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- `'' ``'
- Post-Release v5.5 - STANDARD revision
- Last Updated: February 24, 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 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;
- (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] Acknowledgments
- [1-6] 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] What is the commercial release?
- *5-5* 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?
- [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 weapoms 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?
- *8-5-1* How can I play DOOM over the Internet at 14.4k?
-
- =SECTION TWO= CHEATS AND SPOILERS
-
- *9* How can I cheat in DOOM?
- [9-1] What are the DOOM cheat codes?
- *9-2* How do I use the "devparm" parameter?
- *9-2-1* 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
- *10-1-3* 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 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 cheat utilities have been made for DOOM?
- [12-1] DOOMEdit v4.1
- [12-2] DOOMED v0.9
- [12-3] DOOM: The Cheat 2
- [12-4] DOOMSAFE v1.02
- [12-5] DSGEDIT v3.0
- [12-6] EDITGAME v1.1
- [12-7] DOOM Editor: The Real Thing v2.1
- *13* What add-on software allows me to alter DOOM?
- [13-1] DMAUD v1.0
- [13-1-1] DMFE v0.0.1
- [13-1-2] DMSILLY
- [13-1-3] Sally's DOOM
- [13-1-4] DOOM-Sounds
- [13-1-5] DMMMISC
- [13-1-6] DMNSND1.ZIP
- [13-1-7] DMNSND2.ZIP
- [13-1-8] DMNSNC3.ZIP
- [13-1-9] DMPYTHON.ZIP
- [13-1-10] DMWIERD.ZIP
- [13-1-11] DOOM-ASH.ZIP
- [13-1-12] DOOMWAVS.ZIP
- [13-1-13] Great DOOM Sounds
- [13-1-14] Not For Kids
- [13-2] DMGRAPH v0.2
- [13-2-1] Barney DOOM
- [13-3] WAD Tools v1.0
- [13-4] NEWDEU v4.1
- [13-5] VERDA v0.11
- [13-6] DOPE v1.02
- [13-7] Jumble v3.0
- [13-8] RanDOOM v1.55
- [13-9] Renegade Graphics DOOMED v0.9a
- *14* What other miscellaneous DOOM add-ons exist?
- [14-1] DOOMLOAD v1.3
- [14-2] DOOMODEM v1.0
- [14-3] SDOOM v1.2
- [14-4] DOOM Utilities v0.1
- [14-5] DOOMPICS.ZIP
- [14-6] OLDIPX.ZIP
- [14-7] Unofficial DOOM Specs v1.1
- [14-8] The Ultimate DOOM Maps
- *15* Future add-on software
- [15-1] Add-on software wish list
- *15-2* Add-on software in the making
-
- =SECTION FOUR= TROUBLESHOOTING
-
- *16* Why won't DOOM work correctly?
- [16-1] How can I use SMARTDRV.EXE with DOOM?
- [16-2] Why am I getting an "OUT OF MEMORY" error with DOOM?
- [16-3] Why does DOOM crash when I start it?
- [16-4] How can I run DOOM under OS/2?
- *16-5* Why does DOOM access the disk so much?
- *17* Why won't my sound card work with DOOM?
- [17-1] Why won't my Sound Blaster v1.0 or v1.5 work with DOOM?
- *17-2* Why won't my Sound Blaster Pro work with DOOM?
- [17-3] Why won't my Gravis UltraSound work with DOOM?
- *17-4* Why won't my Pro Audio Spectrum 16 work with DOOM?
- *17-5* Why won't my ATI Stereo-F/X work with DOOM?
- *18* Miscellaneous DOOM problems
- *18-1* Why won't my mouse work with DOOM?
- *18-1-1* Why does my mouse start moving itself during play?
- [18-1-2] Why won't my two button mouse work with DOOM?
- *18-1-3* Why won't my IBM PS/2 mouse work with DOOM?
- *18-2* Why does netDOOM seem to crash at certain times?
- *18-3* Why won't my modem work with DOOM?
- *18-4* Why is my network slowing down when using DOOM?
- *18-5* Why won't the v1.2 patch install correctly?
- [18-6] DOOM is too easy
- [18-7] DOOM is too hard
- [18-8] I get motion sickness when play DOOM
- [19] You know you have been play DOOM too long when...
- [20] Conclusion
- [21] Revision History
- [21-1] Pre-Game-Release FAQs
- [21-2] Post-Game-Release FAQs
-
- -------------------------
- CHAPTER *1*: Introduction
- -------------------------
-
- *1-1*: A word from Hank Leukart
- ===============================
- It has been more than two months since the last release of the FAQ,
- and there is a lot of good reasons. I promised to have a FAQ out at around
- the same time that DOOM v1.2 was released, but DOOM v1.2 was delayed for
- about a month and a half. I had a hard drive crash, and all of the work I
- had previously done on v5.5 of the FAQ was gone. My E-mail box keeps
- overflowing, and at the rate the information is coming in, there would not
- be ANY way for me to release the FAQ if I had not drawn the line somewhere.
- Anyway, here it is, the "Official" DOOM FAQ v5.5.
- DOOM iNsAnItY was removed (sorry) due to size complaints, but the
- last edition of DOOM iNsAnItY has been released with this FAQ. Look for it
- in the file "dinsan55.txt" on the Internet or "dinsan55.zip" on BBSs. DOOM
- v1.2 has been released, which has caused one huge problem: modem support.
- After weeding through hundreds of messages, and with the help of a few
- others, a list of modem strings that work with DOOM is included in this
- FAQ. I hope one of them works for you! "Keep on DOOMing!"
-
- [1-2]: About the "Official" DOOM FAQ
- ====================================
- Welcome to the post-release v5.5 of the "Official" DOOM FAQ. What
- does that mean? Post-release is after the game is released, version 5.5 is a
- standard revision written after 5.0, "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." Keep in mind this rule does not apply to v5.0 since I
- wanted to make a significant change in version number, without starting at
- v1.0 again.
