{{wad |author=Joshua O'Sullivan et al. |iwad=Doom II |port=GZDoom |type=m |year=2015 |screenshot=Skulldash title screen.png |caco=22 |link={{ig|id=18249}} }} Skulldash is a megawad and time-trial styled gameplay mod for GZDoom (3.2.0 and higher) created by Joshua O'Sullivan (Dragonfly). The original version, containing 32 levels, was released on 22 October, 2015, and ran on the Zandronum source port. This first release went on to win one of the 22nd Annual Cacowards.

In 2017, an expansion pack, entitled Skulldash: Expanded Edition was released, featuring an additional eighteen levels created by O'Sullivan and various mappers from across the Doom community.



In Skulldash, the player is tasked with reaching the exit of each level within a set time limit, collecting tokens (officially referred to as skulltokens) along the way in addition to fighting monsters to reach as high a score as possible. Each level requires the player to collect 75% of all skulltokens in the map. Most skulltokens are white in colour and add 100 points to the player's score, though some different-coloured variants are also included, each performing a different function when collected:

  • Green skulltokens provide the player with 25 armor points, and add 1,000 points to the player's score.
  • Red skulltokens provide the player with 25 health points, and add 1,000 points to the score.
  • Blue skulltokens add an extra five seconds to the remaining time, and add 500 points to the score.
  • Golden skulltokens are found rarely, but give the player 100 armor points, as well as adding 50,000 points to the score.

The exit area of the map will not open until the player has met the 75% collection requirement. If the player manages to collect every skulltoken, they will be rewarded with a high value health-item (usually a soulsphere or megasphere) at the exit, and their score for the level will be doubled. If the player fails to reach the exit in time, they will be automatically killed and have to restart the level.


Skulldash features the original Doom II monster cast, unchanged from their original behaviour, as well as some new additions (mostly from Skulltag). Killing monsters will add to the player's score.

Score values of original monsters[edit]

Custom monsters[edit]

A dark, translucent imp-like monster with a fast movement speed. The shadow launches red projectiles with relatively low damage, and will not stop doing so until the player moves out of its line of sight. It has 80 health, and is worth 400 points.
Dark Imp
A dark-skinned imp. It launches a fast-moving blue and purple projectile that deals similar to damage to the regular imp. It has 120 health and is worth 800 points.


Levels and music[edit]

Tier system[edit]

The levels of Skulldash are grouped into mini-episodes referred to in-game as tiers. There are five main tiers, plus an additional community tier that was added in the expanded edition. The tiers are scattered around different parts of the hub level, which the player is returned to after completing a level. Each tier is initially locked; the player must complete a tutorial level in order to unlock tier one. Every level in tier one must be completed in order to unlock tier two, and so on, however, the levels within a tier can be completed in any order, with the exception of boss maps, which themselves are locked until the completion of the tier's normal maps. Each tier also includes a bonus level, which is unlocked after the tier has been completed, but is not required to progress in the game.

The community tier is considered separate from the main game, and can be accessed as soon as the tutorial has been completed.

External links[edit]