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- `'' ``'
- Post-Release v5.6 - MINOR revision
- Last Updated: April 17, 1994 EST
- Written by: Hank Leukart (ap641@cleveland.freenet.edu)
- "If it's not the `Official' DOOM FAQ, it's not a FAQ."
- "DOOM: Where the sanest place... is behind a trigger."
- "DOOM: Such mayhem the likes of which have never
- been witnessed in this particular dimension!"
- -----------------------------------------------------------------------------
-
- ----------
- DISCLAIMER
- ----------
-
- This FAQ is to aid in informing the public about the game DOOM, by id
- Software. In no way should this promote your killing yourself, killing others,
- or killing in any other fashion. Additionally, Hank Leukart claims NO
- responsibility regarding ANY illegal activity concerning this FAQ, or
- indirectly related to this FAQ. The information contained in this FAQ only
- reflects id Software indirectly, and questioning id Software regarding any
- information in this FAQ is not recommended.
-
- ---------------------
- TRADEMARK INFORMATION
- ---------------------
-
- All specific names included herein are trademarks and are so
- acknowledged: id Software, DOOM, Apogee, Wolfenstein 3-D, Creative
- Labs, WaveBlaster, Sound Blaster, Advanced Gravis, Gravis UltraSound (GUS),
- Gravis Gamepad, Forte, Roland, Roland Sound Canvas, Pro Audio Spectrum,
- IBM, Microsoft, MS-DOS, Atari, and Jaguar. Any trademarks not mentioned here
- are still hypothetically acknowledged.
-
- ----------------
- COPYRIGHT NOTICE
- ----------------
-
- This article is Copyright 1993, 1994 by Hank Leukart. All rights reserved.
- You are granted the following rights:
-
- I. To make copies of this work in original form, so long as
- (a) the copies are exact and complete;
- (b) the copies include the copyright notice and these paragraphs
- in their entirety;
- (c) the copies give obvious credit to the author, Hank Leukart;
- (d) the copies are in electronic form.
- II. To distribute this work, or copies made under the provisions
- above, so long as
- (a) this is the original work and not a derivative form;
- (b) you do not charge a fee for copying or for distribution;
- (c) you ensure that the distributed form includes the copyright
- notice, this paragraph, the disclaimer of warranty in
- their entirety and credit to the author;
- (d) the distributed form is not in an electronic magazine or
- within computer software (prior explicit permission may be
- obtained from Hank Leukart);
- (e) the distributed form is the NEWEST version of the article to
- the best of the knowledge of the distributor;
- (f) the distributed form is electronic.
-
- You may not distribute this work by any non-electronic media,
- including but not limited to books, newsletters, magazines, manuals,
- catalogs, and speech. You may not distribute this work in electronic
- magazines or within computer software without prior written explicit
- permission. These rights are temporary and revocable upon written, oral,
- or other notice by Hank Leukart. This copyright notice shall be governed
- by the laws of the state of Ohio.
- If you would like additional rights beyond those granted above,
- write to the author at "ap641@cleveland.freenet.edu" on the Internet.
-
- ---------
- CONTENTS:
- ---------
-
- [1] Introduction
- *1-1* A word from Hank Leukart
- [1-2] About the "Official" DOOM FAQ
- *1-3* Getting the "Official" DOOM FAQ
- [1-4] Adding to the FAQ
- *1-5* The DOOM Mailing List
- *1-6* Acknowledgments
- [1-7] Accurate Information
-
- =SECTION ONE= PRELIMINARY INFORMATION
-
- [2] What is DOOM?
- [3] What makes DOOM different from Wolfenstein 3-D?
- [3-1] Texture-Mapped Environment
- [3-2] Non-Orthogonal Walls
- [3-3] Light Diminishing/Light Sourcing
- [3-4] Variable Height Floors and Ceilings
- [3-5] Environment Animation and Morphing
- [3-6] Palette Translation
- [3-7] Multiple Players
- [3-8] Smooth, Seamless Gameplay
- *3-9* New Monsters and Artificial Intelligence
- [3-10] Weapons
- *3-10-1* What does BFG9000 stand for?
- [4] Who created DOOM?
- [4-1] How can I contact id Software?
