4731 lines
194 KiB
Plaintext
4731 lines
194 KiB
Plaintext
------------------------------------------------------------------------------
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T H E " O F F I C I A L "
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================= =============== =============== ======== ========
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\\ . . . . . . .\\ //. . . . . . .\\ //. . . . . . .\\ \\. . .\\// . . //
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||. . ._____. . .|| ||. . ._____. . .|| ||. . ._____. . .|| || . . .\/ . . .||
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|| . .|| ||. _-|| ||-_ .|| ||. . || || . .|| ||. _-|| ||-_.|\ . . . . ||
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||. . || ||-' || || `-|| || . .|| ||. . || ||-' || || `|\_ . .|. .||
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|| . _|| || || || || ||_ . || || . _|| || || || |\ `-_/| . ||
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||_-' || .|/ || || \|. || `-_|| ||_-' || .|/ || || | \ / |-_.||
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|| ||_-' || || `-_|| || || ||_-' || || | \ / | `||
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|| `' || || `' || || `' || || | \ / | ||
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|| .===' `===. .==='.`===. .===' /==. | \/ | ||
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|| .==' \_|-_ `===. .===' _|_ `===. .===' _-|/ `== \/ | ||
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|| .==' _-' `-_ `=' _-' `-_ `=' _-' `-_ /| \/ | ||
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|| .==' _-' %%%%% `-__\._-' %%% `-_./__-' %%% `' |. /| | ||
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||.==' _-' %% %% %% %% %% `' | /==.||
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==' _-' #### ####### ## %%## \/ `==
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\ _-' ## ## ## ###%% `-_ /
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`'' ``'
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Post-Release v5.6 - MINOR revision
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Last Updated: April 17, 1994 EST
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Written by: Hank Leukart (ap641@cleveland.freenet.edu)
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"If it's not the `Official' DOOM FAQ, it's not a FAQ."
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"DOOM: Where the sanest place... is behind a trigger."
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"DOOM: Such mayhem the likes of which have never
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been witnessed in this particular dimension!"
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-----------------------------------------------------------------------------
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----------
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DISCLAIMER
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----------
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This FAQ is to aid in informing the public about the game DOOM, by id
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Software. In no way should this promote your killing yourself, killing others,
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or killing in any other fashion. Additionally, Hank Leukart claims NO
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responsibility regarding ANY illegal activity concerning this FAQ, or
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indirectly related to this FAQ. The information contained in this FAQ only
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reflects id Software indirectly, and questioning id Software regarding any
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information in this FAQ is not recommended.
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---------------------
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TRADEMARK INFORMATION
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---------------------
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All specific names included herein are trademarks and are so
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acknowledged: id Software, DOOM, Apogee, Wolfenstein 3-D, Creative
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Labs, WaveBlaster, Sound Blaster, Advanced Gravis, Gravis UltraSound (GUS),
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Gravis Gamepad, Forte, Roland, Roland Sound Canvas, Pro Audio Spectrum,
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IBM, Microsoft, MS-DOS, Atari, and Jaguar. Any trademarks not mentioned here
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are still hypothetically acknowledged.
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----------------
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COPYRIGHT NOTICE
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----------------
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This article is Copyright 1993, 1994 by Hank Leukart. All rights reserved.
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You are granted the following rights:
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I. To make copies of this work in original form, so long as
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(a) the copies are exact and complete;
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(b) the copies include the copyright notice and these paragraphs
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in their entirety;
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(c) the copies give obvious credit to the author, Hank Leukart;
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(d) the copies are in electronic form.
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II. To distribute this work, or copies made under the provisions
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above, so long as
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(a) this is the original work and not a derivative form;
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(b) you do not charge a fee for copying or for distribution;
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(c) you ensure that the distributed form includes the copyright
|
|
notice, this paragraph, the disclaimer of warranty in
|
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their entirety and credit to the author;
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(d) the distributed form is not in an electronic magazine or
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within computer software (prior explicit permission may be
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obtained from Hank Leukart);
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(e) the distributed form is the NEWEST version of the article to
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the best of the knowledge of the distributor;
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(f) the distributed form is electronic.
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You may not distribute this work by any non-electronic media,
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including but not limited to books, newsletters, magazines, manuals,
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catalogs, and speech. You may not distribute this work in electronic
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magazines or within computer software without prior written explicit
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permission. These rights are temporary and revocable upon written, oral,
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or other notice by Hank Leukart. This copyright notice shall be governed
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by the laws of the state of Ohio.
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If you would like additional rights beyond those granted above,
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write to the author at "ap641@cleveland.freenet.edu" on the Internet.
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---------
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CONTENTS:
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---------
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[1] Introduction
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*1-1* A word from Hank Leukart
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[1-2] About the "Official" DOOM FAQ
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*1-3* Getting the "Official" DOOM FAQ
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[1-4] Adding to the FAQ
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*1-5* The DOOM Mailing List
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*1-6* Acknowledgments
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[1-7] Accurate Information
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=SECTION ONE= PRELIMINARY INFORMATION
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[2] What is DOOM?
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[3] What makes DOOM different from Wolfenstein 3-D?
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[3-1] Texture-Mapped Environment
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[3-2] Non-Orthogonal Walls
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[3-3] Light Diminishing/Light Sourcing
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[3-4] Variable Height Floors and Ceilings
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[3-5] Environment Animation and Morphing
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[3-6] Palette Translation
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[3-7] Multiple Players
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[3-8] Smooth, Seamless Gameplay
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*3-9* New Monsters and Artificial Intelligence
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[3-10] Weapons
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*3-10-1* What does BFG9000 stand for?
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[4] Who created DOOM?
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[4-1] How can I contact id Software?
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[5] What are the difference between the different releases of DOOM?
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(5-1) What is the shareware release?
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(5-2) What is the mail-order release?
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(5-3) What makes the three versions different?
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*5-4* When will v1.3 of DOOM be released?
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*5-5* What is the commercial release?
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*5-6* Is the CD-ROM version of DOOM illegal?
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(5-7) What is the Jaguar release?
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[6] Where can I get DOOM?
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[6-1] How can I get the shareware release?
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(6-1-1) What are the file names?
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*6-1-2* How can I get DOOM using FTP?
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[6-1-3] How can I get DOOM using AFS?
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[6-1-4] How can I get DOOM on a BBS?
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(6-2) How can I get the mail-order release?
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[6-3] How can I get the commercial release?
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(6-4) How can I get the DOOM Specs for creating add-on utilities?
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(6-5) Where can I get the serial play source code?
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*6-6* What books about DOOM are available?
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[7] What is needed to run DOOM?
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[7-1] What is REQUIRED to run DOOM?
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[7-2] What sound cards does DOOM support?
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[7-3] What game controllers does DOOM support?
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[8] How can I multiple players gameplay in DOOM?
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[8-1] How does the multi-player gameplay work?
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[8-1-1] How does pausing, saving, and loading work?
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[8-1-2] What are the different uniform colors for?
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[8-1-3] How does a player see what others are doing?
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(8-1-4) How do players communicate using Chat Mode?
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[8-1-5] How do the weapons work?
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[8-1-6] What happens when a player dies?
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[8-1-7] Can players exchange supplies?
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[8-1-8] Miscellaneous
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[8-2] What exactly is "DeathMatch" mode?
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[8-3] How does DOOM work with networks?
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(8-3-1) What are the command line parameters for DOOM?
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(8-3-2) How can I use DOOM on Novell Netware Lite?
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[8-3-3] How can I use DOOM on other types of networks?
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*8-3-4* How can I set up a small inexpensive DOOM network?
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(8-4) How can I play DOOM by serial link?
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*8-5* How can I play DOOM over the Internet?
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=SECTION TWO= CHEATS AND SPOILERS
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[9] How can I cheat in DOOM?
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*9-1* What are the DOOM cheat codes?
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*9-2* What is the "famous" secret in the SETUP.EXE program?
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*9-3* How do I use the "devparm" parameter?
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*9-3-1* What do the dots that appear in development mode mean?
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[10] Can someone tell me how to...?
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[10-1] Where are the DOOM secret levels?
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[10-1-1] Knee-Deep in the Dead?
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*10-1-2* The Shores of Hell
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[10-1-3] Inferno
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*10-2* Where are the secret doors in DOOM?
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*10-2-1* Knee-Deep in the Dead
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*10-2-2* The Shores of Hell
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*10-2-3* Inferno
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*10-3* When should I use each weapon?
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[10-4] Where can I get the chain saw on episode one?
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(10-5) How powerful is the ammunition?
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*10-6* How many enemies are in the entire game?
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*10-6-1* Knee Deep in the Dead
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*10-6-2* The Shores of Hell
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*10-6-3* Inferno
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(10-7) How many shots does it take to kill each enemy?
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=SECTION THREE= DOOM ADD-ON SOFTWARE
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*11* What is DOOM add-on software and where can I get it?
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[12] What cheating utilities have been made for DOOM?
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[12-1] DMSAVED v1.01
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[12-2] DOOMEdit v4.1
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[12-3] DOOMED v1.2
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[12-4] DOOM: The Cheat 2
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[12-5] DOOMSAFE v1.02
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[12-6] DSGEDIT v3.0
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[12-7] EDITGAME v1.1
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[13] What add-on utilities allow me to alter DOOM?
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[13-1] BSP v1.1
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[13-2] DEU v5.0
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[13-3] DMapEdit v1.1
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[13-4] DMAUD v1.1
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[13-4-1] DMFE v0.0.1
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[13-5] DMGRAPH v1.0
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[13-6] DOOMCAD v4.0
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[13-7] DOOMDump v0.1
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[13-8] DOOM Editor: The Real Thing v2.50b3
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[13-9] DOOMTOOL
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[13-10] DOPE v1.02
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[13-11] Jumble v3.0
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[13-12] MDE: My DOOM Editor v0.90b
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[13-13] Move Level v1.0
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[13-14] NodeNav v0.8
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[13-15] RanDOOM v1.55
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[13-16] Renegade Graphics DOOMED v1.0
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[13-17] RENWAD
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[13-18] VERDA v0.20
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[13-19] WAD Extended Tools v1.0
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[13-20] WAD Hacker v2.0
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[13-21] WADMASTER v0.5
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[13-22] WADNAME
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[13-23] Wads_Up v1.0
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[13-24] WAD Tools v1.0
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[14] What add-on data files exist for DOOM?
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[14-1] Graphics
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[14-1-1] Barney DOOM
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[14-1-2] Barney DOOM 3-D
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[14-1-3] DOOM4WIN.ZIP
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[14-1-4] DOOMMORF
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[14-1-5] Gory IMP Graphics v2.0
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[14-1-6] Pacman DOOM
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[14-2] Missions
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[14-3] Sounds
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[14-3-1] ALIENS2.ZIP
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[14-3-2] AWSUM Sounds v100.2
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[14-3-3] DM_CHRIS.ZIP
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[14-3-4] DM_GHETO.ZIP
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[14-3-5] DMALIENS.ZIP
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[14-3-6] DMMISC
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[14-3-7] DMNSND1.ZIP
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[14-3-8] DMNSND2.ZIP
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[14-3-9] DMNSND3.ZIP
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[14-3-10] DMPYTHON.ZIP
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[14-3-11] DMSILLY1.ZIP
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[14-3-12] DMWIERD.ZIP
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[14-3-13] DMZOUNDS.ZIP
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[14-3-14] DOOM-ASH.ZIP
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[14-3-15] DOOM-Sounds
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[14-3-16] DOOM Wicked Sounds
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[14-3-17] DOOMWAVS.ZIP
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[14-3-18] DSMDOOM.ZIP
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[14-3-19] DSMTERM.ZIP
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[14-3-20] Great DOOM Sounds
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[14-3-21] Homers' DOOM
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[14-3-22] James' Brown DOOM
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[14-3-23] MYDOOM10.ZIP
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[14-3-24] Not For Kids
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[14-3-25] Sally's DOOM
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[14-3-26] ST-SNDS.ZIP
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[14-3-27] Star Wars v1.1
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[14-3-28] STERNWAD.ZIP
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[14-3-29] STOOGES.ZIP
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[14-3-30] SWFXPWAD.ZIP
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[14-3-31] T2SOUNDS.ZIP
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[15] What other miscellaneous DOOM add-ons exist?
|
|
[15-1] BNUDOOM v1.26
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[15-2] The DOOM Hall of Fame: Collectors Edition
|
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[15-3] DOOM Launcher for OS/2 v1.1
|
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[15-4] DOOMLOAD v2.01a
|
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[15-5] DOOM Master v2.0
|
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[15-6] DOOMenu v2.0
|
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[15-7] DOOMODEM v1.0
|
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[15-8] DOOM Modem Contact List R7
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[15-9] DOOMPICS.ZIP
|
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[15-10] DOOM Serial Connection Manager v1.05b
|
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[15-11] DOOM Utilities v0.1
|
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[15-12] DOOM WAD Manager v1.05b
|
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[15-13] MUS2MIDI
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[15-13] OLDIPX.ZIP
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[15-14] SER4.ZIP
|
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[15-15] The Ultimate DOOM Maps
|
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[15-16] The Unofficial DOOM Specs v1.3
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[16] Future add-on software
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*16-1* Add-on software wish list
|
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*16-2* Add-on software in the making
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=SECTION FOUR= TROUBLESHOOTING
|
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[17] Why won't DOOM work correctly?
|
|
[17-1] How can I use SMARTDRV.EXE with DOOM?
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[17-2] Why am I getting an "OUT OF MEMORY" error with DOOM?
|
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[17-3] Why does DOOM crash when I start it?
|
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[17-4] How can I run DOOM under OS/2?
|
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[18] Why won't my sound card work with DOOM?
|
|
[18-1] Why won't my Sound Blaster v1.0 or v1.5 work with DOOM?
|
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(18-2) Why won't my Sound Blaster Pro work with DOOM?
|
|
[18-3] Why won't my Gravis UltraSound work with DOOM?
|
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*18-4* Why does the game crash when using my Gravis UltraSound?
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(18-5) Why won't my Pro Audio Spectrum 16 work with DOOM?
|
|
(18-6) Why won't my ATI Stereo-F/X work with DOOM?
|
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[19] Miscellaneous DOOM problems
|
|
(19-1) Why won't my mouse work with DOOM?
|
|
(19-1-1) Why does my mouse start moving itself during play?
|
|
[19-1-2] Why won't my two button mouse work with DOOM?
|
|
(19-1-3) Why won't my IBM PS/2 mouse work with DOOM?
|
|
*19-2* Why does netDOOM seem to crash at certain times?
|
|
*19-3* Why won't my modem work with DOOM?
|
|
(19-4) Why is my network slowing down when using DOOM?
|
|
*19-5* Why won't the v1.2 patch install correctly?
|
|
[19-6] DOOM is too easy
|
|
[19-7] DOOM is too hard
|
|
[19-8] I get motion sickness when play DOOM
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|
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=SECTION FIVE= MISCELLANEOUS
|
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|
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*20* DOOM: Opening a door to hell
|
|
*21* Other literature available from Hank Leukart
|
|
[22] Conclusion
|
|
[23] Revision History
|
|
[23-1] Pre-Game-Release FAQs
|
|
[23-2] Post-Game-Release FAQs
|
|
|
|
-------------------------
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CHAPTER *1*: Introduction
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-------------------------
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*1-1*: A word from Hank Leukart
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|
===============================
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|
Well, it has been another two months, but it's back! After a lot
|
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of hard work from DOOM add-on developers, some decent utilities have been
|
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created. Map editors, sound editors, graphics editors, cheating utilities,
|
|
DOOM shells, serial drivers, and new DOOM levels have all been released!
|
|
There are hundreds of them, but don't despair. This FAQ has a very complete
|
|
catalog of DOOM add-ons, including places to get them. Here are just a few
|
|
I recommend checking out.
|
|
I have been playing DOOM for a long time now, and still am not
|
|
bored of it. However, for people who have gotten tired of it (or people
|
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just looking for something new), I recommend checking out "hockey10.zip"
|
|
by Seth Cohn. This amazing DOOM patch and PWAD creates a unique
|
|
multi-player death hockey (yes, I said "death hockey") game for DOOM.
|
|
This is hours of excitement.
|
|
The DOOM Hall of Fame: Collectors Edition is just that -- a
|
|
classic. If you are looking for a great collection of LMPs, this is for
|
|
you. It contains a LMP for every level that reveals all the secrets, plus
|
|
some very strange LMPs. "When you finish watching these, you will not
|
|
only be a veteran at the techniques and secrets of DOOM, but you will also
|
|
have seen some of the most spectacular near-death battles this side of
|
|
Phobos."
|
|
Are you looking for a person to play multi-player DOOM with? If
|
|
so, look no longer. Jeff Forsyth's DOOM Modem Contact List can help you
|
|
find a partner. Check out Chapter [15] for more information.
|
|
These are just a few of the best add-on software available for
|
|
DOOM. There is lots more, check out the add-on section of this FAQ.
|
|
Anyway, until next time, have fun, and above all, "keep on DOOMing!"
|
|
|
|
[1-2]: About the "Official" DOOM FAQ
|
|
====================================
|
|
Welcome to the post-release v5.6 of the "Official" DOOM FAQ. What
|
|
does that mean? Post-release is after the game is released, version 5.6 is a
|
|
minor revision written after 5.5, "Official" means absolutely nothing,
|
|
DOOM is the name of the game, and FAQs are [F]requently [A]sked [Q]uestions.
|
|
Here's how revision classification works. If a new version of
|
|
the FAQ only has a small amount of information changed or added, the version
|
|
number is increased by 0.1. This is called a "minor revision." If a new
|
|
version of the FAQ has a substantial amount of new information changed or
|
|
added, the version number is increased by 0.5. This is called a "standard
|
|
revision." If a new version of the FAQ has a huge amount of added or changed
|
|
information, major parts of the FAQ are rearranged, or major parts of the FAQ
|
|
are rewritten, then the version number is increased by 1.0. This is called a
|
|
"major revision."
|
|
You may be wondering why chapter numbers are enclosed in either
|
|
[]'s, ()'s, or **'s. The definition of these is as follows:
|
|
|
|
[]: Chapters enclosed in brackets mean that the information
|
|
contained in the chapter has not been updated in this or the
|
|
previous FAQ.
|
|
(): Chapters enclosed in parenthesis mean that the information
|
|
contained in the chapter has not been updated since the previous
|
|
FAQ.
|
|
**: Chapters enclosed in asterisks means that the information
|
|
contained in the chapter is new or has been updated for the
|
|
current version of the FAQ you are reading.
|
|
|
|
*1-3*: Getting the "Official" DOOM FAQ
|
|
======================================
|
|
I am sorry to announce that my DOOM Mailing List has been
|
|
cancelled, due to numerous problems. Anyone who has had a subscription to
|
|
the list in the past will no longer receive updates, and no new
|
|
subscriptions are permitted. There is a new mailing list, however. See
|
|
Chapter [1-5] for more information.
|
|
The "Official" DOOM FAQ can still be requested from me, however. My
|
|
Internet E-mail address is "ap641@cleveland.freenet.edu." Please make the
|
|
subject of your E-mail "DOOM FAQ Request."
|
|
The "Official" DOOM FAQ is posted every two weeks (or earlier
|
|
if a new version is released) on the following Usenet groups.
|
|
|
|
(1) comp.sys.ibm.pc.games.action
|
|
(2) comp.sys.ibm.pc.games.announce
|
|
(3) comp.sys.ibm.pc.games.misc
|
|
|
|
The "Subject:" line of the post will be "'Official' DOOM FAQ v??.??"
|
|
where "??.??" is the version number of the FAQ.
|
|
|
|
New releases of the "Official" DOOM FAQ are uploaded to the
|
|
following Internet FTP sites.
|
|
|
|
(1) ftp.uwp.edu IN DIR /pub/incoming/id
|
|
IN DIR /pub/msdos/games/id/home-brew/doom
|
|
(2) ocf.unt.edu IN DIR /pub/incoming
|
|
IN DIR /pub/doom/text
|
|
(3) wuarchive.wustl.edu IN DIR /pub/msdos_uploads/games/doomstuff
|
|
|
|
The file name of the upload will be "doom??.faq" where "??" is the
|
|
version number of the FAQ. This filename is for FTP sites only. BBS
|
|
filenames are below.
|
|
|
|
New releases of the "Official" DOOM FAQ are uploaded to Software
|
|
Creations BBS (and other BBSs) under the file name "dmfaq??.zip" where "??"
|
|
is the version number of the FAQ.
|
|
|
|
Software Creations BBS:
|
|
(a) (508)-365-2359 2400 baud
|
|
(b) (508)-368-7036 9600-14.4k v.32bis
|
|
(c) (508)-368-4137 14.4-16.8k HST/DS
|
|
|
|
ATTENTION: ALL BBSes, Compuserve, America Online, GEnie, and all
|
|
other information services. PLEASE conform to the naming standard of the
|
|
"Official" DOOM FAQ when placing this file on your system. The file name
|
|
should be "dmfaq??.zip" where the "??" is the version number of the FAQ or
|
|
"dmfaq??.txt" if the FAQ is a text file instead of PKZIPped.
|
|
|
|
[1-4]: Adding to the FAQ
|
|
========================
|
|
If you want something added to the FAQ, please send E-mail to
|
|
"ap641@cleveland.freenet.edu" (no quotes), explaining what your addition is.
|
|
It will be reviewed, and if accepted, added to the next FAQ version. In
|
|
the E-mail, please supply your name and E-mail address.
|
|
Please note that all submissions to the FAQ become the property of
|
|
the author (Hank Leukart) and that they may or may not be acknowleged.
|
|
By submitting to the FAQ, you grant permission for use of your submission
|
|
in any future publications of the FAQ in any media. The author reserves
|
|
the right to omit information from a submission or delete the submission
|
|
entirely.
|
|
|
|
*1-5*: The DOOM Mailing List
|
|
============================
|
|
The DOOM Mailing List is run by an automatic server. To subscribe,
|
|
send mail to "listserv@cedar.univie.ac.at" with "sub DOOML <First Last>"
|
|
IN THE BODY of the message. DO NOT put a subject on this message. To post
|
|
to the mailing list, send mail to "DOOML@cedar.univie.ac.at". If you are
|
|
having trouble using this, send mail to "listserv@cedar.univie.ac.at" with
|
|
the word "HELP" IN THE BODY of the message. Again, put not subject on the
|
|
message. If you are having problems with the server, mail
|
|
"savage@cedar.univie.ac.at" with your problem.
|
|
|
|
*1-6*: Acknowledgments
|
|
======================
|
|
I'd like to thank id Software for creating such a GREAT
|
|
game! It definitely exceeds expectations. I'd also like to thank them
|
|
for helping me out, and getting involved with on-line users. I'd like to
|
|
thank the following on-line users for the following reasons:
|
|
|
|
ID SOFTWARE:
|
|
|
|
John Romero (help@idsoftware.com)
|
|
- For putting up with me! (wait, I gotta put up with him too!) :)
|
|
David Taylor (help@idsoftware.com)
|
|
- Telling me who he was, putting up with me, and answering questions
|
|
Jay Wilbur (help@idsoftware.com)
|
|
- His great on-line attention, small island travel arrangements :)
|
|
|
|
ALPHABETICAL ORDER:
|
|
|
|
Christoph Anderson (psycho@asl.uni-bielefeld.de) - Enemy count info
|
|
Marco Arriaga (marco@fidev.pwcm.com) - Novell Netware Lite information
|
|
Barry Bloom (barry@noc.unt.edu) - Modem Initialization Strings
|
|
Steve Bonds (sbonds@jarthur.claremont.edu) - IPX FAQ information
|
|
Vesselin Bontchev (bontchev@fbihh.informatik.uni-hamburg.de) - Major help
|
|
on grammatic and
|
|
other problems
|
|
Larry J. Brackney (brackney@ecn.purdue.edu) - Jaguar Specs
|
|
Scott Browser (browersr@cnsvax.uwec.edu) - Information on SMARTDRV
|
|
Jason Brunette (stimpy2129@aol.com) - Command line parameters
|
|
Kevin Burfitt (zaph@torps.apana.org.au) - Command line parameters
|
|
Tom Cannon (inkblot@leland.stanford.edu) - Location of the chain saw
|
|
TC Cheng (tc@po.EECS.Berkeley.edu) - PAS information
|
|
David Datta (datta.cs.uwp.edu) - Copyright notice/DOOM distribution
|
|
Seth Delackner (dax@crl.com) - Command line parameters
|
|
Vinc Duran (vincd@ile.com) - ATI Stereo F/X information
|
|
Joakim Erdfelt (joakim.erdfelt@swsbbs.com) - Great DOOM Utilities, and help
|
|
with the FAQ
|
|
John Van Essen (vanes002@maroon.tc.umn.edu) - DOOM Mini FAQ
|
|
Matt Fell (matt.burnett@acebbs.com) - DOOM Spec writer
|
|
Mark Harrop (harrop@telecom.jorn.gov.au) - Information classification
|
|
Jarkko Tapio Heinonen (jtheinon@cc.helsinki.fi) - Small grammar help
|
|
Fred Homewood (fred@meiko.com) - Novell Network Lite info
|
|
Henry Liang (liangh@eniac.seas.upenn.edu) - IHHD information
|
|
Ian CR Mapleson (mapleson@cee.hw.ac.uk) - PS/2 Mouse information
|
|
Samer Meshreki (meshreki@udel.edu) - Gravis UltraSound information
|
|
Christian Metcalfe (uk05624@mik.uky.edu) - Weapon shot conversions
|
|
Michael Millard (michael.millard@swcbbs.com) - Making sure the FAQ got
|
|
finished :)
|
|
"Motop" (ekschult@vela.acs.oakland.edu) - Network card supply
|
|
John Thomas Lemke (jtl10@ciao.cc.columbia.edu) - Frames per second info
|
|
Elias Papavassilopoulos (ep104@cus.cam.ac.uk) - Cheat codes and parameters
|
|
Charlie Ray (exuchar@exu.ericsson.se) - DOOM: Opening a door to hell
|
|
Tobey Reed (treed@world.std.com) - DOOM v1.2 information
|
|
Owen Salava (osalava@vaxsrv2.royalroads.ca) - Keeping my nose to the grind-
|
|
stone and making sure my
|
|
mailbox is filled <g>
|
|
Stanley Stasiak (stasiak@tartarus.uwa.edu.au) - Motion sickness/secrets
|
|
Wouter Slegers (wsbusr3@urc.tue.nl) - DOOM Secrets FAQ information
|
|
Stephen Sprunk (ssprunk@nox.cs.du.edu) - Modem information
|
|
Stephen Stibler (stibler@watson.ibm.com) - Two button mouse information
|
|
Ajaipal S. Tanwar (tanwar@utxvms.cc.utexas.edu) - Secret level information
|
|
Aaron Fredrick Tiensivu (tiensivu@student.msu.edu) - Command line parameters
|
|
Frans P. de Vries (fpdevries@hgl.signaal.nl) - The cool ASCII DOOM logo and
|
|
lots of grammatic help
|
|
|
|
Forgive me if I am missing anyone, so many people have helped me!
|
|
Thank you!
