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Robocop Doom + Prime Directives

Mod for Doom II: Hell on Earth (1994) | Category: Total Conversion

Author: Impie | Curator: User AvatarModbadger

Mod for Doom II: Hell on Earth (1994) | Category: Total Conversion

Author: Impie | Curator: User AvatarModbadger

RoboCop Doom is a total conversion of Doom II where the player controls Alex Murphy as RoboCop, restoring order to the streets of Detroit. The mod recreates the story and atmosphere of the film RoboCop (1987) with 16 levels, signature weapons, enemies, and music from classic 16-bit games.

Uploaded28.01.2026 18:29
Version2020.12.10
Size77.73 MB
Views1
Downloads0

Localizations:

English

The mod is localized into 1 language

(You don’t need to download anything extra to play in these languages)

RoboCop Doom represents a free but respectful interpretation of Paul Verhoeven's first film, supplemented with elements from RoboCop arcade and console games.

The player controls Officer Alex Murphy shortly after his "rebirth" as a cyborg police officer. The story follows key events from the film: hunting down Clarence Boddicker's gang, confrontations with the OCP corporation, and the final showdown at the steel mill. Each episode is accompanied by a slideshow with scenes referencing the film, including Boddicker's arrest and the fateful Directive 4.

The mod completely replaces Doom's standard arsenal with weapons from the RoboCop universe. The player has access to Robo-Punch with data chip, the signature Auto-9 pistol, tactical shotgun, Cobra assault cannon, Hawk MM1 mini-rocket launcher, and ED-209 heavy weaponry. The weapons are highly powerful and emphasize the image of a slow but virtually unstoppable cyborg.

Enemies are divided into several categories: street criminals, OCP soldiers and machinery, as well as key film antagonists. The game features Joe Cox, Leon Nash, Emil Antonowsky with multiple forms, and Clarence Boddicker himself. Among mechanized enemies are OCP drones, Rehab units from RoboCop 2, and heavy combat robots ED-209 and ED-260, serving as dangerous bosses and mini-bosses.

The campaign is divided into five episodes, each consisting of three levels and dedicated to a separate stage of the story—from raids on drug labs to the final assault on OCP headquarters. Additionally, there is a secret level. Locations are linear but filled with battles, scripted scenes, and film references.

The musical accompaniment is compiled from 16-bit RoboCop games for Sega Genesis, as well as from RoboCop vs Terminator. The title screen has no music and opens with a voice recording of RoboCop's main directives, setting the right tone from the first seconds.

RoboCop Doom is an old-school, tough, and brutal shooter that successfully transfers the image of the iconic cyborg cop into Doom mechanics, combining nostalgia for the film, classic games, and classic FPS gameplay.

Later, the author released a sequel to the original mod — RoboCop: Prime Directives, whose story follows the 2001 film of the same name. In addition, the sequel adds new enemies and locations.

Important! Do not attempt to play with Bolognese Gore Mod, as it causes bugs.

How to install a mod Robocop Doom + Prime Directives

To run the mod, you will need the GZDoom engine and doom.wad, doom2.wad, or one of the FreeDoom IWADs

  1. Make sure that doom.wad / doom2.wad or freedoom1.wad / freedoom2.wad is located in the GZDoom folder

  2. Move the mod's .pk3 file to the GZDoom folder

  3. Drag and drop the .pk3 file onto gzdoom.exe

  4. Play!

You can also create a Launcher.bat. This is useful for launching more complex mod builds where the loading order of mods is important, or to launch the game via a shortcut.

How to create a launcher for running mods based on GZDoom

Create a text file in the GZDoom folder, you can name it Launcher. The text can look like this, depending on which files you're using:

gzdoom.exe -iwad freedoom2.wad -file "brutalv22test4.pk3"

-iwad must always be first, and the number of files after -file can be unlimited, just write them in quotes separated by spaces, like this:

gzdoom.exe -iwad doom2.wad -file "addon1.pk3" "addon2.pk3" "addon3.pk3" "addon4.pk3"

Change its format from .txt to .bat by simply renaming it. Now you can launch your builds with a double-click on this launcher.