maxloading884.netlify.app
Open in
urlscan Pro
2600:1f18:16e:df00::65
Public Scan
Submitted URL: http://maxloading884.netlify.app/doom-2-hell-on-earth-wad-download
Effective URL: https://maxloading884.netlify.app/doom-2-hell-on-earth-wad-download
Submission: On November 02 via api from US — Scanned from US
Effective URL: https://maxloading884.netlify.app/doom-2-hell-on-earth-wad-download
Submission: On November 02 via api from US — Scanned from US
Form analysis
0 forms found in the DOMText Content
Maxloading884 MAIN MENU * Home DOOM 2 HELL ON EARTH WAD DOWNLOAD Posted on 17-08-2021 | admin 1. DOOM WADs (2020-04-12) : Free Download, Borrow, And Streaming ... 2. DOOM II: Hell On Earth - Free Download And Software Reviews ... 3. DOOM 2 : Id Software LLC : Free Download, Borrow, And ... 4. Brutal Doom: Hell On Earth Starter Pack (Complete) File - Mod DB 5. More Videos For Doom 2 Hell On Earth Wad Download » Game: Doom 2: Hell On Earth (GZDoom 1.1.6+) Primary purpose: Single + coop + DM play Title: DOOM 2: EVOLVED (Version 1.2 Doomworld Release) Filename: D2EVLV12.WAD Release date: 22/12/08 Author: Dave Billing Email Address: email protected Other Files By Author: Z-Arena (GZDoom), Hell Awaits (Final Doom) Operation Blitzkrieg (Duke Nukem 3D Atomic Edition), Cripple Creek. Mar 17, 2018 Name Filename Version Size Compressed Size MD5 Checksum; Doom II:Hell on Earth: doom2.wad: 1.9: 14,604,584: 4,550,451: 25e1459ca71d38f45ca8cd: The Ultimate Doom. Title:Doom 2 ReloadedFilename:levels/doom2/megawads/d2reload.zipSize:4.17 MBDate:10/11/09Author:Andy StewartDescription:32 Level Megawad for use with Doom2. Hopefully a fun packed collection of mainly small to medium sized maps.Credits:id software of course Pascal vd Heiden for DoomBuilder Csabo for XWE Simon Howard for Chocolate Doom Creators of Skulltag www.wadsinprogress.comBase:30 New, 2 Old but remade from scratchBuild time:Approx 50 hours / map, the bigger maps took longerEditor(s) used:Doombuilder, XWE, ZDBSP, ZENNODEBugs:Some VPOs, HOMs and possibly misaligned textures (detailed below)Rating: (297 votes) Download mirrors: * Idaho (FTP) * Germany (FTP) * Germany (SSL) * Sweden (SSL) * New York (SSL) /idgames protocol: This store offers downloadable versions of Ultimate Doom, Doom II: Hell on Earth (bundled with Final Doom and the Master Levels for Doom II), Heretic, Hexen, Hexen: Deathkings of the Dark Citadel, and Strife. The Final Doom version offered is the later Anthology version, which fixes many mapping errors (such as the infamous missing key in TNT. View d2reload.txt Advanced engine needed : None Primary purpose : Single player Title : Doom 2 Reloaded Filename : D2RELOAD.WAD Release date : 11/10/09 Author : Andy Stewart Email Address : eschdoom@whatisblueandfurry.com Other Files By Author : None Misc. Author Info : Old Doomer Description : 32 Level Megawad for use with Doom2. Hopefully a fun packed collection of mainly small to medium sized maps. Additional Credits to : id software of course Pascal vd Heiden for DoomBuilder Csabo for XWE Simon Howard for Chocolate Doom Creators of Skulltag www.wadsinprogress.com * What is included * New levels : 32 Sounds : Yes (Only one) Music : No Graphics : Yes Dehacked/BEX Patch : Yes (DEHACKED lump) Demos : Yes Other : No Other files required : Doom 2 * Play Information * Game : DOOM2 Map # : 01-32 Single Player : Designed for Cooperative 2-4 Player : Player starts and weapons (from deathmatch) Deathmatch 2-4 Player : Player starts and weapons Other game styles : 1 map has 'Run fast' another has 'Don't shoot' Difficulty Settings : Yes * Construction * Base : 30 New, 2 Old but remade from scratch Build Time : Approx 50 hours / map, the bigger maps took longer Editor(s) used : Doombuilder, XWE, ZDBSP, ZENNODE Known Bugs : Some VPOs, HOMs and possibly misaligned textures (detailed below) May Not Run With : None Tested With : Lots of source ports (detailed below) Chocolate Doom used for single player testing Skulltag used for multiplayer testing * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. This file may not be used for any commercial purposes. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Background : The plan was to try and make a megawad for Doom2 that would look alright and be fun to play. Hopefully this has been acheived. The goals were: 1. Make something that would follow a similar story to the original Doom / Doom 2 / Doom 3. 2. Skill level: Not too hard, to be more fun than a challenge. 3. Make all maps playable from a pistol start. 4. Make all maps completable in under 10 minutes UV Max 100% Secrets. 