|
|
Finally, I'd like to thank everyone who reads this FAQ, you
|
|
are what the FAQ is for!
|
|
|
|
[1-7]: Accurate Information
|
|
===========================
|
|
An attempt has been made to make the information in this FAQ as
|
|
accurate as possible. Unfortunately, due to the fact that the game
|
|
was recently released, and updates, add-ons, and new information are being
|
|
worked on each second, it's hard to keep up. I had to stop myself from
|
|
adding to the FAQ, because if I didn't it would have never been released!
|
|
The original press release dated from January 1993 listed a few things that
|
|
didn't go in the final game. Some of those things were impossible to do
|
|
after rewriting the 3-D engine 4 times over (for speed and size); other
|
|
things just made no sense with the rest of the design. Trust id Software.
|
|
They know what they are doing. DOOM is one great game!
|
|
|
|
=====================================
|
|
=SECTION ONE= PRELIMINARY INFORMATION
|
|
=====================================
|
|
|
|
--------------------------
|
|
CHAPTER [2]: What is DOOM?
|
|
--------------------------
|
|
|
|
DOOM is a three dimensional, virtual reality type action game
|
|
created by id Software. In some ways, it is similar to Wolfenstein 3-D
|
|
(id Software, Apogee).
|
|
In DOOM, you're a space marine, one of Earth's toughest, hardened in
|
|
combat and trained for action. Three years ago you assaulted a superior
|
|
officer for ordering his soldiers to fire upon civilians. He and his body
|
|
cast were shipped to Pearl Harbor, while you were transferred to Mars, home
|
|
of the Union Aerospace Corporation.
|
|
The UAC is a multi-planetary conglomerate with radioactive waste
|
|
facilities on Mars and its two moons, Phobos and Deimos. With no action for
|
|
fifty million miles, your day consisted of suckin' dust and watchin'
|
|
restricted flicks in the rec room.
|
|
For the last four years the military, UAC's biggest supplier, has
|
|
used the remote facilities on Phobos and Deimos to conduct various
|
|
secret projects, including research on inter-dimensional space travel.
|
|
So far they have been able to open gateways between Phobos and Deimos,
|
|
throwing a few gadgets into one and watching them come out the other.
|
|
Recently however, the gateways have grown dangerously unstable.
|
|
Military "volunteers" entering them have either disappeared or been
|
|
stricken with a strange form of insanity--babbling vulgarities,
|
|
bludgeoning anything that breathes, and finally suffering an untimely
|
|
death of full-body explosion. Matching heads with torsos to send home
|
|
to the folks became a full-time job. Latest military reports state
|
|
that the research is suffering a small setback, but everything is
|
|
under control.
|
|
A few hours ago, Mars received a garbled message from Phobos. "We
|
|
require immediate military support. Something fraggin' evil is coming
|
|
out of the gateways! Computer systems have gone berserk!" The rest
|
|
was incoherent. Soon afterwards, Deimos simply vanished from the sky.
|
|
Since then, attempts to establish contact with either moon have been
|
|
unsuccessful.
|
|
You and your buddies, the only combat troop for fifty million miles
|
|
were sent up pronto to Phobos. You were ordered to secure the perimeter of
|
|
the base while the rest of the team went inside. For several hours, your
|
|
radio picked up the sounds of combat: guns firing, men yelling orders,
|
|
screams, bones cracking, then finally silence. Seems your buddies are dead.
|
|
Things aren't looking too good. You'll never navigate off the
|
|
planet on your own. Plus, all the heavy weapons have been taken by
|
|
the assault team leaving you only with a pistol. If only you could get your
|
|
hands around a plasma rifle or even a shotgun you could take a few down on
|
|
your way out. Whatever killed your buddies deserves a couple of pellets in
|
|
the forehead. Securing your helmet, you exit the landing pod. Hopefully you
|
|
can find more substantial firepower somewhere within the station. As you
|
|
walk through the main entrance of the base, you hear animal-like growls
|
|
echoing throughout the distant corridors. They know you're here. There's no
|
|
turning back now.
|
|
|
|
------------------------------------------------------------
|
|
CHAPTER [3]: What makes DOOM different from Wolfenstein 3-D?
|
|
------------------------------------------------------------
|
|
|
|
[3-1]: Texture-Mapped Environment
|
|
=================================
|
|
DOOM offers the most realistic environment to date on the PC.
|
|
Texture-mapping, the process of rendering fully-drawn art and scanned
|
|
textures on the walls, floors, and ceilings of an environment, makes the
|
|
world much more real, thus bringing the player more into the game experience.
|
|
Others have attempted this, but DOOM's texture mapping is fast, accurate,
|
|
and seamless. Texture-mapping the floors and ceilings is a big improvement
|
|
over Wolfenstein 3-D. With their new advanced graphic development
|
|
techniques, allowing game art to be generated five times faster, id brings
|
|
new meaning to "state-of-the-art".
|
|
|
|
[3-2]: Non-Orthogonal Walls
|
|
===========================
|
|
In other games (such as Wolfenstein 3-D), walls were always joined
|
|
at ninety degrees to each other, and were always eight feet thick. DOOM's
|
|
walls are at many angles, and at many thickness. Walls have see-through
|
|
areas, like windows. This allows more natural construction of levels. If
|
|
you can draw it on paper, you can see it in the game.
|
|
|
|
[3-3]: Light Diminishing/Light Sourcing
|
|
=======================================
|
|
Another touch adding realism is light diminishing. With
|
|
distance, your surroundings become enshrouded in darkness. This
|
|
makes areas seem huge and intensifies the experience. This also creates some
|
|
amazing effects; sometimes the lights go out, and you'll have to look for a
|
|
light switch or light amplification visors. Light sourcing allows lamps and
|
|
lights to illuminate hallways, explosions to light up areas, and strobe
|
|
lights to briefly reveal things near them. These features will make the game
|
|
frighteningly real.
|
|
|
|
[3-4]: Variable Height Floors and Ceilings
|
|
==========================================
|
|
Floors and ceilings can be of any height, allowing for stairs,
|
|
poles, altars, plus low hallways and high caves-allowing a great
|
|
variety for rooms and halls.
|
|
In DOOM, monsters can be shot on levels that are higher or lower than
|
|
you are. All you have to do is aim laterally, and DOOM will do the rest!
|
|
|
|
[3-5]: Environment Animation and Morphing
|
|
=========================================
|
|
In DOOM, the world reacts to you. Many surfaces animate.
|
|
A glowing wall-plate may change in appearance when you touch it. Radioactive
|
|
ooze could seethe and bubble.
|
|
In earlier versions of the FAQ, I talked about environment animation
|
|
and morphing. id Software removed information terminals, access stations,
|
|
and wall weapon damaging. DOOM does include "crushing ceilings," however.
|
|
|
|
[3-6]: Palette Translation
|
|
==========================
|
|
In earlier versions of the FAQ, I talked about many different
|
|
types of palette translation. Most of the palette translation has been
|
|
removed from DOOM. The only palette translations that are currently
|
|
implemented in DOOM are for multi-player mode (other players are in
|
|
different colors), invincibility mode and a few other special effects.
|
|
|
|
[3-7]: Multiple Players
|
|
=======================
|
|
Up to four players can play over a local network, or two players
|
|
can play by modem or serial link. DOOM v1.2 supports modem play.
|
|
You can see the other player in the environment, communicate with him or her,
|
|
and in certain situations you can switch to their view. This feature, added
|
|
to the 3-D realism, makes DOOM a very powerful cooperative game and its
|
|
release a landmark event in the software industry. This is the first game to
|
|
really exploit the power of LANs and modems to their full potential. In
|
|
1994, id Software fully expects to be the number one cause of decreased
|
|
productivity in businesses around the world. See Chapter [8] for more
|
|
information on multi-playing.
|
|
|
|
[3-8]: Smooth, Seamless Gameplay
|
|
================================
|
|
The environment in DOOM is frightening, but the player can be at
|
|
ease when playing. Much effort has been spent on the development end to
|
|
provide the smoothest control on the user end. And the frame rate (the rate
|
|
at which the screen is updated) is high, so you move smoothly from room to
|
|
room, turning and acting as you wish, unhampered by the slow jerky motion of
|
|
most 3-D games. On a 386sx, the game runs well, and on a 486/33, the normal
|
|
mode frame rate is faster as fast as some television. This allows for the
|
|
most important and enjoyable aspect of gameplay: immersion.
|
|
|
|
*3-9*: New Monsters and Artificial Intelligence
|
|
===============================================
|
|
Wolfenstein 3-D is basically made up of a lot of closed rooms. When
|
|
you open a door, the guards get a chance to see you and opening the door
|
|
connects your sound area to the revealed room's sound area, so a gunshot will
|
|
be heard in both places. Guards in both places will respond to this kind of
|
|
action. In DOOM it's much more complex. DOOM isn't made up of a bunch of
|
|
rooms; it's a cohesive world. You might blast your shotgun and the sound
|
|
could travel through a window or slime-river tunnel to another entirely
|
|
different area and piss-off some monsters. Then, they'll come looking for
|
|
you! Opening doors, going down stairs, wading through slime, etc. You are
|
|
still able to get the drop on them from behind, just like in Wolfenstein
|
|
3-D -- but you have to be sneakier about it.
|
|
There is a huge amount of new enemies in DOOM. Here is a list:
|
|
|
|
FORMER HUMANS (dudes in filth-covered combat suits): Just a few days
|
|
ago, you were probably swapping war stories with one of these guys. Now it's
|
|
time to swap some lead upside their head. They are the weakest of all
|
|
enemies.
|
|
|
|
FORMER HUMAN SERGEANTS (dudes in black armor, also filthy): Same as
|
|
above, but much meaner and tougher. These walking shotguns provide you with
|
|
a few extra holes if you're not careful!
|
|
|
|
IMPS (brown thorny hominids): You thought an imp was cute little
|
|
dude in a red suit with a pitchfork. Where did these brown bastards come
|
|
from? They heave balls o' fire down your throat and take several bullets to
|
|
die. It's time to find a weapon better than that pistol if you're going to
|
|
face more than one of these S.O.B.s.
|
|
|
|
DEMONS (pink horrors, vaguely humanoid): Sorta like a shaved
|
|
gorilla, except with horns, a big head, lots of teeth, and harder to kill.
|
|
Don't get too close or they'll rip your fraggin' head off.
|
|
|
|
SPECTRES (vague, half-formed shapes): Great. Just what you needed.
|
|
An invisible (nearly) Demon.
|
|
|
|
* LOST SOULS (flying skulls): Dumb. Tough. Flies. On fire. Flying
|
|
skills with a hot temper. They like to go for a screaming head-on
|
|
collision.
|
|
|
|
* CACODEMONS (gigantic floating one-eyes heads): They float in the
|
|
air, belch ball-lightning, and boast one Hell of a big mouth. You're toast
|
|
if you get too close to these monstrosities.
|
|
|
|
BARONS OF HELL (you'll know `em when you see `em): Tough as a dump
|
|
truck and nearly as big, these goliaths are the worst thing on two legs since
|
|
Tyrannosaurus Rex. Watch out for the green plasma they fling at you.
|
|
|
|
* CYBERDEMONS: When you get to the end of the second episode, you'll
|
|
know.
|
|
|
|
* SPIDERDEMONS (huge robotic spiders): They make you wish you never
|
|
were playing DOOM in the first place. Watch for them at the end of the
|
|
third episode.
|
|
|
|
*: Not found in the shareware version
|
|
|
|
[3-10]: Weapons
|
|
===============
|
|
Here's a list of weapons that are in DOOM. Don't try using these at
|
|
home. :)
|
|
|
|
(1) Fist
|
|
(2) Chain Saw
|
|
(3) Pistol
|
|
(4) Shotgun
|
|
(5) Chain Gun
|
|
(6) Rocket Launcher
|
|
(7) Plasma Rifle *
|
|
(8) BFG9000 *
|
|
|
|
* = Denotes a weapon not implemented in the shareware version.
|
|
|
|
*3-10-1*: What does BFG9000 stand for?
|
|
--------------------------------------
|
|
Being the most powerful weapon, the only thing BFG9000 could stand
|
|
for would be "Big Fraggin' Gun." :)
|
|
|
|
------------------------------
|
|
CHAPTER [4]: Who created DOOM?
|
|
------------------------------
|
|
|
|
DOOM was created by id Software, and is also published by
|
|
id Software.
|
|
Id Software is made up of the following dedicated people:
|
|
|
|
- John Romero Coder -
|
|
- John Carmack Coder -
|
|
- Dave Taylor Coder -
|
|
- Adrian Carmack Artist -
|
|
- Kevin Cloud Artist -
|
|
- Jay Wilbur CEO -
|
|
- Sandy Peterson Designer -
|
|
- Shawn Green Tech Support -
|
|
- Robert Prince Music -
|
|
|
|
Note: Apogee has NOTHING to do with DOOM.
|
|
|
|
[4-1]: How can I contact id Software?
|
|
=====================================
|
|
id Software can be contacted via the Internet. If you would like to
|
|
ask any questions about DOOM (that are not answered in here), send E-mail to
|
|
"help@idsoftware.com." Id Software can also be reached at their 800 number.
|
|
The number is (800)-ID-GAMES. This number is for ordering games ONLY. This
|
|
number is not for technical support or inquiries.
|
|
|
|
---------------------------------------------------------------------
|
|
[5]: What are the differences between the different releases of DOOM?
|
|
---------------------------------------------------------------------
|
|
|
|
(5-1): What is the shareware release?
|
|
=====================================
|
|
The shareware version of DOOM only includes one of the three missions
|
|
of DOOM. Each mission contains eight levels and a secret level. The
|
|
shareware version contains network support and modem support. The shareware
|
|
version does NOT include the Plasma Rifle and the BFG9000 weapons.
|
|
On December 10th, 1993, v1.0 was released. On December 16th, 1993, v1.1 was
|
|
released. Finally, on February 17th, 1994, id released v1.2 of DOOM. This
|
|
version fixes many bugs and adds new features, including modem support.
|
|
|
|
(5-2): What is the mail-order release?
|
|
======================================
|
|
The mail-order release of DOOM includes all three missions of DOOM.
|
|
Each mission contains eight levels and a secret level. This version includes
|
|
all weapons. All mail-order releases ordered before February 17th, 1994
|
|
are v1.1. It is recommended that you upgrade to v1.2 if you wish modem
|
|
support and Nightmare mode.
|
|
|
|
(5-3): What makes the three versions different?
|
|
===============================================
|
|
Three different versions of DOOM have been released: v1.0 (which
|
|
has the v0.99 operating system), v1.1, and v1.2. Version 1.0 was the initial
|
|
December 10th, 1993 release. Version 1.1 was the first upgrade of DOOM,
|
|
released on December 16th, 1993. Although this version fixed many bugs and
|
|
compatibility problems, it introduced many new ones. The recently released
|
|
v1.2 has these changes:
|
|
|
|
o Serial-link and modem support for two player games
|
|
o Removal of broadcast packets: directed network packets
|
|
o Native PAS-16 support
|
|
o A new NIGHTMARE difficulty mode in which:
|
|
+ All missile weapons fire twice as fast
|
|
+ Enemies move twice as fast
|
|
+ Enemies shoot 3 times as often
|
|
+ Monsters respawn eight seconds after death
|
|
+ Cheat keys deactivated
|
|
o DOOMDATA directory requirement removed
|
|
o Mouse and joystick control in the menus
|
|
o Better joystick calibration and fixed joystick control
|
|
o Ability to run under Windows
|
|
o Cyberman(tm) support
|
|
o Saved game bug corrected
|
|
o Reoccuring Z_Malloc bug corrected for many systems
|
|
o v1.2 will now return to lightning speed
|
|
o Ten macros allowing you to easily send messages during multiplay
|
|
o New command line parameters
|
|
o v1.0 and v1.1 saved games no longer work on v1.2
|
|
o New bugs! Keep watch for v1.3 of DOOM.
|
|
|
|
All mail-order releases ordered before February 17th, 1994 are
|
|
v1.1. It is highly recommended that you upgrade to v1.2. Anyone who
|
|
ordered v1.1 through id's (800)-ID-GAMES phone number will receive v1.2
|
|
free by mail.
|
|
|
|
*5-4*: When will v1.3 of DOOM be released?
|
|
==========================================
|
|
Here's an excerpt of an id press release.
|
|
|
|
"We're close. The important parts of the sound code were totally
|
|
rewritten for stability, especially in net games. Our results
|
|
so far have been very promising. However, the GUS code was
|
|
totally removed and needs to be rewritten as well. As soon as
|
|
we get that finished and Doom tested, we'll send it out. Best
|
|
estimate is a couple of weeks. v1.3 also integrates fixes
|
|
submitted by y'all to make the serial and net code more compatible
|
|
and work faster. There were a couple of savegame bugs fixed and
|
|
a minor sky texture mapping bug fixed. It also has a new map
|
|
reload feature for the map editor types out there so that you
|
|
can test a level immediately after developing it without restarting."
|
|
|
|
*5-5*: What is the commercial release?
|
|
======================================
|
|
The commercial version of DOOM will not be released until the middle
|
|
or late in 1994. This version will contain more levels, more features, more
|
|
graphics, and more sounds. A completely new digital sound engine is also
|
|
being considered for this release. Compare the commercial release of DOOM to
|
|
Wolfenstein 3-D's Spear of Destiny. This release will NOT duplicate any
|
|
levels in either the shareware or mail-order releases.
|
|
|
|
*5-6*: Is the CD-ROM version of DOOM illegal?
|
|
=============================================
|
|
id Software has NOT released a CD-ROM version of DOOM. If you
|
|
bought a CD-ROM with the registered version of DOOM on it (it is registered
|
|
if it contains all three episode), then it is illegal. However, if you
|
|
own a CD-ROM with the shareware version (the shareware version only has one
|
|
episode) it is NOT illegal. If you own a DOOM CD-ROM, please call
|
|
(800)-XXX-PIR8 to report the distributor you purchased the CD from. If you
|
|
live outside the United States, send E-mail to id Software, at
|
|
"help@idsoftware.com".
|
|
|
|
(5-6): What is the Jaguar release?
|
|
==================================
|
|
Shawn Green of ID Software has been gracious enough to indulge a
|
|
nearly constant barrage of questions concerning the upcoming Jaguar version
|
|
of DOOM. The Jaguar is a 32-bit game catridge system.
|
|
|
|
* Comlynx will be supported. (2 Player: Jag to Jag communications)
|
|
|
|
* The game will be presented in 16 bit color (possibly - see next item).
|
|
|
|
* The final frame rate is expected to clock in at around 15-20 FPS.
|
|
If ID reverts to 8-bit color (as in the PC version) 20 FPS is definite.
|
|
The advantage is a little bit faster frame rate.
|
|
The disadvantage is loss of color depth.
|
|
|
|
* The game will have digital music and (digitized?) sound effects.
|
|
|
|
* Game levels will be slightly different than the PC version.
|
|
ID will take the best 20 levels from the PC version (all three
|
|
episodes) and perform minor optimizations for speed. Included
|
|
in the twenty levels will be a secret level.
|
|
|
|
* JagDoom will support automatic regeneration of monsters. (After the
|
|
enemy dies, he comes back again. And again. And again. Etc..)
|
|
|
|
* Save Games will come in the form of a password. All of the stats will be
|
|
saved except for the location within a level. Upon restoring game stats
|
|
from a saved game, you will be placed at the beginning of the level.
|
|
|
|
* NO RELEASE DATE HAS BEEN MENTIONED. Folks, don't
|
|
bother the ID people about a release date. They have a VARIETY
|
|
of projects on the burner, and will get JagDoom out as soon as
|
|
they are able. Shawn says "A Summer release is feasible."
|
|
|
|
* NO PRICE HAS BEEN MENTIONED. Cart memory is NOT cheap, and I'm
|
|
sure this is a constraint that ID is struggling with as they work
|
|
on the Jag version.
|
|
|
|
Once again, I want to caution that this is PRELIMINARY information.
|
|
The DOOM engine is running on a Jag development system, but it has a
|
|
long way to go before it's ready to ship for manufacturing. The info
|
|
presented here reflects how the game may LIKELY end up, but cart cost
|
|
is (sadly) a major concern when the game is being finalized.
|
|
|
|
----------------------------------
|
|
CHAPTER [6]: Where can I get DOOM?
|
|
----------------------------------
|
|
|
|
Note: Unless you are an official id Software Beta-Tester, any Beta
|
|
version that you may have in your possession is a violation of U.S. federal
|
|
copyright laws. Additionally, it is illegal to make copies of the registered
|
|
release of DOOM. Violation of these laws can result in fines of up to
|
|
$250,000 and jail terms of up to 5 years. If you are in possession of a Beta
|
|
version, it is suggested that you delete your copy immediately.
|
|
|
|
[6-1]: How can I get the shareware release?
|
|
===========================================
|
|
|
|
(6-1-1): What are the file names?
|
|
---------------------------------
|
|
DOOM is released in two formats, a two file 1.44mb format, and a one
|
|
file 2mb format. The 2mb format is released under the name
|
|
"doom1_2.zip". The 1.44mb file names are "doom1_2a.zip" and "doom1_2b.zip."
|
|
If you got DOOM before February 17th, 1994, it is recommended
|
|
that you upgrade to v1.2 if you wish for modem play and Nightmare mode.
|
|
A patch under the file name "dm1_2spt.zip" is available to upgrade the
|
|
v1.1 shareware version to v1.2. If your shareware copy is v1.0, you must
|
|
first upgrade to v1.1 with the "doom11pt.zip." A patch under the file
|
|
name "dm1_2rpt.zip" is available to upgrade the v1.1 registered version to
|
|
v1.2. Additionally, a file named "altdoom1.zip" is available for those
|
|
people who's computers do not work with the DOOM DOS Extenders.
|
|
|
|
*6-1-2*: How can I get DOOM using FTP?
|
|
--------------------------------------
|
|
Here is a list of sites DOOM is on. Choose the one closest to you
|
|
for fastest delivery.
|
|
|
|
andyspc.rh.uchicago.edu: /pub/doom
|
|
cactus.org: /incoming (will be moved to /pub/IHHD/multi-player)
|
|
charm.tn.cornell.edu: /pub/doom
|
|
ftp.cc.umanitoba.ca: /wolf3d/incoming (will be moved to pub/doom)
|
|
ftp.demon.co.uk: /pub/ibmpc/games/id
|
|
ftp.sun.ac.za: /pub/msdos/id
|
|
ftp.uml.edu: /msdos/Games/ID
|
|
ftp.urz.uni-heidelberg.de: /incoming
|
|
ftp.uwp.edu: /pub/msdos/games/id
|
|
ftp.funet.fi: /pub/msdos/games/id
|
|
lemming.uvm.edu: /incoming (only the patch from 1.1 to 1.2)
|
|
ocf.unt.edu: /pub/doom/id
|
|
wuarchive.wustl.edu: /pub/MSDOS_UPLOADS/games/doom
|
|
|
|
[6-1-3]: How can I get DOOM using AFS?
|
|
--------------------------------------
|
|
DOOM can get received from the following AFS site.
|
|
|
|
/afs/andrew.cmu.edu/usr23/dsa3/ftp
|
|
|
|
[6-1-4]: How can I get DOOM on a BBS?
|
|
-------------------------------------
|
|
DOOM is on id Software's official BBS, Software Creations. DOOM is
|
|
located in the id Software directory. Choose the appropriate phone number
|
|
for your modem.
|
|
|
|
(a) (508)-365-2359 2400 baud
|
|
(b) (508)-368-7036 9600-14.4k v.32bis
|
|
(c) (508)-368-4137 14.4-16.8k HST/DS
|
|
|
|
(6-2): How can I get the mail-order release?
|
|
============================================
|
|
The mail-order release of DOOM is available directly from id
|
|
Software. To order, call id Software's order number, (800)-ID-GAMES.
|
|
This number is for ORDERING ONLY, not for inquiries or technical support.
|
|
The mail-order version of DOOM costs $40.00. If you live out of the United
|
|
States, you can still order DOOM by an out-of-country shareware
|
|
distributor.
|
|
If you ordered DOOM before February 17th, 1994, it is recommended
|
|
that you upgrade to v1.2. See Chapter [6-1-1] for more information.
|
|
Anyone who ordered DOOM before February 17th, 1994, from the
|
|
(800)-ID-GAMES phone number will receive a copy of v1.2 by mail. If you
|
|
live out of the United States and purchased DOOM, you can receive a copy
|
|
of v1.2, free, from your local shareware distributor.
|
|
|
|
[6-3]: How can I get the commercial release?
|
|
============================================
|
|
The commercial release of DOOM will not be available until the middle
|
|
of or late 1994. The price has not been set as yet.
|
|
It will be available by mail-order directly from id Software, or at
|
|
your local software store. (assuming your software store is local) :)
|
|
|
|
(6-4): How can I get the DOOM Specs for creating add-on utilities?
|
|
==================================================================
|
|
The DOOM Specs have not been released yet, but will be released in
|
|
the near future. These specs will basically be for disassembling the wad and
|
|
reassembling it. You can turn pictures into patches, for example. id
|
|
Software will probably release the format for maps as well. The actual map
|
|
editor is written in NextStep, so they won't be releasing that.
|
|
However, the Unofficial DOOM Specs, written by Matt Fell and
|
|
distributed by myself are available. See Chapter [15-17] for more information.
|
|
|
|
(6-5): Where can I get the serial play source code?
|
|
===================================================
|
|
The serial play source code is available on the FTP site
|
|
"ftp.uwp.edu" in the directory "/pub/msdos/games/id" under the filename
|
|
"sersrc.zip."
|
|
|
|
*6-6*: What books about DOOM are available?
|
|
===========================================
|
|
|
|
The following books about DOOM should be available soon.
|
|
|
|
Killer DOOM: Tips & Tricks by Brady Publishing
|
|
Author: Robert Waring
|
|
Price : $9.95
|
|
Order : (800)-428-5331
|
|
|
|
The Official DOOM Survival Guide
|
|
Author: Jonathan Mao Mendoza
|
|
Price : $9.95
|
|
Order : (800)-ID-GAMES
|
|
|
|
----------------------------------------
|
|
CHAPTER [7]: What is needed to run DOOM?
|
|
----------------------------------------
|
|
|
|
[7-1]: What is REQUIRED to run DOOM?
|
|
====================================
|
|
DOOM requires a 386sx IBM compatible computer running MS-DOS v3.3 or
|
|
higher, VGA (320x200x256) graphics, and 4mb of RAM. The shareware version of
|
|
DOOM needs about 4.8mb of hard drive space. The mail-order version needs
|
|
about 12mb of hard drive space.
|
|
DOOM will be ported to the Atari Jaguar. A Linux/X port
|
|
and Irix/X ports are also planned.
|
|
|
|
[7-2]: What sound cards does DOOM support?
|
|
=========================================
|
|
DOOM supports general MIDI, Adlib, Sound Blaster, Sound Blaster Pro,
|
|
Sound Blaster 16, Roland Sound Canvas, Gravis UltraSound, WaveBlaster, Pro
|
|
Audio Spectrum 16, and compatibles.
|
|
|
|
[7-3]: What game controllers does DOOM support?