- [5] What are the difference between the different releases of DOOM?
- (5-1) What is the shareware release?
- (5-2) What is the mail-order release?
- (5-3) What makes the three versions different?
- *5-4* When will v1.3 of DOOM be released?
- *5-5* What is the commercial release?
- *5-6* Is the CD-ROM version of DOOM illegal?
- (5-7) What is the Jaguar release?
- [6] Where can I get DOOM?
- [6-1] How can I get the shareware release?
- (6-1-1) What are the file names?
- *6-1-2* How can I get DOOM using FTP?
- [6-1-3] How can I get DOOM using AFS?
- [6-1-4] How can I get DOOM on a BBS?
- (6-2) How can I get the mail-order release?
- [6-3] How can I get the commercial release?
- (6-4) How can I get the DOOM Specs for creating add-on utilities?
- (6-5) Where can I get the serial play source code?
- *6-6* What books about DOOM are available?
- [7] What is needed to run DOOM?
- [7-1] What is REQUIRED to run DOOM?
- [7-2] What sound cards does DOOM support?
- [7-3] What game controllers does DOOM support?
- [8] How can I multiple players gameplay in DOOM?
- [8-1] How does the multi-player gameplay work?
- [8-1-1] How does pausing, saving, and loading work?
- [8-1-2] What are the different uniform colors for?
- [8-1-3] How does a player see what others are doing?
- (8-1-4) How do players communicate using Chat Mode?
- [8-1-5] How do the weapons work?
- [8-1-6] What happens when a player dies?
- [8-1-7] Can players exchange supplies?
- [8-1-8] Miscellaneous
- [8-2] What exactly is "DeathMatch" mode?
- [8-3] How does DOOM work with networks?
- (8-3-1) What are the command line parameters for DOOM?
- (8-3-2) How can I use DOOM on Novell Netware Lite?
- [8-3-3] How can I use DOOM on other types of networks?
- *8-3-4* How can I set up a small inexpensive DOOM network?
- (8-4) How can I play DOOM by serial link?
- *8-5* How can I play DOOM over the Internet?
-
- =SECTION TWO= CHEATS AND SPOILERS
-
- [9] How can I cheat in DOOM?
- *9-1* What are the DOOM cheat codes?
- *9-2* What is the "famous" secret in the SETUP.EXE program?
- *9-3* How do I use the "devparm" parameter?
- *9-3-1* What do the dots that appear in development mode mean?
- [10] Can someone tell me how to...?
- [10-1] Where are the DOOM secret levels?
- [10-1-1] Knee-Deep in the Dead?
- *10-1-2* The Shores of Hell
- [10-1-3] Inferno
- *10-2* Where are the secret doors in DOOM?
- *10-2-1* Knee-Deep in the Dead
- *10-2-2* The Shores of Hell
- *10-2-3* Inferno
- *10-3* When should I use each weapon?
- [10-4] Where can I get the chain saw on episode one?
- (10-5) How powerful is the ammunition?
- *10-6* How many enemies are in the entire game?
- *10-6-1* Knee Deep in the Dead
- *10-6-2* The Shores of Hell
- *10-6-3* Inferno
- (10-7) How many shots does it take to kill each enemy?
-
- =SECTION THREE= DOOM ADD-ON SOFTWARE
-
- *11* What is DOOM add-on software and where can I get it?
- [12] What cheating utilities have been made for DOOM?
- [12-1] DMSAVED v1.01
- [12-2] DOOMEdit v4.1
- [12-3] DOOMED v1.2
- [12-4] DOOM: The Cheat 2
- [12-5] DOOMSAFE v1.02
- [12-6] DSGEDIT v3.0
- [12-7] EDITGAME v1.1
- [13] What add-on utilities allow me to alter DOOM?