5. Should work with all source ports and original Doom. 6. Try to maintain continuity between maps. Notes: There is no high detail due to limitations but I've tried to make most areas aesthetically pleasing while trying to avoid inducing HOMs or VPOs. Most of the maps are pretty linear, some of the later maps are more non-linear. Maps 17, 20, 25, 29, 32 break rule 4. MAP30 may be of particular interest to nightmare speed runners. Please make sure you play MAP32 all the way to the end (100% Secrets), try not to give up or cheat. A couple of maps MAP09 and MAP18 have slightly different gameplay than normal. The skill level on UV is hopefully comparable to original Doom 2, if you found it too easy and want more of a challenge try to get UV MAX under par from pistol start. All maps are playable using the original Doom 2 v1.9. I recommend using a source port mainly due to the increased graphic / sound quality but also because it is possible to encounter visplane overflows and hall of mirrors on some maps (specific areas are detailed below). All maps are designed with gl based ports in mind, so none of the maps have special effects (i.e. deep water, bridges) that may cause problems with these. There are 12 deathmatch starts on all maps except MAP30 and MAP31 which have 4. It seems to play OK as long as you have 12 players (4 on 30 and 31). You can play in co-op mode but this was untested. Co-op mode has the extra weapons intended for deathmatch. The included demos work with Doom2 v1.9 and Chocolate Doom. This wad is dedicated to absent friends and to anyone who bothers to take the time to do this type of thing (especially those listed below but not just wads and source ports for Doom any contribution). Please enjoy. Inspiration and ideas from the following: Aliens TC Scythe 1 and 2, One Bloody Night Alien Vendetta Hell Revealed 1 and 2 The Darkening 1 and 2 2002 A Doom Odyssey Community Chest 1, 2 and 3 Memento Mori 1 and 2 Eternal, TNT, The Plutonia Experiment 1 and 2 The Master Levels Batman TC Vile Flesh Town Infection Tmp.wad for Doom Demonfear Deus Vult Doom 64 Absolution Wads by Dr.Sleep Wads by id Software Half Life 2 Doom 3 Ancient deathmatch sarge salute to: Loki, The Shadow, Drax, Osiris, Zoser, Cranium, Macca (King of Planets), Pete, Piano, Mulder, Flare, Hunter, Woof, Bloodbiter, Doomgod, Danny, Fluffy, Rob... Testing : Doom 2 Reloaded has been tested with the following versions / source ports: Doom2 v1.9, Chocolate Doom, Skulltag, ZDoom, GZDoom, Doomsday Engine, Vavoom, Edge, Risen3D, ZDaemon, Odamex, Doom Legacy, PrBoom, Eternity Engine. There are a couple of problems in a couple of ports. Most can be worked around using the no clip cheat (see below for details). Story : You (a high ranking employee of UAC) are stationed on mars. It's your job to retire replicants that don't want to help with the terraforming project. Everything has been fine until recently. Contact has been lost with a remote water processing faclility. The UAC want you to investigate... There has been a lot of top secret activity recently, you wonder if the incident may be related. Episode and Level # : MAP01 Title : Infestation Description : Contact has been lost with a remote water processing station on Mars. You are stationed at a nearby outpost. Unusually UAC have requested that you investigate. Possibly this is due to your high security clearance... Par Time : 6:00 UV MAX Episode and Level # : MAP02 Title : Return to UAC Description : You take the transport from the station back to the outpost. The place is overrun. One of the hyper-transports has been trashed. Get the backup online and return to the UAC base on Phobos. Par Time : 7:45 UV MAX Episode and Level # : MAP03 Title : Phobos Overdrive Description : The normally busy complex initially appears deserted. Alpha Base is to the west and you will need a key card to gain entry. The east side of the facility is also locked. It may be possible to find an alternative entrance via the waste tunnels. Par Time : 7:15 UV MAX Episode and Level # : MAP04 Title : Alpha Base Description : There is a Comms Station on the other side of the facility. The door is locked but you should be able to find a key card in one of the offices. You vaguely recollect a nasty accident occurred here in one of the power distribution conduits. Par Time : 6:30 UV MAX Episode and Level # : MAP05 Title : Lockdown Description : Security has been activated. The base is locked down. Looks like you are going to have to find a different way in if you want to reach the Comms Station. Par Time : 7:15 UV MAX Episode and Level # : MAP06 Title : Comms Station Description : You've made it! Locate and raise the antenna to contact Earth and warn them about the invasion, then find a transport that will take you to the main UAC base. Hopefully there may be someone still alive. Par Time : 8:30 UV MAX Episode and Level # : MAP07 Title : Witch Space Description : Your transport from the Comms Station has been subverted and you find yourself in a weird but strangely familiar place, possibly another dimension. Retire all demons to proceed. Par Time : 3:00 UV MAX Episode and Level # : MAP08 Title : Waste Processing Description : You awake as if from a dream. You are back on Phobos. It looks like the underground nukage processing facility which isn't too far from where you wanted to be anyway. Get to the surface and head for the UAC administration area. Par Time : 9:00 UV MAX Episode and Level # : MAP09 Title : Phobos Subversion Description : It looks as though someone is still alive. A terminal informs you that another invasion is imminent but you can subvert the portal to the crusher. Alas the reactor has been flooded so you will have to drain it in order to restore power. Par Time : 7:00 UV MAX Episode and Level # : MAP10 Title : Administration Description : You have finally reached the UAC administration area but there is no trace of any survivors. Have they evacuated? Proceed on through to the laboratory. You believe there may be something there that is your only chance for survival. Par Time : 6:15 UV MAX Episode and Level # : MAP11 Title : Phobos Lab Description : The strange