- 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 the 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 NOT permitted.
- However, a NEW mailing list has been created, but is not
- maintained by myself. It is run by an automatic listserver. To subscribe,
- send mail to "listserv@cedar.univie.ac.at" with "sub DOOML <your address>"
- 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.
- 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) 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.
-
- 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
-
- [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,
- giving minor credit to you. In the E-mail, please supply your name
- and E-mail address.
-
- *1-5*: 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:
-
- John Romero (help@idsoftware.com)
- - For putting up with me! (wait, I gotta put up with him too!) :)
- Jay Wilbur (help@idsoftware.com)
- - His great on-line attention, small island travel arrangements :)
- David Taylor (help@idsoftware.com)
- - Telling me who he was, putting up with me, and answering questions
- Wouter Slegers (wsbusr3@urc.tue.nl) - DOOM Secrets FAQ information
- Barry Bloom (barry@noc.unt.edu) - Modem Initialization Strings
- Mark Harrop (harrop@telecom.jorn.gov.au) - Information classification
- Philip Verdieck (phil@sonosam.wisdom.bubble.org) - You know you have been
- playing DOOM too long
- when...
- Elias Papavassilopoulos (ep104@cus.cam.ac.uk) - Cheat codes and parameters
- Aaron Fredrick Tiensivu (tiensivu@student.msu.edu) - Command line parameters
- Seth Delackner (dax@crl.com) - Command line parameters
- David Datta (datta.cs.uwp.edu) - Copyright notice/DOOM distribution
- John Thomas Lemke (jtl10@ciao.cc.columbia.edu) - Frames per second info
- Kevin Burfitt (zaph@torps.apana.org.au) - Command line parameters
- Ajaipal S. Tanwar (tanwar@utxvms.cc.utexas.edu) - Secret level information
- Christian Metcalfe (uk05624@mik.uky.edu) - Weapon shot conversions
- Tom Cannon (inkblot@leland.stanford.edu) - Location of the chain saw
- Scott Browser (browersr@cnsvax.uwec.edu) - Information on SMARTDRV
- Samer Meshreki (meshreki@udel.edu) - Gravis UltraSound information
- Stephen Stibler (stibler@watson.ibm.com) - Two button mouse information
- Stanley Stasiak (stasiak@tartarus.uwa.edu.au) - Motion sickness/secrets
- John Van Essen (vanes002@maroon.tc.umn.edu) - SMARTDRV information
- "Motop" (ekschult@vela.acs.oakland.edu) - Network card supply
- Jarkko Tapio Heinonen (jtheinon@cc.helsinki.fi) - Small grammar help
- Tobey Reed (treed@world.std.com) - DOOM v1.2 information
- Marco Arriaga (marco@fidev.pwcm.com) - Novell Netware Lite information
- Vinc Duran (vincd@ile.com) - ATI Stereo F/X information
- Jason Brunette (stimpy2129@aol.com) - Command line parameters
- Ian CR Mapleson (mapleson@cee.hw.ac.uk) - PS/2 Mouse information
- Steve Bonds (sbonds@jarthur.claremont.edu) - IPX FAQ information
- Larry J. Brackney (brackney@ecn.purdue.edu) - Jaguar Specs
- Stephen Sprunk (ssprunk@nox.cs.du.edu) - Modem information
- TC Cheng (tc@po.EECS.Berkeley.edu) - PAS information
- Matt Fell (matt.burnett@acebbs.com) - DOOM Spec writer
- Michael Millard (michael.millard@swcbbs.com) - Making sure the FAQ got
- finished :)
- Owen Salava (osalava@vaxsrv2.royalroads.ca) - Keeping my nose to the grind-
- stone and making sure my
- mailbox is filled <g>
- Joakim Erdfelt (joakim.erdfelt@swsbbs.com) - Great DOOM Utilities, and help
- with the FAQ
-
- 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!
-
- [1-6]: 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. Shareware versions 1.0 and 1.1 do not
- include modem and serial link support. Later versions will support this.
- 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, we fully expect 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 than movies or 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'll
- still be 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.
-
- 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) monster.
-
- * LOST SOULS (flying skulls): Dumb. Tough. Flies. On fire. 'Nuff
- said. :)
-
- * 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.
-
- *: 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?
- --------------------------------------
- One can only guess. :)
-
- ------------------------------
- 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 highly recommended that you upgrade to v1.2.
-
- *5-3*: What makes the three versions different?
- ===============================================
- Three different version of DOOM have been released: v1.0, 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
- o DOOMDATA directory requirement removed
- o Mouse and joystick control in the menus
- o Better joystick calibration and fixed joystick control
- o Perfect gameplay under Windows
- o Cyberman(tm) support
- o Saved game bug corrected
- o Reoccuring Z_Malloc bug corrected
- 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
-
- 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]: 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. 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.
