ScoreDoomST

ScoreDoomST is a multiplayer focused source port based on Skulltag and ScoreDoom and was developed by BilboHicks to add an arcade style scoring system to Doom and play in co-op. Points are scored when shooting/killing monsters, achieving map objectives, finding secrets and map items in the quickest time possible, with bonus points for maxing tallies or getting under the par time, and doing so in co-op.

History
Torr Samaho released the source code from Skulltag version 97c2 on March 11, 2010. ScoreDoomST started life on March 16, 2010 when AlexMax suggested to BilboHicks in a Doomworld forums on March 13 if client/server network support was planned for BilboHick's primary port at the time, ScoreDoom.

ScoreDoomST saw its first public beta release on March 27, 2010, a mere sixteen days after the original source code was released. Though not being the latest release, Bilbohicks decided to use this codebase, corresponding to ZDoom 2.1.7 and the ZDoomGL (v2) 0.81 OpenGL renderer. It was created out of a necessity for an enhanced multiplayer experience since ScoreDoom's multiplayer was considered rather primitive.

Following a final beta on April 18, the port got its official 1.0 release on May 15, 2010. Over the three years that would follow, newer releases introduced new gameplay modes but primary focus was  on the port supporting new WADs along with a enhanced focus on additional content for the add-on and bonus packs and improving stability.

Overview
In co-op, each player competes to score the most points on a map, or across a whole wad, where the competing scores are clearly seen. A points-spread stat is also visible to tell players how far behind the leader they are. ScoreDoom supports up to 4 player co-op. High-score servers are not available for multiplayer.

ScoreDoomST also has an optional add-on pack, which adds well over 150 new monsters, an arcade style announcer, many new powerups and a new weapon to augment the regular Doom menagerie. This content was previously created/made available by other members in the Doom community. Using the add-on pack also turns the boss fights (in the ExM8, E4M6 and MAP07 levels) into "boss rushes". There are different versions of the add-on pack, one being made for GZScoreDoom and the other for ScoreDoomST.

Content intended for newer versions of these ports is not supported and may require to be modified before it can be run. Furthermore, while based on engines that support Hexen and Strife, only Doom (including Ultimate Doom, Doom II and Final Doom) and Heretic are considered supported: there is no score server for other games. The add-on pack itself is only compatible with Doom.

Features

 * All features from ZDoom 2.1.7 and ZDoomGL (v2) 0.81
 * OpenGL 1.2 renderer
 * Scoring system in native source code, with several new game modes
 * Multiplayer only, co-op recommended
 * Add-on and bonus packs featuring new monsters and more

Legacy
As time passed by, it became increasingly more clear that ScoreDoomST development was limited by the abilities of the port from which it was derived from, Skulltag. Additional fixes and updates to the netcode were needed to ensure stability in multiplayer and the ZDoomGL renderer was prone to visual bugs and carried a significant performance deficit in OpenGL mode as compared to ScoreDoom, which was based on the GZDoom renderer. It was briefly considered by BilboHicks to move over to the Zandronum port, but this never materialized.

Despite this, development continued, this time more focused more around updates regarding the add-on and bonus packs, although netcode continued to be updated to be compatible with new WADs. These versions were combined with the add-on/bonus packs for ease of use, at the cost of significantly increasing the file size.

The latest release of ScoreDoomST's included add-on pack was from April 12, 2013, but the engine saw its last update on February 18, 2013.