laboratory experiments may reveal a clue as to the reason for your current predicament. You hope the rumours about the long range hyper-transport were true. If it exists you may be able to use it to return directly to earth. Par Time : 7:00 UV MAX Episode and Level # : MAP12 Title : Return to Earth Description : You have made it back to earth. It looks like the demons have been here a while. Get to the UAC HQ and find out whats going on. Unfortunately it is on the opposite side of the city. Head through the tunnel, there is a subway system nearby. Par Time : 4:45 UV MAX Episode and Level # : MAP13 Title : Slime Falls Description : The chaos of the conflict probably caused the road to cave in. The only way forward is down through the slime. There should be a pumping station nearby so you should be able to access the road from it. Par Time : 6:45 UV MAX Episode and Level # : MAP14 Title : Underground Description : The entrance to the underground subway system is nearby. You'll probably have to walk the underground rather than ride it. Still, things could be worse. Hopefully the tunnel hasn't caved in. Par Time : 6:00 UV MAX Episode and Level # : MAP15 Title : South Central Description : You're not sure where you are, maybe a building belonging to one of the UACs defense contractors. Get out of the building and follow the road to the nearby UAC research facility which you can pass through for a shortcut. Par Time : 9:15 UV MAX Episode and Level # : MAP16 Title : Research Facility Description : The shortcut through the research facility will save you some time. Once you get through this you will have covered most of the journey to UAC HQ. You have a growing suspicion that all of your questions will be answered there. Par Time : 7:30 UV MAX Episode and Level # : MAP17 Title : Downtown Description : Find a way out of the research facility and continue through the city. There is a UAC warehouse nearby. It's on the way and you should be able to get some supplies there. You will have to scale the back wall to get in though. Par Time : 12:15 UV MAX Episode and Level # : MAP18 Title : Warehous Siege Description : A bunch of survivors are locked in and under siege on the other side of the warehouse. Their messages warn not to attack for fear of alerting the sentinels. You will have to use stealth until you can find a way to secure the area. Par Time : 7:00 UV MAX Episode and Level # : MAP19 Title : Void Complex Description : You leave the warehouse feeling deeply disturbed by recent events. Your resolve to bring an end to the carnage is intensified. The UAC HQ shouldn't be too far away now. Par Time : 8:30 UV MAX Episode and Level # : MAP20 Title : Revelations Description : The UAC HQ building is just around the corner. The entrance will require some sort of security card for access. The increased activity in the area only serves to confirm your suspicions that the building is some sort of gateway for them. Par Time : 14:00 UV MAX Episode and Level # : MAP21 Title : Limbo Description : The UAC have succeeded in creating an inter-dimensional hyper-transport. The drawback is the destination appears to be Hell. You must journey through Hell until you can locate the source of the anomaly and close the gateway. Par Time : 7:30 UV MAX Episode and Level # : MAP22 Title : River Styx Description : You find yourself in a castle at the shores of the River Styx. Make your way down to the jetty and take the boat across the river to the Elysian Plains. Par Time : 6:15 UV MAX Episode and Level # : MAP23 Title : Elysian Plains Description : A final resting place for the souls of the heroic and virtuous. Be careful not to awaken them from their slumber or they may summon demonic forms and rise from their graves. Par Time : 7:30 UV MAX Episode and Level # : MAP24 Title : Necromanteion Description : Navigate the simple labyrinth beneath the ancient temple. Watch your back and beware of traps that may have been set to catch out the foolish. Seek out the gargoyles it is written in legend that they conspire to keep a great secret. Par Time : 7:45 UV MAX Episode and Level # : MAP25 Title : Hell's Gate Description : You have left the labyrinth and are now high above it at the heart of the ancient temple. You are at the door to Hades, the realm of the dead. The only way is through... Par Time : 12:15 UV MAX Episode and Level # : MAP26 Title : Acheron Description : You enter the Acropolis of Acheron, whose river borders Hell. It is written that the newly-dead are ferried across it by Charon in order to enter the Underworld. Be sure to stay alert or you will be joining them. Par Time : 9:45 UV MAX Episode and Level # : MAP27 Title : Phlegethon Description : A place built on a river of blood that boils souls. Here are punished those who committed crimes of violence against their fellow men. Par Time : 7:00 UV MAX Episode and Level # : MAP28 Title : The Underworld Description : Jaded, you struggle wearily onwards. You sense your long journey is finally beginning to reach a conclusion. Enter the fortress and find the entrance to the Underworld. Par Time : 15:00 UV MAX Episode and Level # : MAP29 Title : Cocytus Description : You are about to breach the very center of Hell. Tread carefully in this hostile environment. The way to the portal is guarded by many. Many have tried before you and failed. You are mankinds last hope. Par Time : 21:45 UV MAX Episode and Level # : MAP30 Title : The Final Conflict Description : It sensed your presence as you arrived but it doesn't appear to be too concerned. Overconfidence could prove to be it's downfall. If you can get to the inner sanctum you may catch it off guard. Only your fate will decide the outcome now. Par Time : 5:45 UV SPEED Episode and Level # : MAP31 Title : Entryway Reloaded Description : You had better hurry if you want to unlock this maps secret. Looks like it's been built by demons, rather than humans. You wonder who the inmates of this corner of hell will be. Par Time : 2:00 UV MAX Episode and Level # : MAP32 Title : The Super Secret Level Description : Your efforts will be rewarded if you can complete this map with 100% secrets. Everyone fails the first time. If you never know failure, how can you know success? Par Time : 19:30 UV MAX Note on Par Times : All par times are rounded up to the next multiple of 15 seconds but if that value was within 5 seconds of the time another 15 seconds was added. All par times are UV MAX except for MAP30 which is UV SPEED. MAP15 and 31 par times include taking the secret exits. I'm not too fast so most speed runners will probably find the par times easy to beat. Gameplay Tips : In total there are 170 secrets littered throughout the 32 maps. (Approx 5 per map, 32 on MAP32). Please try to find them all as they will aid your journey greatly. They all have some clue as to where they are you just need to be observant or make an educated guess. If you are stuck on the following maps these tips may be of some help: MAP09 : You only have a short time until the invasion starts. The easier the skill level the more time you have. Drain the reactor and redirect the portal to the crusher as fast as possible. Close the doors surrounding the crusher for the best results. If you use original Doom2 on UV you may have a hard time as there are some arch viles. MAP18 : Don't shoot anything until you have activated the security grid. There are a couple of clues left around that will guide you. There are a couple of areas that you can make safe if you really want to take out something that's been chasing you, but it may be easier just to lock them out and take them out later. There is always some way to avoid the demons, you just need to figure it out. It should be safe to shoot about 10 seconds after activating the security grid. MAP32 : You will need your wits about you to complete this level with 100% secrets. One of the earlier secrets is on a time delay, make sure you get to it within 30 seconds. If you can't make the time delay door have a think because there is another way to do it that requires less effort though it could take a bit longer if you were concerned about the time. Specific Problems : When played with the original Doom 2 v1.9 the following problems can occur: MAP01 - The health potions at the 2nd secret can jump into the air if the secret is activated before they are picked up, this is due to the way Doom moves things. MAP03 - Be careful When looking in from yellow door area as you can get a Visplane overflow . MAP07 - It is possible to get trapped (no exit) if you keep killing resurrected demons. You can get a visplane overflow when the whole level is open and looking in from the outside area. MAP11 - In the warehouse you can get a hall of mirrors when stand by the big closed doors and look inward. MAP20 - There may a couple of barely noticeable Halls of Mirrors at various points. MAP22 - At start area when up on the right (you get there later on) it is possible to get a visplane overflow when looking towards the shotgun. MAP26 - When entering the super shotgun area just before the red key you can get a visplane overflow if you are looking straight ahead. Source Port Details : D2RELOAD.WAD builds with glBSP 2.05, 2.10c, 2.20 and 2.24 and reports 0 serious warnings, 0 minor warnings. Chocolate Doom 1.2.1 As listed above for original Doom 2. PrBoom 2.4.7 No gameplay problems. DEMO2 desyncs very slightly at the end. ZDoom v2.1.7 No gameplay problems. Demos not supported. GZDoom v1.2.0 No gameplay problems. Demos not supported. Skulltag 0.97d5 No gameplay problems. Demos not supported. If you are using the nashgore mod with zdoom based ports you may experience an extreme slowdown on MAP18 after activating the security grid. Please be patient because the game does return to normal eventually. Doomsday 1.9 beta 6.7 A shame so many problems because it looks so great. Problems: Demos not supported. MAP01 It is possible to go through a wall and out of the map in the box room. MAP13 The earthquake ;) at the exit lowers to far and prevents the player exiting but if you are quick you can make it otherwise use noclip. MAP26 The Cyberdemon and Spiderdemon area doesn't lower correctly and prevents access to the yellow key. It is also possible to run through one of the walls in this area. Use no clip to get the yellow key. This port draws some transparent textures incorrectly. This causes problems because transparent textures are used quite a lot for barriers etc. Sometimes the barriers aren't visible at all which will cause a lot of confusion for the player. Draws some lower textures incorrectly (if you have a lift which has a window at the bottom, the lower texture alignment sometimes looks wrong). Enemies can see you when they shouldn't