|
|
===============================================
|
|
DOOM supports keyboard, mouse, joystick, and trackball (functioning
|
|
as a mouse).
|
|
DOOM also supports the Gravis Gamepad and Logitech Cyberman.
|
|
|
|
----------------------------------------------------
|
|
CHAPTER [8]: How can I use multiple players in DOOM?
|
|
----------------------------------------------------
|
|
|
|
DOOM supports 2-4 players in a multi-player mode. DOOM is
|
|
playable over networks, modems and by serial link.
|
|
|
|
Note: For playing the registered DOOM over networks or by modem, EACH user
|
|
MUST BUY his/her own individual copy of the game.
|
|
|
|
[8-1]: How does the multi-player gameplay work?
|
|
===============================================
|
|
In DOOM, players are able to see each other, and watch each other
|
|
jerk in pain as they are hit during the game. Players are able to watch
|
|
others get hurt, die, and move throughout the labyrinth. DOOM allows
|
|
players to play together, working as a team. In this cooperative mode,
|
|
players can see each other on an "automap" and switch to each other's view.
|
|
DOOM also allows players to play against each other, in DeathMatch mode.
|
|
|
|
[8-1-1]: How does pausing, saving, and loading work?
|
|
====================================================
|
|
In DOOM, some things change when playing with more than one player.
|
|
When you activate the Options menu or submenus, the game KEEPS
|
|
RUNNING so that other players can continue with the action. So, it is best
|
|
to find a safe place before adjusting screen size, sound, etc.
|
|
A player may pause the game by pressing the PAUSE key, but any other
|
|
player can unpause the game by pressing the PAUSE key again. Make sure it is
|
|
okay with your buddies before taking a breather.
|
|
When you do a save game during network/modem play, it saves on every
|
|
player's system in the save game slot you select, writing over whatever was
|
|
there. Before saving the game, players should agree on a safe slot to save
|
|
it in.
|
|
You cannot load a saved game while playing a multi-player game. To
|
|
load a game, everyone must quit from the current game and restart the game
|
|
from a saved game. To start a game from a saved game, you can either
|
|
select it from the SETUP program or identify it as a command line parameter.
|
|
|
|
[8-1-2]: What are the different uniform colors for?
|
|
---------------------------------------------------
|
|
In network/modem games, each player's uniform is a different color.
|
|
The color of your character is the color behind your face on the status bar.
|
|
The colors are BROWN, INDIGO (black), GREEN, and RED.
|
|
These are used to identify between players during game play, and
|
|
to chat with others using Chat Mode.
|
|
|
|
[8-1-3]: How does a player see what others are doing?
|
|
-----------------------------------------------------
|
|
If you're playing in cooperative mode, press F12 to toggle through
|
|
the other players' viewpoint(s). Press any other key to return to your
|
|
view. You still retain your own status bar at the bottom, and if your view
|
|
reddens from pain it is YOU, not your partner, who has been hit.
|
|
|
|
(8-1-4): How do players communicate using Chat Mode?
|
|
----------------------------------------------------
|
|
In a multi-player game you can communicate with other players in the
|
|
Chat Mode. To enter into Chat Mode and broadcast a message to all the other
|
|
players, press the letter "T". A cursor will appear where your messaging is
|
|
normally placed. To broadcast to a specific player, instead of pressing
|
|
"T", you'll need to press the first letter of the player's color: (B)rown,
|
|
(I)ndigo, (G)reen, and (R)ed. For example, to send a message to the brown
|
|
character, you would press the letter "B".
|
|
In DOOM v1.2, a macro capability has been added. After defining
|
|
ten macros in SETUP.EXE, pressing the player color, and then
|
|
"ALT-<macro number>" will send a macro.
|
|
|
|
[8-1-5]: How do the weapons work?
|
|
---------------------------------
|
|
When a player runs over a weapon, he picks it up, but the weapon
|
|
remains in the game for other players to take. Shotguns dropped by former
|
|
human sergeants are removed from the game after being picked up or smashed.
|
|
|
|
[8-1-6]: What happens when a player dies?
|
|
-----------------------------------------
|
|
If you die and restart in the level, previously taken items and
|
|
destroyed monsters don't reappear. Even though you've died, other players
|
|
have survived. However, this also means the level will eventually run dry of
|
|
monsters and ammunition. You'll have to decide when the level is played out.
|
|
|
|
[8-1-7]: Can players exchange supplies?
|
|
---------------------------------------
|
|
Players cannot exchange supplies.
|
|
|
|
[8-1-8]: Miscellaneous
|
|
----------------------
|
|
In Cooperative mode, each player begins in the same area. In
|
|
DeathMatch mode the players begin in completely different areas--if you want
|
|
to see your buddy you'll need to hunt him down. Plus, each time you die,
|
|
you'll start in one of several random locations.
|
|
Unlike in single-player or Cooperative mode gameplay, in DeathMatch
|
|
mode the players start at each location with the keys necessary for opening
|
|
any locked door in that area.
|
|
In DeathMatch mode the ARMS section on the status bar is replaced
|
|
with "FRAG." The FRAG section displays the number of times you've killed
|
|
your opponents.
|
|
In Cooperative mode the Automap works the same way it does in
|
|
single-player mode. Each player is represented by a different color arrow.
|
|
In DeathMatch mode you won't receive the pleasure of seeing your opponents on
|
|
the map. Just like the monsters, your friends could be just around the
|
|
corner, and you won't know it until you face them.
|
|
|
|
[8-2]: What exactly is "DeathMatch" mode?
|
|
=========================================
|
|
DOOM has a "DeathMatch" mode where every player is out for
|
|
himself. At the beginning, the level is infested with enemies and power-ups.
|
|
In this mode, players can't see the other players in the Automap, nor switch
|
|
to their view. Players are not able to view other's health in the mode,
|
|
because of the disadvantage this can cause.
|
|
|
|
[8-3]: How does DOOM work with networks?
|
|
========================================
|
|
DOOM supports the IPX (Novell Netware) protocol in the initial
|
|
shareware version. Using this network support, DOOM can be played in a
|
|
workplace type environment.
|
|
To start network mode:
|
|
(1) Launch DOOM from the SETUP program, by going to the directory in
|
|
which you installed DOOM, typing SETUP, and pressing the ENTER key. Unlike
|
|
playing DOOM in single player mode, DOOM in multi-player mode must be run
|
|
either from the SETUP program or by using the command line parameters.
|
|
(2) The SETUP program allows you to configure the information that
|
|
is necessary for the multi-player game. The SETUP is simple to use.
|
|
(3) Start the game!
|
|
|
|
(8-3-1): What are the command line parameters for DOOM?
|
|
-------------------------------------------------------
|
|
-LOADGAME allows you to start DOOM from a specified save game. Instead of
|
|
using the saved game name, simply enter the number that corresponds to the
|
|
slot you saved the game to on the SAVE GAME screen (starting with 0)
|
|
-loadgame <# of the game>
|
|
|
|
-DEATHMATCH starts DOOM as a DeathMatch game. If you don't enter DEATHMATCH
|
|
as a command line parameter, DOOM will default to Cooperative mode.
|
|
-deathmatch
|
|
|
|
-SKILL sets the skill level (1-4) you wish to play.
|
|
-skill <# of skill level>
|
|
|
|
-EPISODE sets the episode (1-3) you wish to play. The default episode is
|
|
Episode One, Knee-Deep in the Dead.
|
|
-episode <# of the episode>
|
|
|
|
-CONFIG allows you to use your configuration file from any directory you
|
|
choose.
|
|
-config <pathname> ex. -config f:\doom\data\myconfig.cfg
|
|
|
|
-NOMONSTERS allows you to start playing with NO MONSTERS running around!
|
|
This is great for DeathMatch where, really, the monsters just get in the
|
|
way.
|
|
-nomonsters
|
|
|
|
-RESPAWN tells DOOM that, yes, you are a badass, and yes, you want all the
|
|
monsters to respawn 8 seconds after you kill them. The NIGHTMARE skill
|
|
level already does this. Not that using -respawn and -nomonsters at the
|
|
same time is a dumb thing to do.
|
|
-respawn
|
|
|
|
(8-3-2): How can I use DOOM on Novell Netware Lite?
|
|
---------------------------------------------------
|
|
Here is information on how to play DOOM on a Novell Netware Lite
|
|
network. Novell does not approve of or recommend the following drivers.
|
|
|
|
HOST/CLIENT (1) Load the LSL. (LSL.COM)
|
|
HOST/CLIENT (2) Load your card driver. (example: 3C5X9.COM)
|
|
HOST/CLIENT (3) Load your server. (SERVER.COM)
|
|
HOST/CLIENT (4) Load your client. (CLIENT.COM)
|
|
CLIENT (5) Log into the network.
|
|
CLIENT (6) Map the hosts to the hard drive. (refer to NWL Manual)
|
|
HOST (7) Run DOOM's SETUP.EXE, configure, and press F10.
|
|
CLIENT (8) Change to mapped DOOM directory, and run SETUP.EXE,
|
|
using the same options as used on the host.
|
|
(9) PLAY DOOM!
|
|
|
|
Note: It is illegal to use the Registered DOOM on only one server. You
|
|
must buy a seperate copy of the game for each player.
|
|
|
|
[8-3-3]: How can I use DOOM on other types of networks?
|
|
-------------------------------------------------------
|
|
It does not matter what type of network you use for DOOM, whether it
|
|
is Lantastic, Windows for Workgroups or other networks. netDOOM uses the
|
|
cards at such a low level that it does not need the network services. It
|
|
only needs the ODI/IPX drivers.
|
|
This being the case, netDOOM works fine with any Ethernet or any
|
|
other cabling system. Naturally, you can not use any normal network services
|
|
at the same time.
|
|
|
|
There are a number of ways of getting IPX working with a given
|
|
ethernet card. One is to use a dedicated IPX driver for the card,
|
|
another is to run an IPX converter over some other standard such as
|
|
NDIS, ODI, or the packet driver standard. If one method fails to
|
|
work, try another one! I have had good reliability with the IPX
|
|
over Packet driver method, though it can sometimes be a challenge
|
|
to get it running... If you are already using Novell, then the IPX
|
|
over ODI might be simpler to set up, though I have found it less
|
|
reliable.
|
|
|
|
Before I get going, let me plead with everyone NOT TO USE DOOM 1.1
|
|
OR 1.0 ON ANY NETWORK OTHERS ARE TRYING TO USE!! Doom 1.2 is now
|
|
available, so please use it rather than 1.1 or 1.0. DOOM 1.0 and
|
|
1.1 really screw up networks.
|
|
|
|
Now that I have all my disclaimers out of the way... :)
|
|
|
|
To use this method of installing IPX you need two files, both of
|
|
which are in the file PKTD11.ZIP, which can be had from
|
|
oak.oakland.edu as/pub/msdos/pktdrvr/pktd11.zip. I have seen some
|
|
problems with this version (11) of the drivers, however, so it
|
|
would be wise to test out the packet driver after it is loaded, or
|
|
perhaps to try one which comes direct from the ethernet card
|
|
manufacturer. (i.e. 3c5x9pd.com from ftp.3com.com)
|
|
|
|
If you have problems with these drivers, I have put together a
|
|
collection of older versions of IPX and packet drivers which seem
|
|
to work better with DOOM. This package will be uploaded to
|
|
ftp.uwp.edu as OLDIPX.ZIP. (see Chapter [14-6])
|
|
|
|
The first file is specific to your ethernet hardware. It is the
|
|
packet driver software that converts packet-driver calls to
|
|
commands your ethernet card can understand. The INSTALL.DOC file
|
|
included with the packet driver collection has details about which
|
|
cards are supported and what sort of command-line parameters are
|
|
needed for each packet driver. I always load the packet driver
|
|
using interrupt 0x60, a popular convention. These drivers will not
|
|
work well under Windows without tweaking, so read the INSTALL.DOC
|
|
file for details. There are also some useful packet utilities
|
|
included. Again details are in INSTALL.DOC. (Got the hint yet? :)
|
|
|
|
EXAMPLES:
|
|
|
|
3Com 503 card on interrupt 5, I/O port 0x300, and the
|
|
internal transceiver. (twisted pair RJ-45 connector ON
|
|
THE CARD or coaxial BNC connector-- NOT the 15-pin AUI
|
|
connector) The shared memory area is automatically
|
|
determined-- but be sure to exclude the region from your
|
|
expanded memory manager, if used!
|
|
|
|
3C503.COM 0x60 0x5 0x300 1
|
|
|
|
3Com 509 card: These cards are entirely
|
|
software-configurable through the config/diagnostics on
|
|
your EtherDisk that came with the card. If you have lost
|
|
the disk, all the needed files are available from
|
|
ftp.3com.com.
|
|
|
|
3C509.COM 0x60
|
|
|
|
AT&T StarLan cards: Almost like the 503 except the memory
|
|
location must be specified.
|
|
|
|
AT&T.COM 0x60 0x2 0x360 0xD000
|
|
|
|
Once the packet driver is loaded and reports things correctly
|
|
(i.e.it does not give your ethernet address as
|
|
FF:FF:FF:FF:FF:FF...) then just run PDIPX.COM to load IPX support.
|
|
The PDIPX.COM program is included with PKTD11.ZIP, but it is
|
|
contained in a .ZIP file INSIDE of PKTD11.ZIP called PDIPX103.ZIP.
|
|
Run the .COM file with no parameters.
|
|
|
|
If you have problems with an "invalid mode" when loading PDIPX, you
|
|
probably are trying to run other network software at the same time
|
|
as the Packet Driver/IPX combination. Strip down your CONFIG.SYS
|
|
and your AUTOEXEC.BAT files to those shown below. Do not load any
|
|
additional TSR's! Once this bare-bones configuration works, you
|
|
can begin adding TSR's. if your problems persist, try using the
|
|
older versions of the packet driver and IPX-to-PD converter. (They
|
|
should be on ftp.uwp.edu.)
|
|
|
|
If nothing seems to work, try running the diagnostic program
|
|
PKTWATCH.COM after getting everything set up. If your screen fills
|
|
with scrolling multicolor hexadecimal numbers then the packet
|
|
driver is working OK. If it just flashes a cursor at you, then you
|
|
have problems UNLESS you are wired directly to another computer.
|
|
Hook your computer back up to an active network and see if you can
|
|
receive anything then. If you do not have an active network
|
|
available, start DOOM on the OTHER computer while running PKTWATCH
|
|
on the original computer. Of course, the other (sending) computer
|
|
needs to have IPX set up as well.
|
|
|
|
The simplest way to get all the drivers you need loaded and to
|
|
exclude other drivers which may interfere is to create a boot disk
|
|
with the correct startup files. For example:
|
|
|
|
CONFIG.SYS
|
|
device=a:\himem.sys
|
|
dos=high,noumb
|
|
files=30
|
|
buffers=30
|
|
|
|
AUTOEXEC.BAT
|
|
prompt [DOOM Setup] $p$g
|
|
a:\3c503.com 0x60 0x5 0x300 1
|
|
rem change the above according to your card.
|
|
a:\pdipx.com
|
|
|
|
The ONLY line that will vary with what card you have is the
|
|
"3c503.com" line. I encourage you NOT to load an EMS driver since
|
|
so many cards use shared memory and it is sometimes difficult to
|
|
ensure that the proper area, and only the proper area, is excluded.
|
|
DOOM runs just fine with XMS, and you have the added benefit of
|
|
loading DOS high to make room for things like mouse drivers. DOOM
|
|
does not NEED XMS to run, though. Also, I like to change the DOS
|
|
prompt to reflect my configuration whenever I am using a bizarre
|
|
setup.
|
|
|
|
It might be a good idea to also scan your bootable floppy for
|
|
viruses BEFORE booting the networked computer with it. (Scan it on
|
|
the NETWORKED computer, not your own...) There are a number of
|
|
common viruses spread by booting computers from infected disks.
|
|
(Stoned, Form, and Michelangelo to name a few.) Let's not give
|
|
DOOM a bad name by booting network computers from infected disks!
|
|
(btw, F-prot from oak.oakland.edu as /pub/msdos/virus/fp-211.zip is
|
|
an EXCELLENT antivirus program. <plug>)
|
|
|
|
You must make sure that all of the networked computers using DOOM are
|
|
using the same frame type.
|
|
|
|
*8-3-4*: How can I set up a small inexpensive DOOM network?
|
|
-----------------------------------------------------------
|
|
All that is required for network play is a network card for each
|
|
computer, a T-plug for each computer (usually supplied with your network
|
|
card), and some cable. A server is not nessecary. Here is a good supply of
|
|
inexpensive eight bit network cards for DOOM play.
|
|
|
|
Corporate Systems Center PHONE: (408)-734-DISK
|
|
1294 Hammerwood Avenue FAX: (408)-745-1816
|
|
Sunnyvale, CA 94089
|
|
|
|
Brand new 16-bit cards priced at only US$49.00 each. When calling,
|
|
tell your service person that you would like to run DOOM. Corporate Systems
|
|
will send you the cards mentioned here.
|
|
|
|
(8-4): How can I play DOOM by serial link?
|
|
==========================================
|
|
DOOM works in two player mode by modem or null modem. The
|
|
minimum baud rate to play DOOM is 9600 bps.
|
|
Shareware versions 1.0 and 1.1 do NOT support play by modem or
|
|
serial link. It is recommended that you upgrade to v1.2 of DOOM.
|
|
Using this mode is similar to network mode.
|
|
To use a serial link connection, run the DOOM setup and choose "Run
|
|
Network/Modem/Serial Game." Then, choose the type of connection you plan
|
|
to make. Then, configure the game to your liking, and choose the connect
|
|
method.
|
|
Note that to run null-modem game, you must have a null-modem cable
|
|
plugged into a serial port on both computers and each computer runs
|
|
SETUP.EXE with identical parameters.
|
|
If you are using a modem, you will most likely need to edit the
|
|
MODEM.CFG file in the DOOM directory. The first line of the file is an
|
|
initialization string. Pull out your modem manual, and do the following.
|
|
|
|
(1) Find the code that turns off error correction.
|
|
(2) Find the code that turns off data compression.
|
|
(3) Find the code that locks your modem at 9600 baud.
|
|
(4) Find the code that turns off all hardware and software flow
|
|
control.
|
|
(5) Create an "AT" initialization string with all these codes and
|
|
put it into the MODEM.CFG.
|
|
|
|
To find an already created initialization string for your modem, look
|
|
in Chapter [18-3] of this FAQ. If one is not listed for your modem, you will
|
|
have to dig up your modem manual for the correct settings.
|
|
The second line is a hangup string used when you quit DOOM.
|
|
If you STILL cannot get the modems to connect, both of you should
|
|
run your favorite terminal programs, and connect with 9600, no error
|
|
correction, no data compression, and NO HARDWARE FLOW CONTROL. Then just run
|
|
SETUP.EXE with the "Already Connected" option in the configuration box.
|
|
|
|
*8-5*: How can I play DOOM over the Internet?
|
|
=============================================
|
|
Enter IHHD -- the Internet Head to Head Daemon designed by Jim
|
|
Knutson. With this brilliant little piece of code, multiplayer gaming has
|
|
soared to new heights. With IHHD, you'll be able to play Head to Head
|
|
against other human opponents all over the world, with the only cost to you
|
|
being the regular prices you pay to connect to or use your Internet host.
|
|
Best of all, it's free.
|
|
|
|
First of all, your host needs to be running UNIX as its operating
|
|
system. If you aren't sure what your host is running for its operating
|
|
system, check the information given at the login prompt or send mail to
|
|
your administrator.
|
|
|
|
Other than that, you should be able to run IHHD with ease. Your
|
|
first order of business is to get the IHHD software. It is available via
|
|
anonymous FTP at "rex.pfc.mit.edu" in the "pub/IHHD/src" directory.
|
|
|
|
To get it:
|
|
|
|
(1) FTP to rex.pfc.mit.edu ("ftp rex.pfc.mit.edu" at UNIX prompt)
|
|
(2) At the login prompt, enter "anonymous"
|
|
(3) At the password prompt, enter your E-mail address
|
|
(4) At the command prompt, type "cd pub/IHHD/src"
|
|
(5) Type "binary"
|
|
(6) Type "get dialer1.6.4.shar"
|
|
(7) Type "bye"
|
|
|
|
If you followed the above steps, you should now have the
|
|
"dialer1.6.4.shar" file in your home directory. Type "ls" at your host's
|
|
command prompt to verify its existence. If you don't see it, try the
|
|
above steps again or call for help.
|
|
|
|
Next, if you've successfully retrieved the "dialer1.6.4.shar" file
|
|
from the FTP site, you need to prepare the IHHD to run on your UNIX system.
|
|
For UNIX veterans, the "dialer1.6.4.shar" file is in fact a shar file, and
|
|
contains a makefile for easy compiling on your system. For the rest of
|
|
us, follow these steps to get the IHHD up and running:
|
|
|
|
(1) Create a directory to put the IHHD software in.
|
|
Type "mkdir IHHD" at the command prompt.
|
|
(2) Move the IHHD file to the new directory.
|
|
Type "mv dialer1.6.4.shar IHHD"
|
|
(3) Go to the IHHD directory.
|
|
Type "cd IHHD"
|
|
(4) Unpack the IHHD files.
|
|
Type "sh dialer1.6.4.shar"
|
|
(5) Compile the IHHD software to run on your system.
|
|
Type "make"
|
|
(6) You should now see a whole mess of files in the IHHD directory.
|
|
The important filenames you're looking for should be:
|
|
"dialer"
|
|
"tcpdialer"
|
|
"tcpanswer"
|
|
"call"
|
|
"showlog"
|
|
(7) If you've got these, you're cool. Otherwise, try the above
|
|
steps again, re-retrieve the "dialer1.6.4.shar" file from
|
|
"rex.fpc.mit.edu" using the instructions above, or call for help.
|
|
|
|
If everything checks out, you're ready to rumble!
|
|
|
|
Here's how you get connected using IHHD:
|
|
|
|
(1) Set up a time to play with another Internet DOOM player.
|
|
Ideally, you should use E-mail to make the prior arrangements.
|
|
|
|
Make sure you and your opponent use the same baud rate and line
|
|
settings for your modems.
|
|
|
|
Make sure data compression, error correction, and hardware
|
|
flow control on your modem are off. Look at the modem
|
|
initialization strings section in this FAQ for more help.
|
|
|
|
(2) When it's time to play, start your favorite terminal program
|
|
and call up your Internet host using your modem. Make sure that
|
|
your baud rate and line settings correspond to your opponent's.
|
|
|
|
(3) Login to your Internet host normally.
|
|
|
|
(4) Contact the other player by sending a short E-mail message
|
|
indicating that you are on the net and ready to play.
|
|
|
|
(5) Once you both establish that you're there and ready to go,
|
|
return to your UNIX prompt.
|
|
|
|
(6) Type "cd IHHD" to enter your IHHD directory.
|
|
|
|
(7) You may have to type "terminal download," if you do not have it
|
|
activated already.
|
|
|
|
(8) Type "dialer opponent's.host" to start the IHHD connection.
|
|
For example, if you were playing against knuston@cactus.org,
|
|
you would type "dialer cactus.org" to initiate the connection.
|
|
|
|
Another way is to type "tcpdialer opponent's.host" while your
|
|
opponent types "tcpdialer -answer". Or reverse roles, where
|
|
you type "tcpdialer -answer" while your opponent types "tcpdialer
|
|
your.host". Don't ask me what the difference is; I don't know.
|
|
|
|
So, to recap, there are two methods of IHHD connection.
|
|
Method 1: dialer. You each type "dialer other.guy's.host"
|
|
Method 2: tcpdialer. One of you types "tcpdialer other.guy's.host"
|
|
while the other types "tcpdialer -answer".
|
|
|
|
(9) Regardless of which method you use to connect, type short text
|
|
messages followed by a carriage return until you see your opponent
|
|
acknowledge you. Unless you have "local echo set to ON in your
|
|
serial settings, you will not see the text you type.
|
|
|
|
(10) If you don't see you opponent after a resonable amout of time,
|
|
exit dialer or tcpdialer by pressing "CTRL-C" (i.e. hitting
|
|
the "CTRL" and "C" key simultaneously.) Contact your opponent
|
|
again by E-mail and agree to try the other method of
|
|
connecting.
|
|
|
|
(11) If you're connection looks fine and your opponent has acknowledged
|
|
you and you have acknowledged him, exit your terminal program
|
|
and change to your DOOM directory. Run SETUP.EXE, and select
|
|
"Run Network/Modem/Serial Game." On the next menu, choose
|
|
"Modem." Finally, configure all of the options to your liking,
|
|
select "Already Connected," and press F10.
|
|
|
|
(12) If everything goes well, DOOM will start up and bring you to
|
|
your first game over the Internet! Congratulations, you are
|
|
now connected by IHHD. You can now proceed to play DOOM as if
|
|
you were connected via a regular phone line.
|
|
|
|
If you are having trouble getting DOOM to work with your modem, you
|
|
may want to download one of the many third-party serial drivers for DOOM.
|
|
(see Chapter [15])
|
|
|
|
Unfortunately, because of the nature of the Internet, delays and
|
|
warping may occur with your IHHD connection, depending on the quality of the
|
|
connection between your and your opponent's host machines. These delays
|
|
are often sporadic, and depend largely on what's going on on the Internet
|
|
at that particular times. Then again, you might just be extremely unlucky
|
|
and have a cruddy Internet connection.
|
|
|
|
To gauge the quality of the connection, try to "ping" your opponent's
|
|
computer from your host. At the UNIX prompt, type "ping -s opponent's.host".
|
|
You should get a listing of "ping times", which you may stop at any time by
|
|
pressing "CTRL-C". Try pinging some other hosts you know to get an idea of
|
|
how much ping times vary, and use this data to guesstimate the quality of the
|
|
connection between your host and your opponent's.
|
|
|
|
Another way to judge the quality of your connection is to simply look
|
|
at the other player. If he's jumping all over the place, you've got a
|
|
cruddy connection. If he's relatively smooth and steady, you've got a good
|
|
connection.
|
|
|
|
If all else fails, burn incense and sacrifice a beautiful young virgin
|
|
princess to the net.gods. No, wait. Better yet, send me a virgin. E-mail
|
|
me for an address.
|
|
|
|
=================================
|
|
=SECTION TWO= CHEATS AND SPOILERS
|
|
=================================
|
|
|
|
-------------------------------------
|
|
CHAPTER [9]: How can I cheat in DOOM?
|
|
-------------------------------------
|
|
|
|
*9-1*: What are the DOOM cheat codes?
|
|
=====================================
|
|
Here is a list of the cheat codes from DOOM. During play, just type
|
|
the codes in with the keyboard. You need not hit ENTER after the code.
|
|
After entering, a message should be displayed at the top of the screen
|
|
telling which cheat mode was activated.
