------------------------------------------------------------------------------ T H E " O F F I C I A L " ================= =============== =============== ======== ======== \\ . . . . . . .\\ //. . . . . . .\\ //. . . . . . .\\ \\. . .\\// . . // ||. . ._____. . .|| ||. . ._____. . .|| ||. . ._____. . .|| || . . .\/ . . .|| || . .|| ||. . || || . .|| ||. . || || . .|| ||. . || ||. . . . . . . || ||. . || || . .|| ||. . || || . .|| ||. . || || . .|| || . | . . . . .|| || . .|| ||. _-|| ||-_ .|| ||. . || || . .|| ||. _-|| ||-_.|\ . . . . || ||. . || ||-' || || `-|| || . .|| ||. . || ||-' || || `|\_ . .|. .|| || . _|| || || || || ||_ . || || . _|| || || || |\ `-_/| . || ||_-' || .|/ || || \|. || `-_|| ||_-' || .|/ || || | \ / |-_.|| || ||_-' || || `-_|| || || ||_-' || || | \ / | `|| || `' || || `' || || `' || || | \ / | || || .===' `===. .==='.`===. .===' /==. | \/ | || || .==' \_|-_ `===. .===' _|_ `===. .===' _-|/ `== \/ | || || .==' _-' `-_ `=' _-' `-_ `=' _-' `-_ /| \/ | || || .==' _-' %%%%% `-__\._-' %%% `-_./__-' %%% `' |. /| | || ||.==' _-' %% %% %% %% %% `' | /==.|| ==' _-' #### ####### ## %%## \/ `== \ _-' ## ## ## ###%% `-_ / `'' ``' Post-Release v5.8 - MINOR revision Last Updated: August 30, 1994 EST Written by: Hank Leukart (ap641@cleveland.freenet.edu) "DOOM: Where the sanest place... is behind a trigger." "DOOM: Such mayhem the likes of which have never been witnessed in this particular dimension!" ----------------------------------------------------------------------------- ---------- DISCLAIMER ---------- This FAQ is to aid in informing the public about the game DOOM, by id Software. In no way should this promote your killing yourself, killing others, or killing in any other fashion. Additionally, Hank Leukart claims NO responsibility regarding ANY illegal activity concerning this FAQ, or indirectly related to this FAQ. The information contained in this FAQ only reflects id Software indirectly, and questioning id Software regarding any information in this FAQ is not recommended. --------------------- TRADEMARK INFORMATION --------------------- All specific names included herein are trademarks and are so acknowledged: id Software, DOOM, Apogee, Wolfenstein 3-D, Creative Labs, WaveBlaster, Sound Blaster, Advanced Gravis, Gravis UltraSound (GUS), Gravis Gamepad, Forte, Roland, Roland Sound Canvas, Pro Audio Spectrum, IBM, Microsoft, MS-DOS, Atari, and Jaguar. Any trademarks not mentioned here are still hypothetically acknowledged. ---------------- COPYRIGHT NOTICE ---------------- This article is Copyright 1993, 1994 by Hank Leukart. All rights reserved. You are granted the following rights: I. To make copies of this work in original form, so long as (a) the copies are exact and complete; (b) the copies include the copyright notice and these paragraphs in their entirety; (c) the copies give obvious credit to the author, Hank Leukart; (d) the copies are in electronic form. II. To distribute this work, or copies made under the provisions above, so long as (a) this is the original work and not a derivative form; (b) you do not charge a fee for copying or for distribution; (c) you ensure that the distributed form includes the copyright notice, this paragraph, the disclaimer of warranty in their entirety and credit to the author; (d) the distributed form is not in an electronic magazine or within computer software (prior explicit permission may be obtained from Hank Leukart); (e) the distributed form is the NEWEST version of the article to the best of the knowledge of the distributor; (f) the distributed form is electronic. You may not distribute this work by any non-electronic media, including but not limited to books, newsletters, magazines, manuals, catalogs, and speech. You may not distribute this work in electronic magazines or within computer software without prior written explicit permission. These rights are temporary and revocable upon written, oral, or other notice by Hank Leukart. This copyright notice shall be governed by the laws of the state of Ohio. If you would like additional rights beyond those granted above, write to the author at "ap641@cleveland.freenet.edu" on the Internet. --------- CONTENTS: --------- [1] Introduction *1-1* A word from Hank Leukart [1-2] About the "Official" DOOM FAQ (1-2-1) About the "Official" DOOM ASCII Logo [1-3] Getting the "Official" DOOM FAQ [1-4] Adding to the FAQ [1-5] The DOOM Mailing List (1-6) Acknowledgments [1-7] Accurate Information =SECTION ONE= PRELIMINARY INFORMATION [2] What is DOOM? [3] What makes DOOM different from Wolfenstein 3-D? [3-1] Texture-Mapped Environment [3-2] Non-Orthogonal Walls [3-3] Light Diminishing/Light Sourcing [3-4] Variable Height Floors and Ceilings [3-5] Environment Animation and Morphing [3-6] Palette Translation [3-7] Multiple Players [3-8] Smooth, Seamless Gameplay (3-9) New Monsters and Artificial Intelligence [3-10] Weapons [3-10-1] What does BFG9000 stand for? [4] Who created DOOM? [4-1] How can I contact id Software? [5] What are the differences 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 six versions different? *5-4* What is the commercial release? (5-5) I bought DOOM in a store, is it illegal? [5-6] What is the Jaguar release? *5-7* What is WinDOOM? *5-8* What are DOOM ports are in the works? [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 and node building source code? (6-6) What books about DOOM are available? [7] What is needed to run DOOM? [7-1] What is REQUIRED to run DOOM? [7-2] What sound cards does DOOM support? [7-3] What game controllers does DOOM support? [8] How can I use multiple players in DOOM? [8-1] How does the multi-player gameplay work? [8-1-1] How does pausing, saving, and loading work? [8-1-2] What are the different uniform colors for? [8-1-3] How does a player see what others are doing? [8-1-4] How do players communicate using Chat Mode? [8-1-5] How do the weapons work? [8-1-6] What happens when a player dies? [8-1-7] Can players exchange supplies? [8-1-8] Miscellaneous [8-2] What exactly is "DeathMatch" mode? [8-3] How does DOOM work with networks? *8-3-1* What are the network command line parameters for DOOM? (8-3-2) How does DOOM determine player colors? [8-3-3] How can I use DOOM on Novell Netware Lite? [8-3-4] How can I use DOOM on other types of networks? [8-3-5] 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 using IHHD? *8-5-2* How can I play DOOM using TCPSetup? [8-6] How can I setup DOOM to be played on a multi-player BBS? (8-7) Where can I find multi-player partners? =SECTION TWO= CHEATS AND SPOILERS [9] How can I cheat in DOOM? [9-1] What are the DOOM cheat codes? *9-2* What command line parameters exist? (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) Secret Master List *10-2-2* Knee-Deep in the Dead *10-2-3* The Shores of Hell *10-2-4* Inferno [10-3] When should I use each weapon? [10-4] Where can I get each weapon for the first time? (10-5) Where can I find the various powerups in the game? (10-5-1) How much do health and armor items help me? [10-6] How powerful is the ammunition? (10-6-1) How much ammunition is obtained from picking up the various types? [10-7] How many enemies are in the entire game? [10-7-1] Knee Deep in the Dead [10-7-2] The Shores of Hell [10-7-3] Inferno [10-8] How many shots does it take to kill each enemy? (10-9) Which enemies will attack each other? =SECTION THREE= DOOM ADD-ON SOFTWARE *11* What is DOOM add-on software and where can I get it? *11-1* If I don't have FTP access, how can I get these files? [12] What cheating utilities have been made for DOOM? [13] What add-on utilities allow me to alter DOOM? [13-1] BSP v1.2x *13-2* DEHACKED v1.3 *13-3* Deframed v1.0 (13-4) DEU v5.21 (13-5) DMapEdit v3.0 (13-6) DMAUD v1.1 [13-6-1] DMFE v0.0.1 [13-7] DMGRAPH v1.1 (13-8) DMMUSIC v1.0a (13-9) DOOMCAD v4.3 (13-10) DOOM Color Changer (13-11) DOOMDump v0.9 (13-12) DOOM Editor: The Real Thing v2.60b4 [13-13] DOOMTOOL [13-14] DOPE v1.02 (13-15) IDBSP v1.0 [13-16] Jumble v3.0 [13-17] MDE: My DOOM Editor v0.90b (13-18) Move Level v2.0 (13-19) MUS2PWAD v1.0 [13-20] NodeNav v0.8 (13-21) RanDOOM v1.65 (13-22) REJECT v1.0 (13-23) Renegade Graphics DOOMED v1.1c/e [13-24] RENWAD [13-25] VERDA v0.20 (13-26) VERDA Node Builder v1.05 (13-27) WADED v1.23 [13-28] WAD Extended Tools v1.0 [13-29] WAD Hacker v2.0 [13-30] WADMASTER v0.5 [13-31] WADNAME (13-32) Wads_Up v1.1 [13-33] WAD Tools v1.0 [14] What add-on data files exist for DOOM? (14-1) Graphics (14-2) Missions (14-2-1) A comprehensive listing (14-2-2) DOOM DeathMatch WAD Ranking (14-2-3) PWAD Authoring Template v1.4 (14-3) Sounds (14-4) Music (14-5) LMPs (Recordings) *14-6* DEHACKED patches [15] What other miscellaneous DOOM add-ons exist? [15-1] BNUDOOM v1.26 (15-2) DIRPWAD (15-3) DOOMBSP Source Code [15-4] The DOOM Hall of Fame: Collectors Edition (15-5) The DOOM Hacker's Tool Kit v1.0 *15-6* The DOOM Help Service *15-7* The DOOM Honorific Titles [15-8] DOOM Launcher for OS/2 v1.1 (15-9) The DOOM Level Design FAQ v1.1 [15-10] DOOMLOAD v2.01a [15-11] DOOM Master