i.e. if you are on the top of a lift and they are at the bottom or vice versa and there is no line of sight they can still see you and you can hear them shooting at you. It is possible to get stuck in enemies and for them to get stuck in each other. Whether the rendering problems are related to my ATI graphics card or not I am not sure. Risen3D v2.2.0.4: Problems: Demos not supported. MAP06 Half way up the comms tower an invisible wall blocks the rest of the way up, use no clip as a workaround. MAP18 In one part of the map the idea is to get the monsters to fight each other so that you can sneak passed but this doesn't work in Risen3D (but you can just run passed anyway). MAP22 Has problems rendering the RL room. (parts of the floor are invisible). Texture drawing problem in BFG secret area (middle texture not clipped). MAP28 Has problems rendering the area near the exit (floor is invisible). Other When a floor is raised and becomes a lift, the lift makes the floor raising sound when it is activated as well as the lift sound. When the player closes a switched door that is open the door open sound plays. Edge v1.31 Win32 Problems: Demos not supported. MAP30 The auto aim prevents shooting the boss brain but there is an option to turn it off or use mlook. MAP32 The music for MAP31 plays. Secret 22 is inaccessible, the barrel doesn't seem to activate the trigger. Secret 26 is inaccessible because the stairs to and from it don't build. On one playthrough the door at secret 04 locked but I have not been able to recreate this. Some switch textures appear opposite (pressed instead of unpressed and vice versa). The built in GLBSP reports 2 minor warnings. The raise and change texture trigger works differently (sets texture to sector rather than trigger) which can make the floors look odd. When you teleport the player doesn't always face the same way as the teleport destination thing. Music seems to sound off key (using System option). Vavoom 1.30 for Windows Problems: Demos not supported. MAP21 There was a problem with the monsters activating early from sound in one of the areas but I've modified the map to get around it. MAP29 Vavoom crashed a couple of times while playing this map, not sure why. Automap shows secret areas that would normally be hidden. ZDaemon 1.08.08 Problems: Demos not supported. MAP21 Had a similar problem to Vavoom with sound, modified map to compensate. MAP32 Secret 22 is inaccessible, the barrel doesn't seem to activate the trigger. Gameplay is slightly different because the monsters behave differently (they can open turbo doors). Eternity Engine v3.35.92 Problems: MAP20 Eternity crashed a couple of times. DEMO1 and DEMO2 dsync slightly at the end. Odamex win32 0.4.3 Problems: MAP30 Boss sight sound fades as you move away from it so you have to wait for it to finish if you want to hear it. The helper demo HELP18 goes out of sync, but then works for quite a while before going completely out of sync (in console type 'playdemo HELP18'). Map names displayed in automap are off by one i.e. MAP02 displays description for MAP01. On some maps (19, 20) the flats are drawn misaligned. MAP25 Crashed once with unhandled exception. Doom Legacy 1.42 Win32 Problems: MAP02 The third secret is inaccessible because the door drops immediately when triggered. Use no clip to get in. MAP08, 09, 20 There is a problem drawing the patches / textures for the ends of the bridge. MAP32 One of the secrets requires you to rocket jump but I can't seem to do it. Demos DEMO1, DEMO2 and DEMO3 play but go out of sync. The helper demo HELP18 goes out of sync similar to Odamex but strangely seems to play a bit longer than Odamex. FROM DOOMWIKI.ORG This article is about the original Doom game. For the 2016 game, see Doom (2016). 'Doom 1' redirects here. For the shareware data file, see DOOM1.WAD. Doom title screen Doom (officially cased DOOM) is the first release of the Doom series, and one of the games that consolidated the first-person shooter genre. With a science fiction and horror style, it gives the players the role of marines who find themselves in the focal point of an invasion from hell. The game introduced deathmatch and cooperative play in the explicit sense, and helped further the practice of allowing and encouraging fan-made modifications of commercial video games. It was first released on December 10, 1993, when a shareware copy was uploaded to an FTP server at the University of Wisconsin. * 14External links HISTORY AND DEVELOPMENT[EDIT] Main article: Development of Doom The development of Doom began in late 1992, with John Carmack writing the new game engine while the rest of id Software was finishing Spear of Destiny (the prequel to Wolfenstein 3D). When the full design phase began in late 1992, the main thematic influences were the movies Aliens and Evil Dead II, and the Dungeons & Dragons campaign the developers had been playing, where the forces of hell invaded the material world. The title of the game was chosen by John Carmack: There is a scene in 'The Color of Money' where Tom Cruse[sic] shows up at a pool hall with a custom pool cue in a case. 'What do you have in there?' asks someone. 