-
- *5-5*: 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. 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 highly recommended
- that you upgrade to v1.2. 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
- archive.orst.edu: pub/tmp (will be moved to pub/gaming/doom)
- cactus.org: /pub/incoming (will be moved to /pub/IHHD/multi-player)
- charm.tn.cornell.edu: /pub/incoming (will be moved to /pub/DOOM)
- cs.huji.ac.il: /incoming (will be moved to /pub/msdos/id)
- cs.nyu.edu: /pub/uploads
- cscns.com: /ftp/pub/uploads
- ftp.cc.umanitoba.ca: /wolf3d/incoming (will be moved to pub/doom)
- ftp.cdrom.com: /pub/games/incoming
- ftp.csus.edu: /incoming (move to /pub/id)
- ftp.demon.co.uk: /incoming (will be moved to /pub/ibmpc/games)
- ftp.sheridanc.on.ca: /incoming
- ftp.sun.ac.za: /pub/Contrib (will be moved to /pub/msdos/id)
- ftp.uml.edu: /msdos/Games/ID
- ftp.uni-kl.de: /pub/incoming/pc
- ftp.uni-oldenburg.de: /pub/incoming/dos
- ftp.urz.uni-heidelberg.de: /incoming
- ftp.uu.net: /tmp
- ftp.uwp.edu: /pub/incoming/id (will be moved to /pub/msdos/games/id)
- ftp.funet.fi: /pub/msdos/games/id
- info.brad.ac.uk: /incoming/kylie
- lemming.uvm.edu: /incoming
- sell.tamu.edu: /incoming/doom
- vincent1.iastate.edu: /incoming (login as "anonymous.void")
- wuarchive.wustl.edu: /pub/MSDOS_UPLOADS/games/doom
- zen.btc.uwe.ac.uk: /pub/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 highly
- 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, 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
- released by myself are available. See Chapter [14-7] 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."
-
- ----------------------------------------
- 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 v5.0 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 also be ported to the Atari Jaguar. No other ports are
- planned at this time that id Software "can talk about."
-
- [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 and
- Pro Audio Spectrum 16.
-
- [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.
- Everyone must kill all the demons to ready the battlefield for the player
- vs. player manhunt (my favorite gaming word). 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
- -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.
-
- 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 DOOM, using the
- same options as used on the host.
- (9) PLAY DOOM!
-
- *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 four network cards 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
-
- "Novell Compatible 8 Bit Coax Ethernet cards at unheard of prices!"
-
- Four brand new cards priced at only $99.00 U.S.
-
- *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 strings 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 "Alreay 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 "cactus.org" in the "pub/IHHD" directory.
-
- To get it:
-
- (1) FTP to cactus.org (Type "ftp cactus.org" at the 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"
- (5) Type "binary"
- (6) Type "get IHHD.1.6.4.shar"
- (7) Type "quit"
-
- If you followed the above steps, you should now have the
- IHHD.1.6.4.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 "IHHD.1.6.4.shar" file
- from "cactus.org," you need to prepare the IHHD to run on your UNIX system.
- For UNIX veterans, the "IHHD.1.6.4.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 IHHD.1.6.4.shar ~/IHHD"
- (3) Go to the IHHD directory.
- Type "cd IHHD"
- (4) Unpack the IHHD files.
- Type "sh IHHD.1.6.4.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 "IHHD.1.6.4.shar" file from
- "cactus.org" 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 AW 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 on your modem is off, if you have such
- a feature. 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.
-
- (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 S4DOOM12.ZIP (see Chapter [14-3] to help you with the
- connection.
-
- 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.
-
- Also, while you're flying via an IHHD connection, try hitting "ESC-Q"
- to see the ratio of acknowledged packets versus rejected packets. Of course,
- the less rejected packets you get, the better.
-
- 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.
-
- *8-5-1*: How can I play DOOM over the Internet at 14.4k?
- --------------------------------------------------------
- Here is the best and only way to get DOOM to run at 14.4k baud over
- the IHHD (Internet-Head-to-Head-Daemon). You may want to grab S4DOOM12.ZIP
- to help you with modem connections. (see Chapter [14-3])
-
- You must have a good modem INIT string that works with DOOM.
- Look in the modem initialization chapter of this FAQ (Chapter [18-3]) for an
- init string that may work with your modem. Otherwise, you may have to
- experiment. Before trying 14.4k, test this at 9600 first.
-
- Then, once you've played DOOM at 9600 baud over IHHD, then you can
- start fiddling with 14.4k to get a faster and smoother play action.
-
- First, if you got S4DOOM12.ZIP, unzip it into your DOOM directory.
- Then edit SDOOM.BAT and search and replace all "9600"'s to "19200"'s. You
- may want to make a backup of this file for 9600 baud play.
-
- Enter your terminal program and change your modem settings to
- be 19200,N81. Continue from step (3) in Chapter [8-5] to connect. If you
- got S4DOOM12.ZIP, run SDOOM.BAT instead of SETUP.EXE in step (11).
-
- A good test to see if you are connected correctly with the other
- player is to try to send a file about 50-100k with Zmodem to the person that
- is connected with you over IHHD. A few CRC errors are expected due to
- such high speeds and no hardware error correction. However, it should
- be able to get at least halfway through. My point is, if the transfer
- does not get any blocks sent, then DOOM is certainly not going to work right.
-
- =================================
- =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.
-
- iddqd Degreelessness mode (God mode)
- idkfa Very Happy Ammo (full ammo, 200% armor, all weapons)
- idspispopd No clipping (you can walk through walls)
- idbehold Displays menu (followed by S, V, I, R, A, or L for choice)
- idclev Warp (followed by episode number and level number)
- idmypos Displays your coordinates in hex
- idchoppers Gives you the chain saw (long story behind the message)
- iddt Toggles Automap between normal, full, and full with objects
- (enter when looking at the Automap)
-
- *9-2*: 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 -timedemo" would record a demo
- on episode one, level eight, in slow motion. The "-devparm" parameter is
- not required to play back a recorded demo, use three screen mode, or use
- the "-file" parameter. Lastly, typing F1 during development mode will
- allow a 256 color screen capture in PCX format.
-
- -devparm Puts you in developers mode
- -wart <episode> <level> Adds an external file "ExMy.WAD" to filelist
- -warp <episode> <level> Warps to episode (1-3) level (1-9)
- -skill <skill level> Starts on skill level (1-4)
- -episode <episode> Starts on episode (1-3)
- -loadgame <game number> Starts from a saved game (1-6)
- -file <name w/ .LMP/.WAD> Adds external WAD/LMP files to the filelist
- -playback <name w/o .LMP> Plays back a recorded demo
- -playdemo <name w/o .LMP> Plays back a recorded demo - Difference?