v2.0 *15-12* DOOMenu v10.0 [15-13] DOOMODEM v1.0 [15-14] DOOM Modem Contact List R7 [15-15] DOOMPICS.ZIP [15-16] DOOM Serial Connection Manager v1.06b [15-17] DOOM Utilities v0.1 (15-18) DOOM WAD Manager v1.30c (15-19) The DOOM IPX Network FAQ v1.2 (15-20) LNTYP v1.01 (15-21) MIDI2MUS [15-22] OLDIPX.ZIP [15-23] SER4.ZIP [15-24] The Ultimate DOOM Maps [15-25] The Unofficial DOOM Specs v1.4 [16] Future add-on software (16-1) Add-on software wish list [16-2] Add-on software in the making =SECTION FOUR= TROUBLESHOOTING [17] Why won't DOOM work correctly? [17-1] How can I use SMARTDRV.EXE with DOOM? [17-2] Why am I getting an "OUT OF MEMORY" error with DOOM? [17-3] Why does DOOM crash when I start it? [17-4] How can I run DOOM under OS/2? [18] Why won't my sound card work with DOOM? [18-1] Why won't my Sound Blaster v1.0 or v1.5 work with DOOM? (18-2) Why won't my Sound Blaster Pro work with DOOM? (18-3) Why won't my Gravis UltraSound work with DOOM? [18-4] Why does the game crash when using my Gravis UltraSound? [18-5] Why won't my Pro Audio Spectrum 16 work with DOOM? [18-6] Why won't my ATI Stereo-F/X work with DOOM? [19] Miscellaneous DOOM problems [19-1] Why won't my mouse work with DOOM? [19-1-1] Why does my mouse start moving itself during play? [19-1-2] Why won't my two button mouse work with DOOM? [19-1-3] Why won't my IBM PS/2 mouse work with DOOM? [19-2] Why does netDOOM seem to crash at certain times? (19-3) Why won't my modem work with DOOM? [19-4] Why is my network slowing down when using DOOM? (19-5) Why won't the v1.666 patch install correctly? [19-6] DOOM is too easy [19-7] DOOM is too hard [19-8] I get motion sickness when playing DOOM =SECTION FIVE= MISCELLANEOUS (20) Confidential NORAD Transmission (21) Other literature available from Hank Leukart [22] Conclusion [23] Revision History [23-1] Pre-Game-Release FAQs [23-2] Post-Game-Release FAQs ------------------------- CHAPTER [1]: Introduction ------------------------- *1-1*: A word from Hank Leukart =============================== Because I have ESP, I know that right now, you're thinking: "What in the world is he doing? He's releasing yet ANOTHER FAQ? Is this guy satanic or what?" id decided that in the last few weeks that they should keep releasing versions of DOOM on the Internet until they had a version with no bugs. :) And, hopefully, with v1.666, they will have finally done it. So, here is the "Official" DOOM FAQ, v5.8. Who was it who sent me E-mail asking if I was a masochist? Because I have ESP, I know that right now, you're thinking: "Wait a minute! I just downloaded DOOM v1.666. Why did I get this incredible FAQ with it?" id Software was kind enough to allow me to package the FAQ with DOOM v1.61bt and with DOOM v1.666. I think this will be great for all DOOM players, as many of their questions can be answered immediately. This should also cut down on questions to id's technical support. Because I have ESP, I know that right now, you're thinking: "Okay, now what is he going to talk about? After all, it has only been a few weeks since the last FAQ! What new, cool add-on utilities could he plug? I do admit that in the last few weeks, I haven't seen any major upgrades on any of the DOOM editors or other popular utilities. I have seen, however, a new utility that has probably caught on the fastest of any of the add-ons. Matt Fell recently released a small file outlining the DOOM.EXE. This file gave way to DEHACKED by Greg Lewis (gregory.lewis@umich.edu). And what a COOL utility! Some of the patches made for DEHACKED allow monster "morphing," a shotgun that fires as fast as a chain gun, and a flame thrower to replace the plasma gun. Other special-effects include flying enemies and enemies that look like trees. I recommend downloading this utility along with some of the patches. See Chapters [13-2] and [14-6] for more information. Because I have ESP, I know that right now, you're thinking: "Let me see. If I can scramble my brain waves, maybe he won't be able to read my mind anymore." Okay, you figured me out. I don't actually have ESP after all. Anyway, watch out for mind readers, memorize the FAQ, and above all, "keep on DOOMing!" -Hank Leukart [1-2]: About the "Official" DOOM FAQ ==================================== Welcome to the post-release v5.8 of the "Official" DOOM FAQ. What does that mean? Post-release is after the game is released, version 5.8 is a minor revision written after 5.7, "Official" means absolutely nothing, DOOM is the name of the game, and FAQs are [F]requently [A]sked [Q]uestions. Here's how revision classification works. If a new version of the FAQ only has a small amount of information changed or added, the version number is increased by 0.1. This is called a "minor revision." If a new version of the FAQ has a substantial amount of new information changed or added, the version number is increased by 0.5. This is called a "standard revision." If a new version of the FAQ has a huge amount of added or changed information, major parts of the FAQ are rearranged, or major parts of the FAQ are rewritten, then the version number is increased by 1.0. This is called a "major revision." You may be wondering why chapter numbers are enclosed in either []'s, ()'s, or **'s. The definition of these is as follows: []: Chapters enclosed in brackets mean that the information contained in the chapter has not been updated in this or the previous FAQ. (): Chapters enclosed in parenthesis mean that the information contained in the chapter has not been updated since the previous FAQ. **: Chapters enclosed in asterisks means that the information contained in the chapter is new or has been updated for the current version of the FAQ you are reading. (1-2-1): About the "Official" DOOM ASCII Logo ============================================= Thanks to Frans P. de Vries (fpdevries@hgl.signaal.nl), an incredible ASCII DOOM logo was added to the beginning of the document in v5.5 of the FAQ. Please keep in mind that, as is rest of this document, the logo is copyrighted. This FAQ may not be split into parts and distributed. Therefore, the logo may not be used independently from the "Official" DOOM FAQ in any other documents apart from the "Official" DOOM FAQ, the Unofficial DOOM Specs, and DOOM iNsAnItY. Thank you for respecting U.S. copyright laws. [1-3]: Getting the "Official" DOOM FAQ ====================================== I am sorry to announce that my DOOM Mailing List has been canceled, due to numerous problems. Anyone who has had a subscription to the list in the past will no longer receive updates, and no new subscriptions are permitted. There is a new mailing list, however. See Chapter [1-5] for more information. The "Official" DOOM FAQ can still be requested from me, however. My Internet E-mail address is "ap641@cleveland.freenet.edu." Please make the subject of your E-mail "DOOM FAQ Request." The "Official" DOOM FAQ is posted every two weeks (or earlier if a new version is released) on the following Usenet groups. (1) comp.sys.ibm.pc.games.action (2) comp.sys.ibm.pc.games.announce (3) comp.sys.ibm.pc.games.misc (4) alt.games.doom 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 /pub/incoming/id IN /pub/msdos/games/id/home-brew/doom (2) infant2.sphs.indiana.edu IN /pub/doom/incoming IN /pub/doom/text (3) wuarchive.wustl.edu IN /pub/MSDOS_UPLOADS/games/doomstuff The file name of the upload will be "doom??.faq" where "??" is the version number of the FAQ. This filename is for FTP sites only. BBS filenames are below. New releases of the "Official" DOOM FAQ are uploaded to Software Creations BBS (and other BBSes) under the file name "dmfaq??.zip" where "??" is the version number of the FAQ. Software Creations BBS: (a) (508)-365-2359 2400 baud (b) (508)-368-7036 9600-14.4k v.32bis (c) (508)-368-4137 14.4-16.8k HST/DS ATTENTION: ALL BBSes, Compuserve, America Online, GEnie, and all other information services. PLEASE conform to the naming standard of the "Official" DOOM FAQ when placing this file on your system. The file name should be "dmfaq??.zip" where the "??" is the version number of the FAQ or "dmfaq??.txt" if the FAQ is a text file instead of PKZIPped. [1-4]: Adding to the FAQ ======================== If you want something added to the FAQ, please send E-mail to "ap641@cleveland.freenet.edu" (no quotes), explaining what your addition is. It will be reviewed, and if accepted, added to the next FAQ version. In the E-mail, please supply your name and E-mail address. Please note that all submissions to the FAQ become the property of the author (Hank Leukart) and that they may or may not be acknowledged. By submitting to the FAQ, you grant permission for use of your submission in any future publications of the FAQ in any media. The author reserves the right to omit information from a submission or delete the submission entirely. [1-5]: The DOOM Mailing List ============================ The DOOM Mailing List is run by an automatic server. To subscribe, send mail to "listserv@cedar.univie.ac.at" with "sub DOOML " 