'Doom.' replied Cruse with a cocky grin. That, and the resulting carnage, was how I viewed us springing the game on the industry. Designer Tom Hall wrote an elaborate specifications document called the Doom Bible, according to which the game would feature a detailed storyline, multiple player characters, and a number of interactive features. However, many of his ideas were discarded during development in favor of a simpler design primarily advocated by John Carmack, resulting in Hall's eventually being forced to resign from id Software. Most of the final level designs are those of John Romero and Sandy Petersen. The graphics, by Adrian Carmack, Kevin Cloud, and Gregor Punchatz, were created in various ways: although much was drawn or painted, several of the monsters were digitized from sculptures in clay or latex, and some of the weapons are modeled on toy guns from Toys 'Я' Us. A heavy metal/ambientsoundtrack was supplied by Bobby Prince. Doom's primary distinguishing characteristic at the time of its release was its '3-D' graphics, then unparalleled by other real-time-rendered games running on consumer-level hardware. Several new features improved on those of Wolfenstein 3D: * Altitude differences (all floors/ceilings in Wolfenstein 3D are at the same height), but not sloped surfaces. * Non-orthogonal walls (all walls in Wolfenstein 3D run along a rectangular grid). However, all walls in Doom are still perpendicular to the floor and/or ceiling. * Full texture mapping of all surfaces. * Varying light levels (all areas in Wolfenstein 3D have identical lighting). This not only made each map's structure more visually authentic, but contributed to its atmosphere and gameplay by using darkness to frighten or confuse the player. * A less static architecture than in Wolfenstein 3D: platforms can move up or down, floors can be lifted sequentially to form staircases, and bridges can rise or lower. * A stereo sound system, which makes it possible to roughly tell the direction and distance of a sound's origin. The player is kept on guard by the grunting and snarling of monsters, and receives occasional clues to the locations of secret areas by hearing hidden doors open remotely. Id's programmers had to make use of several tricks for these features to run smoothly on 1993-vintage personal computers. Most significantly, Doom levels are not truly three-dimensional: they are internally represented on a two-dimensional plane, with height differences added separately (a similar trick is still used by many games to create huge outdoor environments). Doom also offers a low-detail mode (double-width pixels, effectively halving horizontal resolution at the same 320x200 output) and variable screen sizes as measures for improving frame rates on slower PCs, such as those with an 80386 processor. STORY[EDIT] Doom has a simple plot; its background is given in the instruction manual, and the in-game story advances mainly through short messages displayed between the game's episodes. The player takes the role of a marine (unnamed to further represent the person playing), 'one of Earth's toughest, hardened in combat and trained for action', who has been incarcerated on Mars after assaulting a senior officer when ordered to fire upon civilians. There, he works alongside the Union Aerospace Corporation (UAC), a multi-planetary conglomerate and military contractor performing secret experiments on interdimensional travel. Recently, the teleportation has shown signs of anomalies and instability, but the research continues nonetheless. Suddenly, something goes wrong and creatures from Hell swarm out of the teleportation gates on Deimos and Phobos. A defensive response from base security fails to halt the invasion, and the bases are quickly overrun by monsters; all personnel are killed or turned into zombies. A military detachment from Mars travels to Phobos to investigate the incident. The player is tasked with securing the perimeter, as the assault team and their heavy weapons are brought inside. Radio contact soon ceases and the player realizes that he is the only survivor. Being unable to pilot the shuttle off of Phobos by himself, the only way to escape is to go inside and fight through the complexes of the moon base. GAMEPLAY[EDIT] Doom is a first-person shooter with a background setting that mixes science fiction and horror (of the weird menace style), presented in the form of three episodes, each taking place in a separate general location and played separately. The primary objective of each level is simply to locate the exit room that leads to the next area (invitingly labeled with a red EXIT sign), while surviving all hazards along the way. Among the obstacles are monsters, pits of radioactive waste, ceilings that descend to crush the player, and locked doors for which a key or remote switch need to be located. The levels are sometimes labyrinthine (the automap is a crucial aid in navigating them), and feature plenty of hidden rooms that hold powerups as a reward for players who explore thoroughly. A tally screen at the end of each level (except the last of each episode, which describes part of the plot) helps players aiming for additional objectives, such as clearing the levels of monsters or finding secret areas. Doom's weapon arsenal was highly distinctive in 1993 and eventually became prototypical for first-person shooters. The player starts out armed only with a pistol, and brass-knuckledfists in case his ammunition runs out, but larger weapons can be picked up: a chainsaw, a shotgun, a chaingun, a rocket