- [13-1] BSP v1.1
- [13-2] DEU v5.0
- [13-3] DMapEdit v1.1
- [13-4] DMAUD v1.1
- [13-4-1] DMFE v0.0.1
- [13-5] DMGRAPH v1.0
- [13-6] DOOMCAD v4.0
- [13-7] DOOMDump v0.1
- [13-8] DOOM Editor: The Real Thing v2.50b3
- [13-9] DOOMTOOL
- [13-10] DOPE v1.02
- [13-11] Jumble v3.0
- [13-12] MDE: My DOOM Editor v0.90b
- [13-13] Move Level v1.0
- [13-14] NodeNav v0.8
- [13-15] RanDOOM v1.55
- [13-16] Renegade Graphics DOOMED v1.0
- [13-17] RENWAD
- [13-18] VERDA v0.20
- [13-19] WAD Extended Tools v1.0
- [13-20] WAD Hacker v2.0
- [13-21] WADMASTER v0.5
- [13-22] WADNAME
- [13-23] Wads_Up v1.0
- [13-24] WAD Tools v1.0
- [14] What add-on data files exist for DOOM?
- [14-1] Graphics
- [14-1-1] Barney DOOM
- [14-1-2] Barney DOOM 3-D
- [14-1-3] DOOM4WIN.ZIP
- [14-1-4] DOOMMORF
- [14-1-5] Gory IMP Graphics v2.0
- [14-1-6] Pacman DOOM
- [14-2] Missions
- [14-3] Sounds
- [14-3-1] ALIENS2.ZIP
- [14-3-2] AWSUM Sounds v100.2
- [14-3-3] DM_CHRIS.ZIP
- [14-3-4] DM_GHETO.ZIP
- [14-3-5] DMALIENS.ZIP
- [14-3-6] DMMISC
- [14-3-7] DMNSND1.ZIP
- [14-3-8] DMNSND2.ZIP
- [14-3-9] DMNSND3.ZIP
- [14-3-10] DMPYTHON.ZIP
- [14-3-11] DMSILLY1.ZIP
- [14-3-12] DMWIERD.ZIP
- [14-3-13] DMZOUNDS.ZIP
- [14-3-14] DOOM-ASH.ZIP
- [14-3-15] DOOM-Sounds
- [14-3-16] DOOM Wicked Sounds
- [14-3-17] DOOMWAVS.ZIP
- [14-3-18] DSMDOOM.ZIP
- [14-3-19] DSMTERM.ZIP
- [14-3-20] Great DOOM Sounds
- [14-3-21] Homers' DOOM
- [14-3-22] James' Brown DOOM
- [14-3-23] MYDOOM10.ZIP
- [14-3-24] Not For Kids
- [14-3-25] Sally's DOOM
- [14-3-26] ST-SNDS.ZIP
- [14-3-27] Star Wars v1.1
- [14-3-28] STERNWAD.ZIP
- [14-3-29] STOOGES.ZIP
- [14-3-30] SWFXPWAD.ZIP
- [14-3-31] T2SOUNDS.ZIP
- [15] What other miscellaneous DOOM add-ons exist?
- [15-1] BNUDOOM v1.26
- [15-2] The DOOM Hall of Fame: Collectors Edition
- [15-3] DOOM Launcher for OS/2 v1.1
- [15-4] DOOMLOAD v2.01a
- [15-5] DOOM Master v2.0
- [15-6] DOOMenu v2.0
- [15-7] DOOMODEM v1.0
- [15-8] DOOM Modem Contact List R7
- [15-9] DOOMPICS.ZIP
- [15-10] DOOM Serial Connection Manager v1.05b
- [15-11] DOOM Utilities v0.1
- [15-12] DOOM WAD Manager v1.05b
- [15-13] MUS2MIDI
- [15-13] OLDIPX.ZIP
- [15-14] SER4.ZIP
- [15-15] The Ultimate DOOM Maps
- [15-16] The Unofficial DOOM Specs v1.3
- [16] Future add-on software
- *16-1* Add-on software wish list
- *16-2* Add-on software in the making
-
- =SECTION FOUR= TROUBLESHOOTING
-
- [17] Why won't DOOM work correctly?
- [17-1] How can I use SMARTDRV.EXE with DOOM?
- [17-2] Why am I getting an "OUT OF MEMORY" error with DOOM?
- [17-3] Why does DOOM crash when I start it?
- [17-4] How can I run DOOM under OS/2?
- [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?
- (18-2) Why won't my Sound Blaster Pro work with DOOM?
- [18-3] Why won't my Gravis UltraSound work with DOOM?
- *18-4* Why does the game crash when using my Gravis UltraSound?