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 no subject on the message. If you are having problems with the server, mail "savage@cedar.univie.ac.at" with your problem. *1-6*: Acknowledgments ====================== I'd like to thank id Software for creating such a GREAT game! It definitely exceeds expectations. I'd also like to thank them for helping me out, and getting involved with on-line users. I'd like to thank the following on-line users for the following reasons: ID SOFTWARE IN ALPHABETICAL ORDER: John Romero (help@idsoftware.com) What a guy! He's been putting up with my infinite cross-examinations for six months now, and he still hasn't killed me! He also read through the ENTIRE FAQ to give me a list of corrections for this release. A BIG thanks, John! (oh yeah, he also programmed that game -- what was it called?! :)) David Taylor (help@idsoftware.com) Three cheers for David Taylor! His once-in-a-while "idNews" Usenet postings always seem to cut down the amount of E-mail I get for a few hours. He also, has put up with me, and answered numerous questions. Jay Wilbur (help@idsoftware.com) You've got to admire this guy. He puts his life and his family's life on the line everytime he posts a release date (or "within two weeks") on Usenet. He's a great CEO, a great net representative, and handled the small island travel arrangements at a time in which we thought we might be pummeled. :) And to everyone else at id Software, thanks for a great game! ALPHABETICAL ORDER: Christoph Anderson (psycho@asl.uni-bielefeld.de) - Enemy count info Marco Arriaga (marco@fidev.pwcm.com) - Novell Netware Lite information Kent Bentkowski (dpmh69a@prodigy.com) - DOOM Book information Barry Bloom (barry@noc.unt.edu) - Modem Initialization Strings Steve Bonds (sbonds@jarthur.claremont.edu) - IPX FAQ information Vesselin Bontchev (bontchev@fbihh.informatik.uni-hamburg.de) - Major help on grammatic and other problems Larry J. Brackney (brackney@ecn.purdue.edu) - Jaguar Specs Scott Browser (browersr@cnsvax.uwec.edu) - Information on SMARTDRV Jason Brunette (stimpy2129@aol.com) - Command line parameters Kevin Burfitt (zaph@torps.apana.org.au) - Command line parameters Tom Cannon (inkblot@leland.stanford.edu) - Location of the chain saw TC Cheng (tc@po.EECS.Berkeley.edu) - PAS information Scott Coleman (tmkk@uiuc.edu) - The TCPSetup DOOMer's FAQ Jay Cotton (jay@calc.vet.uga.edu) - The TCPSetup DOOMer's FAQ David Datta (datta.cs.uwp.edu) - Copyright notice/DOOM distribution Seth Delackner (dax@crl.com) - Command line parameters James Dicke (jdicke@carroll1.cc.edu) - DOOM DeathMatch WAD Ranking Vinc Duran (vincd@ile.com) - ATI Stereo F/X information Joakim Erdfelt (joakim.erdfelt@swsbbs.com) - Great DOOM Utilities, and help with the FAQ Paul Falstad (pf@z-code.z-code.com) - HUGE amount of secret info (big thanks!) Matt Fell (matt.burnett@acebbs.com) - DOOM Spec writer David Few (dfew@cix.compulink.co.uk) - OS/2 settings info Mark Harrop (harrop@telecom.jorn.gov.au) - Information classification Jarkko Tapio Heinonen (jtheinon@cc.helsinki.fi) - Small grammar help Fred Homewood (fred@meiko.com) - Novell Network Lite info John Iodice (jiodice@telesciences.com) - HUGE grammatic fixes list John Thomas Lemke (jtl10@ciao.cc.columbia.edu) - Frames per second info Henry Liang (liangh@eniac.seas.upenn.edu) - IHHD information Ian CR Mapleson (mapleson@cee.hw.ac.uk) - PS/2 Mouse information Bill McCormick (billmcc@microsoft.com) - WinDOOM information Samer Meshreki (meshreki@udel.edu) - Gravis UltraSound information Christian Metcalfe (uk05624@mik.uky.edu) - Weapon shot conversions Michael Millard (michael.millard@swcbbs.com) - Making sure the FAQ got finished :) Neal Miller (millen3@rpi.edu) - For putting up with my seemingly inability to get his add-on software in correctly :) "Minstrel" (minstrel@u.washington.edu) - IPX Network info "Motop" (ekschult@vela.acs.oakland.edu) - Network card supply Tom Neff (tneff@panix.com) - DOOM Design FAQ, monster information Joe Pantuso (73633.2517) - Miscellaneous info, putting up with my seemingly inability to get the RGD Editor entry correct :) Elias Papavassilopoulos (ep104@cus.cam.ac.uk) - Cheat codes and parameters Walter Pullen (cruiser1@stein.u.washington.edu) - INCREDIBLE amount of secret info and saving me at the last second from definite DOOM :) Charlie Ray (exuchar@exu.ericsson.se) - DOOM: Opening a door to hell Tobey Reed (treed@world.std.com) - DOOM v1.2 information Owen Salava (osalava@vaxsrv2.royalroads.ca) - Keeping my nose to the grind- stone and making sure my mailbox is filled Joost Schuur (zxmsu01@studserv.zdv.uni-tuebingen.de) - Miscellaneous info Wouter Slegers (wsbusr3@urc.tue.nl) - DOOM Secrets FAQ information Stanley Stasiak (stasiak@tartarus.uwa.edu.au) - Motion sickness/secrets Stephen Sprunk (ssprunk@nox.cs.du.edu) - Modem information Stephen Stibler (stibler@watson.ibm.com) - Two button mouse information Ajaipal S. Tanwar (tanwar@utxvms.cc.utexas.edu) - Secret level information Aaron Fredrick Tiensivu (tiensivu@student.msu.edu) - Command line parameters John Van Essen (vanes002@maroon.tc.umn.edu) - DOOM Mini FAQ/Miscellaneous Jim Urbas (jimu@point.cs.uwm.edu) - DOOM DeathMatch WAD Ranking Frans P. de Vries (fpdevries@hgl.signaal.nl) - The cool ASCII DOOM logo, lots of grammatic help, and never ending FAQ attention "Zhar" (cerberus@hade.eqinox.gen.nz) - Fixing the "*" search method Forgive me if I am missing anyone, so many people have helped me! #- THANK YOU! -# If, for some reason, I did miss you, PLEASE send me E-mail! Finally, I'd like to thank everyone who reads this FAQ, you are what the FAQ is for! [1-7]: Accurate Information =========================== An attempt has been made to make the information in this FAQ as accurate as possible. Unfortunately, due to the fact that the game was recently released, and updates, add-ons, and new information are being worked on each second, it's hard to keep up. I had to stop myself from adding to the FAQ, because if I didn't it would have never been released! The original press release dated from January 1993 listed a few things that didn't go in the final game. Some of those things were impossible to do after rewriting the 3-D engine 4 times over (for speed and size); other things just made no sense with the rest of the design. Trust id Software. They know what they are doing. DOOM is one great game! ===================================== =SECTION ONE= PRELIMINARY INFORMATION ===================================== -------------------------- CHAPTER [2]: What is DOOM? -------------------------- DOOM is a three dimensional, virtual reality type action game created by id Software. In some ways, it is similar to Wolfenstein 3-D (id Software, Apogee). In DOOM, you're a space marine, one of Earth's toughest, hardened in combat and trained for action. Three years ago you assaulted a superior officer for ordering his soldiers to fire upon civilians. He and his body cast were shipped to Pearl Harbor, while you were transferred to Mars, home of the Union Aerospace Corporation. The UAC is a multi-planetary conglomerate with radioactive waste facilities on Mars and its two moons, Phobos and Deimos. With no action for fifty million miles, your day consisted of suckin' dust and watchin' restricted flicks in the rec room. For the last four years the military, UAC's biggest supplier, has used the remote facilities on Phobos and Deimos to conduct various secret projects, including research on inter-dimensional space travel. So far they have been able to open gateways between Phobos and Deimos, throwing a few gadgets into one and watching them come out the other. Recently however, the gateways have grown dangerously unstable. Military "volunteers" entering them have either disappeared or been stricken with a strange form of insanity--babbling vulgarities, bludgeoning anything that breathes, and finally suffering an untimely death of full-body explosion. Matching heads with torsos to send home to the folks became a full-time job. Latest military reports state that the research is suffering a small setback, but everything is under control. A few hours ago, Mars received a garbled message from Phobos. "We require immediate military support. Something fraggin' evil is coming out of the gateways! Computer systems have gone berserk!" The rest was incoherent. Soon afterwards, Deimos simply vanished from the sky. Since then, attempts to establish contact with either moon have been unsuccessful. You and your buddies, the only combat troop for fifty million miles were sent up pronto to Phobos. You were ordered to secure the perimeter of the base while the rest of the team went inside. For several hours, your radio picked up the sounds of combat: guns firing, men yelling orders, screams, bones cracking, then finally silence. Seems your buddies are dead. Things aren't looking too good. You'll never navigate off the planet on your own. Plus, all the heavy weapons have been taken by the assault team leaving you only with a pistol. If only you could