Doomed Ranger

Doomed Ranger

The Ranger from the Quake series drops into Doom with 20 Quake Champions weapons, his Dire Orb, and Quake movement.

The weapons use actual Quake Champions Blender source files and textures, reanimated in Blender with ambient weapon movements inspired by Quake 2.

UZDoom mod · Available on itch.io

Doomed Ranger title
Credits screen

Arsenal

Doom weapon spots roll from pools of Quake guns, so each run plays differently. Alt-fire on any gun gives a light zoom. Fuel is a separate ammo pool shared by the Flamethrower, Tormentor and Eelsbane. Three rare monster drops: Mancubi can drop Tormentor, Arachnotrons Eelsbane, and Arch-viles Hellraiser. Ordinary Doom II monsters and compatible replacements count, so no extra mod is needed.

Press J to hold your weapon right, centered or left, as in Quake 2. Each hand position has its own animations, and shots leave from that muzzle. The crosshair stays steady as you look around, with alignment for the selected weapon and hand. Every clip below shows all three.

Fuel & rare weapon drops

Fuel is a separate ammo pool shared by the Flamethrower, Tormentor, and Eelsbane: 300 maximum, or 600 with a backpack. Quake 4 napalm canisters give 60 Fuel; large tanks give 120. One in four Cell/Cell Pack map spots supplies Fuel, while the rest retain Cells. Mappers can place Fuel using editor numbers 27016 and 27017.

Mancubi have a 15% chance to drop Tormentor. Arachnotrons have a 15% chance to drop Eelsbane. Arch-viles have a 20% chance to drop Hellraiser. Ordinary Doom II monsters and compatible replacement subclasses can supply these weapons. Friendly monsters never roll these drops, and resurrection cannot repeat a drop roll. Server settings dr_tormentor_drop_chance, dr_eelsbane_drop_chance, and dr_hellraiser_drop_chance adjust the chances.

The three monster weapons do not appear in normal map weapon pools. Pick up the dropped weapon to unlock it, then use its slot key to cycle to it.

Tormentor sprays a visible stream of falling acid droplets with approximately the Flamethrower’s reach, green barrel smoke, and no muzzle flash. Eelsbane fires fast green acid plasma. Both apply a brief corrosion effect. Tormentor impacts leave green wall splashes and drips plus temporary floor pools, using original Quake 4 acid artwork. Eelsbane has compact green plasma bolts and a downrange energy trail; Railgun and Hellraiser use red flashes. Hellraiser fires a piercing fiery rail that sets every enemy it hits alight; it uses the Railgun’s existing ammo, rather than Fuel.

BlasterSlot 1

Unlimited glowing bolts. Your starting gun.

BoomerSlot 2

Eight-pellet shotgun.

Machine GunSlot 3

Quake 2-style hitscan.

Super ShotgunSlot 4

20-pellet double blast.

ChaingunSlot 5

Spins up, then shreds.

NailgunSlot 5

10 nails a second. Kills can pin bodies to walls.

Grenade LauncherSlot 6

Lobbed grenades. Good for grenade jumps.

QCon Rocket LauncherSlot 6

Quake-tuned rockets and rocket jumps.

Homing LauncherSlot 6

Seeker rockets that track targets.

TriboltSlot 6

Three-bolt explosive volley with kickable casings.

HyperblasterSlot 7

Three red energy bolts per shot.

ThunderboltSlot 7

Lightning beam with muzzle flash and beam lights. Discharges if you fire it underwater.

Plasma DisruptorSlot 8

Rapid plasma. Kills vaporize.

EelsbaneSlot 8

Compact green plasma bolts with a downrange energy trail and a green muzzle flash; they briefly corrode. Uses Fuel; rare Arachnotron drop.

RailgunSlot 9

Piercing 100-damage rail with a red muzzle flash.

HellraiserSlot 9

Fiery piercing rail with a red flash that ignites every target it hits. Uses Railgun ammo; rare Arch-vile drop.

BFG10KSlot 0

Green energy orb, electrical arcs, blast ring, and BFG spray.

Chainsaw GauntletSlot 0

Alternating chainsaw swings.

QCon FlamethrowerSlot 0

Flame stream that leaves enemies burning. Uses Fuel.

TormentorSlot 0

Sprays falling acid droplets about Flamethrower range, with green barrel smoke, wall splashes, drips, and temporary floor pools. Briefly corrodes enemies. Uses Fuel; rare Mancubus drop.

Dire Orb

Press F to throw the orb, then F again to teleport and telefrag enemies at your destination.

The orb lasts 5 seconds, with a 30-second cooldown. Rare hourglass pickups shorten the cooldown.

Movement

More Quake in your Doom

Ranger
  • Armor and powerups

    Green, Yellow and Red armor tiers. Megahealth drains back to 100. Quad Damage, Protection, Bandolier and Adrenaline, with expiry warnings.

  • Gore

    Kills vaporize, burn or get pinned to walls, and corpses gib when you shoot them.

  • Quake 2-style HUD

    A Ranger face and the orb cooldown, plus crosshairs that switch by weapon type. The HUD Position option puts it at the top or bottom of the screen.

  • Presentation

    3D weapon and pickup models, first-person legs, custom shaders, dynamic lights, the Ranger's voice, and title music.

Looking down at the Ranger body, yellow weapon, and Quake 2-style HUD
Doomed Ranger
Quake Champions Ranger for comparison
Quake Champions Ranger

Release

Available on itch.io

Download from itch.io

Doomed Ranger is available on itch.io. You'll need UZDoom (the mod targets ZScript 4.14.0) with OpenGL or Vulkan, and a Doom IWAD. Doom II is recommended so the Super Shotgun spawns.

Rebind keys under Customize Controls → Doomed Ranger. Choose HUD Position: Top / Bottom under Options → Doomed Ranger.

Launch with uzdoom -iwad doom2.wad -file DoomedRanger.pk3.

Full mod README

Recommended Addon Mods

Works with any Doom 1 + 2 monster pack addon.

Engine & Launcher

Credits

Created by RENEGADE ANDROiD. Third-party material belongs to its owners.