a mod runs on is asked when Play is pressed, because that is an evening's mood, not an install-time decision.

it lands as an ordinary game

Its own name, its own cover, its own playtime. Proton, the prefix and every per-game fix apply exactly as they do to a store game, and it joins playlists and genres like anything else on the shelf.

▸ Quake
SOURCE PORT
Ironwail

Fast and modern — high frame rates, widescreen, and the original look kept intact.

SOURCE PORT
vkQuake

Vulkan rendering, with the water warp and scaling fixes.

SOURCE PORT
Quake: Ray Traced

Quake with full path tracing. Wants a ray-tracing capable GPU.

MOD
Any Quake mod or episode

Dwell, Arcane Dimensions, Alkaline, Copper — anything that ships as a folder. Each gets its own library entry, with Quake's data and every installed Quake engine beside it, so the engine is chosen at Play time.

The id1 paks are linked out of your own Quake install, lower-cased on the way in because GOG ships Id1/PAK0.PAK and the engines ask for id1/pak0.pak.
And the music: the 1996 release kept its soundtrack on the CD, which is why GOG's own GLQuake is silent. If Quake Enhanced is owned too, its 26 tracks are linked in — the same recordings, already on your disk, legitimately.

▸ Doom
SOURCE PORT
GZDoom

The engine nearly every Doom mod expects — mouselook, high resolutions, and thirty years of community work built on top of it.

SOURCE PORT
UZDoom

A fork of GZDoom made in late 2025, continuing the same 4.x line. Same command line, same mods.

MOD
Brutal Doom

The famous overhaul — reworked weapons, gore and enemy behaviour, on top of the original maps.

MOD
Brutal Doom: Black Edition

A darker, heavily reworked take, with its own lighting and effects.

MOD
Any Doom mod or texture pack

HD texture packs, brightmaps, sprite fixes, map sets. Everything loadable inside the archive is shown and as many as you like can be ticked; they load in name order.

Every IWAD you own is linked side by side — doom.wad, doom2.wad, tnt.wad, plutonia.wad — gathered from as many Doom products as the library holds, because storefronts nest them differently and move them between releases. When a mod has more than one to choose from, the question is asked at Play time and last night's pick is remembered.

▸ Wolfenstein 3D
SOURCE PORT
ECWolf

Wolfenstein 3D and Spear of Destiny with modern resolutions, mouselook and mod support, built on the ZDoom lineage.

Whichever release you own is matched by its file extension rather than by a list of filenames — one extension per release covers the entire data set, and there is nothing left to get wrong.

▸ Build engine
SOURCE PORT
Raze

One engine for Duke Nukem 3D, Blood, Shadow Warrior, Redneck Rampage and PowerSlave, from the GZDoom team. Installed once; the games below are separate entries.

SOURCE PORT
BuildGDX

The Java port covering what Raze does not — Witchaven I and II, TekWar, Legend of the Seven Paladins.

GAME
Blood

Monolith's 1997 shooter — cultists, a pitchfork, and the best voice acting of the era.

GAME
Duke Nukem 3D

Hail to the king. The 1996 original, all four episodes.

GAME
Shadow Warrior

Lo Wang, katanas and sticky bombs — the 1997 original, not the reboot.

GAME
PowerSlave / Exhumed

The 1996 DOS original rather than the 2022 remaster. Egyptian tombs and a genuinely strange structure.

GAME
Redneck Rampage

Cuss, Bubba and a hillbilly arsenal, from 1997.

GAME
Witchaven

The 1995 sword-and-sorcery Build game. GOG never unpacks it — the data is lifted straight out of the disc image. Plays on BuildGDX.

GAME
Witchaven II: Blood Vengeance

The 1996 sequel, bloodier and better lit. Data lifted out of the disc image; plays on BuildGDX.

Nobody wants Raze in their library; they want Blood, and Duke Nukem 3D. So each game is its own entry with its own name and its own cover, in its own folder — which is also the only way two Build games can coexist without fighting over the same tiles000.art.

▸ OpenBOR
OPENBOR
Any OpenBOR game

Streets of Rage X, Streets of Vendetta and the hundreds of others. Drop in the archive and the name is taken from the game itself — the download is identified by what is inside it, not by whatever it happened to be called.

One engine, one rigid layout, nothing to curate per game — so a single entry serves all of them, and as of 1.7 they arrive in a library category of their own rather than being filed under Others.

▸ Fan games & custom engines — nothing else needed
FAN GAME
Mini Doom

A standalone Doom-flavoured action platformer, complete in itself.

FAN GAME
Mini Doom 2

The bigger, sharper sequel. Also standalone.

FAN GAME
SWOS 2020

Sensible World of Soccer rebuilt for modern machines by SWOS United — widescreen, USB controllers, updated team data. Shipped as an installer, which is unpacked rather than run, so there is no wizard.

CUSTOM ENGINE
CannonBall

OutRun rewritten in C++ — 60fps, true widescreen, time trial and continuous modes. Not an emulator. It needs the original arcade ROM set, which no storefront sells, so the whole manifest is checked before installing and anything missing is named.

FOLDER
A game folder you already have

Point at any folder holding a Windows game and it joins the library staying exactly where it is — scanned three levels deep, the likely entry point sorted first, nothing copied and nothing moved. For anything self-contained, or a port with no recipe here yet.

why a catalogue, and not an importer

A general importer has to guess: which file in the archive is the game, where the data lives, what the launch line needs to say. Guessing is how a mod pack installs a voice pack, how a sequel ends up under the first game's name, and how a port lands perfectly and then opens and closes in the same second.

A recipe does not guess. It knows what the download is called, which executable is the real one among the six in the folder, which file proves a folder really is Quake, and what has to be true before a single byte is unpacked. That is worth writing down once per project, and it is why this is a list — twenty-five today, and growing one entry at a time.

All of it lives under Control Panel → Fan Games & Source Ports.

Something missing that ought to be here? Open an issue — say where the download comes from, and it can be added.