- -record <name w/o .LMP> Makes a demo recording until you finish or die
- -timedemo <name w/o .LMP> Calculates the number of times the screen is
- redrawn when playing a demo.
- -noview ** Turns of screen and displays game-tics
- -nodraw ** Speeds up game on some systems?
- -noblit ** Speeds up game on some systems?
- -left * Sets up a network terminal for the "left view"
- -right * Sets up a network terminal for the "right view"
- -watch <parameter> Used in network play?
- -drone <player number> Creates a drone of another player
- -recordfrom <1-6> <demo name> Records a demo from a saved game
- -config Reads an alternate configuration file
- -debugfile <parameter> Dumps all debugging info to debug<parm>.txt
- -file Adds a filename to the .WAD file
-
- *: 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! Interesting way to play.
-
- **: Can only be used with the "-timedemo" parameter.
-
- If anyone has any idea what the "unknown" or question marked
- parameters do, send me some E-mail!
-
- *9-2-1*: 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:
-
- 70
- --------------------
- <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
- ----------------------------
-
- If you would like to write a complete description of the secret
- level on this mission, E-mail me.
-
- [10-1-3]: Inferno
- -----------------
-
- If you would like to write a complete description of the secret
- level on this mission, 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, because work was discontinued. There were some dutch
- comments, and I have done my best to "decode" them. I hope everything
- is understandable! And again, thanks to Wouter Slegers for this great
- piece of work.
-
- *10-2-1*: Knee-Deep in the Dead
- -------------------------------
-
- BEGINNING:
-
- * Just after the zigzag look right for the oddly colored wall. Push it for
- armor.
- * After you cleaned out the exit room, go back to the zigzag room and look
- right for the shotgun.
- * For DOOM v1.2, a secret area has been added next to the nukage zigzag.
-
- NUCLEAR PLANT:
-
- * To the east there is a secret door in the northern corner of the stairs.
- However, it appears to be one-way (from outside to the inside only).
- * Directly behind the red door, follow the turn right. You'll see an
- indention to your left. If you step on it, it will move away. You will
- find aliens to your right, and you will also see the chainsaw.
- * A bit ahead you'll see a lift. Push the first panel to your left. You'll
- be able to kill those Imps from the ridge.
- * In the maze (south part), shoot the middle most western wall (the one
- behind the green armor) for access to the chainsaw. (push the switch in NW
- to get it). Some extra armor is hidden behind the eastern wall in the
- northeastern corner of the stairs.
- * In the maze (south part), push the wall between the white stripes for a
- backpack and rocket launcher.
-
- TOXIC REFINARY:
-
- * Directly in front of you is a secret door. The switch for the drawbridge
- is in one of the chambers described below.
- * In the NW are TWO secret passages (the second niche on your left and on
- your right), both will open when you're on the stairs but will close again
- after a short while. Go to the stairs and then run like hell.
- * In the northern (rocket launcher) is a secret room in the right corner (in
- the green stuff). Run fast for minimum damage. You'll see the switch for
- the drawbridge at the beginning. To the east is the exit (a lighter
- colored wall part) through another secret chamber containing the chaingun.
- * In the south-eastern is a supercharger (pull the switch on the pillar).
- * The drawbridge should be lowered now. Cross it, but be carefull! There are
- a lot of aliens 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.
- * In the north is a corridor, follow it to find the hidden-level-switch.
- * To the north is a elevator, push the wall.
- * Behind the blue door in the eastern corner is a secret door. The chainsaw,
- a supercharger and a partial invisibility is available.
-
- MILITARY BASE:
-
- * 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 east there is a lift at the eastern wall. Goodies are at your left.
- * Also in the east is a lift/trapdoor in the SW-corner.
- * The same area is accessable via the lift/trapdoor in the NE-corner in the
- south.
- * In the north, push the wall in the east. You'll get into a chamber with
- several high pillars. The pillar at the far side of the room 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 left is a
- isle with the switch and to the right is the lift upstairs.
-
- COMMAND CONTROL:
-
- * The light wall to the left in the beginning (before the door) hides a
- backpack.
- * Two platforms with Imps behind the yellow keycard door act as elevator in
- DOOM v1.2. The right one leads to a secret room and shortcut to the
- darkroom.
- * 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. Go west to get out.
-
- PHOVOS LAB:
-
- * The chamber in the middle (behind the first stairs) has a secret chamber
- to the north (behind the drums).
- * Go right. In the SE-corner of the acid is a secret passage (the other
- colored wall). There is a rocket launcher and blue armor.
- * In the NW is a chamber with two pillars and an isle with a switch in the
- green stuff. In the indention in the west is a secret chamber with the
- antiradiation suit. The south wall of this chamber hides the chainsaw and
- that south wall 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.
- * In the north eastern chamber (the one with the blue floor and the blinking
- light) has a secret chamber to the south with a backpack and computer map.
- * In the northern chamber 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 chamber the top of the /\ in the middle is also a secret
- door, but as far as I can see this isn't really usefull (maybe for dashing
- for the exit?)
-
- CENTRAL PROCESSING:
-
- * At the first 'crossing' you encounter, look in the NE corner. There is a
- partially hidden chamber with some ammo, health and a green armor. There
- are also some fireballs there, so to be safe, shoot a rocket in it to
- detonate the barrels and kill them.
- * Just before you are by the blue door there is a secret chamber to the
- south. Before you're at the blue door, there's be a tower. When you reach
- the blue door it will lower so you can get in. It has a secret door in the
- south. You'll find a backpack, a radiation suit, and partial
- invisibility.