|
|
|
|
idbehold Displays menu (followed by S, V, I, R, A, or L for choice)
|
|
S=Strength (Berserk)
|
|
V=Invunerablity
|
|
I=Partial invisibility
|
|
A=Full Automap (computer map)
|
|
R=Anti-radiation suit
|
|
L=Light amplification visors
|
|
idchoppers Gives you the chain saw (long story behind the message)
|
|
idclev Warp (followed by episode number and level number)
|
|
iddqd Degreelessness mode (God mode)
|
|
iddt Toggles Automap between normal, full, and full with objects
|
|
(enter when in Automap mode)
|
|
idkfa Very Happy Ammo (full ammo, 200% armor, all weapons)
|
|
idmypos Displays your baring and coordinates in hex
|
|
idspispopd No clipping (you can walk through walls)
|
|
|
|
*9-2*: What is the "famous" secret in the SETUP.EXE program?
|
|
============================================================
|
|
In the setup program, type F5 and then type the word W-A-R-P, one
|
|
letter at a time. Doing this will cause a menu to appear, allowing you to
|
|
warp to any level, and to choose the "-nomonsters" and "-respawn"
|
|
parameters.
|
|
|
|
*9-3*: How do I use the "devparm" parameter?
|
|
============================================
|
|
Well, looks like all of the FAQ readers had a field day on this one!
|
|
I received a HUGE amount of E-mail on this parameter, explaining everything
|
|
anyone could find. To use this parameter, start DOOM by typing:
|
|
"doom -devparm <parameter> <more parameters>". Most of these parameters can
|
|
be mixed and matched to create different effects. For instance, typing
|
|
"doom -devparm -wart 1 8 -record demo01 -respawn" would record a demo
|
|
on episode one, level eight, with monster respawn. The "-devparm" parameter
|
|
is not required to play back a recorded demo, use three screen mode (v1.0,
|
|
v1.1 only), or use the "-file" parameter. Lastly, typing F1 during
|
|
development mode will allow a 256 color screen capture in PCX format.
|
|
|
|
-config <file name> Reads an alternate configuration file
|
|
-deathmatch Starts NetDoom in Deathmatch mode
|
|
-debugfile <parameter> Dumps debugging info to debug<parm>.txt
|
|
-devparm Puts you in developers mode
|
|
-episode <episode> Starts on episode (1-3)
|
|
-file <name w/ .WAD> Allows usage of an external PWAD file
|
|
-left ** Sets up a network terminal for the "left view"
|
|
-loadgame <game number> Starts from a saved game (0-5)
|
|
-net <players> Starts NetDoom with 1-4 players
|
|
-noblit * Speeds up game on some systems?
|
|
-nodraw * Speeds up game on some systems?
|
|
-nojoy Does not use the joystick
|
|
-nomonsters Starts the game without monsters
|
|
-nomouse Does not use the mouse
|
|
-nomusic Does not play background music
|
|
-nosfx No sound effects
|
|
-nosound No sound at all
|
|
-playdemo <name w/o .LMP> Plays back a recorded demo
|
|
-record <name w/o .LMP> Makes a demo recording until you finish or die
|
|
-recordfrom <0-5> <demo name> Records a demo from a saved game
|
|
-respawn Causes enemies to respawn in non-Nightmare
|
|
-right ** Sets up a network terminal for "right view"
|
|
-skill <skill level> Starts on skill level (1-5)
|
|
-timedemo <name w/o .LMP> Calculates the number of times the screen is
|
|
redrawn when playing a demo
|
|
-wart <episode> <level> Adds an external file "ExMy.WAD" to filelist
|
|
-warp <episode> <level> Warps to episode (1-3) level (1-9)
|
|
|
|
|
|
*: Can only be used with the "-timedemo" parameter.
|
|
|
|
**: If you have a network, try setting up a network game with three players.
|
|
The three terminals should have the parameters:
|
|
"doom -devparm -net 3 -left"
|
|
"doom -devparm -net 3"
|
|
"doom -devparm -net 3 -right"
|
|
Then, set up the left and right terminal monitors next to the middle
|
|
monitor, in a virtual-reality type configuration. When you turn your
|
|
head, you see the screen turned 90 degrees! This ONLY works with
|
|
versions 1.0 or 1.1 of DOOM.
|
|
|
|
If anyone has any idea what the "unknown" or question marked
|
|
parameters do, send me some E-mail!
|
|
|
|
*9-3-1*: What do the dots that appear in development mode mean?
|
|
---------------------------------------------------------------
|
|
The dots represent the game's animation rate: the frames per
|
|
second. The formula to convert dots to frames per second is:
|
|
|
|
35
|
|
--------------------
|
|
<NUMBER OF DOTS> + 1
|
|
|
|
------------------------------------------
|
|
CHAPTER 10: Can someone tell me how to...?
|
|
------------------------------------------
|
|
|
|
This chapter is full of spoilers for people who are "stuck" in the
|
|
game. Enjoy!
|
|
|
|
[10-1]: Where are the DOOM secret levels?
|
|
=========================================
|
|
|
|
[10-1-1]: Knee-Deep in the Dead
|
|
-------------------------------
|
|
You must be on level three to access the secret level in DOOM.
|
|
First, there is a room with an elevator with armor on it in the northwest
|
|
corner of the map. Press the red button in this room. This opens a corridor
|
|
in the room where you can see a glowing sphere. The room it leads to has
|
|
some lighted alcoves. Walk up the stairs. You should be able to hear a
|
|
mechanical sound. This is the sound of two alcoves being lowered. The map
|
|
looks similar to this drawing. (I love the beauty of ASCII art)
|
|
|
|
Alcove 1 /\ /\
|
|
\/ \
|
|
/ /\ \
|
|
/ / \ \
|
|
/ /\/ \ \
|
|
\ \ / /
|
|
/\ \ / /
|
|
\/ \ \/ \
|
|
Alcove 2 \ /\ \
|
|
\/ \ \
|
|
\ \
|
|
\ x
|
|
ENTRANCE
|
|
|
|
Walking into this room normally, the alcoves rise before you can see
|
|
them. But, if you run up the stairs to one of the alcoves fast enough,
|
|
you can get in it and rise to a secret door. Alcove 2 leads to the
|
|
blue glowing sphere. Alcove 1 leads to an island surrounded by ooze.
|
|
You can get a rocket launcher here. In alcove 1, follow the ooze down
|
|
the tunnel. The tunnel leads to a switch that raises the bridge over the
|
|
opening ooze pit. A secret door is also near the switch, but the bridge
|
|
leads to the secret exit. REMEMBER TO *BOOK* TO THE ALCOVE! :)
|
|
|
|
*10-1-2*: The Shores of Hell
|
|
----------------------------
|
|
|
|
When you get to Command Center, walk out the elevator door, and
|
|
turn right. Walk up the stairs in the far right corner. At their top of
|
|
the stairs, enter the door to the right. Walk to the end of the hallway.
|
|
Open the door, and look to the right. Open that door and turn the switch
|
|
immediately on the right in that room. That switch raises stairs in the hall
|
|
you just left. Walk up those stairs, get through the red curtain, and get on
|
|
the transporter. Kill the lost souls in the room you are transported to
|
|
and open the hidden door there (a lion head marks it). Again use the
|
|
transporter, and you will find yourself walking towards a marked EXIT-door.
|
|
Enter and turn the switch!
|
|
|
|
[10-1-3]: Inferno
|
|
-----------------
|
|
|
|
If you would like to WRITE a description of how to find this
|
|
secret level FOR ME, please E-mail me.
|
|
|
|
*10-2*: Where are the secret doors in DOOM?
|
|
===========================================
|
|
The following was written by the Dutch Wouter Slegers. This is
|
|
not quite complete, but is being worked on. I hope everything
|
|
is understandable! Again, thanks to Wouter Slegers for this great
|
|
piece of work.
|
|
|
|
NOTES:
|
|
|
|
Secrets are marked with an asterix (*), non-secrets are marked with
|
|
a plus (+), and unsolved parts are marked with a question mark (?). The
|
|
non-secret descriptions are used to help in solving levels and the unsolved
|
|
parts to make the descriptions correct and complete.
|
|
It is harder than it looks to describe various secret rooms and
|
|
doors clearly. Please E-mail me with suggestions and improvements if you
|
|
have some.
|
|
In these new descriptions, coordinates are given in <> brackets.
|
|
Your coordinates in the game can be found by typing the cheat code
|
|
"idmypos." (see Chapter [9-1]) Upon typing this, you will recieve a
|
|
baring, and the X and Y coordinates. These will be in the form
|
|
"0x<NUMBER>" where "<NUMBER>" is in hexadecimal. The first coordinate is
|
|
the east-west (X) coordinate, and the second is the north-south (Y)
|
|
coordinate. North is at the top of the map, east at the right, south at
|
|
the bottom, and west at the left.
|
|
|
|
*10-2-1*: Knee-Deep in the Dead
|
|
-------------------------------
|
|
|
|
E1M1: HANGAR:
|
|
|
|
* Just after the zigzag look right for the oddly colored wall <0xBA389D6,
|
|
0xf0e054ec>. Push it for corridor to a open place with a blue armorvest.
|
|
* After you cleaned out the exit room, go back to the zigzag room and look
|
|
right for the shotgun (the tower with the Imp should be lowered now)
|
|
<0xd68473b,0xf2510f63>.
|
|
* For DOOM v1.2, a secret area has been added in the above secret room:
|
|
look in the SE corner <0xdeff476,0xf0effdc2> for the elevator. You'll find
|
|
some armor bonusses up there. The elevator lowers when you are at the
|
|
entrance <0xb96c465,0xf4879655> in the north, so you'll have to run fast to
|
|
get it.
|
|
|
|
E1M2: NUCLEAR PLANT:
|
|
|
|
* The small structure you face when you begin, has a secret door in the SE
|
|
corner (the lighter wall part) <0x15005a8,0x121e8ad>. Behind the door is a
|
|
room with a red switch. Pushing that switch will open a secret door in the
|
|
northern corner of the stairs in the east <0x60ada92,0x3affa0b>. You can get
|
|
outside and collect a supercharger and a chaingun.
|
|
* Behind the red door you'll see a stair twisting to the right. On the top is
|
|
an indention to your left <0xf9900144,0x3a49ddd>. If you step on it, it will
|
|
drop down. You will find enemies to your right, and you will also see (but
|
|
not be able to get) the chainsaw.
|
|
* A bit ahead you'll see a lift. Push the first panel to your left
|
|
<0xf9d0052a,0x5aa56a6>. You'll be able to kill those Imps from the ridge.
|
|
* In the southern part of the maze (to get in, pull the switch behind the pillar
|
|
in the green toxic directly to the right behind the red door <0xfdc004de,
|
|
0x446230f>), shoot the middle most western wall (the one behind the green
|
|
armor vest) <0xf79e0d81,0xfe82feac> for access to the chainsaw (push the
|
|
switch in NW to lower the pillar so you can get it).
|
|
In the same hidden area is some extra armor hidden behind the eastern wall in
|
|
the northeastern corner of the stairs <0xf82fdc62,0x151532f>.
|
|
* On to the map there seems to be a secret room directly opposite of the
|
|
door to the chainsaw. I haven't found a way to open it and also doesn't
|
|
count as a secret room. Looking within with the no-clipping cheat gave
|
|
strange results.
|
|
* In the most eastern part of the maze, push the wall between the white stripes
|
|
<0x1eff099,0xfc88d4d4d3> for a backpack.
|
|
|
|
E1M3: TOXIC REFINARY:
|
|
|
|
* The strange grey wall straight ahead beyond the first door you open is a
|
|
secret drawbridge. The switch for the drawbridge is in one of the chambers
|
|
described below.
|
|
* In the room in the NW (the one that opens as soon as you push the red button
|
|
and that contains the yellow key) are TWO secret passages (the second niche
|
|
on your left <0xf3c7ca46,0xf7dfc822> and the second niche on your right
|
|
<0xf5ac3fd1,0xfac4d713>), both will open when you're on the stairs but will
|
|
close again after a (very) short while. Go to the stairs and then run like
|
|
hell as soon as you hear them lower. It'll help when you shoot the drums that
|
|
might get in the way.
|
|
* In the northern niche (leading to a rocket launcher and a green armor) is a
|
|
secret room in the SE corner (just follow the green stuff to the right).
|
|
Run fast for minimum damage. You'll see a backpack and the switch for the
|
|
drawbridge at the beginning. To the east is the exit (a lighter colored
|
|
wall part <0xf6aff87a,0xfbd990b9>) through another secret chamber
|
|
containing the chaingun.
|
|
* In the south-eastern niche (the second on the right) is a supercharger (pull
|
|
the switch on back of the pillar).
|
|
* The drawbridge should be lowered now. Cross it, but be carefull! There are
|
|
a lot of Imps lurking behind automaticaly opening doors. My tactic is to
|
|
select the chain gun, run forward and back up as soon as you hear the doors
|
|
open. Then take them out at your leisure. Note that you can also shoot some
|
|
of them them via the secret `window' in the SE <0xf9480573,0xf8b2d736>.
|
|
* In the north of the room is a corridor, follow it to find the hidden-level-
|
|
switch.
|
|
* To the north of the room with the hidden-level-switch is a elevator, push the
|
|
wall <0xfbe7f1f6,0xfaafee8c> to lower it, so you can get the rocketbox.
|
|
* Behind the blue door in the eastern corner is a secret door (the lighter
|
|
patch in the SE <0xfd6ffcd8,0xf7a33c3b>). The chainsaw, a supercharger, a
|
|
blue armor and a partial invisibility is available.
|
|
|
|
E1M9: MILITARY BASE:
|
|
|
|
You start facing a open space with a cage full of Imps in the middle. The
|
|
following rooms are described relative to that cage.
|
|
+ In the northeast is a pentagram on the floor. If you touch it, numerous
|
|
enemies will warp in. Try walking around it and then running to the
|
|
corridor. That way you can pick them off one by one.
|
|
* In the eastern room is a lift/trapdoor at the middle of the eastern wall
|
|
<0x75cf281,0x2fa03b> (the highlighted patch on the floor). To the NE are a
|
|
green armorvest and a chaingun.
|
|
* Also in the eastern room is a lift/trapdoor in the SW-corner <0x6102f19,
|
|
0xff10138d> leading to a indoor lake with the chaingun.
|
|
* The same area is accessable via the lift/trapdoor in the NE-corner
|
|
<0x3d000fe,fcd013ff> of the southern room.
|
|
* In the northern chamber, push the middle eastern wall <0x3efe3b3,0x479d0cd>.
|
|
You'll get into a chamber with several high pillars. The pillar at the far
|
|
side of the room <0x7ad637b,0x423de32> lowers when someone is on the stairs.
|
|
Just run on it, wait for it to rise, and 'jump' to the other pillars by
|
|
running fast counter clockwise.
|
|
+ To get to the end of level switch, run down the trench. To the NW is a
|
|
isle with the switch and to the south is the lift upstairs.
|
|
|
|
E1M4: COMMAND CONTROL:
|
|
|
|
* The light wall to the left in the beginning (before the door) <0x785a47f,
|
|
0x45005ef> hides a backpack.
|
|
* The south exit from the round chamber (the one with the radiation suits)
|
|
leads to a trench. Follow the trench east for the rocket launcher and a
|
|
supercharger. To get the supercharger, stand before the switch, and then
|
|
quickly push it, step a bit behind and sideways run on the already rising
|
|
platform. You only have one shot at this. Follow the trench west to get
|
|
out.
|
|
|
|
E1M5: PHOBOS LAB:
|
|
|
|
* The chamber in the middle (behind the first stairs you encounter from the
|
|
start) has a secret chamber to the south (behind the drums) <0x15a4aa6,
|
|
0x1a0025b> with a shutgun.
|
|
* In of the east of this chamber is a toxic lake. In the SE-corner of the
|
|
toxic is a secret passage (the strangely colored wall) <0x466e20d,0x12009bc>.
|
|
There is a rocket launcher and a blue armorvest.
|
|
* In the NW behind the yellow keycard door is a chamber with two pillars and
|
|
an isle with a switch in the green stuff. In the indention in the west
|
|
<0xf8e024a0,0x34ff9c5> is a secret chamber with the antiradiation suit. The
|
|
south wall of this chamber hides another room with the chainsaw. The south
|
|
wall thereof gives away to let you outside and get the supercharger.
|
|
You can get the blue armor in the NE-corner by stepping on the northern
|
|
pillar when it's down, waiting until it rises again and then 'jumping'
|
|
over.
|
|
* Two platforms with Imps hidden in the walls behind the yellow keycard door
|
|
act as elevator in DOOM v1.2. The southern one doesn't leed anywhere.
|
|
The northern one <0xfc2fd5ee,0x4f92783> has a secret wall to the east which
|
|
leads to a secret room with a partial invisability and a shortcut to the
|
|
darkroom (via the north). The pentagram is a teleporter back to the
|
|
beginning.
|
|
* In the north eastern chamber (the one with the blue floor and the blinking
|
|
light) has a secret chamber to the SE <0x52fbab5,0x3d001f3> with a backpack,
|
|
a chaingun and a computer map.
|
|
* In the northern darkroom is a partially hidden chamber to the SW. The best
|
|
way to get there is to follow the wall left. You'll find the night vision,
|
|
which is very useful in sniping those baddies in the dark.
|
|
* In the northern darkroom the top of the /\ in the middle wall is also a
|
|
secret door, but as far as I can see this isn't really usefull (maybe for
|
|
dashing for the exit?)
|
|
|
|
This encompasses 88% of the secrets of this level.
|
|
|
|
E1M6: CENTRAL PROCESSING:
|
|
|
|
* At the first 'crossing' you encounter, look in the NW corner. There is a
|
|
partially hidden chamber <0xfd4ff0b2,0xfe5ab835> with some ammo, health and
|
|
a green armor vest. There are also some Imps there, so to be safe, shoot a
|
|
rocket in it to detonate the barrels and kill them.
|
|
* Behind the red door in the southwest is a green lake. In the NE-corner
|
|
is an anti-radiation-suit. In the 'middle' (the tunnel in the SW) is a
|
|
supercharger. In the SE-corner is a nightvision, a partial invisibility,
|
|
a blue armor and the exit from the lake.
|
|
* Just before you are by the blue door there is a secret chamber to the
|
|
south. Before you're at the blue door, there is a tower with Imps
|
|
<0x31dc6cd,0xfdc354b5>. When you reach the blue door it will lower so you
|
|
can get in. You will see an anti-radiation-suit. Push the south wall for a
|
|
backpack, a rocket launcher, a partial invisibility and a backway into the
|
|
room with the yellow key.
|
|
* In the same area as where the lowering tower is, is a corridor to the north.
|
|
As soon as you get the yellow key, it will be accessable. The twisting path
|
|
over the toxic waste will leed to a backpack and a door to the outside. There
|
|
you will see a supercharger on a pillar <0x1125332,0x6c93ef6>. The pillar
|
|
will lower as soon as someone goes near it. Step on it and as soon as it has
|
|
risen, press the wall to the west to get inside the complex again.
|
|
* In the most eastern corridor is a strangely colored wall <0xd2ffa4f,
|
|
0xf9fc115f>. Push it to get the computer map.
|
|
|
|
E1M7: COMPUTER STATION:
|
|
|
|
* In the southwest is a big pillar <0xfe5cda63,0xf7ff97d9> that will descend
|
|
when you are on the stairs east of it. Stand on top of it, wait until is
|
|
has risen sufficiantly and jump on the ledge in the NE <0xffdfe6c0,
|
|
0xf9237c97> for the computer map or the south lake in the NE corner
|
|
<0xff1e2866,0xf72ffeb0> for the chaingun and (when you leave via the secret
|
|
door to the east) a backpack. Jump in the lake in the north and run fastly
|
|
to the tunnel in the NW <0xfdf75b77f,0xfa229120>. In the west of that tunnel
|
|
is a radiation-suit and in the east behind the door with the light are some
|
|
goodies and a switch. Throwing the switch will allow you to get to the
|
|
chainsaw lateron in the room in the extreme SW <0xfacc64c4,0xf5a40aa1>.
|
|
Leave the tunnel via the north and look behind the pillar <0xfea017a9,
|
|
0xfacffbc5> in that lake for blue armor. Follow the acid to the north to the
|
|
supercharger <0xfdb37a3a,0xffa1e2e2> and leave via the east.
|
|
* After you get the blue key in the northwest, two hidden areas will open to
|
|
free Imps and former humans. The secret room in the middle of the map
|
|
<0x1319742,0xfa50049c> has a false wall to the east which leads to
|
|
outside so you can get a partial invisibility.
|
|
|
|
E1M8: PHOBOS ANAMOLY:
|
|
|
|
* The only secret room <0x1cfdaa6,0x17bdce1> is in the east in the corridor
|
|
leading to the first door and contains a supercharger.
|
|
+ Note that there is a map in the east of your starting point.
|
|
|
|
*10-2-2*: The Shores of Hell
|
|
----------------------------
|
|
|
|
E2M1: DEIMOS ANAMOLY:
|
|
|
|
* The SE-corner <0x63aba49,0xfdd82d07> of big room in middle (the one with
|
|
the windows to the east, the south and the west) turns into a teleporter to
|
|
the plasma-gun after you pull the switch <0x4e7f923,0xfee0883b> on the outer
|
|
west side and push the button on the west side of the little wall that rises
|
|
out of the floor (the east switch opens the passage to the red key).
|
|
* In the SW is a indention <0x31cb145,0xfb50105e> with two skull-switches.
|
|
Press the eastern skull-switch first for access to a teleporter to a
|
|
corridor filled with bonusses in the north.
|
|
* Behind the red door <0x186bb69,0xfd97f0a8> is a blue mega armor and the
|
|
computer map.
|
|
|
|
E2M2: CONTAINMENT AREA:
|
|
|
|
* If you walk along the south border of the storage area (the one with all
|
|
those boxes), you'll bump into a box <0xff9751f6,0xb101ab0> which will lower
|
|
if you are north of it, to reveal some shotgun ammo.
|
|
* In the south east quadrant are three circles with parts of the floor going
|
|
up and down. The northern one has a secret corridor <0x82ff4df,0x22fd506>
|
|
in the north leading to the blue door in the north, filled with
|
|
life-bonusses.
|
|
* In the SW area (with three corridors with the blue lights on the ground and
|
|
ceiling) is a partially hidden corridor <0xff85ce0a,0x6b92713> in the NW
|
|
corner of the most western corridor. When you try to get the backpack, the
|
|
wall behind you will close and the wall in front of you will lower, reveiling
|
|
some Imps. The door behind you will open after a while. The SE corner
|
|
<0x2afe532,0x7011ab87> (the black-colored wall) is the secret door to a small
|
|
chamber. The SE corner <0x3682291,0x6ebaa52> of that small chamber (the wall
|
|
with the small green light) hides a corridor <0x4afeea4,9x667fa8e> back to
|
|
non-hidden territory (the lightly colored wall). The most south part of the
|
|
corridor <0x414d0b4,0x5d0039e> (the black wall part) gives away to a
|
|
computermap.
|
|
* In the south middle quadrant is a room <0x1baafb3,0x1d7344b> with two
|
|
pillars, one kaki, one with tubes (to get there leave the three corridors
|
|
with the blue lights via the way you came in. Turn right and first left.
|
|
The room on your left [east] is the one you seek). The west (kaki) pillar
|
|
<0x31dc5c4,0x2901565> has a switch on the north side, with which you can
|
|
lower the eastern pillar to get the plasma gun.
|
|
* In the south middle quadrant is a corridor with skullcrushing doors. To
|
|
get by them, run forward as soon as they start to go up. Take them one at
|
|
a time. The middle one <0x3f4c349,0xff1006b4> (third one from either side)
|
|
has a secret passage in the north ridge, leading to the chainsaw. When you
|
|
get it lost souls will try to get you from hidden rooms in the south and
|
|
east.
|
|
* The room <0x6ec4d6b,0x3a0ad08> with the yellow keycard in the south middle
|
|
has a bridge hidden under the red blood, following blue lights on the
|
|
ceiling, just walk forward and back again fast to make them rise.
|
|
* The western room behind the yellow door <0x456db4c,0xdc9ca53> contains the
|
|
chaingun, just flip the switch!
|
|
* In the eastern room <0x852f5ab,0xdadd4d9> behind the yellow door you'll see
|
|
three rooms to your right and three auto-rising pillars to the north. You
|
|
can get the backpack on the middle pillar by running over the pillar when it
|
|
starts to rise or lateron. The switch on the eastern pillar <0x95f38f8,
|
|
0x11901ab9> opens the middle door containing the rocket launcher. Flip the
|
|
switch on the middle pillar <0x85ba244,0x11900694> for the south chamber
|
|
(with ammo) and the one on the west pillar <0x75fa7ef,0x11900ad> for the
|
|
north chamber (containing a rocketbox). It's best to pull all switches after
|
|
each other. Note that the pillars lower as soon as you enter one of the
|
|
rooms, so you can't open any doors after that! (but you can get the
|
|
backpack).
|
|
? In the room where you find the blue keycard is a secret chamber to the NE
|
|
<0x9e4f2bb,0x5affb22> according to the map. I can't find a way to open it.
|
|
It contains a supercharger and a switch opening the door, however the switch
|
|
seems to be on the wrong side (I used the no clipping-cheat to test this).
|
|
|
|
This encompasses 91% of the secrets on this level.
|
|
|
|
E2M3: REFINERY:
|
|
* In the most SW corner of the map is a corridor <0xfba6989a,0xfed0450f> to the
|
|
room with the blue key containing the plasma gun. To get the plasma gun,
|
|
jump in the red blood and run north (right) fast.
|
|
* In the middle south is a room with a five-sided green lake. The wall
|
|
<0x2847ab9,0xfe90013e> to the south east (the part with between the light
|
|
lines) offers a shortcut.
|
|
* In the south east is a partially hidden cage with Imps. You can enter
|
|
via the NW corner <0x2effa57,0x951b16> to get the backpack.
|
|
* Follow the corridor behind the blue door through the open area and the room
|
|
with all those pillars and blinking light to the green toxic stuff. If you
|
|
go around the corner <0x52fff7d,0x313783c> in the SE, you will find a
|
|
radiation suit. In the middle of the eastern wall <0x6729d81,0x42cd91e> of
|
|
the green stuff is a corridor to a room with the supercharger in the NE
|
|
corner <0x85000da,0x3eac965>.
|
|
|
|
This encompasses 83% of the secrets on this level.
|
|
|
|
E2M4: DEIMOS ANAMOLY:
|
|
* In the middle of the south wall <0xfd743e02,0xf5510517> of the beginning room
|
|
(directly opposite to the TL's to the north), hides a room with the shotgun.
|
|
* Take the teleporter to big room. In the north is a elevator. Press the
|
|
head left of it to go up. You'll see a green armor and a computermap.
|
|
To get them push the little red pillar <0xadc846c,0xfebfff01> with the skull
|
|
on it in the NE corner.
|
|
* To the north of the big O formed by green toxic waste is a secret door
|
|
<0x59bf44d,0xfb6fe831>. It seems to open if you have walked via the corridor
|
|
<0x75b231a,0xf6c3a683> in the SE of the big O. There is a supercharger and
|
|
radiation suit. (Don't forget the partial invisibility south to the entrance)
|
|
* To the west of the big O with green toxic waste is a corridor with a T to the
|
|
north <0x213d209,0xf9a64b57>. To the east of that corridor is a secret wall
|
|
<0x27fad41,0xfab20726> with a partial invisibility and a chaingun. Shoot the
|
|
wall to get them.
