Morgenstern is a Doom mod that focuses on the Deathmatch game mode using the GZDoom game engine. Other game engines, such as Zandronum are also supported as they use the GZDoom game engine as a foundation. Though, Morgenstern, also supports the Domination game mode provided by the Zandronum game engine. With Morgenstern, players will be fighting against other players in a multiplayer environment on various competitive game modes supported by the individual game engines. In addition, Morgenstern tries to pull the players into its dark and unique aesthetics. Morgenstern tries to surround the player with a dark atmosphere and pure ambiance by using lighting and unique level design aesthetics. With using the GZDoom game engine, Morgenstern takes full advantage of 3D Floors and dynamic lighting within competitive game mode genres. Moreover, playing any competitive game is best suited for multiplayer environments, Morgenstern is no exception. Morgenstern contains various map sizes from small to large, though at various quantities. With game engines, such as Zandronum supporting sixty-four players maximum, playing alone will not be a problem. Grab some friends and start fragging!


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Archive Maintainer      : Would you kindly replace '' with this version.
Update to               : [ /levels/doom2/deathmatch/Ports/megawads/ ]
Advanced engine needed  : GZDoom 2.2 Recommended or later, Zandronum 3.0 Tested
Primary purpose         : Deathmatch and Domination
Title                   : Morgenstern
Filename                : TGRDM3
Release date            : 31.August.2018
Author                  : Nicholas "Tiger" Gautier
Email Address           :
Other Files By Author   : TGRDM1
Misc. Author Info       : Ich liebe Siberian Tigers :)

Description             : UPDATE HISTORY
                          31.August.2018 [Version: 1.01]
                            - Fixed a texture alignment issue in MAP01 (Acerbus) that occurs in GZDoom [version: 3.5.x].
                          17.September.2016 [Version: 1.0]
                            - Original release
                          This project contains eleven deathmatch maps based
                          on the New School genre that are inspired by Quake
                          3.  The maps presented in this project does require
                          GZDoom's OpenGL renderer, as the software renderer
                          does not yet have the capabilities to render
                          slopped 3D floors, as well as some visual
                          discrepancies.  In addition, I have also included three
                          legacy maps that used to be the main stock of the TGRDM3
                          project.  As the development of this project originally
                          started back in the year 2007, there has been a lot of
                          hit and misses, and these maps outline why and what I
                          have personally struggled on for many years.  Furthermore,
                          I have included four maps from my previous project, TGRDM2.
                          The ancient maps from that project have been slightly modified
                          to work with this project, along with its features.
                          GAME MODES
                          With all of the maps aside, this project does contain some
                          useful features that players can enjoy.  For starters,
                          TGRDM3 works with Zandronum's extended game modes that
                          is not available in the GZDoom engine.  For example, this
                          project supports the following besides the usual Deathmatch
                          game mode: Team Deathmatch, Domination, Duel, Last Man Standing,
                          Team Last Man Standing, Possession, Team Possession, and Terminator.
                          Though, do note that with supporting Domination, some maps have varied
                          numbers of points.  Small maps might have one or two points, other
                          maps might contain up to four points.
                          NOTABLE FEATURES
                          Moreover, there is some notable features included in this project.
                          This project will try to determine if the player is using OpenGL
                          and\or if that player is seeing Dynamic Lights.  If in case the
                          player is playing in Software Mode (VID_RENDERER 0) or if
                          Dynamic Lights (or point lights) is disabled, then this project
                          will try to brighten the maps for the player.  This will
                          make the maps slightly brighter instead of the usual darkness
                          that is illuminated with Dynamic Lights.  However, as a draw back,
                          the maps will seem extremely flat-leveled in terms of lighting.
                          This, unfortunately, is a limitation of the implementation.
                          In addition, another notable feature, is the randomized music
                          player.  The music player will randomly shuffle the already
                          supplied music, and play the songs for an amount of time and
                          automatically change to the next song.  This feature alone
                          should provide a fresh experience when returning to the maps,
                          instead of getting the exact same experience each-time - - which
                          gets old quickly.  But of-course, this feature is automatically
                          disabled if music is turned off.
                          PLAYABLE FEATURES
                          This project uses a lot of assets from various authors and
                          contributors, but here is a list of the most notable features
                          that stand out from the rest:
                          Marine Skins [Version 7: Minimal]
                            Displays what weapon the players are currently using or holding.
                            This feature, however, is only available for the Zandronum engine.
                          High Resolution Fonts
                            Displays high resolution font characters that are much easier on the
                            eyes and clear to visually see on the screen.
                          High Definition Doom Sounds
                            This improves the audio of the weapons, some player sounds, and some
                            of the Doom environment sounds.
                          Smooth Weapons
                            This provides better and smoother animations to the weapons.
                          SkullTag HiRes Pack for Items
                            Provides smoother and clearer sprites.  Visually, this gives some
                            sprites better blending of colors and smooths out rough edges.
                            This will provide a 3D like feel to the items and some objects within
                            the game.
                          Project Doom: Remix Music
                            This provides an upbeat feel to the original midi Doom music; this includes
                            most music from Doom, Doom 2, and TNT:Evilution.
                          PERFORMANCE NOTES
                            This map might be rather resource and rendering
                            intensive on various systems abroad.  Here is a
                            few Console Variables that could help a bit by
                            disabling some special features based on the
                            GZDoom engine:
                                Line Mirrors (Software Renderer)
                                    R_DrawMirrors [True|False]
                                Line Mirrors (OpenGL Renderer)
                                    GL_Mirrors [True|False]
                                Sector Reflections
                                    GL_Plane_Reflection [True|False]
                                Dynamic Lights
                                    GL_Lights [True|False]
                                Render translucency effects
                                    R_DrawTrans [True|False]
                                Toggle Voxels
                                    R_DrawVoxels [True|False]
                                Toggle Rendering Precision
                                    GL_Render_Precise [True|False]