- * In the same area to the north is a corridor. It will open when you get the
- yellow key.
- * Behind the red door in the southwest is a green lake. In the NE-corner
- is an anti-radiation-suit. In the 'middle' (SW) is a assortment of
- armor. In the SE-corner is a nightvision, a partial invisibility and the
- exit.
- * In the most eastern corridor is a colored wall. Push it to get the
- computer map.
-
- COMPUTER STATION:
-
- * In the southwest is a pillar that will descend when you are on the stairs
- to the east of it. Go stand on top of it to jump on the ledge in the NE
- for the computer map and in the southeast for the chaingun and a backpack.
- Jump in the lake in the north and run fastly to the tunnel in the NW. In
- the west of that tunnel is a radiation-suit and in the east are some
- goodies and a switch. Throwing the switch will allow you to get to the
- chainsaw in the southeast. Leave the tunnel via the north and look behind
- the pillar in that lake for blue armor. Follow the acid to the north to the
- supercharger and leave via the east.
- * After you get the blue key in the northwest, two doors will open with
- aliens. The one in the middle has a false wall to the east which leads to
- the outside and to partial invisibility.
-
- PHOBOS ANAMOLY:
-
- * The only secret room is in the east in the corridor leading to the first
- door. Note that there is a map in the east.
-
-
- *10-2-2*: The Shores of Hell
- ----------------------------
-
- DEIMOS ANAMOLY:
-
- * In the SW is a indention with two skull-switches. Press the eastern first
- for access to a teleporter to a corridor filled with bonusses in the north.
- * The SE-corner 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 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).
- * Behind the red door is a blue mega armor and the computer map.
-
- 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 which will lower to reveal some
- shotgun ammo.
- * In the south east quadrant are three circles with parts going up and down.
- The north one has a secret corridor 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 in the NW corner of the most western
- corridor. When you try to get the backpack, the way behind you will close and
- the wall in front of you will lower, spilling some fireballs. The door behind
- you will open after a while. The SE corner (the black-colored wall) gives
- access to a small chamber. The SE corner of that small chamber (the wall with
- the small green light) hides a corridor back to non-hidden territory. The
- most south part of that corridor (the black wall part) gives away to a
- computermap.
- * In the south middle quadrant is a room 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 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 (third from either side) has a secret passage in the
- north ridge, leading to the chainsaw. When you get it the flaming skulls
- will try to get you from hidden rooms in the south and east.
- * The yellow key in the south middle has a bridge following blue lights, just
- walk there and back fast.
- * The western room behind the yellow door contains the chaingun, just flip
- the switch!
- * In the eastern room behind the yellow door you'll see three rooms to your
- right and three pillars will rise in the north. The eastern pillar opens
- the middle door containing the rocket launcher. Flip the middle switch-
- in the south chamber and the west switch in north chamber. Pull all
- switches after each other. The other rooms contain aliens.
-
- This encompasses 91% of the secrets on this level.
-
- REFINERY:
- * The first room in the east contains a radiation suit, chaingun, and
- goodies.
- * In the SW is a corridor to the room with the blue key containing the
- plasma gun. To get there leave the blue room and turn right twice. Walk
- straight ahead until you see a red blood lake. Jump in and run north
- (right) fast.
- * In the south east is a partially hidden cage with fireballs. You can enter
- via the NW corner 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 in the SE, you will find a radiation suit. In the
- middle of the eastern wall of the green stuff is a corridor to a room with
- the supercharger in the NE corner.
-
- This encompasses 83% of the secrets on this level.
-
- DEIMOS ANAMOLY:
- * In the middle of the south wall of the beginning room (before it widens),
- illuminated by light, hides a 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 in the NE corner.
- * To the north of the big O formed green toxic waste is a secret door open if
- you do not use the west exit. There is a supercharger and radiation
- suit.
- * To the west of the big O with green toxic waste is a corridor with a T to the
- north. To the east of that corridor is a secret wall with a partial
- invisibility and a chaingun. Shoot the wall to get them.
- * In the great round corridor in north: In the east is a dent 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. In NE corner behind the lava is a secret door. Warning! the SE branch
- of that way leeds to a crushing ceiling. Outrun it and push green wallpatch
- in the east for the exit. The SW branch lets you go back to the lavaroom.
- The SW door of that lavaroom leeds to a mega armor surrounded by drums (in
- the SW corner of the toxic waste).
- * In the south middle is a small high path above the acid. In the SW is a
- berserker.
- * Before you exit, look back and get the supercharger
-
- This encompasses 80% of the secrets on this level.
-
- 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 are in the south and will open
- automaticly to reveile aliens and ammo.
- * The ridge in the east of the room (in the middle south) leeds to a green
- armor and some baddies.
- * The ridge in the west is also travelable.
- * In the SW is a roughly (--) shaped room. In the W room is a switch which
- allows you to walk through the fake fire in the NW corner. The teleporter
- takes you to a firehead infested area. The wall with the head leads
- to another room with transporter. That transporter takes you to the
- switch for the secret level.
- * The south middle quadrant is behind a big pillar and door.
- Go through it to a room with doors in all directions. Take the east. In
- that room is a secret door in the NE corner (near the cozy head-fire) for a
- chainsaw.
- * A raditaion suit is guarded by a minitaur in the room in the trap
- circular staircase.
- * In the north is a long green toxic corridor leading to C formed green lake
- in the west. In the north of that lake is a door (behind the clip).
- Follow it to a green minotaur. Further north is a lake with a pillar in
- the middle on which there is a plasma gun.
-
- This encompasses 90% of the secrets on this level.
-
- FORTRESS OF MYSTERY:
-
- Secrets in this level are unknown.
-
- HALLS OF THE DAMNED:
- * SE corner behind the brown wall there is some ammo.