|
|
* In the great round corridor in north, behind the blue door: In the east is a
|
|
`dent' <0x4ed2810,0xff5f15c1> in the ring. This is a trapdoor with a secret
|
|
door to the east and leeds to a plasma gun and a teleport to the middle of
|
|
the great round corridor.
|
|
* In the great round corridor in the north: follow NE corridor to a room with
|
|
lava.
|
|
- The small door <0x62ffe68,0x3b6bde> in the SW leeds to a small green lake.
|
|
The SW corner has a blue armorvest behind some drums.
|
|
- In NE corner <0x815a37c,0x2c8c810> behind the lava is a secret door.
|
|
Warning! the SE branch of the corridor behind it leeds to a crushing ceiling.
|
|
Outrun it and push the green patch <0xa6ffd1d,0x64560a> in the east for the
|
|
exit. The SW branch lets you go back to the lavaroom.
|
|
* In the south middle behind the place where you find the blue keycard, is a
|
|
small twisty path <0x3550d3b,0xf5c84264> high above the acid. In the SW
|
|
part of the toxic <0x35019f4,0xf510358a> is a berserker.
|
|
* After you open the door to the exit, look back and get the supercharger
|
|
<0x7e9bcac,0xf5497b99>.
|
|
+ Note: for those of you still searching for that damn switch so you can get
|
|
to the exit: go in the lake and then towards the exit. The switch is on the
|
|
right wall of the teleporter left of the exitdoor.
|
|
|
|
This encompasses 90% of the secrets on this level.
|
|
|
|
E2M5: COMMAND CENTER:
|
|
|
|
* The room where the first door leeds to has two secret rooms in the space
|
|
between the room and the stairs. The doors <0xfb80ba93,0x7dbd7cc>
|
|
<0xf8373cba,0x7e031f5> are facing the south and will open automaticly to
|
|
reveile Imps and ammo.
|
|
* The ridges <0xfca60096,0x3febfc5> <0xf71000d0,0x3e622b8> of the green lakes
|
|
of the big room south of the begin both leed back to normal territory.
|
|
* In the SW is a roughly (--) shaped room. In the room NW of the middle
|
|
of this (--) is a switch <0xf3efdd28,0x1367f57> which activates a stair so
|
|
you can walk through the fake fire <0xf29412f7,0x18d236d> in the NW corner.
|
|
The teleporter there takes you to an area infested with lost souls. The west
|
|
wall <0xf4690f4,0x496136d> with the head leads to another room with
|
|
transporter. That transporter takes you to the switch <0xfe9fb836,0x92ff44b>
|
|
for the secret level.
|
|
* In the room east to the room in the south middle with the room to the N,E,
|
|
and W and a view to the circular stairway in the south, is a secret door
|
|
<0xfbaff1cb,0xae3ad8> in the NE corner (near the cozy head-fire) hiding the
|
|
chainsaw.
|
|
* In the centre of the circular stairway is a anti-radiation suit guarded by
|
|
a demon. The door <0xf94949db,0xfe6d93d0> to it will open as soon as
|
|
you are at the top of the stairs <0xfa165eed,0xfdd56896>.
|
|
* The south door directly after the circular stairway leeds to two corridors.
|
|
The eastbound corridor is the way to the exit, the westbound leads to C
|
|
formed green lake in the west. In the north of that lake is a door
|
|
<0xf1a21e52,0xfe94f08f> (behind the ammo clip). Follow it to a baron of hell
|
|
in a cage. North of that you will see a long corridor with three doors to
|
|
the east. The northern and southern doors lead to a ledge around the lake
|
|
to the east. The middle door <0xf27dc571,0x826c8a6> (the wall part with the
|
|
pentagram over the ugly head) leeds to the isle <0xf5420514,0x823f2c1> in
|
|
the middle of the lake, where you'll find a plasma gun. To activate the
|
|
bridge to the isle, you have to push the button <0xf2aff9f7,0xfd1cd93e> in
|
|
the room in the centre of the C-formed lake you passed while coming here.
|
|
BTW: If you fall in the lake, the transporter <0xf42dc0b0,0x7500bcf> in the
|
|
indention in the SW brings you back to the beginning.
|
|
|
|
This encompasses 80% of the secrets on this level.
|
|
|
|
E2M9: FORTRESS OF MYSTERY:
|
|
|
|
As far as I can see there are no secret parts in this level.
|
|
|
|
E2M6: HALLS OF THE DAMNED:
|
|
* In the SE where you find the blue keycard, two rooms with demons will open
|
|
automaticly. The SW one has a chainsaw behind the brown wall <0x6362f60,
|
|
0xff151336>.
|
|
* At least 2 parts of the mazes are `secret' but I can't determine what parts.
|
|
Look around for extra nightvision, weapons and armor.
|
|
|
|
E2M7: SPAWNING VATS:
|
|
|
|
* In the NW is a corridor with ribbles. The third indention is a corridor
|
|
leading to a very dark open patch. In the NE <0x126cccd,0x772feab> is a
|
|
switch which opens a room with a chainsaw. In the SW <0x32fff5,0x3de1cbe>
|
|
is the plasma gun.
|
|
* In the SW is a room with a radiation shield and small patches of green
|
|
acid in indentions along the walls. The SW indention <0x137b2c8,0xff25986d>
|
|
has a corridor to the south leading to a chamber with a rocket launcher and
|
|
a teleporter. The teleporter will get you to a red door, with a switch
|
|
<0xffe013c6,0xfd1015b7> behind it. Pushing that switch will open a secret
|
|
room in the beginning-room <0x5d894b7,0x76751d7> (SE corner) with a
|
|
supercharger.
|
|
|
|
E2M8: TOWER OF BABEL:
|
|
|
|
There are no secrets on this level.
|
|
|
|
*10-2-3*: Inferno
|
|
-----------------
|
|
|
|
E3M1: HELL KEEP
|
|
|
|
* The small grey chamber before the exit has a secret room <0xfc900da5,
|
|
0x7606912> in west containing the rocketlauncher.
|
|
|
|
E3M2: SLOUGH OF DESPAIR:
|
|
|
|
* To get a chaingun, follow the wall to your right (west) to the chaingun
|
|
behind the wall. The wall will lower when you walk over the red patch
|
|
<0x6b010ab,0x75220b7> to its west side.
|
|
? The second `finger' from the east has some cages with former sergants. To
|
|
get into those cages, walk over the red triangle <0x3fa278b,0x817fa0c>.
|
|
The floors of the cages lowers and a wall behind you will come down.
|
|
Unfortunatly I can't figure out what triggers the lowering of the pillar to
|
|
the red triangle described above, or whether it is operative in a normal
|
|
game.. It was lowered in a deathmatch game, but as I was kind of busy looking
|
|
for my brother then, I didn't look what caused it...
|
|
* The plasma gun is hidden in the western part <0x2072324,0x4ecdc0e> of the
|
|
pillar you see when you stand with your back to the second `finger' from the
|
|
west.
|
|
|
|
E3M3: PANDEMONIUM:
|
|
|
|
* Directly north of the beginning is a great open place with 4 pillars.
|
|
Pressing the switch <0xfea95756,0xaff327> in the north will lower the middle
|
|
pillar <0xfe921ce9,0xfef4c1db>, so you can get the shotgun.
|
|
* To get to the rooms with the windows to the room in the beginning, go
|
|
north and take both the east and the west stairs, and then south.
|
|
* A little north of the middle is a round green lake <0x120905e,0x1754b6d> with
|
|
a lavalike ceiling. In an indention <0x1c9c5cd,0x1c492ee> in the east is the
|
|
chaingun.
|
|
* In the SW is a corridor with two platforms (one in the north and in the
|
|
south). There is a small corridor in the south. When you follow it, you'll
|
|
come to a T-split. In the west (right) is an invunerability, usefull for
|
|
runnig over the lava in the east. Take the turn left (east). You should be
|
|
on the southern platform of the corridor. In the south of that platform you
|
|
can see a lava/blood maze <0xfd9760e5,0x1de4aec>. In that maze you'll find
|
|
the BFG9000 <0xff1ebaad,0xdeec44> in the SE corner and a supercharger
|
|
<0xfe3afdf3,0x2101114> in the NW corner. You can also get to the lave maze
|
|
by going directly north from the beginning, then taking the west stairs,
|
|
then following the path north.
|
|
* One of the most northern chambers (the one just before the blue door leading
|
|
to the exit) has two air shafts flanking a formation you could describe as a
|
|
coach facing north. When you stand on the coach <0xff6e17cb,0x532520e> the
|
|
wall part west of the stairs south will lower allowing you to get the map.
|
|
The wall part <0xfffcfa97,0x41c62aa> east of the stairs will lower when you
|
|
push it.
|
|
|
|
This encompasses 83% of the secrets on this level.
|
|
|
|
E3M4: HOUSE OF PAIN:
|
|
|
|
* The first room to the west from the beginning has a secret room <0xfebbbdcd,
|
|
0xc4c579> in the SE corner containing the shotgun.
|
|
* In the SW (a bit behind the blue door) is a room with a doors to the east
|
|
(the entrance), to the north (where you find the BFG9000 <0xffdaa1b0,
|
|
0xfd07e1fa> in some lava), to the west (where alot of Imps and a baron of
|
|
hell await you) and to the south. The south chamber has a secret room
|
|
<0xff49f58f,0xfae5873e> to the west filled with rockets.
|
|
* In the south middle east of the blue door is a room with a door to the north
|
|
and a small patch of blue lake on the east side. Press the wall <0x3ddce70,
|
|
0xf9d91cc3> a bit more north of that patch of blue for a green armorvest.
|
|
+ In the middle is a room with two pillars with switches on all sides.
|
|
Here is a rude ascii-chart of the scene to faciliate solving this.
|
|
[#] is a door opened by switch #
|
|
[Y] is the yellow keycard door
|
|
[R] is the red keycard door
|
|
Behind door 2: an invunerability
|
|
Behind door 3: the yellow key
|
|
Behind door Y: the red key
|
|
|
|
|
|
+---+
|
|
+--+ | |
|
|
| +-------+ +--+
|
|
+-------------+ + [7] [Y] |
|
|
| [3] | ---+---+--+ rest of the level...
|
|
| --------+--+ [6] [7] | .
|
|
| [2] | +-+[R]+--+ |
|
|
| --------+--+ | | |
|
|
| 0 4 | | |
|
|
| 3 [] 1 7 [] 5 | ++ +-+ +-+ +
|
|
| 2 6 | +-+ +-+ +-+ <----- secret wall, press it
|
|
. +-+ for a radiation suit
|
|
|
|
* As drawn above, there is a secret wall <0x6cffeee,0xfdd03be8> in the south of
|
|
the most eastern indention. It contains a radiation suit.
|
|
|
|
This encompasses 75% of the secrets on this level.
|
|
|
|
E3M5: UNHOLY CATHEDRAL:
|
|
|
|
* Take the most western entrance to the cathedral. Push the west wall
|
|
<0xfc4e8e97,0xfc5dfd80> and get the lightamplifier <0xfad56408,0xfc1fa3ee> in
|
|
the SW corner.
|
|
* The most NW chamber (the one with the lava floor) has secret door
|
|
<0xfa4ed057,0x61933f5> to the east with a radiation suit. The transporter in
|
|
the room leeds to the middle of the map/cathedral.
|
|
* The east wall <0x2d56f0d,0x9b29c1> of the big central room of the cathedral
|
|
(the one with the four 2x2-teleporters) hides a small niche with a
|
|
supercharger and a chainsaw.
|
|
* Also the four stony structures to all sides of the middle warp-in are hollow.
|
|
The doors will automaticly open each time you warp in to the middle from
|
|
another place (from outside to inside).
|
|
* In the cathedral are four 2x2-teleport-places. The northern two are
|
|
connected to the north by a corridor. That corridor has a secret passage
|
|
<0xfd48642a,0x56afd0c> in the NW.
|
|
* The most northern room has three switches and a teleport with crushing
|
|
ceilings.
|
|
The SE-switch opens the secret doors in the corridors to the east and west,
|
|
enabeling you to get the rocket launcher and some rockets.
|
|
The NE-switch lowers the blue key in the NW-corner.
|
|
The NW-switch lowers the chaingun in the NE-corner.
|
|
The teleporter in the SW teleports you to the NE corner of the cathedral.
|
|
* The most eastern room (east of the exit) has a small pit, from where many
|
|
enemies will warp in. To the east of that room, behind the skull <0x787fd10,
|
|
0x2eaf2e4>, is the BFG9000.
|
|
+ For those of you wondering just which damn transporter you have to take to
|
|
get out the middle of the cathedral: it's the most southwestern of the
|
|
northwestern patch of transporters.
|
|
|
|
E3M6: MT. EREBUS:
|
|
|
|
* In the east is a cubus-formed building on a hexagon isle. The east alcove
|
|
<0xd1027ea,0xfe2234b7> is the way in. In the NW corner <0xb9d75d8,
|
|
0xfeb0d1db> is the backpack. Pushing the skull <0xbd80026,0xfe22bffe> on
|
|
the west wall lowers the wall in the SE, releasing the enemies trapped there.
|
|
Pushing the skull <0xc5fdf50,0xfe67fb05> on the north wall lowers the wall
|
|
in the NE, so you can get the radiation suit there.
|
|
* In the north is a NW-SE oriented structure with two cages with Imps at
|
|
both sides of the entrance. That structure has a secret door inside in
|
|
the middle of the NE wall <0x3a60e7c,0x356d9b4> (at the small light on the
|
|
floor) and a teleporter in the middle of the SW wall <0x281e808,0x22e23de>.
|
|
The teleporter will put you on a high structure further north. From
|
|
there you can 'jump' west and get the chainsaw. You can get out via the
|
|
transporter in the SE side <0x34a6f68,0x9bd1900> of the structure you warped
|
|
on.
|
|
* East of the above described NW-SE oriented structure is a small _|_ formed
|
|
building on a small hill. The building contains two teleporters. The
|
|
eastern warps you on the NE ridge of the hill, where you can get the plasma
|
|
gun <0x7e352bd,0x1c1c059>. The western transporter also warps you to a ridge
|
|
(NW) of the hill, but there are only some shotgun shells there.
|
|
* The small blue building <0x941bec7,0x293e0bb> in the NE contains a radiation
|
|
suit and cacodemons.
|
|
* All compact flaming red structures contain enemies and often an invunerability
|
|
or a radiation suit. Sometimes one of the walls goes down, spilling the
|
|
enemies. However I can't find the trigger of many of them (some open when
|
|
you're near them). I don't know whether they are 'secret'.
|
|
+ The exit is in the middle west: follow the south wall over the lava, you'll
|
|
see a tunnel <0xfb186e6b,0x54a49e> going north to the blue door, and further
|
|
the exit beyond.
|
|
|
|
This encompasses 50% of the secrets on this level. In a yet undiscovered
|
|
part of this level should be the warp to E3M9: Warrens.
|
|
|
|
E3M7: GATE TO LIMBO:
|
|
* Beyond the northern blue door is a maze of small lava tunnels. In the SE
|
|
corner <0x7a37332,0x5bec063> of this maze is the BFG9000 and a transporter
|
|
to the SW quadrant of the map. In the NW is a transporter <0xff7323ef,
|
|
0x824218c> warping to the SW quadrant, the red key <0xfe3f638e,0x6fd04ca>
|
|
and a red door.
|
|
? Behind the red door is a switch, but I haven't pinpointed the door it opens.
|
|
+ There are several pillars in the various lava-lakes with red doors, all
|
|
containing transporters:
|
|
(0) In the most SW lake is in the north a pillar <0xf9e908db,0xfc8d60ac>. It
|
|
warps you to a room where you can see the yellow door. In the same room
|
|
is also a switch <0xfcaffa88,0x45f8a18> on the east wall, pushing it
|
|
activates a bridge in room (1).
|
|
(1) In the middle (big) lake is also a pillar <19c3b9d,362e08> with a
|
|
transporter. It warps you to the room west of the above room.
|
|
In this room is also a yellow door, in it is a switch that activates the
|
|
bridge to the pillar in the middle of a lake (.
|
|
- In the most northern lake are two pillars (east/west). The western pillar
|
|
<ffa72354,6c46d07> has a transporter to the SW ridge looking out over the
|
|
middle pillar..... The switch <f9d003cc,569d8a4> opens a door???
|
|
The eastern pillar <2d380df,57aafc9> leads to the ridge east, with the
|
|
yellow key...
|
|
- SE: 31ff6e7,faea6d2e> NE of tower, with plasma gun.
|
|
- In the NW lake is in the north a pillar <0xfe1aff7a,0x4093707> containing a
|
|
transporter. It warps you to the yellow door.
|
|
|
|
E3M8: DIS
|
|
|
|
+ Not a real secret room, but in case you are wondering: the room in the middle
|
|
contains a plasma gun and a blue armorvest.
|
|
|
|
E3M9: WARRENS
|
|
|
|
+ This level is very similar to E3M1, but is much more difficult.
|
|
* Just like in Hell Keep, there is a rocketlauncher just in the west of the
|
|
small grey chamber <0xfd20a96c,0x76057af> in the NW.
|
|
+ Note that many of the hidden rooms full of enemies (the rooms that open when
|
|
you go over the transporter-lookalike in the NW) contain weapons and other
|
|
goodies. Most beneficial of those is the BFG9000 in the SW corner of the
|
|
lake (west behind the entrance).
|
|
|
|
NOTE: Many levels do not have complete secret door descriptions. You may want
|
|
to check out the DOOM maps. If you are willing to write a complete
|
|
description on all of the doors on a level, please E-mail me.
|
|
|
|
*10-3*: When should I use each weapon?
|
|
======================================
|
|
FIST: Never use unless you have Berserk. This is really cool, but not as
|
|
good as the chain saw.
|
|
|
|
CHAIN SAW: Good for tight corners. Rips apart the Demons and Spectres.
|
|
This is probably the beast weapon for non-shooting enemies. The chain saw
|
|
also works wonders on Cacodemons. They turn away when you start to chop
|
|
them, and cannot fire.
|
|
|
|
PISTOL: Average weapon. Does damage to the Former Humans, but the shotgun is
|
|
preferred. Only to be used when in dire need of ammo.
|
|
|
|
SHOTGUN: This is probably the best all around weapon. Use this much of
|
|
the time as it is very powerful. Its only problem is that its rapid fire
|
|
is not very fast. Very useful in "mazes" where enemies are very close but
|
|
not in large amounts.
|
|
|
|
CHAINGUN: This weapon takes a fair amount of time to kill enemies. Good
|
|
for a lot of monsters in a row. Also very useful for Imps and Demons,
|
|
because the chain gun can keep them from firing back.
|
|
|
|
ROCKET LAUNCHER: Good for occasional long shots at many enemies in one
|
|
place. Be careful, however, this weapon can hurt you as well if the
|
|
rocket bursts at close range. Very useful in DeathMatch mode. :)
|
|
|
|
PLASMA RIFLE: Rapid fires very quickly. Hurts some enemies a lot, and
|
|
others not as much. Tends to block the view, which is very dangerous when
|
|
you have a large amount of enemies coming toward.
|
|
|
|
BFG9000: The most powerful weapon. Kills almost ANY enemy in one shot,
|
|
but uses a lot of energy cells and rapid fire is very slow.
|
|
|
|
[10-4]: Where can I get the chain saw on episode one?
|
|
=====================================================
|
|
The chain saw can be found on level two of mission one. Here's how
|
|
to get it.
|
|
|
|
(1) Hit the switch surrounded by the acid.
|
|
(2) Go through the door that the switch opened. This will take you to a
|
|
"computer maze."
|
|
(3) On the WEST side of the maze, look for a secret door. Listen for the
|
|
sound the character makes when looking for a door. When you find a
|
|
section of wall where he doesn't make the sound, shoot the wall. (or
|
|
punch the wall with your fist to save ammo)
|
|
(4) Follow the passage which was opened.
|
|
(5) Activate the red button in the large room.
|
|
|
|
(10-5): How powerful is the ammunition?
|
|
=======================================
|
|
|
|
1 Ammo = 1 point of damage
|
|
1 Shotgun = 7 points (fires 7 pellets at 1 point per pellet)
|
|
(not every pellet will hit every target)
|
|
1 Berserk = 10 points
|
|
1 Cell (Plasma Rifle) = 2 points
|
|
1 Rocket = * 20 points
|
|
1 BFG9000 = * 50 points
|
|
|
|
*: Rockets and BFG9000 shots have an area effect. The direct hit values
|
|
are given above.
|
|
|
|
*10-6*: How many enemies are in the entire game?
|
|
================================================
|
|
|
|
----------------------------------------
|
|
Episode 1 2 3 Total
|
|
----------------------------------------
|
|
Humans 214 60 37 = 311
|
|
Sergeants 281 54 91 = 426
|
|
Imps 277 275 167 = 719
|
|
Demons 90 158 141 = 389
|
|
Spectres 63 15 36 = 114
|
|
Lost Souls 0 113 129 = 242
|
|
Cacodemons 0 50 76 = 126
|
|
Barons of Hell 2 18 18 = 38
|
|
Cyberdemons 0 1 1 = 2
|
|
Spiderdemon 0 0 1 = 1
|
|
----------------------------------------
|
|
TOTAL 927 744 697 = 2368
|
|
----------------------------------------
|
|
|
|
The following charts display the amount of enemies per level and
|
|
per episode, in Ultra-Violence mode.
|
|
|
|
*10-6-1*: Knee Deep in the Dead
|
|
-------------------------------
|
|
|
|
---------------------------------------------------------
|
|
Level 1 2 3 4 5 6 7 8 9
|
|
---------------------------------------------------------
|
|
Humans 9 53 28 22 28 22 47 0 5
|
|
Sergeants 16 8 47 16 46 57 56 6 29
|
|
Imps 4 18 47 36 31 57 39 5 40
|
|
Demons 0 0 7 11 12 20 7 18 15
|
|
Spectres 0 0 2 0 14 22 1 10 14
|
|
Barons of Hell 0 0 0 0 0 0 0 2 0
|
|
---------------------------------------------------------
|
|
|
|
*10-6-2*: Shores of Hell
|
|
------------------------
|
|
|
|
---------------------------------------------------------
|
|
Level 1 2 3 4 5 6 7 8 9
|
|
---------------------------------------------------------
|
|
Humans 15 0 18 2 14 11 0 0 0
|
|
Sergeants 10 0 1 6 22 11 4 0 0
|
|
Imps 14 82 27 27 40 39 46 0 0
|
|
Demons 11 19 17 17 26 35 33 0 0
|
|
Spectres 1 2 2 2 0 3 5 0 0
|
|
Lost Souls 0 12 14 11 26 30 0 20 0
|
|
Cacodemons 3 0 6 11 6 9 5 0 10
|
|
Barons of Hell 0 1 4 4 3 2 0 0 4
|
|
Cyberdemon 0 0 0 0 0 0 0 1 0
|
|
---------------------------------------------------------
|
|
|
|
*10-6-3*: Inferno
|
|
-----------------
|
|
|
|
---------------------------------------------------------
|
|
Level 1 2 3 4 5 6 7 8 9
|
|
---------------------------------------------------------
|
|
Humans 0 6 0 22 0 7 2 0 0
|
|
Sergeants 0 11 1 18 0 18 9 0 34
|
|
Imps 18 0 34 26 35 36 0 0 18
|
|
Demons 5 8 14 53 33 6 17 0 5
|
|
Spectres 0 11 4 5 2 4 0 0 10
|
|
Lost Souls 0 36 14 21 13 32 9 0 4
|
|
Cacodemons 3 8 2 13 6 22 9 2 11
|
|
Barons of Hell 0 0 2 3 5 1 1 1 5
|
|
Cyberdemon 0 0 0 0 0 0 0 0 1
|
|
Spiderdemon 0 0 0 0 0 0 0 1 0
|
|
---------------------------------------------------------
|
|
|
|
(10-7): How many shots does it take to kill each enemy?
|
|
=======================================================
|
|
Here is a chart that show that amount of each kind of ammunition it
|
|
takes to kill enemies. This chart pertains to Ultra-Violence mode.
|
|
|
|
.--------------------------------------------.
|
|
| Chapter [10-7] Chart |
|
|
| Ultra-Violence Mode |
|
|
|--------------------------------------------|
|
|
| Monster | AMMO | SHOT | ROCK | CELL | 9000 |
|
|
|--------------------------------------------|
|
|
| Human | 2 | 1 | 1 | 1 | 1 |
|
|
| Sergeant| 3 | 1 | 1 | 2 | 1 |
|
|
| Imp | 6 | 1 | 1 | 3 | 1 |
|
|
| Demon | 14 | 3 | 1 | 7 | 1 |
|
|
| Spectre | 14 | 3 | 1 | 7 | 1 |
|
|
| Souls | 10 | 2 | 1 | 5 | 1 |
|
|
| Cacodmn.| 36 | 6 | 2 | 18 | 1 |
|
|
| Barons | 100 | 15 | 5 | 50 | 1 |
|
|
| Cyberdm.| 400 | 58 | 20 | 200 | 4 |
|
|
| Spider | 300 | 43 | 15 | 150 | 3 |
|
|
`--------------------------------------------'
|
|
|
|
Note: This chart pertains to direct hits only. Missed shots increase the
|
|
amount of ammunition required to kill any enemy.
|
|
|
|
====================================
|
|
=SECTION THREE= DOOM ADD-ON SOFTWARE
|
|
====================================
|
|
|
|
------------------------------------------------------------------
|
|
CHAPTER *11*: What is DOOM add-on software and where can I get it?
|
|
------------------------------------------------------------------
|
|
|
|
DOOM add-on software is software, not made by id Software, that
|
|
modifies, changes, or helps you with your game when playing DOOM. Some
|
|
examples are cheating utilities, map editors, and sound editors. This
|
|
software is in no way endorsed by id, and neither id Software nor myself
|
|
take any responsibility for any problems you have with this software. DO
|
|
NOT contact id regarding any of this software. Most of this software will
|
|
not work on the shareware version of DOOM, by request from id Software.
|
|
Most of this software is available from these sites unless specified
|
|
otherwise.
|
|
|
|
FTP (1) ftp.uwp.edu /pub/msdos/games/id/home-brew/doom
|
|
/pub/incoming/id
|
|
|
|
FTP (2) wuarchive.wustl.edu /pub/MSDOS_UPLOADS/games/doomstuff
|
|
|
|
FTP (3) ocf.unt.edu /pub/doom/(directory_name_here)
|
|
|
|
BBS (4) Software Creations (508)-365-2359 (2400 baud)
|
|
(508)-368-7036 (9600-14.4k v.32bis)
|
|
(508)-368-4137 (14.4k16.8k HST/DS)
|
|
|
|
--------------------------------------------------------------
|
|
CHAPTER *12*: What cheating utilities have been made for DOOM?
|
|
--------------------------------------------------------------
|
|
|
|
This chapter describes utilities that have been created to help
|
|
people cheat at DOOM.