Additional Credits to   : RESOURCES AND ASSETS
                          This a brief list of credits, for more information
                          and links to the resources, please see the Credits.txt
                          located in the /documents/ in this .pk3 archive.
                            Created a script to detect duplicate files.
                            Assisted with compressing images.
                            Creator of the DoomWord application.
                            Made available the Railgun, Grenade Launcher,
                            and Marine Skins.
                            Made available Fog, Rain, Sparkle Spawners,
                            PowerUp Ring Spawners
                            Made available the Demonic Drones sounds.
                            Made available the Splashes!
                            Created the High-Resolution Doom Fonts.
                            Created and made available Smooth Weapons and
                            High Definition Doom Sounds.
                            Made available the SkullTag Item High-Resolution pack
                            Created and made available the UTnT fire torch
                            Created (and all rights reserved to them) the
                            Quake 3 Jump Pads, as well as the original SPRITES.
                            In addition, a special thanks to these guys for
                            obvious reasons ;)
                          SkullTag Team
                            Created or made available the Bot Skill Level menu
                            Created the fire sound effect.
                            Created the wind whistling sound effect.
                            Created various wind sound effects.
                            Created a wind sound effect.
                            Created the ocean wave sound effect.
                            Created a electrical humming sound effect.
                            Created a electrical humming sound effect.
                            Created a rain sound effect.
                            Created a simulation of boiling lava.
                            Created variations of male grunts and sounds.
                            Created a simulation of a man screaming to his death
                            sound effect.
                          Jay Reichard
                            Created and made available Project: Doom (Final), 
                            a upbeat\remix midi music collection of Doom, Doom 2,
                            and TNT:Evilution.
                            NOTE /idgames: This is freely available for anyone
                            Please see the Credits.txt for more information!
                            Created and made available the Grenade Launcher and 
                            Grenade Voxels.  In addition to other voxels that
                            VoxelBro might have included with Team Hellspawn's
                          Team Hellspawn
                            Created and made available variations of Voxels for
                            the Doom game.
                            Created and made available the SkullTag Railgun voxel.
                          TeamTNT [TNT Evilution]
                            Created (and has all rights) to their midi music.
                          This a brief list of texture credits, for more information
                          and links to the resources, please see the texture documentation
                          located in the /documents/textures/ in this .pk3 archive.
                          Too Much Brown (Build 1) [2mbrown]
                          Skulltag Community Domination Project [STDOM]
                          Requiem [REQUIEM]
                          Doom Textures For Doom II [d1gfxd2]
                          deConstruct Industrial Textures [decontex]
                          DarkBase Texture Wad (dgdbtxtr.wad) [DGDBTXTR]
                          Erratic Texture Pack 1 [erattex1]
                          Gothic DeathMatch (II) Graphical Resource PWAD [GOTHICTX]
                          Graphtallica Texture Pack for Doom2 #1 [graphtx1]
                          Celtic Shrine Texture Set for Doom2 [celticsh]
                          Graphtallica Texture Pack for Doom2 #3 [graphtx3]
                          mortres [mortres]
                          Recoloured Doom and Doom 2 textures v2 [nb_recol]
                          5th Episode textures (Doom 2 version) [nb5texd2]
                          Parallel Phobos Texture Pack [pptex]
                          Crucified Dreams [crudream]
                          Doom Noir [doomnoir]
                          NMN Corporation Texture Set Part 1 [NmnCorp1]
                          Nmn Corporation Texture Set Part 2 [Nmncorp2]
                          Sabbat Martyr Deathmatch [smdm]
                          Minigunner's Bucket of Hands (among other things) [ZDOOM FORUM TOPIC]
                          printz @ Custom Texture Thread
                          Duel32f [duel32f]
                          Ogro Texture Pack for Doom2 [ogrodtex]
                          psyren textures [psytex]
                          The Return [RETRES]
                          doompotp [doompotp]
                           drdrtextures [drdrtextures]
                          Dusk's Texture Packv [dtexpak]
                          Baker's Legacy Texture Pack [BAK_LEG]
                          GZDoom Builder [ZDOOM FORUM TOPIC\APPLICATION]
                          SPECIAL THANKS
                            For making Doom Builder and Doom Builder 2
                            For making GZDoom Builder, the best freakin' Doom
                            map editor available!
                            Ideas on presentations and helped identify
                            critical issues
                            Beta tester for Abandoned Misery [Pretty]
                          Graf Zahl
                            Taking ZDoom and adding OpenGL, making GZDoom.
                            The best engine around!
                          Zandronum Development Team
                            Continued work on the Zandronum engine and making
                            what used to be SkullTag even better!
                            Created a tutorial back in 2004 in regards to making
                            competitive maps.  I highly encourage others to view
                            it at these links:
                            Helped with my various ACS questions
                            Seriously, C++ is far better than ACS, no joke.
                            A really good friend and helped me through
                            various obstacles.
                            For being Tribeam ;)
                            Helped with my various ACS questions
                            Helped me with the DRDTeam forums, but also provided
                            feedback that helped steer the development of this
                          My Family
                            For helping me and supporting me through out the 
                            A close friend and supporter; sadly Dark Darkness the
                            Darkening wont happen in this project, but we'll make
                            one in some other project.
                          Professor Faghihi
                            He made it clear what I truly wanted to do for my
                            career; with game development, I am a kid in a candy
                            shop with eyes wide open with joy.
                            This is what I want to do.
* What is included *