get your hands around a plasma rifle or even a shotgun you could take a few down on your way out. Whatever killed your buddies deserves a couple of pellets in the forehead. Securing your helmet, you exit the landing pod. Hopefully you can find more substantial firepower somewhere within the station. As you walk through the main entrance of the base, you hear animal-like growls echoing throughout the distant corridors. They know you're here. There's no turning back now. ------------------------------------------------------------ CHAPTER [3]: What makes DOOM different from Wolfenstein 3-D? ------------------------------------------------------------ [3-1]: Texture-Mapped Environment ================================= DOOM offers the most realistic environment to date on the PC. Texture-mapping, the process of rendering fully-drawn art and scanned textures on the walls, floors, and ceilings of an environment, makes the world much more real, thus bringing the player more into the game experience. Others have attempted this, but DOOM's texture mapping is fast, accurate, and seamless. Texture-mapping the floors and ceilings is a big improvement over Wolfenstein 3-D. With their new advanced graphic development techniques, allowing game art to be generated much 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 of any 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 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 horizontally, and DOOM will do the rest! [3-5]: Environment Animation and Morphing ========================================= In DOOM, the world reacts to you. Many surfaces animate. A glowing wall-plate may change in appearance when you touch it. Radioactive ooze could seethe and bubble. In earlier versions of the FAQ, I talked about environment animation and morphing. id Software removed information terminals, access stations, and wall weapon damaging. DOOM does include "crushing ceilings," however. [3-6]: Palette Translation ========================== In earlier versions of the FAQ, I talked about many different types of palette translation. Most of the palette translation has been removed from DOOM. The only palette translations that are currently implemented in DOOM are for multi-player mode (other players are in different colors), invincibility mode and a few other special effects. [3-7]: Multiple Players ======================= Up to four players can play over a local network, or two players can play by modem or serial link. DOOM v1.2 supports modem play. You can see the other player in the environment, communicate with him or her, and in certain situations you can switch to their view. This feature, added to the 3-D realism, makes DOOM a very powerful cooperative game and its release a landmark event in the software industry. This is the first game to really exploit the power of LANs and modems to their full potential. In 1994, id Software fully expects to be the number one cause of decreased productivity in businesses around the world. See Chapter [8] for more information on multi-playing. [3-8]: Smooth, Seamless Gameplay ================================ The environment in DOOM is frightening, but the player can be at ease when playing. Much effort has been spent on the development end to provide the smoothest control on the user end. And the frame rate (the rate at which the screen is updated) is high, so you move smoothly from room to room, turning and acting as you wish, unhampered by the slow jerky motion of most 3-D games. On a 386DX, the game runs well, and on a 486/33, the normal mode frame rate is almost as fast as 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 alert some monsters. Then, they'll come looking for you! Opening doors, going down stairs, wading through slime, etc. You are still able to get the drop on them from behind, just like in Wolfenstein 3-D -- but you have to be sneakier about it. There is a huge amount of new enemies in DOOM. Here is a list: FORMER HUMANS (dudes in filth-covered combat suits): Just a few days ago, you were probably swapping war stories with one of these guys. Now it's time to swap some lead upside their head. They are the weakest of all enemies. FORMER HUMAN SERGEANTS (dudes in black armor, also filthy): Same as above, but much meaner and tougher. These walking shotguns provide you with a few extra holes if you're not careful! IMPS (brown thorny hominids): You thought an imp was cute little dude in a red suit with a pitchfork. Where did these brown bastards come from? They heave balls o' fire down your throat and take several bullets to die. It's time to find a weapon better than that pistol if you're going to face more than one of these S.O.B.s. DEMONS (pink horrors, vaguely humanoid): Sorta like a shaved gorilla, except with horns, a big head, lots of teeth, and harder to kill. Don't get too close or they'll rip your fraggin' head off. SPECTRES (vague, half-formed shapes): Great. Just what you needed. An invisible (nearly) Demon. + LOST SOULS (flying skulls): Dumb. Tough. Flies. On fire. Flying skills with a hot temper. They like to go for a screaming head-on collision. + CACODEMONS (gigantic floating one-eyed heads): They float in the air, belch ball-lightning, and boast one Hell of a big mouth. You're toast if you get too close to these monstrosities. BARONS OF HELL (you'll know `em when you see `em): Tough as a dump truck and nearly as big, these goliaths are the worst thing on two legs since Tyrannosaurus Rex. Watch out for the green plasma they fling at you. + CYBERDEMON (rocket shooting colossus): When you get to the end of the second episode, you'll know. + SPIDERDEMON (huge robotic chaingun shooting spider): It will make you wish you never were playing DOOM in the first place. Watch for it at the end of the third episode. +: Not found in the shareware version [3-10]: Weapons =============== Here's a list of weapons that are in DOOM. Don't try using these at home. :) (1) Fist (2) Chain Saw (3) Pistol (4) Shotgun (5) Chain Gun (6) Rocket Launcher (7) Plasma Rifle + (8) BFG9000 + + = Denotes a weapon not implemented in the shareware version. [3-10-1]: What does BFG9000 stand for? -------------------------------------- Being the most powerful weapon, the only thing BFG9000 could stand for would be "Big Fraggin' Gun." :) ------------------------------ CHAPTER [4]: Who created DOOM? ------------------------------ DOOM was created by id Software, and is also published by id Software. Id Software is made up of the following dedicated people: - John Romero Coder - - John Carmack Coder - - Dave Taylor Coder - - Adrian Carmack Artist - - Kevin Cloud Artist - - Jay Wilbur CEO - - Sandy Peterson Designer - - Shawn Green Tech Support - - Robert Prince Music - Note: Apogee has NOTHING to do with DOOM. [4-1]: How can I contact id Software? ===================================== id Software can be contacted via the Internet. If you would like to ask any questions about DOOM (that are not answered in here), send E-mail to "help@idsoftware.com". Id Software can also be reached at their 800 number. The number is (800)-ID-GAMES. This number is for ordering games ONLY. This number is not for technical support or inquiries. --------------------------------------------------------------------- [5]: What are the differences between the different releases of DOOM? --------------------------------------------------------------------- *5-1*: What is the shareware release? ===================================== The shareware version of DOOM only includes one of the three missions of DOOM. Each mission contains eight levels and a secret level. The shareware version contains network support and modem support. The shareware version does NOT include the Plasma Rifle and the BFG9000 weapons. On December 10th, 1993, v1.0 was released. On December 16th, 1993, v1.1 was released. On February 17th, 1994, id released v1.2 of DOOM. This version fixed many bugs and added new features, including modem support. Unfortunately, this revision added many new bugs. On June 28th, 1994, v1.4 was released. This version was only an "Internet Beta version," as was used to find bugs before the pending released of v1.5 of DOOM. Then, on July 8th, 1994, v1.5 was released as another "Internet Beta version." Both version 1.4 and 1.5 were released without registered version patches. In early August, v1.6 was released as yet another "Internet Beta version." FINALLY! In early September of 1994, v1.666 made its debut! The new features of v1.4, v1.5, and v1.666 are all outlined in Chapter [5-3]. [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 July of 1994 are older versions. It is recommended that you upgrade to v1.666 if you wish modem support, Nightmare mode, DeathMatch v2.0, and various other bug fixes. *5-3*: What makes the six versions different? ============================================= Seven different versions of DOOM have been released: v1.0 (which has the v0.99 operating system), v1.1, v1.2, v1.4, v1.5, v1.6, and v1.666. 