- (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?
- [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
-
- =SECTION FIVE= MISCELLANEOUS
-
- *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
-
- -------------------------
- CHAPTER *1*: Introduction
- -------------------------
-
- *1-1*: A word from Hank Leukart
- ===============================
- Well, it has been another two months, but it's back! After a lot
- of hard work from DOOM add-on developers, some decent utilities have been
- 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
- 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
- help but put it in the FAQ! This has been slightly edited.
-
- DISCLAIMER:
-
- Riffing concept borrowed from Mystery Science Theater 3000 which is the
- property of Best Brains, Inc, which had nothing to do with this post.
- DOOM and its characters are borrowed from id, which also had nothing to do
- with this post. This post is meant for entertainment purposes only and
- is not intended as a personal attack on Jerry Falwell, Nancy Reagan, Ted
- Kennedy or Mr. Ed (well, maybe a personal attack against Jerry Falwell).
- Floss daily. Always look both ways before crossing the street.
-
- With all due respect and apologies to id and Mystery Science
- Theater 3000, I humbly present the following.
-
-
- SCENE: The Shores of Hell, Command Center, the Marine is engaged in a
- rocket battle with a Baron of Hell when an imp runs in carrying
- a piece of paper.
-
- Imp: Hey you guys, cool it. You've got to see this.
-
- [Marine and Baron stop shooting and walk over to the imp]
-
- Baron: What do you want.
- Marine: This better be good.
- Imp: Bite me. Just read this.
-
- > From: An innocent DOOM player
- > Subject: Doom : Opening a Door to Hell
- > Date: Tue, 15 Mar 1994 09:54:26 GMT
-
- > This is a warning to all players of the game DOOM! I played the game one
- > Friday night
-
- Imp: Just one?
- Marine: What great self control.
- Baron: What a great self abuser is more like it.
-
- > recently and after playing for approximately 15 minutes I was attacked by
- > demons.
-
- Marine: You played for 15 minutes before you were attacked by a demon!!??
- What level where you playing on... please don't hurt me I'm a wuss??
- Baron: Pretty much.
-
- > And I don't mean the demons in the game; I'm talking about angels of Satan.
-
- Marine: ..the hell?? Angels of Satan?? Isn't that kind of like good
- samaritans of the IRS?
- Imp: Is he talking about us?
- Baron: Bite me, I'm nobody's angel.
-
- > DOOM is a virtual reality game, like Wolf 3-D, and is capable of drawing
- > people in and holding them captive; thus making them very susceptible to
- > the kind of attack I experienced on Friday night.
-
- Marine: I think cheap booze makes people susceptible to the kind of attack
- you experienced.
- Imp: Yeah, that Mad Dog will have you seeing "Angels of Satan" in no time.
-
- > To those of you taking this warning seriously;
-
- Baron: Both of you.
-
- > watch out for attacks by the following demons :
-
- Baron: Jerry Falwell
- Marine: Nancy Reagan
- Imp: Ted Kennedy
- Baron: Mr. Ed
- I&M: Huh!!??
- Baron: Well I'm sorry, but I always thought there was something a little
- evil about a talking horse.
-
- > Fear, Addiction, Aggression, and Frustration. These are the ones that
- > attacked me.
-
- Imp: War, pestilence, famine and death merely stood by and egged them on.
-
- > My advice is this : ERASE THESE GAMES NOW!!!!
-
- Marine: My advice is : You should really just relax.
-
- > A further warning;
-
- Baron: Always remember to wear clean underwear in case you're ever
- attacked by a spectre.
- Imp: Never stand beside a barrel when engaged in a duel with 20
- former sergeants.
-
- > from episode two upwards, take a look at the walls and the
- > floors where you walk.
-
- Marine: <tour guide voice> If you'll look to your left you'll see the stains
- left from when I toasted three spectres with just a chainsaw and 15%
- health. And up ahead we have the famous room of lost souls where I
- once...
- Baron: Shut up.
-
- > Notice anything;
-
- Marine: Dead bodies.
- Imp: Blood.
- Baron: Ammunition.
- Marine: Acid pools.
- Baron: Small pieces of bread.