-
- This encompasses 66% of the secrets.
-
- SPAWNING VATS:
-
- * In the SW is a room with a radiation shield ans small patches of green
- acid in indentions along the walls. The SW indention has a corridor to
- the south leading to a chamber with a teleporter. The teleporter will get
- you to a red door, with a switch behind it. Pushing that switch will open
- a secret room in the beginning-room (SE corner). The red key is in the
- middle south on a pillar in the south VAC-chamber at the east
- blue-corridor.
- * In the NW is a room with enemies. The third indention is a corridor
- leading to a very dark open patch. In the NE is a switch to some ammo
- and in the SW is the plasma gun.
-
- TOWER OF BABEL:
-
- Secrets in this level are unknown.
-
- *10-2-3*: Inferno
- -----------------
-
- HELL KEEP
-
- * Behind the door to hell follow the road left. When you come out of the
- tunnel the wall to the SE is fake, and leads to lava and blood. A
- shotgun may be found around here.
- * In the north after the long corridor to the west is a small room with
- grey walls behind a big chamber with lava like walls and small
- pedestals. The small chamber has a rocket launcher in the west.
-
- 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 to
- its west side.
- * The second finger from the east has some cages with enemies. To get into
- those cages, walk over the red triangle. The floors of the cages lowers
- and a wall behind you will come down.
- * The plasma gun is hidden in the western part of the pillar you see when you
- stand with your back to the second finger from the west.
-
- PANDEMONIUM:
-
- * The BFG9000 is in the SE of the lava in the middle. (the lava is
- accessable from the room from where you oversee the east-west oriented
- corridor.)
- * One of the most northern chambers has two air shafts next to a formation
- you could describe as a coach facing north. When you stand on it the
- wall part west of the stairs south will lower allowing you to get the
- map. The wall part east of the stairs will lower when you push it.
-
- This encompasses 83% of the secrets on this level.
-
- HOUSE OF PAIN:
-
- * In the area with the bloodriver and the drums in the west, there is a
- ammo dump behind the east wall in the SE corner.
-
- This encompasses 25% of the secrets on this level.
-
- UNHOLY CATHEDRAL:
-
- * 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
- in the NW.
- * In the east is the room to the exit (in the north) and a door to the
- east. The east door leeds to a room where many enemies warp in. To the
- east of that room, behind the skull, is the BFG9000.
-
- This encompasses 50% of the secrets on this level.
-
- MT. EREBUS:
-
- * 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 and a teleporter in the middle of the SW wall.
- The teleporter will put you on a high structure further north. From
- there you can 'jump' and get the chainsaw.
- * The exit is north of the beginning-point behind a blue door.
-
- This encompasses 50% of the secrets on this level.
-
- GATE TO LIMBO:
-
- * The central blood lake with the pillar surrounded by medikits is hollow
- and the red door leeds to a yellow door. That yellow door opens the door
- you can see in the NE. To get to that door take the teleporter behind the
- red door in the NW lake.
- * In the SW is a great blood lake. Behind the big piller in the NW of it is
- a red door leading to a teleporter. Go into the teleporter for some
- goodies.
- * In the NW is also a bloodlake with a red door leading via a transporter
- to the yellow door behind the exit.
- * The middle north (blood lake north of central lake with pillar) has
- radiation suits in the SE corner and red doors in the north of both
- pillars.
- * The western red door leads via a teleporter to a switch. Push it to
- lower the edge so you can get the yellow key. The eastern red door also
- leads you to the same area.
-
- This encompasses 75% of the secrets on this level.
-
- 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.
-
- PISTOL: Average weapon. Does damage to the Former Humans, but the shotgun is
- preferred.
-
- 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.
-
- CHAINGUN: Weak weapon for most enemies because it takes a fair amount of
- time to kill them. Good for a lot of monsters in a row.
-
- 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.
-
- PLASMA RIFLE: Rapid fires very quickly. Hurts some enemies a lot, and
- others not as much.
-
- 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.
- (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 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 [10-6] Chart |
- | Ultra-Violence Mode |
- |--------------------------------------------|
- | Monster | AMMO | SHOT | ROCK | CELL | 9000 |
- |--------------------------------------------|
- | Human | 2 | 1 | 1 | 1 | 1 |
- | Sergent | 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 |
- | Caco. | 36 | 6 | 2 | 18 | 1 |
- | Barons | 100 | 15 | 5 | 50 | 1 |
- | BOSS-2 | 400 | 58 | 20 | 200 | 4 |
- | BOSS-3 | 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
-
- BBS (3) 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]: 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
-
- [12-2]: DOOMED v0.9
- ====================
-
- DESCRIPTION:
-
- A saved game editor. Currently only works on DOOM v1.0 and v1.1.
- Watch for a v1.2 upgrade soon.
-
- CREATED BY:
-
- Arun Bhalla (abhalla@aol.com)
-
- AVAILABLE AT:
-
- Site (1): doomed09.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 (email@address.here)
-
- 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
-
- [12-7]: DOOM Editor: The Real Thing v2.1
- ========================================
-
- DESCRIPTION:
-
- Finally, all the control you wanted in editing DOOM. Play, extract,
- and replace sounds, edit walls, view all bitmaps including assembly of
- textures, change the look of walls, floors, and ceilings, reposition
- objects, change objects, and more! Works only on v1.1 of DOOM. Upgrade
- information unknown.
-
- CREATED BY:
-
- Name Unknown (pringler@cuug.ab.ca)
-
- AVAILABLE AT:
-
- Site (2): doomed21.zip
-
- -----------------------------------------------------------
- CHAPTER *13*: What add-on software allows me to alter DOOM?
- -----------------------------------------------------------
-
- [13-1]: DMAUD v1.0
- ==================
-
- DESCRIPTION:
-
- DMAUD will store sounds into or extract sounds from DOOM1.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.