New levels              : 18
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : None

* Play Information *

Game                    : Doom 2
Map #                   : MAP01-MAP16, Artis, AMISERY
Single Player           : Player starts only
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : Designed for
Other game styles       : None
Difficulty Settings     : Not implemented

* Construction *

Base                    : New from scratch
Build Time              : 9 Years
Editor(s) used          : GZDoom Builder, SLADE, Notepad++, MSPaint, GIMP, and a
                          lot of Shell Scripts
Known Bugs              : Zandronum 3.0 is advertised as 'tested', but that's
                          as far as it goes.
May Not Run With        : ZDoom (software renderer; slopped 3D Floors)
Tested With             : GZDoom pre-2.2

* Copyright / Permissions *

This work is licensed under the Creative Commons Attribution-ShareAlike 4.0
International License. To view a copy of this license, visit

You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material for any purpose, even
commercially. If you do so, you must give appropriate credit, provide a link
to the license, and indicate if changes were made. You may do so in any
reasonable manner, but not in any way that suggests the licensor endorses you
or your use. If you remix, transform, or build upon the material, you must
distribute your contributions under the same license as the original.

* Where to get the file that this text file describes *

The Usual: and mirrors

Install and Play

Playing any Doom mod is quite easy with today's modern source ports and tools.

1. Download the mod you want to play
2. Be sure that you have the desired Source Port ready to use
3. I would recommend using a 'Front-End' program.
    List of known Front-End programs:
    This front-end tool will allow you to easily load any number of mods directly to the source port.
    If you choose not use a front-end program, you can still accomplish the same effect by using the
    Command Line [ ]
4. Configure the front-end program as needed
5. And finally, play!

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