-
- > pentagrams, goats heads and other satanic symbols. The game is full of them!
-
- Baron: You say that like it's a bad thing.
-
- > That's all I have to say; please take it seriously!
-
- > --An innocent DOOM player
-
- Imp: There's something I don't understand about this rant. If he
- only played for 15 minutes how did he know about all of the stuff
- from episode two upwards?
- Marine: Well, he never actually said he stopped playing after 15 minutes;
- just that he was attacked by demons after 15 minutes.
- Baron: Yeah, maybe he was so deep into the game he was able to shut out
- all the distractions.
- Imp: Okay, it's a stretch, but it's some sort of explanation.
- However, explain for me, if you can, why he even bothered to
- start the game if he's so upset by demonic symbols. It's obvious
- from the readme file...
- Baron: Like anyone that clueless is going to check the readme file.
- Imp: ..or the FAQ...
- Marine: Ditto.
- Imp: ..that the game is full of demons, lost souls, barons of hell and
- other minions of the deep.
- Marine: Not to mention the fact the episodes are titled "Knee-deep in the
- Dead", "The Shores of Hell" and "Inferno".
- Baron: And the title screen has several images of less than pleasant things.
- Imp: Exactly. If you haven't figured out by the time you start the
- game that it's not for the faint of heart then you're really too
- stupid to live.
- Baron: Pretty much.
- Marine: You know, there's another possible explanation to this post.
- Baron: And what pray tell might that be?
- Marine: It could be a staged protest in order to create controversy over
- the game which would lead to more publicity.
- Imp: You mean like when Reverend Wildmon picketed against "The Last
- Temptation of Christ"...
- Baron: ...or the death threats against Salman Rushdie.
- Marine: Exactly. By telling people that they shouldn't do something you
- immediately perk up their interest in doing that thing.
- Baron: But, all of the cool people already know that Doom is the hottest
- thing going.
- Marine: Yes, but when the commercial version comes out there will be a
- whole bunch of people going into the local software store trying
- to decide between "Leisure Suit Larry XXVII" and "Yet Even More
- Obnoxious Lemmings". If they haven't heard of Doom they probably
- won't buy it.
- Imp: Good point. We should encourage the unwashed masses to buy
- Doom so the guys at id will make buckets of money and be
- encouraged to continue writing games.
- Marine: Precisely.
- Baron: Well, thanks for the info.
- Imp: No problem. [imp leaves the room]
-
- Baron: You realize of course I'm going to have to kill you now.
- Marine: Bite me, big boy.
-
- [Marine fires rocket, all hell breaks loose again, fade to black, screams
- in the background.]
-
- ----------------------------------------------------------
- CHAPTER *21*: Other literature available from Hank Leukart
- ----------------------------------------------------------
-
- Other literature from Hank Leukart includes:
-
- dmspec13.txt: The Unofficial DOOM Specs v1.3
- dinsan56.txt: DOOM iNsAnItY: A humorous look at our favorite game
-
- ------------------------
- CHAPTER [22]: Conclusion
- ------------------------
-
- Phew! Well, that is all I have! I hope this FAQ proves to provide
- a good resource for DOOM information. If you have any suggestions,
- additions, or comments for the FAQ, send me E-mail at
- "ap641@cleveland.freenet.edu". Now, I will just wait in horror as id
- Software releases a press release about a new, upcoming game.
- Thanks for reading the FAQ! -Hank Leukart
-
- SUPPORT YOUR SHAREWARE COMPANIES! REGISTER YOUR SHAREWARE!
-
- ------------------------------
- CHAPTER [23]: Revision History
- ------------------------------
-
- [23-1]: Pre-Game-Release FAQs
- =============================
-
- v1.0: First release of the DOOM FAQ. (October 25, 1993 EST)
-
- 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
- EST)
-
- v2.0: First major revision of the "Official" DOOM FAQ. Id gets involved,
- giving new information. The FAQ is rearranged. The FAQ is renamed
- from "The DOOM FAQ" to the "The 'Official' DOOM FAQ." (November 1,
- 1993 EST)
-
- 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)
-
- 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)
-
- [23-2]: Post-Game-Release FAQs
- ==============================
-
- 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)
-
- 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)
-
- 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)
-