|
|
|
|
[12-1] DMSAVED v1.01
|
|
====================
|
|
|
|
DESCRIPTION:
|
|
A saved game editor. Offers some options not available on other
|
|
editors. Only works on v1.1 saved games.
|
|
|
|
CREATED BY:
|
|
Bob Manen (bobm@htsa.aha.nl)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): save_edit/dmsav101.arj
|
|
|
|
[12-1]: DOOMEdit v4.1
|
|
=====================
|
|
|
|
DESCRIPTION:
|
|
A saved game editor. This works on ALL version of DOOM, including
|
|
v1.2. Have fun!
|
|
|
|
CREATED BY:
|
|
The Harrison Hackers:
|
|
kaseeley@sage.cc.purdue.edu (programmer)
|
|
burdicdj@mentor.cc.purdue.edu (middle-man-all-round-great-guy-
|
|
with-the-know-how)
|
|
blabus@sage.cc.purdue.edu (semi-beta-tester)
|
|
equis@sage.cc.purdue.edu (beta-tester)
|
|
fisheric@mentor.cc.purdue.edu (mysterious person)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): dmedit41.zip
|
|
Site (3): save_edit/dmedit41.zip
|
|
|
|
[12-2]: DOOMED v1.2
|
|
===================
|
|
|
|
DESCRIPTION:
|
|
A very good saved game editor, allowing a large variety of
|
|
options.
|
|
|
|
CREATED BY:
|
|
Arun Bhalla (abhalla@aol.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): doomed12.zip
|
|
Site (3): save_edit/doomed12.zip
|
|
|
|
[12-3]: DOOM: The Cheat 2
|
|
=========================
|
|
|
|
DESCRIPTION:
|
|
A saved game editor. Currently only works on DOOM v1.1. No
|
|
upgrade information is known.
|
|
|
|
CREATED BY:
|
|
Joe Snow (Nuclear Meltdown BBS: (508)-234-5777: User #3)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): dmcheat2.zip
|
|
|
|
[12-4]: DOOMSAFE v1.02
|
|
======================
|
|
|
|
DESCRIPTION:
|
|
DOOMSAFE version 1.02 is a safe DOOM save file editor. Supports
|
|
keyboard and mouse, DOOM v0.99, v1.1, and v1.2 savefiles, and provides easy
|
|
access to options not available in the normal game and/or other editors.
|
|
|
|
CREATED BY:
|
|
Ramco van de Woestijne (Unknown address)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): doomsb12.zip
|
|
Site (2): doomsb12.zip
|
|
|
|
[12-5]: DSGEDIT v3.0
|
|
====================
|
|
|
|
DESCRIPTION:
|
|
A saved game editor. This editor also works on NetDOOM games.
|
|
Currently only works on DOOM v1.0 and v1.1. Upgrade information is unknown.
|
|
|
|
CREATED BY:
|
|
David Daraniero (CompuServe: 71005,2557)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): dsgedit.zip
|
|
|
|
[12-6]: EDITGAME v1.1
|
|
=====================
|
|
|
|
DESCRIPTION:
|
|
A saved game editor for DOOM. EDITGAME v1.1 only works on DOOM
|
|
v1.1. Upgrade information is unknown.
|
|
|
|
CREATED BY:
|
|
Brad Mettee (bmattee@simon.jhh.jhu.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): edtgme11.zip
|
|
|
|
-----------------------------------------------------------
|
|
CHAPTER *13*: What add-on software allows me to alter DOOM?
|
|
-----------------------------------------------------------
|
|
|
|
[13-1]: BSP v1.1
|
|
================
|
|
|
|
DESCRIPTION:
|
|
A 100% working nodes builder which builds the correct BSP nodes and
|
|
blockmap data for any WAD file.
|
|
|
|
CREATED BY:
|
|
Colin Reed (colin@argonaut.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): wad_edit/bsp11x.zip
|
|
|
|
[13-2]: DEU v5.0
|
|
================
|
|
|
|
DESCRIPTION:
|
|
A map editor to create brand new levels for DOOM or edit existing
|
|
ones. Includes manual, tutorial, and complete source code. Handles nodes
|
|
fairly well.
|
|
|
|
CREATED BY:
|
|
Raphael Quinet (quinet@montefiore.ulg.ac.be)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): deu50.zip
|
|
Site (3): wad_edit/deu50.zip
|
|
|
|
[13-3]: DMapEdit v2.1
|
|
=====================
|
|
|
|
DESCRIPTION:
|
|
A DOOM map editor which allows editing of things and level
|
|
structure. Has trouble handling segs and nodes.
|
|
|
|
CREATED BY:
|
|
Unknown
|
|
|
|
AVAILABLE AT:
|
|
Site (2): dmaped21.zip
|
|
Site (3): wad_edit/dmaped21.zip
|
|
|
|
[13-4]: DMAUD v1.1
|
|
==================
|
|
|
|
DESCRIPTION:
|
|
DMAUD will store sounds into or extract sounds from DOOM.WAD
|
|
files distributed with DOOM versions 1.0, 1.1, and 1.2. In addition, DMAUD
|
|
will play the sound if a SoundBlaster compatible sound card is present.
|
|
DMAUD v1.1 supports PPM and GIF graphics formats and also has option to
|
|
create PWAD files.
|
|
Input files can be any format (.AU, .VOC, .WAV, .SND, etc) and any
|
|
sample rate; they will be converted as necessary.
|
|
|
|
CREATED BY:
|
|
Bill Neisius (bill@solaria.hac.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): dmaud11.zip
|
|
Site (3): sounds/dmaud11.zip
|
|
|
|
[13-4-1]: DMFE v0.0.1
|
|
---------------------
|
|
|
|
DESCRIPTION:
|
|
DMFE provides a simple front-end to Bill Neisius' excellent utility,
|
|
DMAUD, which allows you to alter the sound files used in DOOM.
|
|
|
|
CREATED BY:
|
|
Douglas Reedy (welch@zaphod.mps.ohio-state.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): dmfe001.zip
|
|
|
|
[13-5]: DMGRAPH v1.0
|
|
====================
|
|
|
|
DESCRIPTION:
|
|
|
|
Allows importing and exporting of graphics for DOOM. v1.0 allows
|
|
usage of PPM or GIF graphic files in 320x200x256 format.
|
|
|
|
CREATED BY:
|
|
Bill Neisius (bill@solaria.hac.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): dmgrap10.zip
|
|
Site (3): wad_edit/dmgrap10.zip
|
|
|
|
[13-6]: DOOMCAD v4.0
|
|
====================
|
|
|
|
DESCRIPTION:
|
|
|
|
DOOMCAD is a "state-of-the-art" DOOM map editor for Windows.
|
|
Allows creations of levels from scratch, three dimensional previewing,
|
|
drag-and-drop editing, and fairly good handling of nodes.
|
|
|
|
CREATED BY:
|
|
Matt Tagliaferri (matt.tagliaferri@pcohio.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): doomvb40.zip
|
|
Site (3): wad_edit/doomvb40.zip
|
|
|
|
[13-7]: DOOMDump v0.1
|
|
=====================
|
|
|
|
DESCRIPTION:
|
|
Dumps WAD files to text.
|
|
|
|
CREATED BY:
|
|
Steve Simpson (ssimpson@world.std.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): wad_edit/doomdump.zip
|
|
|
|
[13-8]: DOOM Editor - The Real Thing v2.50b3
|
|
============================================
|
|
|
|
DESCRIPTION:
|
|
A DOOM map editor which allows map changes, bitmap viewing, and
|
|
sound importing and exporting. Very little knowledge of DOOM WAD structure
|
|
needed. Requires Windows v3.1.
|
|
|
|
CREATED BY:
|
|
Unknown name (pringler@cuug.ab.ca)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): DE_250B4.zip
|
|
Site (3): wad_edit/DE_250B4.zip
|
|
|
|
[13-9]: DOOMTOOL
|
|
================
|
|
|
|
DESCRIPTION:
|
|
A collection of two utilities: SND.EXE allows a sound to be put
|
|
into a PWAD file. CAT.EXE allows two PWAD files to be merged into a third.
|
|
|
|
CREATED BY:
|
|
Unknown Name (jdooley@ugcs.caltech.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): doomtool.zip
|
|
Site (3): wad_edit/doomtool.zip
|
|
|
|
[13-10]: DOPE v1.2
|
|
==================
|
|
|
|
DESCRIPTION:
|
|
DOPE is a DOOM Object Placement Editor. This program will allow
|
|
you to completely edit object placement in all levels.
|
|
|
|
CREATED BY:
|
|
Chris Carollo (ccarollo@magnus.acs.ohio-state.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): dope12.zip
|
|
|
|
[13-11]: Jumble v3.0
|
|
====================
|
|
|
|
DESCRIPTION:
|
|
JUMBLE is a DOOM item randomizer; it randomly places, objects,
|
|
enemies, and powerups in new locations.
|
|
Some useful features include savable configuration files, object
|
|
weighting, removal of items, retention of items, and netDOOM compatibility.
|
|
Also reads RanDOOM v1.x *.W files.
|
|
The optional add-on archive includes many different already created
|
|
*.JBL files for immediate playability.
|
|
|
|
CREATED BY:
|
|
<Empty> Productions (joakim.erdfelt@swsbbs.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): jumble30.zip and jumble3s.zip
|
|
Site (2): jumble30.zip and jumble3s.zip
|
|
Site (3): random/jumble30.zip and random/jumble3s.zip
|
|
Site (4): jumble30.zip and jumble3s.zip
|
|
|
|
[13-12]: MDE: My DOOM Editor v0.90b
|
|
===================================
|
|
|
|
DESCRIPTION:
|
|
Allows modification of DOOM levels, including object placement,
|
|
light levels, floor and ceiling heights, secret areas, acid damage,
|
|
blinking lights, crushing ceilings, moving platforms, teleports, and more.
|
|
Not a complete level structure editor.
|
|
|
|
CREATED BY:
|
|
Patrick Steele (Unknown address)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): mde90b1.zip
|
|
Site (3): wad_edit/mde90b1.zip
|
|
|
|
[13-13]: Move Level v1.0
|
|
========================
|
|
|
|
DESCRIPTION:
|
|
Move Level allows modification of the episode and mission number
|
|
in a DOOM PWAD file.
|
|
|
|
CREATED BY:
|
|
Steve Stimpson (ssimpson@world.std.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): wad_edit/movelev.zip
|
|
|
|
[13-14]: NodeNav v0.8
|
|
=====================
|
|
|
|
DESCRIPTION:
|
|
Allows observation of the geometry of the nodes structure for a
|
|
particular DOOM level.
|
|
|
|
CREATED BY:
|
|
Frank Palazzolo (palazzol@msen.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): nodenav.zip
|
|
Site (3): wad_edit/nodenav.zip
|
|
|
|
[13-15]: RanDOOM v1.6
|
|
=====================
|
|
|
|
DESCRIPTION:
|
|
RanDOOM is a utility which will randomize the placement of
|
|
objects in the DOOM playfield. Additionally, RanDOOM has some smarts and
|
|
fixes major problems that other randomizers have. RanDOOM allows you to
|
|
tailor its randomizing to your personal taste. RanDOOM has the capability
|
|
to randomize and create PWAD files as well.
|
|
|
|
CREATED BY:
|
|
Scott Coleman: ASRE Software (tmkk@uiuc.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): rdoom16.zip
|
|
Site (3): random/rdoom16.zip
|
|
|
|
[13-16]: Renegade Graphics DOOMED v1.0
|
|
======================================
|
|
|
|
DESCRIPTION:
|
|
Allows advanced DOOM map editing. Allows modification and
|
|
creation of PWAD files.
|
|
|
|
CREATED BY:
|
|
Unknown
|
|
|
|
AVAILABLE AT:
|
|
Site (3): wad_edit/rgdmed10.zip
|
|
Renegade Graphics BBS: (615)-337-9198
|
|
|
|
[13-17]: RENWAD
|
|
===============
|
|
|
|
DESCRIPTION:
|
|
Allows modification of the episode and mission number in a DOOM
|
|
PWAD file.
|
|
|
|
CREATED BY:
|
|
ASRE Software (tmkk@uiuc.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): wad_edit/renwad.zip
|
|
|
|
[13-19]: VERDA v0.20
|
|
====================
|
|
|
|
DESCRIPTION:
|
|
With VERDA, you can move THINGs around the map and change them
|
|
to other things. You can change LINE triggers, SIDE image selection,
|
|
SECTOR image selection, floor heights, ceiling heights, sector actions
|
|
(raising/lowering, etc.), and properties (acid/blinking lights, etc.) You
|
|
can graphically see which lines trigger which sectors, and change this.
|
|
You can display the NODE information graphically, but it cannot currently
|
|
be edited.
|
|
|
|
CREATED BY:
|
|
Mike Carter (verda@swri.edu)
|
|
Robert Fenske
|
|
Bob Robinson
|
|
|
|
AVAILABLE AT:
|
|
Site (3): verda020.zip
|
|
Site (3): wad_edit/verda020.zip
|
|
|
|
[13-20]: WAD Extended Tools v1.0
|
|
================================
|
|
|
|
DESCRIPTION:
|
|
Allows viewing and hex editing of WAD resources such as pictures,
|
|
textures, color maps, and more.
|
|
|
|
CREATED BY:
|
|
Unknown Name (vels@aldan.cs.biu.ac.il)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): wad_edit/ewt.zip
|
|
|
|
[13-21]: WAD Hacker v2.0
|
|
========================
|
|
|
|
DESCRIPTION:
|
|
WAD Hacker is a DOOM WAD file resource viewer. Allows viewing of
|
|
all graphical resources. BMPs can be generated from any graphic and PWAD
|
|
files can be produced from any level.
|
|
|
|
CREATED BY:
|
|
Roger Hayes (roger_hayes@stortek.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): wad_edit/wadhak.zip
|
|
|
|
[13-22]: WADMASTER v0.5
|
|
=======================
|
|
|
|
DESCRIPTION:
|
|
Allows adding and removing of THINGS in DOOM levels. Also displays
|
|
NODES, SSECTORS, and SEGS.
|
|
|
|
CREATED BY:
|
|
Unknown
|
|
|
|
AVAILABLE AT:
|
|
Site (2): wdmstr05.zip
|
|
Site (3): wad_edit/wdmstr05.zip
|
|
|
|
[13-23]: WADNAME
|
|
================
|
|
|
|
DESCRIPTION:
|
|
WADNAME is a utility which will display the episode and mission
|
|
number of all replacement levels contained in a given WAD file.
|
|
|
|
CREATED BY:
|
|
ASRE Software (tmkk@uiuc.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): wad_edit/wadname.zip
|
|
|
|
[13-24]: Wads_Up v1.0
|
|
=====================
|
|
|
|
DESCRIPTION:
|
|
Wads_Up is basically a THING editor. It allows you to move
|
|
objects, graphics, enemies, around a level.
|
|
|
|
CREATED BY:
|
|
Gary Whitehead (gary@stek.demon.co.uk)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): wad_edit/wadsup10.zip
|
|
|
|
[13-25]: WAD Tools v1.0
|
|
=======================
|
|
|
|
DESCRIPTION:
|
|
WAD Tools is a freeware program to be used with id Software's
|
|
phenomenal action game, DOOM. It is designed to let any curious
|
|
individual peruse the contents of the DOOM WAD file. Anyway, WAD
|
|
Tools will let you do any number of operations on the resources in
|
|
the WAD file. You can view it in hex mode, or if it's a graphic
|
|
resource, you can view it in 320x200x256 VGA mode. You can also
|
|
export it to a file (an LBM if it's a graphic resource), or replace
|
|
it by importing a file. And, if you're really brave, you can export
|
|
all the resources in the WAD file to individual files.
|
|
|
|
CREATED BY:
|
|
Jeff Miller (atomicus@indirect.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): wt100.zip
|
|
Site (2): wt100.zip
|
|
|
|
----------------------------------------------------
|
|
CHAPTER *14*: What add-on data files exist for DOOM?
|
|
----------------------------------------------------
|
|
|
|
[14-1]: Graphics
|
|
================
|
|
|
|
[14-2-1]: Barney DOOM
|
|
---------------------
|
|
|
|
DESCRIPTION:
|
|
At last! The TRUE EVIL genius behind DOOM is revealed to be
|
|
Barney and his Sponge Minions! This graphicial patch for DOOM changes
|
|
DOOM's enemies to pictures of that beloved dinosaur, Barney.
|
|
|
|
CREATED BY:
|
|
Bill Neisius (bill@solaria.hac.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): bdoom.zip
|
|
Site (3): graphics/bdoom.zip
|
|
|
|
[14-1-2]: Barney DOOM 3-D
|
|
-------------------------
|
|
|
|
DESCRIPTION:
|
|
The original Barney DOOM only utilized one graphic to portray
|
|
Barney, making him very "flat." Barney DOOM 3-D uses many different
|
|
graphics created with 3-D Studio, making him look much more realistic and
|
|
three dimensional.
|
|
|
|
CREATED BY:
|
|
David Lobser (lobser@csn.org)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): graphics/BARNEY3D.ZIP
|
|
|
|
[14-1-3]: DOOM4WIN.ZIP
|
|
----------------------
|
|
|
|
DESCRIPTION:
|
|
Adds DOOM logos to your Windows system.
|
|
|
|
CREATED BY:
|
|
"Nightcrawler"
|
|
|
|
AVAILABLE AT:
|
|
Site (3): graphics/doom4win.zip
|
|
|
|
[14-1-4]: DOOMMORF.ZIP
|
|
----------------------
|
|
|
|
DESCRIPTION:
|
|
A FLI animation using a morphing technique to display many of the
|
|
enemies in DOOM.
|
|
|
|
CREATED BY:
|
|
Unknown
|
|
|
|
AVAILABLE AT:
|
|
Site (3): graphics/doommorf.zip
|
|
|
|
[14-1-5]: Gory IMP Graphics v2.0
|
|
--------------------------------
|
|
|
|
DESCRIPTION:
|
|
Replacement graphics for the Imp enemy. Makes the death of that
|
|
beloved creature a little more gory.
|
|
|
|
CREATED BY:
|
|
Greg Grimsby (unknown)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): imp_grfx.zip
|
|
Site (3): graphics/imp_grfx.zip
|
|
|
|
[14-1-6]: Pacman DOOM
|
|
---------------------
|
|
|
|
DESCRIPTION:
|
|
The latest arrivals from the Inter-Dimensional Gateways: yes, the
|
|
Pacmen have invaded DOOM. "There's no turning back now."
|
|
|
|
CREATED BY:
|
|
Bill Neisius (bill@solaria.hac.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): graphics/pacdoom.zip
|
|
|
|
[14-2]: Missions
|
|
================
|
|
|
|
Here is a list of every PWAD (new mission for DOOM) that I have
|
|
found on the Internet. Be warned that most use graphics from the
|
|
registered version, making many non-shareware compatible. To use these
|
|
PWAD files, run DOOM with the following command line:
|
|
|
|
"DOOM -FILE <wadfile>.WAD -WART <episode> <mission>"
|
|
|
|
Have Fun!
|
|
|
|
All of these PWADs are available from:
|
|
|
|
Site (3): wads/episode1
|
|
wads/episode2
|
|
wads/episode3
|
|
wads/combos
|
|
wads/newwads
|
|
|
|
Note: Missions marked with a "D" are for DEATHMATCH mode only.
|
|
|
|
EPISODE MISSION \
|
|
MISSION
|
|
FILENAME AUTHOR AUTHOR'S E-MAIL ADDRESS DEATHMATCH
|
|
===========================================================================
|
|
11inhell.zip Josh Phallus fallonjb95%cs14@cadetmail.usafa.af.mil E1M1 D
|
|
23castle.zip Aaron Auseth aaron@clark.edu E1M1
|
|
666.zip Steve Last stimson@leland.stanford.edu E1M1
|
|
DeWadz1.zip Unknown Unknown E1M1
|
|
ambush.zip Mattias Widmark f93-mwi@nada.kth.se E1M1
|
|
arena.exe Tony Hayes hayes@ll.mit.edu E1M1D
|
|
beholder.zip Alex Cannon acannon@cyberstore.ca E2M1
|
|
bobworld.zip Bob Last rb007b@uhura.cc.rochester.edu E2M1
|
|
brian3l1.zip Brian Last Unknown E3M1
|
|
cjme2m1.zip Chris Last cmaahs@vnet.ibm.com E1M1
|
|
cross.zip Alistair Brown a.d.brown@bradford.ac.uk E1M1
|
|
daemon.zip Cameron Newham cam@iinet.com.au E1M1D
|
|
daemon2.zip Cameron Newham cam@iinet.com.au E1M1D
|
|
darkness.zip Pasi Nikkanen pasin@mits.mdata.fi E1M1D
|
|
deadly21.zip Ken Tam kenneth.tam@canrem.com E2M1D
|
|
death.zip Unknown Unknown E1M1
|
|
death2.wad Unknown Unknown E1M1
|
|
diamond.exe Unknown Unknown E1M1/M1
|
|
dmatch.zip Unknown hulseb@bvsd.k12.co.us E1M1
|
|
dmatch11.wad Raja Shekar rxs57@po.cwru.edu E1M1D
|
|
dylan1.zip Dylan Last dyl@cix.compulink.co.uk E1M1
|
|
e1l1ar.zip Unknown aruth@comp.uark.edu E1M1
|
|
e1l1kp.wad Karl Peters krpeters@athena.mit.edu E1M1
|
|
e1l5ko1.zip Ken Ordes kjoee@uno.edu E1M5
|
|
e1m1bc1.arj Billy Chow billy.chow@eng.px.ac.uk E1M1
|
|
e1m1cyb.wad David Lobser lobser@csn.org E1M1
|
|
e1m1dal.zip David Lobser lobser@csn.org E1M1D
|
|
e1m1edb.zip Unknown edb9140@tamsun.tamu.edu E1M1
|
|
e1m1osk3.arj Osku Salerma osku@muncca.fi E1M1D
|
|
e1m1osku.arj Osku Salerma osku@muncca.fi E1M1D
|
|
e1m5_djs.zip David Shaw danny@iex.iex.com E1M5
|
|
e2m1ed.zip Ed Last edb9140@tamsun.tamu.edu E2M1
|
|
e2m2bce.wad Brendy Ebel jebel@spu1.uwsp.edu E2M2
|
|
e2m8pat.zip P. Mahoney p.f.mahoney@durham.ac.uk E2M8
|
|
e2m9mh.wad Mike H. Unknown E2M9
|
|
e3wadskh.zip Kevin Haley khaley@nova.gmi.edu E3M2/M3/M5/M6
|
|
episode4.zip Kevin Ordes kjoee@uno.edu E4M?
|
|
ew-e1l1.zip Eugen Woiwod eugen_woiwod@mindlink.bc.ca E1M1
|
|
flash.zip J.D. Frazer a481@mindlink.bc.ca E1M1
|
|
fy1a.zip Unknown yager921@uidaho.edu E1M1/M2
|
|
hhwad1.arj Unknown Unknown E1M1
|
|
hockey10.zip Seth Cohn scohn@nyx.cs.du.edu E1M1D
|
|
hunte1m1.zip Unknown Unknown E1M1D
|
|
hunte1m2.zip Unknown Unknown E1M2D
|
|
jadml1m1.zip Curtis Turner choppe@hubcap.clemson.edu E1M1D
|
|
jeff-1-2.zip Jeff Sobotka jeffs@ccwf.cc.utexas.edu E1M2D
|
|
jeg.zip Jeremy Last jeremy@extro.ucc.su.oz.au E1M1/M2
|
|
jf-e1l1.zip Josh Last fallonjb95%cs14@cadetmail.usafa.af.mil E1M1D
|
|
kent2.wad Kent Last kwankent@hcc.hawaii.edu E1M1
|
|
legend1.exe Tony Hayes hayes@ll.mit.edu E1M1
|
|
levpack.zip Unknown efj@pine.cse.nau.edu E1M1/M2/M4
|
|
lewis21e.zip Lewis Beard lewis@c2d2e2.wes.army.mil E2M1
|
|
lit-e2m1.zip Chris Hopkins chopkins@bud.peinet.pe.ca E2M1
|
|
megawatt.zip Unknown Unknown E1M1
|
|
netbeast.wad Chris Schultz bungle@mglmmb2.nci.nih.gov E1M1
|
|
newhits1.zip Many authors Many authors E1M?
|
|
pet.zip Craig Wendland bert@ocf.berkeley.edu E1M2
|
|
pet2.zip Craig Wendland bert@ocf.berkeley.edu E1M1
|
|
sc.zip Christian Antkow christian.antkow@swcbbs.com E1M1
|
|
scream.zip Cameron Newham cam@iinet.com.au E1M1
|
|
shadwad.zip Sergey Ishchenko math588@edvzbb2.ben-fh.tuwien.ac.at E1M1
|
|
ss-e1l2.zip Stanley Stasiak stasiak@iinet.com.au E2M1
|
|
stones.zip Michael Kelsey mkelsey@eecs.wsu.edu E1M1
|
|
sw-e1l1.zip Stan Warman warman@eagle.sangamon.edu E1M1/M2
|
|
temple11.zip Mark Mackey mdm1004@cus.cam.ac.uk E1M1
|
|
thinkwad.zip Denis Auroux auroux@clipper.ens.fr E1M1/M2
|
|
tlhwads.exe Tony Hayes hayes@ll.mit.edu E2M1/M2
|
|
tncross.zip "Valis" Unknown E1M1D
|
|
tncross2.zip "Valis" Unknown E1M1D
|
|
tnspires.zip Unknown Unknown E2M1
|
|
toe.wad Unknown khl1@acpub.duke.edu E1M1
|
|
ttadom11.zip "TTA" Unknown E1M1
|
|
|
|
[14-2-1]: PWAD Authoring Template v1.1
|
|
--------------------------------------
|
|
|
|
For all of you PWAD authors out there, here is the "Official" PWAD
|
|
authoring template. When you release your PWAD, please fill this form out
|
|
and place it in the information file you create about your PWAD.
|
|
|
|
================================================================
|
|
Title : <filename>.<zip or WAD>
|
|
Author : Your name here
|
|
Email Address :
|
|
Misc. Author Info :
|
|
|
|
Description : Set the mood here
|
|
|
|
Additional Credits to :
|
|
================================================================
|
|
|
|
* Play Information *
|
|
|
|
Episode and Level # : ExMx (,ExMx,...)
|
|
Single Player : Yes/No
|
|
Cooperative 2-4 Player : Yes/No
|
|
Deathmatch 2-4 Player : Yes/No
|
|
Difficulty Settings : Yes/Not implemented
|
|
New Sounds : Yes/No
|
|
New Graphics : Yes/No
|
|
|
|
* Construction *
|
|
|
|
Base : New level from scratch/Modified ExMx/xxx.WAD
|
|
Build Time :
|
|
Editor(s) used :
|
|
Known Bugs :
|
|
|
|
|
|
* Copyright / Permissions *
|
|
|
|
Authors (MAY/may NOT) use this level as a base to build additional
|
|
levels.
|
|
|
|
(One of the following)
|
|
|
|
You MAY distribute this WAD, provided you include this file, with
|
|
no modifications. You may distribute this file in any electronic
|
|
format (BBS, Diskette, CD, etc) as long as you include this file
|
|
intact.