launcher, a plasma gun, and the immensely powerful BFG9000. There is a wide array of additional powerups, such as a backpack that increases the player's ammunition-carrying capacity, armor, medical supplies to heal injuries, and strange alien artifacts which can turn the player invisible or boost his health beyond its normal maximum. The enemy monsters are Doom's central gameplay element. There are 10 types of monster, including possessed humans as well as demons of different strength, ranging from weaker but ubiquitous imps and red, floating cacodemons to the bosses, which tend to survive multiple strikes even from the player's strongest weapons. The monsters generally exhibit very simple AI, and thus most cases must outnumber the player to triumph (although great numbers can sometimes prove counterproductive due to monster infighting). Aside from the single-player game mode, Doom features two multiplayer modes usable over a network: co-operative mode, in which two to four players team up against the legions of hell, and deathmatch mode, in which the same number of players fight each other. RELEASE AND SALES[EDIT] The first-episode shareware format of the initial release offered a substantial and freely playable taste of the game, which could be distributed with ease on floppy disks, over the Internet, and in CD-ROM packages, thus encouraging players and retailers to spread Doom as widely as possible. By 1995 the shareware version was estimated to have been installed on more than 10 million computers. The full or registered version of Doom, containing all three episodes, was only available by mail order; although most users did not purchase the registered version, over one million copies have been sold, and this popularity helped the sales of later games in the Doom series, which were not released as shareware. The original Doom did eventually receive a retail release as well, when it was offered in an expanded version as The Ultimate Doom (adding a fourth episode). In addition to the thrilling nature of the single-player game, the deathmatch mode was an important factor in the game's popularity. Doom was not the first first-person perspective shooting game with a face to face competitive mode (MIDI Maze, on the Atari ST, had one in 1987), but it introduced the term deathmatch to games and was the first to use Ethernet connections, and the combination of violence and gore with fighting friends made deathmatching in Doom particularly attractive. Due to its widespread distribution, Doom became the game that popularize the mode of play to a large audience. Doom was also widely praised by the gaming press. In 1994, it was named Game of the Year by both PC Gamer and Computer Gaming World. It received the Award for Technical Excellence from PC Magazine, and the Best Action Adventure Game award from the Academy of Interactive Arts & Sciences. EXTENSIBILITY[EDIT] An important feature of the Doom engine is a modular approach that allows game content to be replaced by custom patch files, known as PWADs. Wolfenstein 3D had not been designed this way, but fans had nevertheless figured out how to create their own levels for it, and id Software decided to push this phenomenon further. The first level editors appeared in early 1994, followed over the next few years by additional tools which allow most aspects of the game to be edited. Although the majority of PWADs contain one or several custom levels of essentially the same style as the original game, others implement new monsters and other resources, and heavily alter the gameplay; various popular movies, television series, and other brands from popular culture have been turned into Doom maps by fans (although this has led to copyright disputes), including Aliens, Star Wars, The X-Files, The Simpsons, and Batman. In 1994 and 1995, PWADs were primarily available online over bulletin board systems or sold in collections on compact discs (sometimes bundled with editing guidebooks) in computer shops; FTP servers later became the primary distribution method. Tens of thousands of PWADs (at least) have been created in total; the idgames FTP archive at gamers.org alone contains over 17,500 files. The idea of making Doom easily modifiable was primarily backed by John Carmack, a well-known supporter of copyleft and the hacker ideal of people sharing and building upon each other's work, and by John Romero, who had hacked games in his youth and wanted to allow other gamers to do the same. Not everybody in the id Software crew was happy with this development; some, including Jay Wilbur and Kevin Cloud, objected due to legal concerns and in the belief that it would not be of any benefit to the company's business. NEGATIVE REACTION[EDIT] A bloody scene in E4M8: Unto the Cruel In a press release dated January 1, 1993, id Software wrote that they expected Doom to be 'the number one cause of decreased productivity in businesses around the world'. This prediction came true at least in part: Doom became a major inconvenience at workplaces, occupying the time of employees and clogging computer networks with traffic caused by deathmatches. Intel and Carnegie Mellon University, among many other organizations, reportedly formed policies specifically disallowing Doom-playing during work hours. Doom was (and remains) a controversial product due to its high levels of violence, gore, and