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. Version 1.2, released on February 17th, added modem play, Nightmare mode, and better use of networks, but again introduced many new bugs. v1.4 of DOOM was a Beta version released exclusively on the Internet, and was only used for finding bugs before the pending v1.5 release. v1.5 followed, which again was released as an Internet Beta version to find bugs for the pending v1.6. v1.6 was then released as another Beta, and finally v1.666 was released in early September which fixed some modem play problems and other miscellaneous sound code and control bugs. v1.4/v1.5/v1.666 new features: - New 14.4k and 28.8k modem support - Better serial support - New and improved SETUP.EXE with the following features: + Phone number list + Modem string database + Level warp key (F1) + Up to eight digital channels instead of four - New DeathMatch v2.0 rules (-ALTDEATH parameter): + All objects respawn after 30 seconds + Suicide subtracts a frag from your score + Negative frags are now possible - You can type "+" and "-" in chat mode - The "Official" DOOM FAQ is now included - Microscopic map bugs fixed and some elements changed in certain maps for network play - Recording multiplayer demos is now possible - Recorded demos do NOT end when you die or when the level ends. You must press "Q" or quit from DOOM to halt recording. The default demo buffer is 128K, but it can be increased by using the "-MAXDEMO <#k>" command-line parameter. "-MAXDEMO 1024" would allocate one megabyte for a demo recording buffer! - When playing back Multiplayer demos, you can use F12 and TAB keys to access the other player's views and watch everyone on the automap. - You can NOT use external files with the shareware version any longer. You must register first. - You can now reload maps using the IDCLEV cheat if you are map editing on a LAN - Supports RESPONSE files for up to 100 command-line arguments. A response file is a text file that contains all the command-line arguments you which to pass to DOOM. An example would be: ---- start of file ---- (don't type this line) -nomonsters -deathmatch -altdeath ---- end of file ---- (don't type this line) If you name this file RESPONSE.TXT, when you invoke DOOM, you would type "DOOM @RESPONSE.TXT" and add any additional command-line parameters afterwards. - Sound Blaster AWE32 sound support - Sound does NOT work under Windows or OS/2 yet. A new version is being test and will be released when it is stable. - new FAST parameter allows optional fast enemies - new TURBO parameter allows the marine to move more quickly (this is considered cheating and is only meant for DeathMatch play) - the DEVPARM parameter is no longer needed to record demos NOTE: Saved games from versions before v1.666 do not work with v1.666. Bug fixes since v1.5: - Miscellaneous sound code, serial code, and control fixes - IDKFA and shotgun no longer crashes the game Bug fixes since v1.4: - SERSETUP has been rewritten-- AGAIN! - Help screen now mentions F11:Gamma Correction. - Sprite graphics can now be used in PWADs. - A bug that caused some monsters to teleport outside of the levels has been corrected. - Mysterious DeathMatch bug (since v1.0) that caused random objects to reappear but not be gettable has been corrected. - Increased 64K of savegame buffer space for PWAD developers. - SERSETUP COM port setting > 38400 has been fixed. - Response file bug fixed. - SETUP lets you type ENTER for a control key. - New GUS instrumnet mapping file for 1mb GUS cards only. Bug fixes since v1.2: - Now more than two people can play over a network without crashes. - No more PS/2 mouse bug (player loses control of character, character spins, game locks, etc.) - Saving a game under a open door, restoring it, then pressing space no longer causes the game to crash. - Sound code rewritten. - Serial game difficulty selection fixed in SETUP.EXE. - map bug fixes including two-sided linedef bug and faulty SKY1 ceiling texture mapping - gun projectiles (rockets, plasma, rockets) will no longer trigger linedefs It is recommended that you upgrade to v1.666 if you have not already done so. *5-4*: What is the commercial release? ====================================== The commercial version of DOOM is called "DOOM II: Hell on Earth" and will not be released in stores until October 10th, 1994. DOOM II is finished and is now available to registered users of the original DOOM. It can be ordered directly from id or from GT Interactive Software at 1-800-332-4300. It costs $44.95 per copy. DOOM II will include these features: * Chaingun dude. Kill him & pick up his weapon! * Archvile: Resurrects dead demons and does a Hellfire attack on ya! * Fatso: Shoots triple high-speed bruiser-damage shots, but moves around pretty slowly * Pain Elemental: A gray/brown Cacodemon that shoots Lost Souls! When you kill him, 3 Lost Souls birth from the goo! * Hell Knight: A weaker, lighter-colored version of the Baron of Hell * 30 levels * Lots of graphics * All new music * More sound effects * Runs a little faster than original DOOM due to further code optimizations! * Totally killer DeathMatch-designed levels! (5-5): I bought DOOM in a store, is it illegal? =============================================== Here is accurate information regarding DOOM's legality. (1) DOOM purchased directly from (800)-ID-GAMES is NOT illegal. (2) The registered version of DOOM purchased in ANY retail stores within the United States is illegal. (3) The registered version of DOOM purchased on CD-ROM ANYWHERE is illegal. (4) The registered version of DOOM purchased in retail stores OUTSIDE of the countries listed below is illegal. Australia New Zealand Hong Kong Taiwan Singapore Netherlands UK (5) The registered version of DOOM purchased in retail stores in Canada is illegal. (6) The shareware version of DOOM purchased anywhere (on CD-ROM or otherwise) is LEGAL. I hope this clears it up. If you own an illegal copy of DOOM, please E-mail to "help@idsoftware.com" to report the distributor, date of purchase, and price. Calling (800)-388-PIR8 is also allowable for people without Internet access. [5-6]: What is the Jaguar release? ================================== Shawn Green of id Software has been gracious enough to indulge a nearly constant barrage of questions concerning the upcoming Jaguar version of DOOM. The Jaguar is a 64-bit game cartridge 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 concerning 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. *5-7*: What is WinDOOM? ======================= Here is the latest information on WinDOOM, direct from Microsoft. - WinDOOM is a joint effort of id Software and Microsoft. Microsoft is doing most of the porting work. - WinDOOM is a Win32 application. It runs under Windows NT and Windows 4.0. - WinDOOM uses the recently announced WinG libraries. - WinDOOM supports full music and sound and supports all Windows MIDI and WAVE devices. - WinDOOM has variable resolution. WinDOOM can render the display at 320x200 through 640x400. Resolutions greater than 640x400 are performed via "stretching" (this is a limitation of the DOOM engine) - WinDOOM supports network play via WinSOCK (TCP/IP) and NetBIOS (NetBeui, IPX, etc.) - WinDOOM supports any display with at least 256 colors. - WinDOOM is multithreaded so if you're running under a multiprocessor machine you'll see a significant speed increase. - WinDOOM will support DEC Alpha and MIPS RISC machines. *5-8*: What are DOOM ports are in the works? ============================================ Here is the status on all the latest DOOM ports. OS/2: Still working, no dates yet. IBM guys are handling this. This is how this will work: You will be able to download the OS/2 version from most BBSs and ftp sites. It will work with your registered wad or the shareware one. NO CHANGE. SGI Irix v5.2: ftp.uwp.edu:/pub/msdos/games/id/sgixdoom.tar.Z. It is integrated with the v1.6ish DOOM version. It supports pixel-doubling, -tripling, -quadrupling as well as 16-bit sound for clearer mixing. Now compiled with -mips1 flag. LINUX: Same as Irix version. Not finshed yet. Out later, though. This will also be available from most ftp sites. JAG: Running very fast. Lighting is working now. This will be out later this summer probably September. We are doing this. There will be two new levels in the Jag version. The graphics are getting faster every day. MAC: We have found a team to do this. There is no release date. No development has begun. We just got some Power PCs to test the beta version on. It should be here soon. Please do NOT ask to test this. There is no more info on this at this time. NO CHANGE. ---------------------------------- CHAPTER [6]: Where can I get DOOM? ---------------------------------- Note: Unless you are an official id Software Beta-Tester, any Beta version that you may have in your possession is a violation of U.S. federal copyright laws. Additionally, it is illegal to make copies of the registered release of DOOM. Violation of these laws can result in fines of up to $250,000 and jail terms of up to 5 years. If you are in possession of a Beta version, it is suggested that you delete your copy immediately. [6-1]: How can I get the shareware release? =========================================== *6-1-1*: What are the file names? --------------------------------- DOOM is released in two formats, a two file 1.44mb format, and a one file 2mb format. The 2mb format is released under the name "doom1_6.zip". The 1.44mb file names are "doom1_6a.zip" and "doom1_6b.zip." If you got DOOM before September of 1994, it is recommended that you upgrade to v1.666 if you wish all of its new features and bug fixes. NOTE: v1.666 shareware and the registered patches were not available at time of writing, but should be available very soon. A patch under the file name "dm1_6spt.zip" is available to upgrade the v1.2 shareware version to v1.666. A patch under the file name "dm1_6rpt.zip" is available to upgrade the registered version to v1.666. Additionally, a file named "altdoom1.zip" is available for those people whose computers do not work with the DOOM DOS Extenders, but only for DOOM v1.1. NOTE: Registered version patches for v1.4, v1.5, and v1.6bt were NEVER released. (6-1-2): How can I get DOOM using FTP? -------------------------------------- Here is a list of sites DOOM is on. Choose the one closest to you for fastest delivery. andyspc.rh.uchicago.edu: /pub/doom cactus.org: /incoming (will be moved to /pub/IHHD/multi-player) charm.tn.cornell.edu: /pub/doom ftp.cc.umanitoba.ca: /wolf3d/incoming (will be moved to pub/doom) ftp.demon.co.uk: /pub/ibmpc/games/id ftp.sun.ac.za: /pub/msdos/id ftp.uml.edu: /msdos/Games/ID ftp.uwp.edu: /pub/msdos/games/id ftp.funet.fi: /pub/msdos/games/id infant2.sphs.indiana.edu: /pub/doom/id lemming.uvm.edu: /incoming (only the patch from 1.1 to 1.2) wuarchive.wustl.edu: /pub/MSDOS_UPLOADS/games/doom [6-1-3]: How can I get DOOM using AFS? -------------------------------------- DOOM can get received from the following AFS site. /afs/andrew.cmu.edu/usr23/dsa3/ftp [6-1-4]: How can I get DOOM on a BBS? ------------------------------------- DOOM is on id Software's official BBS, Software Creations. DOOM is located in the id Software directory. Choose the appropriate phone number for your modem. (a) (508)-365-2359 2400 baud (b) (508)-368-7036 9600-14.4k v.32bis (c) (508)-368-4137 14.4-16.8k HST/DS [6-2]: How can I get the mail-order release? ============================================ The mail-order release of DOOM is available directly from id Software. To order, call id Software's order number, (800)-ID-GAMES. This number is for ORDERING ONLY, not for inquiries or technical support. The mail-order version of DOOM costs $40.00. If you live out of the United States, you can still order DOOM by an out-of-country shareware distributor. *6-3*: How can I get the commercial release? ============================================ The commercial release of DOOM will not be available until October 10th, 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? ================================================================== id has made the decision not to release their own DOOM specs. The Unofficial DOOM Specs, however, written by Matt Fell and distributed by myself, are available. See Chapter [15-24] for more information. (6-5): Where can I get the serial play and node building 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." The node building source code is available on the FTP site "ftp.uwp.edu" in the directory "/pub/msdos/games/id" under the filename "doombsp.zip." (6-6): What books about DOOM are available? =========================================== Killer DOOM: Tips & Tricks by Brady Publishing Author: Robert Waring Price : $9.95 Order : (800)-428-5331 The Official DOOM Survival Guide Author: Jonathan Mao Mendoza Price : $19.95 ($15.00 if ordered directly from id) Order : (800)-ID-GAMES DOOM Battlebook: Secrets of the Games series by Prima Publishing Author: Rick Barba Price : $14.95 ISBN #: 1-55958-651-6 ---------------------------------------- CHAPTER [7]: What is needed to run DOOM? ---------------------------------------- [7-1]: What is REQUIRED to run DOOM? ==================================== DOOM requires a 386sx IBM compatible computer running MS-DOS v3.3 or higher, VGA (320x200x256) graphics, and 4mb of RAM. The shareware version of DOOM needs about 4.8mb of hard drive space. The mail-order version needs about 12mb of hard drive space. DOOM ports for the Atari Jaguar, Linux/X, Irix/X, Windows, OS/2 PM, MacOS, SEGA 32X (Mars), QNX, FreeBSD, Solaris, and UNIX are also planned. [7-2]: What sound cards does DOOM support? ========================================= DOOM supports general MIDI, Adlib, Sound Blaster, Sound Blaster Pro, Sound Blaster 16, Roland Sound Canvas, Gravis UltraSound, WaveBlaster, Pro Audio Spectrum 16, and compatibles. [7-3]: What game controllers does DOOM support? =============================================== DOOM supports keyboard, mouse, joystick, and trackball (functioning as a mouse). DOOM also supports the Gravis Gamepad and Logitech Cyberman. ---------------------------------------------------- CHAPTER [8]: How can I use multiple players in DOOM? ---------------------------------------------------- DOOM supports 2-4 players in a multi-player mode. DOOM is playable over networks, modems and by serial link. Note: For playing the registered DOOM over networks or by modem, EACH user MUST BUY his/her own individual copy of the game. [8-1]: How does the multi-player gameplay work? =============================================== In DOOM, players are able to see each other, and watch each other jerk in pain as they are hit during the game. Players are able to watch others get hurt, die, and move throughout the labyrinth. DOOM allows players to play together, working as a team. In this cooperative mode, players can see each other on an "automap" and switch to each other's view. DOOM also allows players to play against each other, in DeathMatch mode. [8-1-1]: How does pausing, saving, and loading work? ==================================================== In DOOM, some things change when playing with more than one player. When you activate the Options menu or submenus, the game KEEPS RUNNING so that other players can continue with the action. So, it is best to find a safe place before adjusting screen size, sound, etc. A player may pause the game by pressing the PAUSE key, but any other player can unpause the game by pressing the PAUSE key again. Make sure it is okay with your buddies before taking a breather. When you do a save game during network/modem play, it saves on every player's system in the save game slot you select, writing over whatever was there. Before saving the game, players should agree on a safe slot to save it in. You cannot load a saved game while playing a multi-player game. To load a game, everyone must quit from the current game and restart the game from a saved game. To start a game from a saved game, you can either select it from the SETUP program or identify it as a command line parameter. [8-1-2]: What are the different uniform colors for? --------------------------------------------------- In network/modem games, each player's uniform is a different color. The color of your character is the color behind your face on the status bar. The colors are BROWN, INDIGO (black), GREEN, and RED. These are used to identify between players during game play, and to chat with others using Chat Mode. [8-1-3]: How does a player see what others are doing? ----------------------------------------------------- If you're playing in cooperative mode, press F12 to toggle through the other players' viewpoint(s). 