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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)
   
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 * 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 »

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