Satanic imagery. It has been repeatedly criticized by Christian organizations for its diabolic undertones, and prompted fears that virtual reality technology, then in its earliest forms, could be used to simulate extremely realistic killing; in 1994, this led to unsuccessful attempts by Washingtonstate senatorPhil Talmadge to introduce compulsory licensing of VR use. The game again made national headlines in 1999, when it was linked to the Columbine High School massacre. LEGAL ISSUES IN GERMANY[EDIT] The game was put on the index of the Bundesprüfstelle für jugendgefährdende Medien on 31 May 1994 (date of official announcement). This meant that the game could not be advertised, sold, rented, or otherwise given to minors. This applied to all versions of the game, except for the Game Boy Advance port. On the 4th of August 2011 the Bundesprüfstelle für jugendgefährdende Medien deleted Doom from the index on request by ZeniMax Media.[1] DOOM WADS (2020-04-12) : FREE DOWNLOAD, BORROW, AND STREAMING ... LEGACY[EDIT] Doom is widely regarded as one of the most important titles in gaming history. In the wake of its immense popularity, dozens of new first-person shooter titles appeared, which were more often referred to as 'Doom clones' than 'first-person shooters'. Id Software went on to release a sequel, Doom II, followed by an expanded edition for retail stores (The Ultimate Doom), and additional levels by experienced WAD designers from the fan community (Master Levels for Doom II and the standalone Final Doom). Doom itself was eventually ported to several dozen other operating systems and consoles. Doom has also appeared in several other media, including a comic book, four novels, and a film released in October 2005. The game's development and impact on popular culture is the subject of the book Masters of Doom by David Kushner. Devoted players have spent years creating speedruns, competing for the quickest completion times and sharing knowledge about routes through the levels and how to exploit engine bugs as shortcuts. Achievements include the completion of both Doom and Doom II on the 'Ultra-Violence' difficulty setting in less than 30 minutes each. In addition, a few players have also managed to complete Doom II in a single run on the 'Nightmare!' difficulty setting (level designer John Romero has characterized the idea of such a run with the statement 'it's just gotta be impossible!'). Movies of most of these runs are available from the Compet-n database. Although the popularity of the Doom games decreased following the publication of Quake in 1996, the series has retained a strong fan base that continues playing competitively and creating new PWADs (the idgames archive still receives a number of new PWADs each week), and Doom-related news is still tracked at various community websites. Interest in Doom was renewed in 1997, when the source code for the engine was released; fans then began porting the game to various operating systems, even to previously unsupported platforms such as the Sega Dreamcast and the iPod, and adding new features which allow PWADs to alter the gameplay more radically (such as OpenGL rendering and scripting). There are well over 50 distinct source ports, some of which remain under active development. EPISODES[EDIT] Doom maps WEAPONS[EDIT] * Plasma gun * * BFG9000 * Weapons with an asterisk do not appear in the shareware version. MONSTERS[EDIT] DOOM II: HELL ON EARTH - FREE DOWNLOAD AND SOFTWARE REVIEWS ... * Cacodemon * * Lost soul * * Spiderdemon * * Cyberdemon * Monsters with an asterisk do not appear in the shareware version. SEE ALSO[EDIT] * Doom II, Final Doom * DOOM.EXE, DOOM.WAD, DOOM1.WAD SOURCES[EDIT] * This article incorporates text from the open-content Wikipedia online encyclopedia article Doom (video game). * This article incorporates text from the open-content Wikipedia online encyclopedia article Doom WAD. * 10 Years of Doom at Doomworld.com * An interview with John Carmack (archived 🏛) at Doomworld.com EXTERNAL LINKS[EDIT] * Download Doom shareware at Doomworld/idgames DOOM 2 : ID SOFTWARE LLC : FREE DOWNLOAD, BORROW, AND ... OFFICIAL DOOM WEBSITES[EDIT] * id Software's official site (archived 🏛) * The 'Official' Doom FAQ, compiled by Hank Leukart * DOOM manual on Wolfenstein Goodies BRUTAL DOOM: HELL ON EARTH STARTER PACK (COMPLETE) FILE - MOD DB GAME WEBSITES[EDIT] * Doom on MobyGames * Doom (archived 🏛) on John Romero's web page MISCELLANEOUS[EDIT] * The Ultimate Doom at Compet-n * The Ultimate Doom full-game runs at the Doom Speed Demo Archive * Top-down perspective view of all Doom levels by Ian Albert * Review at ONEMANDOOM: WAD Reviews REFERENCES[EDIT] 1. ↑BPjM (4 August 2011). '»Doom« aus der Liste der jugendgefährdenden Medien gestrichen.'Bundesprüfstelle für jugendgefährdende Medien (archived 🏛). MORE VIDEOS FOR DOOM 2 HELL ON EARTH WAD DOWNLOAD » Retrieved from 'https://doomwiki.org/w/index.php?title=Doom&oldid=257013' POST NAVIGATION Serial Pretty Good Solitaire Aerofly Fs 2 Flight Simulator MOST POPULAR ARTICLES * : Easy Cut Studio Crack * : Fringe Season 1 Download Utorrent * : UK Quickbooks 2016 Licence * : Dragon Ball Z Legacy Of Goku Unblocked * : Xex Menu For Xbox One * : Doom 2 Hell On Earth Wad Download * : Download .net Reflector Full Version * : Legend Zelda Ocarina Time * : Install Wine On Mac Homebrew * © Maxloading884