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 was added. After defining ten macros in SETUP.EXE, pressing the player color, and then "ALT-" 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. In DeathMatch v2.0 (use the ALTDEATH parameter), weapons are removed from the playing field from thirty seconds and then reappear when playing DeathMatch mode. [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 unless you are playing in DeathMatch v2.0. Even though you've died, other players have survived. [8-1-7]: Can players exchange supplies? --------------------------------------- Players cannot exchange supplies. [8-1-8]: Miscellaneous ---------------------- In Cooperative mode, each player begins in the same area. In DeathMatch mode the players begin in completely different areas--if you want to see your buddy you'll need to hunt him down. Plus, each time you die, you'll start in one of several random locations. Unlike in single-player or Cooperative mode gameplay, in DeathMatch mode the players start at each location with the keys necessary for opening any locked door in that area. In DeathMatch mode the ARMS section on the status bar is replaced with "FRAG." The FRAG section displays the number of times you've killed your opponents. In Cooperative mode the Automap works the same way it does in single-player mode. Each player is represented by a different color arrow. In DeathMatch mode you won't receive the pleasure of seeing your opponents on the map. Just like the monsters, your friends could be just around the corner, and you won't know it until you face them. [8-2]: What exactly is "DeathMatch" mode? ========================================= DOOM has a "DeathMatch" mode where every player is out for himself. At the beginning, the level is infested with enemies and power-ups. In this mode, players can't see the other players in the Automap, nor switch to their view. Players are not able to view other's health in the mode, because of the disadvantage this can cause. [8-3]: How does DOOM work with networks? ======================================== DOOM supports the IPX (Novell Netware) protocol in the initial shareware version. Using this network support, DOOM can be played in a workplace type environment. To start network mode: (1) Launch DOOM from the SETUP program, by going to the directory in which you installed DOOM, typing SETUP, and pressing the ENTER key. Unlike playing DOOM in single player mode, DOOM in multi-player mode must be run either from the SETUP program or by using the command line parameters. (2) The SETUP program allows you to configure the information that is necessary for the multi-player game. The SETUP is simple to use. (3) Start the game! *8-3-1*: What are the network 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 (0-5) 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 (1-5) 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 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. Note that using -respawn and -nomonsters at the same time is a dumb thing to do. -respawn -ALTDEATH uses DeathMatch v2.0 mode. -altdeath -FAST uses fast monsters, as in Nightmare mode -fast -MAXDEMO determines the maximum size of a recorded demo -maxdemo -TURBO increases the speed of the marine (this is considered cheating in single player mode and is meant for DeathMatch only) -turbo ) You must make sure that all of the networked computers using DOOM are using the same frame type. [8-3-5]: How can I set up a small inexpensive DOOM network? ----------------------------------------------------------- All that is required for network play is a network card for each computer, a T-plug for each computer (usually supplied with your network card), and some cable. A server is not necessary. Here is a good supply of inexpensive eight bit network cards for DOOM play. Corporate Systems Center PHONE: (408)-734-DISK 1294 Hammerwood Avenue FAX: (408)-745-1816 Sunnyvale, CA 94089 Brand new 16-bit cards priced at only US$49.00 each. When calling, tell your service person that you would like to run DOOM. Corporate Systems will send you the cards mentioned here. [8-4]: How can I play DOOM by serial link? ========================================== DOOM works in two player mode by modem or null modem. The minimum baud rate to play DOOM is 9600 bps. Shareware versions 1.0 and 1.1 do NOT support play by modem or serial link. It is recommended that you upgrade to v1.666 of DOOM. Using this mode is similar to network mode. To use a serial link connection, run the DOOM setup and choose "Run Network/Modem/Serial Game." Then, choose the type of connection you plan to make. Then, configure the game to your liking, and choose the connect method. Note that to run null-modem game, you must have a null-modem cable plugged into a serial port on both computers and each computer runs SETUP.EXE with identical parameters. If you are using a modem, you will most likely need to edit the MODEM.CFG file in the DOOM directory. The first line of the file is an initialization string. Pull out your modem manual, and do the following. (1) Find the code that turns off error correction. (2) Find the code that turns off data compression. (3) Find the code that locks your modem at 9600 baud. (4) Find the code that turns off all hardware and software flow control. (5) Create an "AT" initialization string with all these codes and put it into the MODEM.CFG. To find an already created initialization string for your modem, look in Chapter [18-3] of this FAQ. If one is not listed for your modem, you will have to dig up your modem manual for the correct settings. The second line is a hangup string used when you quit DOOM. If you STILL cannot get the modems to connect, both of you should run your favorite terminal programs, and connect with 9600, no error correction, no data compression, and NO HARDWARE FLOW CONTROL. Then just run SETUP.EXE with the "Already Connected" option in the configuration box. [8-5]: How can I play DOOM over the Internet? ============================================= *8-5-1*: How can I play DOOM using IHHD? ---------------------------------------- Enter IHHD -- the Internet Head to Head Daemon designed by Jim Knutson. With this brilliant little piece of code, multiplayer gaming has soared to new heights. With IHHD, you'll be able to play Head to Head against other human opponents all over the world, with the only cost to you being the regular prices you pay to connect to or use your Internet host. Best of all, it's free. First of all, your host needs to be running UNIX as its operating system. If you aren't sure what your host is running for its operating system, check the information given at the login prompt or send mail to your administrator. Other than that, you should be able to run IHHD with ease. Your first order of business is to get the IHHD software. It is available via anonymous FTP at "rex.pfc.mit.edu" in the "pub/IHHD/src" directory. To get it: (1) FTP to rex.pfc.mit.edu ("ftp rex.pfc.mit.edu" at UNIX prompt) (2) At the login prompt, enter "anonymous" (3) At the password prompt, enter your E-mail address (4) At the command prompt, type "cd pub/IHHD/src" (5) Type "binary" (6) Type "get dialer1.6.4.shar" (7) Type "bye" If you followed the above steps, you should now have the "dialer1.6.4.shar" file in your home directory. Type "ls" at your host's command prompt to verify its existence. If you don't see it, try the above steps again or call for help. Next, if you've successfully retrieved the "dialer1.6.4.shar" file from the FTP site, you need to prepare the IHHD to run on your UNIX system. For UNIX veterans, the "dialer1.6.4.shar" file is in fact a shar file, and contains a makefile for easy compiling on your system. For the rest of us, follow these steps to get the IHHD up and running: (1) Create a directory to put the IHHD software in. Type "mkdir IHHD" at the command prompt. (2) Move the IHHD file to the new directory. Type "mv dialer1.6.4.shar IHHD" (3) Go to the IHHD directory. Type "cd IHHD" (4) Unpack the IHHD files. Type "sh dialer1.6.4.shar" (5) Compile the IHHD software to run on your system. Type "make" (6) You should now see a whole mess of files in the IHHD directory. The important filenames you're looking for should be: "dialer" "tcpdialer" "tcpanswer" "call" "showlog" (7) If you've got these, you're cool. Otherwise, try the above steps again, re-retrieve the "dialer1.6.4.shar" file from "rex.fpc.mit.edu" using the instructions above, or call for help. If everything checks out, you're ready to rumble! Here's how you get connected using IHHD: (1) Set up a time to play with another Internet DOOM player. Ideally, you should use E-mail to make the prior arrangements. Make sure you and your opponent use the same baud rate and line settings for your modems. Make sure data compression, error correction, and hardware flow control on your modem are off. Look at the modem initialization strings section in this FAQ for more help. (2) When it's time to play, start your favorite terminal program and call up your Internet host using your modem. Make sure that your baud rate and line settings correspond to your opponent's. (3) Login to your Internet host normally. (4) Contact the other player by sending a short E-mail message indicating that you are on the net and ready to play. (5) Once you both establish that you're there and ready to go, return to your UNIX prompt. (6) Type "cd IHHD" to enter your IHHD directory. (7) You may have to type "terminal download," if you do not have it activated already. (8) Type "dialer opponent's.host" to start the IHHD connection. For example, if you were playing against knuston@cactus.org, you would type "dialer cactus.org" to initiate the connection. Another way is to type "tcpdialer opponent's.host" while your opponent types "tcpdialer -answer". Or reverse roles, where you type "tcpdialer -answer" while your opponent types "tcpdialer your.host". Don't ask me what the difference is; I don't know. So, to recap, there are two methods of IHHD connection. Method 1: dialer. You each type "dialer other.guy's.host" Method 2: tcpdialer. One of you types "tcpdialer other.guy's.host" while the other types "tcpdialer -answer". (9) Regardless of which method you use to connect, type short text messages followed by a carriage return until you see your opponent