- Please be sure to make a backup copy of the original DOOM1.WAD file.
- 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): dmaud10.zip
- Site (3): dmaud10.zip
-
- [13-1-1]: 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
-
- [13-1-2]: DMSILLY
- -----------------
-
- DESCRIPTION:
-
- This file holds 49 new sounds for DOOM and requires Bill Neisius'
- DMAUD.EXE to work.
-
- CREATED BY:
-
- Name Unknown (dchouina@sobeco.ca)
-
- AVAILABLE AT:
-
- Site (1): dmsilly.zip
-
- [13-1-3]: 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
-
- [13-1-4]: 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
-
- [13-1-5]: 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
-
- [13-1-6]: 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
-
- [13-1-7]: 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
-
- [13-1-8]: 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
-
- [13-1-9]: 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
-
- [13-1-10]: 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
-
- [13-1-11]: DOOM-ASH.ZIP
- -----------------------
-
- DESCRIPTION:
-
- A collection of new sounds for DOOM. These samples were taken from
- Army of Darkness and Evil Dead II.
-
- CREATED BY:
-
- Brian Olson (olso0389@maroon.tc.umn.edu)
-
- AVAILABLE AT:
-
- Site (1): doom-ash.zip
-
- [13-1-12]: 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
-
- [13-1-13]: Great DOOM Sounds
- ----------------------------
-
- DESCRIPTION:
-
- An assortment of new sounds for DOOM. Requires DMAUD.
-
- CREATED BY:
-
- Unknown
-
- AVAILABLE AT:
-
- Site (1): Great.Doom.Sounds.zip
-
- [13-1-14]: 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
-
- [13-2]: DMGRAPH v0.2
- ====================
-
- DESCRIPTION:
-
- DMGRAPH will store graphics into or extract graphics from the DOOM
- .WAD file, in Portable PixelMap format. Graphics must have a resolution of
- 320x200 or less.
-
- CREATED BY:
-
- Bill Neisius (bill@solaria.hac.com)
-
- AVAILABLE AT:
-
- Site (2): dmgrap02.zip
-
- [13-2-1]: 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
-
- [13-3]: 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
-
- [13-4]: NEWDEU v4.1
- ===================
-
- DESCRIPTION:
-
- Allows you to move things around in DOOM. Also allows you to
- change floor and ceiling heights and textures, the light levels, and change
- an acid sector into a normal sector.
-
- CREATED BY:
-
- Raphael Quinet (quinet@montefiore.ulg.ac.be)
-
- AVAILABLE AT:
-
- Site (2): newdeu41.zip
-
- [13-5]: VERDA v0.11
- ===================
-
- DESCRIPTION:
-
- VERDA can be used to view various pieces of map information on both
- the shareware and the registered versions of the WAD file. VERDA can also
- move things around on a map in the registered version. However, in keeping
- with the wishes of id Software, it will not modify a shareware WAD file.
- Watch for a v0.13 upgrade VERY soon.
-
- CREATED BY:
-
- Mike Carter (verda@swri.edu)
- Robert Fenske
- Bob Robinson
-
- AVAILABLE AT:
-
- Site (2): verda011.zip
-
- [13-6]: DOPE v1.02
- ==================
-
- DESCRIPTION:
-
- DOPE is a DOOM Object Placement Editor. This program will allow
- you to completely edit object placement in all levels. Currently, this
- editor only works on v1.1 of DOOM. Upgrade information is unknown.
-
- CREATED BY:
-
- Chris Carollo (ccarollo@magnus.acs.ohio-state.edu)
-
- AVAILABLE AT:
-
- Site (1): dope102.zip
-
- [13-7]: 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): jumble30.zip and jumble3s.zip
-
- [13-8]: RanDOOM v1.55
- =====================
-
- 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.
-
- CREATED BY:
-
- Scott Coleman: ASRE Software (tmkk@uiuc.edu)
-
- AVAILABLE AT:
-
- Site (2): rdoom155.zip
-
- [13-9]: Renegade Graphics DOOMED v0.9a
- ======================================
-
- DESCRIPTION:
-
- Allows primitive altering of DOOM maps. Currently only works on
- v1.1 of DOOM. No upgrade information is known. Allows modification and
- creation of PWAD files.
-
- CREATED BY:
-
- AVAILABLE AT:
-
- Site (2): rgdmed9a.zip
- Renegade Graphics BBS: (615)-337-9198
-
-
- ----------------------------------------------------------
- CHAPTER *14*: What other miscellaneous DOOM add-ons exist?
- ----------------------------------------------------------
-
- [14-1]: DOOMLOAD v1.3
- =====================
-
- DESCRIPTION:
-
- DOOMLOAD is intended to be run instead of the SETUP program should
- you wish to play network games or even single player games. DOOMLOAD is
- intended to make setting up network games easier as well as making playing
- more fun for network users and single players by adding a "Sudden Death"
- feature which plops you on a random level and episode.
- DOOMLOAD currently is written for the DOOM v1.1 setup program. It
- does not utilize all new features on DOOM v1.2. Upgrade information is
- unknown.
-
- CREATED BY:
-
- Christian Antkow (available on Software Creations BBS)
-
- AVAILABLE AT:
-
- Site (1): doomld13.zip
- Site (3): doomld13.zip
-
- [14-2]: 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
-
-
- [14-3]: SDOOM v1.2
- ==================
-
- DESCRIPTION:
-
- A package which helps in getting DOOM serial mode to work smoothly.
- If you cannot get modem play to work correctly, this is for you!