|
|
|
|
You MAY not distribute this WAD file in any format.
|
|
|
|
You may do whatever you want with this file.
|
|
|
|
|
|
* Where to get this WAD *
|
|
|
|
FTP sites:
|
|
|
|
BBS numbers:
|
|
|
|
Other:
|
|
|
|
[14-3]: Sounds
|
|
==============
|
|
Here is a catalog of various sound collections available for DOOM.
|
|
Bill Neisius' DMAUD v1.1 or similar utility is needed to import most of
|
|
these into DOOM.
|
|
|
|
[14-3-1]: ALIENS2.ZIP
|
|
---------------------
|
|
|
|
DESCRIPTION:
|
|
A second set of sounds for DOOM from the movie Aliens.
|
|
|
|
CREATED BY:
|
|
Unknown
|
|
|
|
AVAILABLE AT:
|
|
Site (3): sounds/aliens2.zip
|
|
|
|
[14-3-2]: AWSUM Sounds v100.2
|
|
-----------------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of some of the best DOOM sounds from many other DOOM
|
|
sound collections.
|
|
|
|
CREATED BY:
|
|
Christian Reed (jcr@gas.uug.arizona.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): awsdm1-2.zip
|
|
Site (3): sounds/awsdm1-2.zip
|
|
|
|
[14-3-3]: DM_CHRIS.ZIP
|
|
----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of "realistic and frightening" sounds for DOOM.
|
|
|
|
CREATED BY:
|
|
Chris Hayashida (chayashida@ms.asucla.ucla.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): sounds/dm_chris.zip
|
|
|
|
[14-3-4]: DM_GHETO.ZIP
|
|
----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of explicit and controversial sounds for DOOM. May
|
|
offend some users.
|
|
|
|
CREATED BY:
|
|
Unknown
|
|
|
|
AVAILABLE AT:
|
|
Site (2): dm_gheto.zip
|
|
Site (3): sounds/dm_gheto.zip
|
|
|
|
[14-3-5]: DMALIENS.ZIP
|
|
----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of DOOM sounds taken from the movie Aliens.
|
|
|
|
CREATED BY:
|
|
"Peacemaker"
|
|
|
|
AVAILABLE AT:
|
|
Site (3): sounds/dmaliens.zip
|
|
|
|
[14-3-6]: DMMISC
|
|
----------------
|
|
|
|
DESCRIPTION:
|
|
Miscellaneous sounds for DOOM, including samples from Star Wars,
|
|
Richard Nixon, Pac Man, and Ren and Stimpy. DMAUD is required to use these
|
|
sound files.
|
|
|
|
CREATED BY:
|
|
"Asthmahound"
|
|
|
|
AVAILABLE AT:
|
|
Site (1): dmmisc.zip
|
|
Site (3): sounds/dmmisc.zip
|
|
|
|
[14-3-7]: DMNSND1.ZIP
|
|
---------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of new sounds for DOOM. They are: Aliens pulse
|
|
rifle, Evil Dead's Ash saying "Groovy," and the Predator clicking sound.
|
|
|
|
CREATED BY:
|
|
Daniel Kennett (dkennett@sfu.ca)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): dmnsnd1.zip
|
|
Site (3): sounds/dmnsnd1.zip
|
|
|
|
[14-3-8]: DMNSND2.ZIP
|
|
---------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of sounds taken from The Simpsons for DOOM. Homer
|
|
says "WooHoo!" when you pick up a weapon, "Doh!" when you fall or
|
|
try to open a locked door, and yelps in pain when you take damage.
|
|
|
|
CREATED BY:
|
|
"Shriker" (gills@qucdn.queensu.ca)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): dmnsnd2.zip
|
|
Site (3): sounds/dmnsnd2.zip
|
|
|
|
[14-3-9]: DMNSND3.ZIP
|
|
---------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of new sounds for DOOM. Includes a new pistol and
|
|
chain gun sound, a new fireball sound, new death screams, and the Predator
|
|
clicking sound.
|
|
|
|
CREATED BY:
|
|
"Shriker" (gills@qucdn.queenu.ca)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): dmnsnd3.zip
|
|
Site (3): sounds/dmnsnd3.zip
|
|
|
|
[14-3-10]: DMPYTHON.ZIP
|
|
-----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of 49 new sounds for DOOM. Many samples were taken
|
|
from Monty Python and the Holy Grail. Others were taken from DMSILLY.ZIP.
|
|
|
|
CREATED BY:
|
|
Adam Isgreen and Andre Vrignaud (andrev@aol.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): dmpython.zip
|
|
Site (3): sounds/dmpython.zip
|
|
|
|
[14-3-11]: DMSILLY1.ZIP
|
|
-----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of new sounds for DOOM. The second file contains a
|
|
PWAD file to insert the sounds from "DMSILLY.ZIP" into DOOM.
|
|
|
|
CREATED BY:
|
|
Name Unknown (dchouina@sobeco.ca)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): dmsilly.zip (standard)
|
|
Site (2): dmsilly1.zip (PWAD)
|
|
Site (3): sounds/dmsilly.zip and sounds/dmsilly1.zip (PWAD)
|
|
|
|
[14-3-12]: DMWIERD.ZIP
|
|
----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of 36 new sounds for DOOM. These samples were taken
|
|
from many different sources.
|
|
|
|
CREATED BY:
|
|
Scott Schuricht (schurich@mn.ecn.purdue.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): dmwierd.zip
|
|
Site (3): dmwierd.zip
|
|
|
|
[14-3-13]: DMZOUNDS.ZIP
|
|
-----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of DOOM sounds taken from various movies, TV shows,
|
|
songs, and sound effect CDs.
|
|
|
|
CREATED BY:
|
|
Stephen Pandke (pandke@zeus.achilles.net)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): dmzound1.zip
|
|
Site (3): sounds/dmzounds.zip
|
|
|
|
[14-3-14]: DOOM-ASH.ZIP
|
|
-----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of new sounds for DOOM. These samples were taken from
|
|
Army of Darkness and Evil Dead II. "ash-doom.zip" contains a PWAD for
|
|
these sounds.
|
|
|
|
CREATED BY:
|
|
Brian Olson (olso0389@maroon.tc.umn.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): doom-ash.zip
|
|
Site (3): sounds/doom-ash.zip and sounds/ash-doom.zip (PWAD)
|
|
|
|
[14-3-15]: DOOM-Sounds
|
|
----------------------
|
|
|
|
DESCRIPTION:
|
|
A Windows program that will play the sounds from DOOM. Requires a
|
|
Windows sound card driver.
|
|
|
|
CREATED BY:
|
|
Michael Albers (mal@netcom.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): doomsnds.zip
|
|
|
|
[14-3-16]: DOOM Wicked Sounds
|
|
-----------------------------
|
|
|
|
DESCRIPTION:
|
|
A sound collection for DOOM.
|
|
|
|
CREATED BY:
|
|
"D.H."
|
|
|
|
AVAILABLE AT:
|
|
Site (3): sounds/doomwkd.zip
|
|
|
|
[14-3-17]: DOOMWAVS.ZIP
|
|
-----------------------
|
|
|
|
DESCRIPTION:
|
|
An assortment of new sounds for DOOM. Requires DMAUD.
|
|
|
|
CREATED BY:
|
|
"Halitosis"
|
|
|
|
AVAILABLE AT:
|
|
Site (1): doomwavs.zip
|
|
Site (2): doomwavs.zip
|
|
|
|
[14-3-18]: DSMDOOM.ZIP
|
|
----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of the original DOOM sounds for use with the DOOM
|
|
Sound Manager.
|
|
|
|
CREATED BY:
|
|
Unknown (drudman@corp.hp.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): sounds/dsmdoom.zip
|
|
|
|
[14-3-19]: DSMTERM.ZIP
|
|
----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of DOOM sounds taken from the movie "Terminator."
|
|
|
|
CREATED BY:
|
|
Unknown (drudman@corp.hp.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): sounds/dsmterm.zip
|
|
|
|
[14-3-20]: Great DOOM Sounds
|
|
----------------------------
|
|
|
|
DESCRIPTION:
|
|
An assortment of new sounds for DOOM. Requires DMAUD.
|
|
|
|
CREATED BY:
|
|
Unknown
|
|
|
|
AVAILABLE AT:
|
|
Site (1): Great.Doom.Sounds.zip
|
|
Site (3): greatds.zip
|
|
|
|
[14-3-21]: Homers' DOOM
|
|
-----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of sounds taken from "The Simpsons" for DOOM.
|
|
|
|
CREATED BY:
|
|
Dave Sawford and Andrew Gerrard (dws@ras.phy.cam.ac.uk)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): homerdm1.zip and homerdm2.zip
|
|
Site (3): sounds/homerdm2.zip and sounds/homer.zip (PWAD file)
|
|
|
|
[14-3-22]: James' Brown DOOM
|
|
----------------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of DOOM sounds taken from several James Brown CDs.
|
|
|
|
CREATED BY:
|
|
Steven Fox (steven.fox@twwde.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): sounds/jb-doom.zip
|
|
|
|
[14-3-23]: MYDOOM10.ZIP
|
|
-----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of sounds for DOOM.
|
|
|
|
CREATED BY:
|
|
Unknown
|
|
|
|
AVAILABLE AT:
|
|
Site (2): mydoom10.zip
|
|
Site (3): sounds/mydoom10.zip
|
|
|
|
[14-3-24]: Not For Kids
|
|
-----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of raunchy and controversial sounds for DOOM. May
|
|
offend some players. Requires DMAUD.
|
|
|
|
CREATED BY:
|
|
Name Unknown (cluster@neosoft.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): not-4-kids.zip
|
|
Site (3): sounds/not4kids.zip and sounds/not-4-kids.V2.0.exe
|
|
|
|
[14-3-25]: Sally's DOOM
|
|
-----------------------
|
|
|
|
DESCRIPTION:
|
|
An audio patch file for DOOM derived from "When Harry Met Sally"
|
|
sound clips.
|
|
|
|
CREATED BY:
|
|
"Duran Duran"
|
|
|
|
AVAILABLE AT:
|
|
Site (1): dmsally.zip
|
|
Site (3): sounds/dmsally.zip
|
|
|
|
[14-3-26]: ST-SNDS.ZIP
|
|
----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of sounds for DOOM taken from "Star Trek" TV series
|
|
and movies.
|
|
|
|
CREATED BY:
|
|
Pete Hesse (pmhesse@vax1.acs.jmu.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): sounds/st-snds.zip
|
|
|
|
[14-3-27]: Star Wars v1.1
|
|
-------------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of DOOM sounds taken from the movie Star Wars.
|
|
|
|
CREATED BY:
|
|
Name Unknown (aaronf@netcom.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): sounds/dmstrwr1.zip
|
|
|
|
[14-3-28]: STERNWAD.ZIP
|
|
-----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of sound for DOOM taken from Howard Stern. Includes
|
|
both a PWAD and the actual sounds.
|
|
|
|
CREATED BY:
|
|
Unknown
|
|
|
|
AVAILABLE AT:
|
|
Site (3): sounds/sternwad.zip
|
|
|
|
[14-3-29]: STOOGES.ZIP
|
|
----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of sounds for DOOM taken from the Three Stooges.
|
|
|
|
CREATED BY:
|
|
Phil Robinson (robinson@euler.jsc.nasa.gov)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): sounds/stooges.zip
|
|
|
|
[14-3-30]: SWFXPWAD.ZIP
|
|
-----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of sounds for DOOM taken from the movie "Star Wars."
|
|
|
|
CREATED BY:
|
|
Unknown
|
|
|
|
AVAILABLE AT:
|
|
Site (3): sounds/swfxpwad.zip
|
|
|
|
[14-3-31]: T2SOUNDS.ZIP
|
|
-----------------------
|
|
|
|
DESCRIPTION:
|
|
A collection of sounds for DOOM taken from the movie "Terminator 2."
|
|
|
|
CREATED BY:
|
|
Unknown
|
|
|
|
AVAILABLE AT:
|
|
Site (2): t2sounds.zip
|
|
Site (3): sounds/t2sounds.zip
|
|
|
|
----------------------------------------------------------
|
|
CHAPTER *15*: What other miscellaneous DOOM add-ons exist?
|
|
----------------------------------------------------------
|
|
|
|
[15-1]: BNUDOOM v1.26
|
|
=====================
|
|
|
|
DESCRIPTION:
|
|
A DOOM serial driver replacement utilizing a fossil driver. Allows
|
|
modem-modem connections with modem speeds up to 115K with full error
|
|
correction and hardware flow control, non-standard IRQ setups, voice to
|
|
modem connections (no need to wait for RING in this case - goes straight to
|
|
on-line to get the handshaking going), option NOT to drop DTR after a game
|
|
has ended in order to restart the game without losing the connection, and
|
|
more. If you are having trouble with your modem and DOOM, this is for you.
|
|
|
|
CREATED BY:
|
|
David Nugent (address@here)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): multi_doom/BNUDM126.ZIP
|
|
|
|
[15-2]: The DOOM Hall of Fame: Collectors Edition
|
|
=================================================
|
|
|
|
DESCRIPTION:
|
|
This package contains a compilation of the most visually
|
|
entertaining (not to mention highly educational) .LMP files that you will
|
|
ever see. When you finish watching these you will not only be a veteran at
|
|
the techniques and secrets of DOOM, but you will also have seen some of the
|
|
most spectacular near-death battles this side of Phobos.
|
|
|
|
Included with this package are:
|
|
|
|
- LMP's of ALL the levels, with ALL the secrets and ALL Kills.
|
|
- The famous Hall of Fame .LMPs!
|
|
- Unbelievable RanDOOM .LMPs!
|
|
- LMP's created with different PWADs .wad files.
|
|
- ALFRED, The Automatic LMP File Recorder and Developer, to make
|
|
viewing and recording as simple as firing a shotgun.
|
|
|
|
CREATED BY:
|
|
Michael Houston (mp_hous@pavo.concordia.ca)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): lmp/lmpvol1.exe and lmp/lmpvol2.exe
|
|
|
|
[15-3]: DOOM Launcher for OS/2 v1.1
|
|
===================================
|
|
|
|
DESCRIPTION:
|
|
This program will create a REXX exec on-the-fly that will launch
|
|
the DOOM v1.2 registered version with appropriate DOS SETTINGS and
|
|
PARAMETERS to allow you to play DOOM under OS/2 2.1 in one of 3 ways:
|
|
Stand alone, via Modem, and network. This program supports all known
|
|
command line options for the DOOM.EXE, SERSETUP.EXE, and IPXSETUP.EXE
|
|
executables.
|
|
|
|
CREATED BY:
|
|
Kevin Royalty (k.royalty@genie.geis.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): /pub/doom/misc
|
|
|
|
[15-4]: DOOMLOAD v2.01a
|
|
=======================
|
|
|
|
DESCRIPTION:
|
|
A replacement for DOOM's SETUP.EXE which allows quick net and modem
|
|
play, "Sudden Death" play, play-logging for Novel networks, LMP recording
|
|
and playback, and more.
|
|
|
|
CREATED BY:
|
|
Christian Antkow (christian.antkow@swcbbs.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): doomld2.zip
|
|
Site (3): multi_doom/doomld2.zip
|
|
|
|
[15-5]: DOOM Master v2.0
|
|
========================
|
|
|
|
DESCRIPTION:
|
|
The "ultimate" DOOM shell/launcher, handling everything from
|
|
network to modem play, all DOOM conifgurations, and even has CD-ROM audio
|
|
support.
|
|
|
|
CREATED BY:
|
|
Joe Wilcox (sillysft@aol.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (4): dm200.zip
|
|
|
|
[15-6]: DOOMenu v2.0
|
|
====================
|
|
|
|
DESCRIPTION:
|
|
DOOMenu is a utility which allows IPX network, modem, and
|
|
null-modem play quickly and easily. DOOMenu allows you to choose
|
|
coorperative or deathmatch with respawn or monsters on or off. It can load
|
|
a save game, or use an external WAD file. It will ask you for the skill,
|
|
episode, episode map, number to dial, and whether to disable call waiting.
|
|
It can store up to 9 different default phone numbers for speed dialing.
|
|
|
|
CREATED BY:
|
|
Unknown
|
|
|
|
AVAILABLE AT:
|
|
Site (3): multi_doom/doomenu2.zip
|
|
|
|
[15-7]: DOOMODEM v1.0
|
|
=====================
|
|
|
|
DESCRIPTION:
|
|
Changes the default port addresses and IRQs for SERSETUP in DOOM
|
|
v1.2, allowing modems with different configurations to play with others.
|
|
|
|
CREATED BY:
|
|
Joshua Lehan (jlehan@galaxy.csc.calpoly.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): doomodem.zip
|
|
|
|
[15-8]: DOOM Modem Contact List R7
|
|
==================================
|
|
|
|
DESCRIPTION:
|
|
The purpose of this list is to act as a directory of DOOM Modem
|
|
players to help DOOMers connect with each other. If you are seeking a
|
|
fellow player, simply locate someone near you on this list and send
|
|
them E-Mail.
|
|
If you would like to be added to the list, send E-mail with the
|
|
subject "DMCL - Add me" to 73743,431 on CompuServe, or
|
|
"72743.431@compuserve.com" on the Internet. Please provide the following
|
|
information:
|
|
|
|
1) State/Province/Country (For North America, please use the state/province
|
|
2 character postal abbreviation.)
|
|
2) Area Code
|
|
3) NNX - This is the first 3 digits of your phone number, also known as
|
|
your exchange. (Not required for European addresses)
|
|
4) Name
|
|
5) City
|
|
6) Game play preference (D=Deathmatch/C=Cooperative/E=Either)
|
|
7) E-Mail Address
|
|
|
|
Example: Canada, ON, 416, 631, Jeff Forsyth, Toronto, E, 73743,431
|
|
|
|
CREATED BY:
|
|
Jeff Forsyth (CompuServe: 73743,431)
|
|
|
|
AVAILABLE AT:
|
|
Site (3): text/dmcl7.txt
|
|
|
|
[15-9]: DOOMPICS.ZIP
|
|
====================
|
|
DESCRIPTION:
|
|
|
|
A series of DOOM pictures, including death scenes, barrels, and
|
|
a close up of a rocket. These graphics are in PCX format.
|
|
|
|
CREATED BY:
|
|
Edgar Roman (eroman@dante.nmsu.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): doompics.zip
|
|
|
|
[15-10]: DOOM Serial Connection Manager v1.06b
|
|
==============================================
|
|
|
|
DESCRIPTION:
|
|
DOOM Serial Connection Manager is an alternative to using SETUP.EXE
|
|
or command line parameters to set up serial connections. It allows you to
|
|
change many more options than with SETUP, and allows you to save up to 40
|
|
configurations.
|
|
|
|
CREATED BY:
|
|
Sharvari Bhatt (sharvari@coke.eng.umd.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): dscm106b.zip
|
|
Site (3): multi_doom/dscm106b.zip
|
|
|
|
[15-11]: DOOM Utilities v0.1
|
|
============================
|
|
|
|
DESCRIPTION:
|
|
Allows you to view DOOM maps. Includes such features as zoom, pan,
|
|
and multiple episode support.
|
|
|
|
CREATED BY:
|
|
Bill Kirby (bkirby@netcom.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): dmutil01.zip
|
|
|
|
[15-12]: DOOM WAD Manager v1.05b
|
|
================================
|
|
|
|
DESCRIPTION:
|
|
DOOM WAD Manager is a program that allows you to organize and work
|
|
with all of your DOOM PWAD levels. You can catalog your PWAD and IWAD
|
|
files, change the level a PWAD modifies, and run DOOM with a single IWAD
|
|
or PWAD to try them out.
|
|
|
|
CREATED BY:
|
|
Sharvari Bhatt (sharvari@coke.eng.umd.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): dwm105b.zip
|
|
Site (3): misc/dwm105b.zip
|
|
|
|
[15-13]: MUS2MIDI
|
|
=================
|
|
|
|
DESCRIPTION:
|
|
Converts DOOM's MUS music files to MIDI and MIDI files to MUS. Now
|
|
all we need is to be able to import and export the music!
|
|
|
|
CREATED BY:
|
|
id Software (help@idsoftware.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): mus2midi.exe
|
|
|
|
[15-14]: OLDIPX.ZIP
|
|
===================
|
|
|
|
DESCRIPTION:
|
|
These are some files which may be useful in getting DOOM running over
|
|
a TCP/IP network. Included is an older version of a 3Com Etherlink III
|
|
packet driver from 3Com, which has been found to be more reliable than
|
|
the newer version from the Crynwr collection. Also included is an older
|
|
version of the Crynwr collection, which includes a number of useful
|
|
utilities that were taken out of the newer version. An old version of an
|
|
IPX-to-PD converter is also included, which seems to run much better with
|
|
DOOM than the new version by Intel.
|
|
Other files include a copy of the DOOM IPX FAQ.
|
|
|
|
CREATED BY:
|
|
Steve Bonds (sbonds@jarthur.claremont.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): oldipx.zip
|
|
Site (3): multi_doom/oldipx.zip
|
|
|
|
[15-15]: SER4.ZIP
|
|
=================
|
|
|
|
DESCRIPTION:
|
|
A DOOM SERSETUP.EXE replacement which allows many baud rates,
|
|
fixes all serial bugs, chat functions, statistics display, warping, and
|
|
much more.
|
|
|
|
CREATED BY:
|
|
Russell Gilbert (gilbert@esd.dl.nec.com)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): ser4.zip
|
|
Site (3): multi_doom/ser4.zip
|
|
|
|
[15-16]: The Ultimate DOOM Maps
|
|
===============================
|
|
|
|
DESCRIPTION:
|
|
1024x768x256 GIF maps of all DOOM levels.
|
|
|
|
CREATED BY:
|
|
Hap Campbell (hsc5m@watt.seas.virginia.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (2): ultmaps1.zip
|
|
|
|
[15-17]: Unofficial DOOM Specs v1.3
|
|
===================================
|
|
|
|
DESCRIPTION:
|
|
Technical information about the DOOM .WAD file for programmers.
|
|
Includes complete explanation of all components of the .WAD file,
|
|
including nodes.
|
|
|
|
CREATED BY:
|
|
Matt Burnett (matt.fell@acebbs.com)
|
|
Hank Leukart (Distribution: ap641@cleveland.freenet.edu)
|
|
|
|
AVAILABLE AT:
|
|
Site (1): dmspec13.txt
|
|
Site (2): dmspec13.txt
|
|
Site (3): text/dmspec13.txt
|
|
Site (4): dmspec13.zip
|
|
|
|
------------------------------------
|
|
CHAPTER [16]: Future add-on software
|
|
------------------------------------
|
|
|
|
*16-1*: Add-on software wish list
|
|
=================================
|
|
Attention programmers! Here is a wish list, created by the DOOM
|
|
players, of add-on software that should be made for DOOM. If you would
|
|
like to make an addition to this list, please send me E-mail. Additionally,
|
|
if you are planning on creating one of these utilities, tell me, and I'll move
|
|
it to the "Add-on software in the making" chapter.
|
|
|
|
o DOOM MIDI music editor
|
|
|
|
*16-2*: Add-on software in the making
|
|
=====================================
|
|
This chapter tells about add-on software which is being currently
|
|
worked on. If you are working on something that is not in here, please send
|
|
me E-mail so I can put it in. In this section, you can also request help on
|
|
creating some add-on software.
|
|
|
|
Project: None
|
|
Author: Ghent (ghent@rushnet.com)
|
|
Status: Looking for programming project. If anyone would like help
|
|
from an experienced programmer for a DOOM project, E-mail
|
|
him.
|
|
|
|
COMING FROM EMPTY PRODUCTIONS (joakim.erdfelt@swsbbs.com):
|
|
|
|
Note: These projects have been delayed for an unknown amount of time.
|
|
|
|
JADE - Just Another DOOM Editor.
|
|
640x480x256 color VESA standard support.
|
|
Level editor with Mouse support.
|
|
- FEATURES / Special Effects -
|
|
- Map transformations :
|
|
MIRROR BEND RIPPLE
|
|
SKEW STRETCH TIGHTWAD
|
|
SQUASH BUBBLE "AutoMake"
|
|
- Integrated JUMBLE.
|
|
- Perspective View of Level. (Possibly with Texture mapping)
|
|
|
|
LGD - Looking Glass Doom
|
|
Part of the JADE release.
|
|
will mirror, some, but not all Maps inside of DOOM.
|
|
GREAT for the seasoned player.
|
|
|
|
SUDS - Screwed Up DOOM Sounds
|
|
Sorta the SOUND version of the original JUMBLE program
|
|
|
|
MMP - Music Management Program
|
|
Manage the musical scores in DOOM.
|
|
replace them with your own MIDI selections
|
|
|
|
A DOOM Graphics editor. - For Enemies, Walls, Floors, Weapons, etc..
|
|
|
|
==============================
|
|
=SECTION FOUR= TROUBLESHOOTING
|
|
==============================
|
|
|
|
--------------------------------------------
|
|
CHAPTER [17]: Why won't DOOM work correctly?
|
|
--------------------------------------------
|
|
This chapter helps you if you cannot game the game to function as it
|
|
should.
|
|
|
|
[17-1]: How can I use SMARTDRV.EXE with DOOM?
|
|
=============================================
|
|
Some people have been complaining about problems with DOOM and
|
|
SMARTDRV.EXE. DOOM is not completely compatible with SMARTDRV.EXE, but
|
|
here is how you can get it to work. Try putting the following command in
|
|
your CONFIG.SYS (This will not work in the AUTOEXEC.BAT):
|
|
|
|
DEVICE=C:\DOS\SMARTDRV.EXE DOUBLE_BUFFER
|
|
|
|
The double buffering uses memory differently than the normal
|
|
SMARTDRV.EXE commands. This command will take up 2k of conventional RAM and
|
|
cannot be loaded into high memory. This has been tested on two machines that
|
|
did not work with SMARTDRV.EXE, and this corrected the problem.
|
|
|
|
[17-2]: Why am I getting an "OUT OF MEMORY" error with DOOM?
|
|
============================================================
|
|
If you are receiving an "OUT OF MEMORY" error when attempting to run
|
|
DOOM, you might want to attempt any of the following:
|
|
|
|
(1) DOOM requires at least 4mb of RAM. Check to make sure you have
|
|
at least this amount.
|
|
(2) If you are using MS-DOS 6.0, try holding down the LEFT SHIFT key
|
|
during bootup. This will stop all your TSRs from loading. Remember to
|
|
reinstall your mouse driver, however.
|
|
(3) If you are using MS-DOS 5.0, rename your AUTOEXEC.BAT to stop all
|
|
your TSRs from booting.
|
|
(4) If you are using MS-DOS 6.0, try running MEMMAKER to free up more
|
|
RAM at bootup time.
|
|
(5) Try running DOOM without using HIMEM and EMM386. If you are
|
|
using a different memory manager, try removing it instead.
|
|
|
|
[17-3]: Why does DOOM crash when I start it?
|
|
============================================
|
|
Your motherboard may not be compatible with the DOS extender that
|
|
DOOM uses. Try getting DOOM v1.1. If that still does not work, try running
|
|
DOOM with one of the DOS extenders in the file "altdoom1.zip". See Chapter
|
|
[6] for more information on how to get these files.
|
|
|
|
[17-4]: How can I run DOOM under OS/2?
|
|
======================================
|
|
People have been having a lot of trouble getting DOOM v1.2 to work
|
|
under OS/2. id Software is working on a way to allow it to work.
|
|
|
|
-----------------------------------------------------
|
|
CHAPTER [18]: Why won't my sound card work with DOOM?
|
|
-----------------------------------------------------
|
|
|
|
This chapter helps fix problems with various sound cards in DOOM.
|
|
|
|
[18-1]: Why won't my Sound Blaster v1.0 or v1.5 work with DOOM?
|
|
===============================================================
|
|
The v1.0 shareware release of DOOM does not work correctly with
|
|
earlier versions of the Sound Blaster. It is recommended that you receive
|
|
v1.2 of DOOM to fix this problem. Information on getting this upgrade is
|
|
available in Chapter [6].
|
|
If you insist on using v1.0 of DOOM, here is two different ways to
|
|
fix your problem, although they are not guaranteed to work on all computers.
|
|
|
|
(1) If you have a turbo button on your computer, turn it off. Run
|
|
DOOM, and when the title screen appears, turn it back on.
|
|
(2) Disable the internal cache.
|
|
|
|
(18-2): Why won't my Sound Blaster Pro work with DOOM?
|
|
======================================================
|
|
If you are using an older graphics card that supports HiColor (16
|
|
bit graphics) you may have trouble getting this to work correctly. The
|
|
only recommendation is to borrow a friend's graphics card.
|
|
|
|
[18-3]: Why won't my Gravis UltraSound work with DOOM?
|
|
======================================================
|
|
To get DOOM to run properly with both music and digitized sound
|
|
effects on the Gravis UltraSound, follow these four steps.
|
|
|
|
(1) Set your ULTRASND environment variable. For versions of DOOM
|
|
before v1.2, a GF1 IRQ less than 8 must be used.
|
|
|
|
example: SET ULTRASND=220,1,1,7,5
|
|
|_______ GF1 IRQ
|
|
|
|
Note: DOOM v1.2 can use ANY vaild GF1 IRQ, including 11, 12, or 15.
|
|
MUSIC
|
|
|
|
(2) DOOM requires that you have installed the General MIDI patch
|
|
set from the 2.06 Install Disks that came with your UltraSound (also
|
|
available via FTP and BBS). DOOM will find your patches using the
|
|
ULTRADIR environment variable. Therefore, you must set the ULTRADIR
|
|
environment variable.
|
|
|
|
example: SET ULTRADIR=C:\ULTRASND
|
|
|
|
(DOOM will look in C:\ULTRASND\MIDI for the patches)
|
|
|
|
Note: Step 3 is only required for DOOM v1.0: operating system 0.99.
|
|
|
|
(3) You will need to copy ULTRAMID.INI into your DOOM directory and
|
|
rename it to DMXGUS.INI (or find and use the DMXGUS.INI file).
|
|
ULTRAMID.INI is a part of the UltraMID/AIL package (also available via FTP
|
|
and BBS).
|
|
|
|
(4) Run the SETUP program in the DOOM directory and select the
|
|
UltraSound for both SFX and music. Now run DOOM!
|
|
|
|
*18-4*: Why does the game crash when using my Gravis UltraSound?
|
|
================================================================
|
|
DOOM v1.2 has a small bug which causes DOOM to crash on some
|
|
systems, some of the time. People have reported that these crashes
|
|
can be minimized by using an IRQ at 7 or less, and upgrading the GUS'
|
|
on-board RAM to 1024k.
|
|
|
|
(18-5): Why won't my Pro Audio Spectrum 16 work with DOOM?
|
|
==========================================================
|
|
You may be using an older version of DOOM such as v1.0 or v1.1.
|
|
Get DOOM v1.2 for full PAS-16 support in native mode.
|
|
If the game is locking up after the "HU Init" line, there is a
|
|
solution. Make sure you are loading your PAS MVPRODD.SYS driver low.
|
|
Loading it high can cause DOOM to lock up.
|
|
|
|
(18-6): Why won't my ATI Stereo-F/X work with DOOM?
|
|
===================================================
|
|
Turning off DMA buffering in the sound card's SFX.EXE
|
|
configuration program should fix this problem.
|
|
|
|
-----------------------------------------
|
|
CHAPTER [19]: Miscellaneous DOOM problems
|
|
-----------------------------------------
|
|
|
|
(19-1): Why won't my mouse work with DOOM?
|
|
==========================================
|
|
|
|
(19-1-1): Why does my mouse start moving itself during play?
|
|
------------------------------------------------------------
|
|
Older mouse drivers cause a problem for DOOM. Make sure you are
|
|
using Microsoft mouse drivers v9.x instead of v8.x. Logitech mouse drivers
|
|
v6.x work as well. The newest Logitech mouse drivers are available at the
|
|
FTP site "wuarchive.wustl.edu" in the directory
|
|
"/systems/ibmpc/msdos/mouse" under the file name "drvr???.zip" where ??? is
|
|
the version number of the drivers.
|
|
If you continue to have this problem, try playing with the keyboard
|
|
or joystick, with the mouse unplugged. DOOM has a bug that causes it to do
|
|
strange things at times. v1.3 will fix this problem
|
|
|
|
[19-1-2]: Why won't my two button mouse work with DOOM?
|
|
-------------------------------------------------------
|
|
DOOM's SETUP.EXE program assumes that one has a three button mouse.
|
|
The left button is "fire," the right button is "forward," and the center
|
|
button is "strafe." If you run the setup program that comes with DOOM, you
|
|
can assign "strafe" to the right mouse button, and the setting for "Move
|
|
Forward" then appears to be blank. In actuality, "Move Forward" is set to be
|
|
permanently "on." This can be fixed easily. Edit the file "DEFAULT.CFG" in
|
|
your DOOMDATA directory (C:\DOOMDATA\DEFAULT.CFG by default) with any ASCII
|
|
(text) editor. The three lines of interest are: mouseb_fire, mouseb_strafe,
|
|
and mouseb_forward. The settings for these are 0 (left button), 1 (middle
|
|
button) and 2 (right button). When you ran the setup program, mouseb_forward
|
|
was assigned a value of -1. Go ahead and change this to "1", save the file
|
|
and restart DOOM. The final entries should appear as:
|
|
|
|
mouseb_fire 0
|
|
mouseb_strafe 2
|
|
mouseb_forward 1
|
|
|
|
This will allow you to shoot with the left button and strafe with the
|
|
right button.
|
|
|
|
(19-1-3): Why won't my IBM PS/2 mouse work with DOOM?
|
|
-----------------------------------------------------
|
|
The IBM PS/2 mouse does not seem to work well with DOOM. id
|
|
Software is working on a solution to this problem. The only current
|
|
solution that has been discovered is to load DOOM under Windows. Doing
|
|
this allows the mouse to work perfectly.
|
|
|
|
*19-2*: Why does netDOOM seem to crash at certain times?
|
|
========================================================
|
|
This is a known bug, and id Software is working on a fix.
|
|
|
|
*19-3*: Why won't my modem work with DOOM?
|
|
==========================================
|
|
You may use a non-standard IRQ for your COM port. You can get the
|
|
"DOOMODEM.ZIP" utility to fix this. (see Chapter [15-7])
|
|
DOOM seems to be very picky about certain kinds of modems and the
|
|
initialization strings you use with them. Here is a list of initialization
|
|
strings that seem to work well. Many modems have more than one in this
|
|
list; if one does not work, try another one. Place these initialization
|
|
strings in the first line(s) of your MODEM.CFG file.
|
|
|
|
Boca M1440i (internal)
|
|
ATS48=0S37=9S46=136%C0%E0%M0&K0&Q0&R1&C1&D2\G0\N1N0
|
|
|
|
Boca 14.4k (internal)
|
|
AT&C0N0S37=9&K0W0&Q0S36=3S48=128%C0
|
|
|
|
Boca 14.4 Fax/Modem
|
|
AT S46=0 S37=9 N0 &Q0 &D2 &K4
|
|
|
|
Boca 14.4k (external)
|
|
AT &F S0=1 S36=0 &K0 &Q6N0S37=9 &D2
|
|
|
|
Boca 14.4k
|
|
AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
|
|
|
|
Cardinal 14.4k v.32bis, v.42bis Fax/Modem
|
|
AT &F N0 S37=9 &Q0 &D2 \N1
|
|
|
|
Digicom Systems (DSI) (softmodem)
|
|
AT Z \N0 &D2 &K0 S48=48
|
|
|
|
Digicom Systems Scout Plus
|
|
ATZ*E0*N3*M0*S0*F0&D2
|
|
|
|
Gateway Telepath
|
|
AT &F S37=9 %C0 &K0 &Q6 \G0
|
|
|
|
Gateway Telepath 14.4k
|
|
AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
|
|
|
|
Gateway Telepath I
|
|
AT S0=1 &N6 &K0 &M0
|
|
|
|
Gateway Telepath II
|
|
AT S0=1 S37=9 %C0 &Q0 &K0
|
|
|
|
Generic v.32bis 14.4k Fax/Modem
|
|
AT \N0 %C0 B8
|
|
|
|
Generic 14.4k Fax/Modem
|
|
AT S46=0 S37=9 N0 &Q0 &D2 %C0 \G0 &K0
|
|
|
|
GVC 14.4k (internal)
|
|
AT &F B8 \Q0
|
|
|
|
Hayes 28.8k V.FAST Modem
|
|
AT &Q6 &K S37=9 N %C0 \N0
|
|
|
|
Infotel 144I:
|
|
AT&Q0 S37=9 N0 &D2
|
|
|
|
Intel 14.4k
|
|
AT \N0 %C0 \Q0 B8
|
|
|
|
Intel 14.4k (internal)
|
|
AT Z B8 Q1 \C0 \N1 %C0 \V "H
|
|
|
|
Microcom QX/4232bis
|
|
AT %C0 \N0
|
|
|
|
Netcomm M7F
|
|
AT &E &K0 B0 \V0 X4 &D2 \N1 \Q0 #J0 #Q9 %C0
|
|
|
|
Nokia ECM 4896M Trellis V.32.
|
|
AT Z %C0 /N0
|
|
|
|
Practical Peripherals 14400FX v.32bis
|
|
AT Z S46=0 &Q0 &D2
|
|
|
|
Practical Peripherals 14400FX v.32bis
|
|
AT S46=0 &Q0 &K0 &D2
|
|
|
|
Supra
|
|
AT &F0 S46=136 %C0
|
|
|
|
Supra (external)
|
|
AT &K &Q &D \N1
|
|
|
|
Supra 14.4k v.32bis
|
|
AT &F S46=136 &Q0 &D2
|
|
|
|
Supra 14.4k v.32bis
|
|
AT &K &Q &D \N1
|
|
|
|
Telepath 14.4k
|
|
AT &F&M0&K0&N6&H0 S0=1
|
|
|
|
USR Courier v.32bis
|
|
ATS0=1 S7=60 E1 Q0 V1 &C1 &D2 &H0 &K0 &M0 &N6 &A3
|
|
|
|
USR Courier HST/DS 16.8k
|
|
|
|
In your favorite terminal program, type "AT &F" BEFORE running
|
|
DOOM. Then, put the following initialization string in the MODEM.CFG.
|
|
Putting "AT &F" in the string does not work.
|
|
|
|
AT X4 B0 &A0 &B0 &H2 &I0 &K0 &M0 &N6a
|
|
|
|
USR DS v.32bis v.42bis (external)
|
|
AT&m0&n6&a0&r1&h0&k0&i0&s0&b1x1
|
|
|
|
USR Sporster 9600
|
|
AT&M0&K0&N6
|
|
|
|
USR Sportster 14.4k Fax/Modem
|
|
AT S0=1 S7=60 E1 QO V1 &C1 &D2 &K0 &N6 &A3
|
|
Note that this LEAVES ERROR CORRECTION ON! This may slow down the game,
|
|
and your mileage may vary.
|
|
|
|
USR Sportster 14.4k Fax/Modem (internal)
|
|
AT &F&M0&K0&N6&H0
|
|
|
|
USR Sportster 14.4k (internal)
|
|
AT &F &B1 &H0 &I0 &K0 &M0 &N6 &R1
|
|
|
|
USR Sportster 14.4k
|
|
ATS0=1S7=60E1Q0V1&C1&D2&K0&N6&A3
|
|
|
|
USR Sportster 14.4k
|
|
AT &F0 &K0 &M0 &N6 &H0 &I0 &B1 &R1
|
|
|
|
USR 14.4k
|
|
AT &F&A0&K0&M0
|
|
|
|
USR 14.4k
|
|
AT &K0 &H0 &D0 &I0 &R1
|
|
|
|
USR 14.4k Dual Standard
|
|
ATB0&R1&B1&N6Q0X4&A0&D2&H0&I0&K0&M0M1
|
|
|
|
ViVa 14.4k
|
|
AT&F&Q6\N0%C0&D2N0S37=9
|
|
|
|
Zoom 14.4k VFX
|
|
AT&Q6S37=9N0%C\N0
|
|
|
|
Zoom 14.4k VFX (at 14.4k: your mileage may vary)
|
|
AT&Q6S37=11N0%C&K0
|
|
|
|
Zoom OEM Modem
|
|
AT&Q6S37=9N0&K0
|
|
|
|
Zyxel U-1496E+
|
|
AT Z &N4 &K0
|
|
|
|
(19-4): Why is my network slowing down when using DOOM?
|
|
=======================================================
|
|
You may have an older version of DOOM, such as v1.0 or v1.1. These
|
|
older versions utilized broadcast packets, which slow down many networks.
|
|
Upgrading to v1.2 will fix this problem, since v1.2 utilizes direct
|
|
packets.
|
|
|
|
*19-5*: Why won't the v1.2 patch install correctly?
|
|
===================================================
|
|
The DOOM v1.2 patch expects to find the ORIGINAL game in your DOOM
|
|
directory. If you replaced or altered the DOOM.EXE file with a new
|
|
version, the patch will not work.
|
|
If you are using the shareware version, you may have an older
|
|
release of v1.1. (there were two v1.1s) It is recommended that you
|
|
download the full v1.2 again.
|
|
If the patch complains about missing "LICENSE.DOC" and/or
|
|
"FILE_ID.DIZ," the command "PATCH -ignoremissing" can be used. However,
|
|
this will not help if the patch complains about "DOOM.EXE" or "DOOM.WAD."
|
|
If you are using the registered version, some distributors shipped
|
|
an older release of v1.1. It is recommended that you call your
|
|
distributor, or E-mail "help@idsoftware.com" if you ordered from id
|
|
Software for more help.
|
|
|
|
[19-6]: DOOM is too easy
|
|
========================
|
|
If you find DOOM too easy, here are some suggestions.
|
|
|
|
(1) Play on a harder difficulty level.
|
|
(2) Only save your game at the beginning of each level.
|
|
(3) Never save your game and try completing the mission.
|
|
(4) Only use your fist and pistol for the entire game.
|
|
(5) Turn down your screen contrast so you can see less.
|
|
(6) Use the "-respawn" parameter upon loading DOOM to allow the
|
|
monsters to revive in other difficulty levels.
|
|
|
|
[19-7]: DOOM is too hard
|
|
========================
|
|
If you find DOOM too hard, here are some suggestions.
|
|
|
|
(1) Play on an easier difficulty level.
|
|
(2) Save your game often.
|
|
(3) Try using some of the cheat codes or a cheating utility.
|
|
(4) Turn up your screen contrast so you can see more.
|
|
(5) Press F11 during game play for gamma correction.
|
|
|
|
[19-8]: I get motion sickness when playing DOOM
|
|
===============================================
|
|
There have been a lot of discussion about this phenomenon. In short
|
|
some people experience dizziness attributed to the game movement. There were
|
|
many theories, most along the line of motion sickness. Some also said that
|
|
the animation is too smooth so it fools your brain into believing it to be
|
|
real. Others said its too jerky and it makes you vomit like being sea sick.
|
|
Another popular theory is that lack of proper acceleration (like on-off high
|
|
speed) attribute to the nausea. I will not go into discussion of why.
|
|
Instead, I will post some steps people suggested. Remedies are not
|
|
guaranteed to work. There are many, all are experimental and some will have
|
|
opposite effects on different people. This, it seems, is a very individual
|
|
problem.
|
|
|
|
(1) Try different display sizes. Either use different size monitors
|
|
or use the screen size option to vary the display window.
|
|
|
|
(2) Try sitting closer/further from the display (don't stick your
|
|
nose in it, I don't want you to get radiation sick). Try combining this with
|
|
focusing/defocusing on the display or surroundings. This is to see if you
|
|
are being aware that you are looking at the monitor and hopefully it may
|
|
convince your brain that what you play is not really real.
|
|
|
|
(3) Try different machine speeds. If you have a turbo switch try
|
|
playing with it on/off.
|
|
|
|
(4) Try different input devices. With a mouse you can control
|
|
acceleration more accurately than with a joystick or the keyboard.
|
|
|
|
(5) Play on your friend's/colleague's computer. See if it is
|
|
better/worse.
|
|
|
|
(6) Have breaks while you play. Play in turns. Watch others play &
|
|
then play yourself.
|
|
|
|
(7) If you have sound card, try playing with/without the sound. If
|
|
your sound card is stereo try playing with headphones on. Reverse the
|
|
headphones so that left becomes right.
|
|
|
|
After switching machines, many have problems adjusting too.
|
|
On a 486, things may seem "too smooth." On a 386, it may make you want to
|
|
vomit. Sometimes you just have to give time to adjust.
|
|
|
|
============================
|
|
=SECTION FIVE= MISCELLANEOUS
|
|
============================
|
|
|
|
------------------------------------------
|
|
CHAPTER *20*: DOOM: Opening a door to hell
|
|
------------------------------------------
|
|
|
|
When I was sent this by an interested DOOM player, I could not
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help but put it in the FAQ! This has been slightly edited.
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DISCLAIMER:
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Riffing concept borrowed from Mystery Science Theater 3000 which is the
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property of Best Brains, Inc, which had nothing to do with this post.
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DOOM and its characters are borrowed from id, which also had nothing to do
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with this post. This post is meant for entertainment purposes only and
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is not intended as a personal attack on Jerry Falwell, Nancy Reagan, Ted
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Kennedy or Mr. Ed (well, maybe a personal attack against Jerry Falwell).
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Floss daily. Always look both ways before crossing the street.
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With all due respect and apologies to id and Mystery Science
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Theater 3000, I humbly present the following.
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SCENE: The Shores of Hell, Command Center, the Marine is engaged in a
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rocket battle with a Baron of Hell when an imp runs in carrying
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a piece of paper.
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Imp: Hey you guys, cool it. You've got to see this.
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[Marine and Baron stop shooting and walk over to the imp]
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Baron: What do you want.
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Marine: This better be good.
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Imp: Bite me. Just read this.
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> From: An innocent DOOM player
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> Subject: Doom : Opening a Door to Hell
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> Date: Tue, 15 Mar 1994 09:54:26 GMT
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> This is a warning to all players of the game DOOM! I played the game one
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> Friday night
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Imp: Just one?
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Marine: What great self control.
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Baron: What a great self abuser is more like it.
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> recently and after playing for approximately 15 minutes I was attacked by
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> demons.
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Marine: You played for 15 minutes before you were attacked by a demon!!??
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What level where you playing on... please don't hurt me I'm a wuss??
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Baron: Pretty much.
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> And I don't mean the demons in the game; I'm talking about angels of Satan.
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Marine: ..the hell?? Angels of Satan?? Isn't that kind of like good
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samaritans of the IRS?
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Imp: Is he talking about us?
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Baron: Bite me, I'm nobody's angel.
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> DOOM is a virtual reality game, like Wolf 3-D, and is capable of drawing
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> people in and holding them captive; thus making them very susceptible to
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> the kind of attack I experienced on Friday night.
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Marine: I think cheap booze makes people susceptible to the kind of attack
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you experienced.
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Imp: Yeah, that Mad Dog will have you seeing "Angels of Satan" in no time.
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> To those of you taking this warning seriously;
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Baron: Both of you.
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> watch out for attacks by the following demons :
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Baron: Jerry Falwell
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Marine: Nancy Reagan
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Imp: Ted Kennedy
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Baron: Mr. Ed
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I&M: Huh!!??
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Baron: Well I'm sorry, but I always thought there was something a little
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evil about a talking horse.
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> Fear, Addiction, Aggression, and Frustration. These are the ones that
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> attacked me.
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Imp: War, pestilence, famine and death merely stood by and egged them on.
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> My advice is this : ERASE THESE GAMES NOW!!!!
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Marine: My advice is : You should really just relax.
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> A further warning;
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Baron: Always remember to wear clean underwear in case you're ever
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attacked by a spectre.
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Imp: Never stand beside a barrel when engaged in a duel with 20
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former sergeants.
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> from episode two upwards, take a look at the walls and the
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> floors where you walk.
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Marine: <tour guide voice> If you'll look to your left you'll see the stains
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left from when I toasted three spectres with just a chainsaw and 15%
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health. And up ahead we have the famous room of lost souls where I
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once...
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Baron: Shut up.
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> Notice anything;
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Marine: Dead bodies.
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Imp: Blood.
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Baron: Ammunition.
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Marine: Acid pools.
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Baron: Small pieces of bread.
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> pentagrams, goats heads and other satanic symbols. The game is full of them!
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Baron: You say that like it's a bad thing.
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> That's all I have to say; please take it seriously!
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> --An innocent DOOM player
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Imp: There's something I don't understand about this rant. If he
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only played for 15 minutes how did he know about all of the stuff
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from episode two upwards?
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Marine: Well, he never actually said he stopped playing after 15 minutes;
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just that he was attacked by demons after 15 minutes.
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Baron: Yeah, maybe he was so deep into the game he was able to shut out
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all the distractions.
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Imp: Okay, it's a stretch, but it's some sort of explanation.
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However, explain for me, if you can, why he even bothered to
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start the game if he's so upset by demonic symbols. It's obvious
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from the readme file...
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Baron: Like anyone that clueless is going to check the readme file.
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Imp: ..or the FAQ...
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Marine: Ditto.
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Imp: ..that the game is full of demons, lost souls, barons of hell and
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other minions of the deep.
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Marine: Not to mention the fact the episodes are titled "Knee-deep in the
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Dead", "The Shores of Hell" and "Inferno".
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Baron: And the title screen has several images of less than pleasant things.
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Imp: Exactly. If you haven't figured out by the time you start the
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game that it's not for the faint of heart then you're really too
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stupid to live.
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Baron: Pretty much.
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Marine: You know, there's another possible explanation to this post.
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Baron: And what pray tell might that be?
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Marine: It could be a staged protest in order to create controversy over
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the game which would lead to more publicity.
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Imp: You mean like when Reverend Wildmon picketed against "The Last
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Temptation of Christ"...
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Baron: ...or the death threats against Salman Rushdie.
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Marine: Exactly. By telling people that they shouldn't do something you
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immediately perk up their interest in doing that thing.
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Baron: But, all of the cool people already know that Doom is the hottest
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thing going.
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Marine: Yes, but when the commercial version comes out there will be a
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whole bunch of people going into the local software store trying
|
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to decide between "Leisure Suit Larry XXVII" and "Yet Even More
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Obnoxious Lemmings". If they haven't heard of Doom they probably
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won't buy it.
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Imp: Good point. We should encourage the unwashed masses to buy
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Doom so the guys at id will make buckets of money and be
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encouraged to continue writing games.
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Marine: Precisely.
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Baron: Well, thanks for the info.
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Imp: No problem. [imp leaves the room]
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Baron: You realize of course I'm going to have to kill you now.
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Marine: Bite me, big boy.
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[Marine fires rocket, all hell breaks loose again, fade to black, screams
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in the background.]
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----------------------------------------------------------
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CHAPTER *21*: Other literature available from Hank Leukart
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----------------------------------------------------------
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Other literature from Hank Leukart includes:
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dmspec13.txt: The Unofficial DOOM Specs v1.3
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dinsan56.txt: DOOM iNsAnItY: A humorous look at our favorite game
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------------------------
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CHAPTER [22]: Conclusion
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------------------------
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Phew! Well, that is all I have! I hope this FAQ proves to provide
|
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a good resource for DOOM information. If you have any suggestions,
|
|
additions, or comments for the FAQ, send me E-mail at
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"ap641@cleveland.freenet.edu". Now, I will just wait in horror as id
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Software releases a press release about a new, upcoming game.
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Thanks for reading the FAQ! -Hank Leukart
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SUPPORT YOUR SHAREWARE COMPANIES! REGISTER YOUR SHAREWARE!
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------------------------------
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CHAPTER [23]: Revision History
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------------------------------
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[23-1]: Pre-Game-Release FAQs
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=============================
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v1.0: First release of the DOOM FAQ. (October 25, 1993 EST)
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v1.0a: When ASCII uploading v1.0, the spacing malfunctioned. This is
|
|
the same version as 1.0, except with fixed spacing. (October 25, 1993
|
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EST)
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v2.0: First major revision of the "Official" DOOM FAQ. Id gets involved,
|
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giving new information. The FAQ is rearranged. The FAQ is renamed
|
|
from "The DOOM FAQ" to the "The 'Official' DOOM FAQ." (November 1,
|
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1993 EST)
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v2.5: A standard revision of the "Official" DOOM FAQ. More information
|
|
comes in on what DOOM will and won't support. More DOOM iNsAnItY is
|
|
added. Information on related DOOM software is added. Information on
|
|
DOOM's music and multi-playing is added. Sorry! The "Official"
|
|
DOOM FAQ is no longer 666 lines. :) (November 13, 1993 EST)
|
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|
v2.6: A minor revision of the "Official" DOOM FAQ. Grammatic and spelling
|
|
errors are corrected. The use of asterixs, parenthesis, and
|
|
brackets are used to highlight which information is new to a FAQ.
|
|
Two new additions to DOOM iNsAnItY that didn't quite make it
|
|
to the v2.5 release are added. More multi-playing information
|
|
added. (November 17, 1993 EST)
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[23-2]: Post-Game-Release FAQs
|
|
==============================
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v5.0: A major revision of the "Official" DOOM FAQ. DOOM is released. FAQ
|
|
is completely rewritten. FAQ tells about troubleshooting, cheating,
|
|
and add-on software. New additions to DOOM iNsAnItY. (December 18,
|
|
1993 EST)
|
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|
|
v5.5: A standard revision of the "Official" DOOM FAQ. DOOM v1.2 is
|
|
released, and information on modem play is added. DOOM iNsAnItY is
|
|
released seperately. A complete list of add-on software, modem init
|
|
strings, and troubleshooting guidelines are added. (February 24,
|
|
1994 EST)
|
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|
|
v5.6: A minor revision of the "Official" DOOM FAQ. New add-on software is
|
|
added. Many grammatic problems fixed. The secrets section is
|
|
rewritten. (April 17, 1994 EST)
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