-
- CREATED BY:
-
- "Gooseman" (gooseman@satan.vmsmail.ethz.ch)
-
- AVAILABLE AT:
-
- Site (2): s4doom12.zip
-
-
- [14-4]: 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
-
-
- [14-5]: 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
-
-
- [14-6]: 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
-
- [14-7]: Unofficial DOOM Specs v1.1
- ==================================
-
- DESCRIPTION:
-
- Technical information about the DOOM .WAD file for programmers.
-
- CREATED BY:
-
- Matt Burnett (matt.fell@acebbs.com)
- Hank Leukart (Distribution: ap641@cleveland.freenet.edu)
-
- AVAILABLE AT:
-
- Site (1): dmspec11.txt
- Site (2): dmspec11.txt
- Site (3): dmspec11.zip
-
- [14-8]: 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, ultmaps2.zip, ultmaps3.zip
-
- ------------------------------------
- CHAPTER *15*: Future add-on software
- ------------------------------------
-
- [15-1]: 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.
-
- *15-2*: 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.
-
- o A cheat TSR for network play
- STATUS: Not started
- HELP NEEDED: Yes
- WHOM TO CONTACT: Steven Dossett
- (ccsld@sun1.mcsr.olemiss.edu)
-
- COMING SOON FROM EMPTY PRODUCTIONS (joakim.erdfelt@swsbbs.com):
-
- 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 *16*: Why won't DOOM work correctly?
- --------------------------------------------
- This chapter helps you if you cannot game the game to function as it
- should.
-
- [16-1]: 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.
-
- [16-2]: 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.
-
- [16-3]: 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.
-
- [16-4]: 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.
-
- *16-5*: Why does DOOM access the disk so much?
- ==============================================
- To run with enough memory to eliminate disk accesses while in a
- mission for the smoothest play possible requires 3600K free XMS if
- no soundcard is used, or 4200 free XMS if a soundcard is used.
-
- To run with enough disk cache to eliminate disk accesses while in a
- mission for the smoothest play possible requires a 1000K disk cache
- if no soundcard is used, or 1600K if a soundcard is used.
-
- One way to achieve this is to have this command in your AUTOEXEC.BAT
- file that caches reads from drive C (assuming that's where DOOM resides),
- does *not* delay writes, and establishes a 1600K disk cache:
-
- SMARTDRV C 1600
-
- A bigger cache is certainly allowable, but in any event, the free
- XMS *after* installing SMARTDRV must still be at least 2800K. If not, you
- must reduce the SMARTDRV cache size until 2800K free XMS is available.
-
- -----------------------------------------------------
- CHAPTER *17*: Why won't my sound card work with DOOM?
- -----------------------------------------------------
-
- This chapter helps fix problems with various sound cards in DOOM.
-
- [17-1]: 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.
-
- *17-2*: 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.
-
- [17-3]: 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, try these three steps.
-
- (1) Set your ULTRASND environment variable.
-
- example: SET ULTRASND=220,1,1,7,5
-
- (2) DOOM requires that you have installed the General MIDI patch set
- from the 2.06 Install Disks that came with your UltraSound (these are also
- available on various FTPs and BBSs). DOOM will find your patches (using the
- ULTRADIR variable) in the MIDI subdirectory. Place the following command in
- your AUTOEXEC.BAT.
-
- example: SET ULTRADIR=C:\ULTRASND
-
- (3) You will also need to copy ULTRAMID.INI into your DOOM directory
- and rename it DMXGUS.INI. (this file is also available via FTP)
-
- *17-4*: 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.
-
- *17-5*: 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 *18*: Miscellaneous DOOM problems
- -----------------------------------------
-
- *18-1*: Why won't my mouse work with DOOM?
- ==========================================
-
- *18-1-1*: 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 "drvr624.zip."
-
- [18-1-2]: 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.
-
- *18-1-3*: 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.
-
- *18-2*: Why does netDOOM seem to crash at certain times?
- ========================================================
- This is a known bug, and id Software is working on a fix.
-
- *18-3*: 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 [14-2])
- 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
-
- *18-4*: 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.
-
- *18-5*: 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 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.
-
- [18-6]: 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.
-
- [18-7]: 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.
-
- [18-8]: 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 Blaster 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 [19]: You know you have been playing DOOM too long when...
- ------------------------------------------------------------------
-
- DOOM is a great game! But don't let it take over your life! :)
-
- You know you have been playing DOOM too long...
-
- ...when going to sleep you open the bedroom's door and instead of turning
- lights on you fire a missile into the room.
-
- ...when you sleep with a chainsaw under your pillow,and justify it with 'you
- never know what lurks in the dark'.
-
- ...when going into a room or getting off an elevator, you run in and out
- quickly to see what follows you out.
-
- ...you don't worry so much about getting hurt, since you'll probably pick
- up one of those blue spheres somewhere.
-
- ...watching someone come out of an elevator makes your mouse finger twitch
-
- ...when the dog growls and you dive over the couch while
- reaching for a shotgun.
-
- ...when you start side-stepping into rooms.
-
- ...when you push on a wall as you walk down the hall looking for secret
- entrances
-
- ...when you rush for a neon-blue down vest in K-Mart
-
- ...when you reach for your chainsaw when your wife's cold
- gives her the sniffles
-
- ...when you search for a radiation suit before going into
- a swimming pool
-
- ...when you instinctively target trash cans while walking
- around campus/work
-
- ...when you look for sniper spots above you when getting in an elevator.
-
- ...when you can't stop squinting as you walk around your house
-
- ...when you think you can actually walk through walls
-
- ...when you start making chainsaw noises if you hear a strange noise.
-
- ...when you wish you had a chainsaw, just in case.
-
- ...when you buy a radiation suit and Infra-red goggles, just in case.
-
- ------------------------
- CHAPTER [20]: 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 [21]: Revision History
- ------------------------------
-
- [21-1]: 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)
-
- [21-2]: 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)
-