acknowledge you. Unless you have "local echo" set to ON in your serial settings, you will not see the text you type. (10) If you don't see your opponent after a reasonable amount of time, exit dialer or tcpdialer by pressing "CTRL-C" (i.e. hitting the "CTRL" and "C" key simultaneously.) Contact your opponent again by E-mail and agree to try the other method of connecting. (11) If you're connection looks fine and your opponent has acknowledged you and you have acknowledged him, exit your terminal program and change to your DOOM directory. Run SETUP.EXE, and select "Run Network/Modem/Serial Game." On the next menu, choose "Modem." Finally, configure all of the options to your liking, select "Already Connected," and press F10. (12) If everything goes well, DOOM will start up and bring you to your first game over the Internet! Congratulations, you are now connected by IHHD. You can now proceed to play DOOM as if you were connected via a regular phone line. If you are having trouble getting DOOM to work with your modem, you may want to download one of the many third-party serial drivers for DOOM. (see Chapter [15]) Unfortunately, because of the nature of the Internet, delays and warping may occur with your IHHD connection, depending on the quality of the connection between your and your opponent's host machines. These delays are often sporadic, and depend largely on what's going on on the Internet at that particular times. Then again, you might just be extremely unlucky and have a cruddy Internet connection. To gauge the quality of the connection, try to "ping" your opponent's computer from your host. At the UNIX prompt, type "ping -s opponent's.host". You should get a listing of "ping times", which you may stop at any time by pressing "CTRL-C". Try pinging some other hosts you know to get an idea of how much ping times vary, and use this data to guesstimate the quality of the connection between your host and your opponent's. Another way to judge the quality of your connection is to simply look at the other player. If he's jumping all over the place, you've got a cruddy connection. If he's relatively smooth and steady, you've got a good connection. If all else fails, burn incense and sacrifice a beautiful young virgin princess to the net.gods. No, wait. Better yet, send me a virgin. E-mail me for an address. *8-5-2*: How can I play DOOM using TCPSetup? -------------------------------------------- -------------------------------------------------------------------------- The TCPSETUP DOOMer's FAQ version 1.00 by Scott Coleman (tmkk@uiuc.edu) and Jay Cotton (jay@calc.vet.uga.edu) DOOM across the Internet is made possible by a neat little freeware program called TCPSETUP, written by Jake Page. TCPSETUP uses the UDP protocol (part of the TCP/IP protocol suite) to send DOOM game information between multiple machines on the Internet. It is based on WATTCP, a public domain library of routines written by Eric Engelke of the University of Waterloo. Although the authors of this document did not write TCPSETUP, we have used the program extensively and played iDOOM sessions successfully with opponents as far away as Estonia (formerly a part of the Soviet Union). In writing this FAQ, we hope that sharing some of our experience will make it easier for you to get connected in your own iDOOM sessions. Q1: I want to play Internet DOOM. What hardware do I need? To successfully play DOOM across the Internet, you will need the following hardware: * A machine capable of playing DOOM (D'OHH!) * An ethernet card. And not just any old ethernet card, mind you - your ethernet card must be supported by a packet driver if you wish to use it to play iDOOM. This document assumes that your PC is already equipped with a functional ethernet card, although it may currently be in use for some other non-TCP/IP function (such as a node on a Novell network). * A direct connection to the Internet. If there is a modem somewhere in the link between your PC and your opponent's PC, this FAQ is not for you. Although it is possible to play iDOOM over a modem link (either by dialing up to a UNIX machine and using IHHD or via SLIP/PPP), such connection methods are beyond the scope of this document. * A MicroSoft-compatible mouse. OK, OK - so you don't REALLY need a mouse to play iDOOM, but it does help you turn more quickly, aim more accurately, and STOMP your keyboard-only iDOOM opponents... ;-) Q2: OK, I've got all the hardware. What software do I need? In addition to the hardware requirements, some software is also required to round out your the package. Before you can play, you'll need to pick up the following: * DOOM 1.2 or higher (1.6 beta or higher is STRONGLY recommended, since 1.6 seems to have solved some problems related to initializing network games). DOOM versions 1.1 and below are incapable of using TCPSETUP. * A packet driver written specifically for your ethernet card. The Packet Driver is what lets TCPSETUP (and therefore DOOM) "talk" to your ethernet card. * TCPSETUP.EXE, the Internet driver for DOOM. * The WATTCP Applications (not absolutely necessary, but can be useful for debugging and testing your setup). Q3: Hold it - I don't have some of this software! Where can I get it? * To obtain TCPSETUP: Log on to infant2.sphs.indiana.edu via anonymous ftp. Change to directory /pub/doom/multi_doom/net. Download the file TCPSET9B.ZIP. Version 0.9B is the latest version of TCPSETUP as of this writing. The file named TCPSETUP.ZIP is an older version which is both buggy and incompatible with 0.9B - make sure you get the newer version. * Many ethernet cards come with the appropriate packet drivers on a utilities diskette packaged with the card. If your card does not come with a packet driver, there is an excellent collection of freely available packet drivers called the Crynwr (nee Clarkson) Packet Driver collection. You can obtain it via anonymous ftp from oak.oakland.edu. Change to the /pub/msdos/pktdrvr subdirectory and download PKTD11.ZIP and PKTD11C.ZIP. The files PKTD11A.ZIP and PKTD11B.ZIP contain source code for the packet drivers and example programs - you won't need these in order to play iDOOM. * To obtain the WATTCP applications, ftp to dorm.rutgers.edu, change to the /pub/msdos/wattcp/ subdirectory, and download file APPS.ZIP. Q4: OK, I've got everything, now what do I do to set it up? Setting your computer up for TCP/IP access is very straightforward. As an illustration, I'll be taking you through the steps necessary to set up a PC with an SMC ethernet card and the IP address 128.192.23.5. You'll of course need to substitute your own specific information in place of the examples given here. All set? OK, let's get started. Step 0: START WITH A CLEAN BOOT!!!!! Set up your CONFIG.SYS and AUTOEXEC.BAT files to load as few drivers as possible. This includes such things as memory managers (HIMEM, EMM386, QEMM, etc.) and network drivers (e.g. LSL, IPXODI). DOOM doesn't need the former, and the latter will probably conflict with the packet driver. We recommend that you prepare a boot floppy with a CONFIG.SYS containing only a FILES=20 line, and an AUTOEXEC.BAT containing only prompt=$p$g. Step 1: Set up the packet driver. Determine your ethernet card's IRQ setting, it's base I/O port setting, and it's memory address setting (if any). You should be able to determine this by looking at the card itself and consulting the user manual. You'll need some if not all of this information, depending upon which packet driver you use. Unzip the appropriate driver from Crynwr Packet Driver collection archive. In our example case, the packet driver is called SMC_WD.COM. By looking at the jumpers on the card and consulting the manual, I determined that the card has been set to IRQ 7, Base I/O port address 300h, and the base memory address is at segment d800h. For this example, I have chosen to use interrupt 60h for the packet driver. Packet drivers typically operate on an interrupt in the range of 60h to 80h inclusive; since nothing else in my sample system happens to be using the first available interrupt (INT 60h), I chose that. Thus, to load my packet driver, I use the following command line: SMC_WD 0x60 0x7 0x300 0xd800 where 0x60 is the packet driver interrupt, 0x7 is the IRQ setting on the card, 0x300 is the I/O port base address, and 0xd800 is the memory base address (NOTE: all numbers are in C-style HEX notation). Don't worry if you don't understand what all this stuff means - as long as you use the correct numbers, your packet driver should work. NOTE: If your PC is currently part of a Novell network (e.g. Netware, Netware Lite, Personal Netware) the parameters you need can be found in a file called NET.CFG, usually located in your \NOVELL, \NWLITE or \NWCLIENT subdirectories (along with all the other drivers needed by Novell). At the very minimum, the packet driver should give a sign on message and report the ethernet address of your NIC (Network Interface Card) when you load it. Chances are that if your ethernet card has been functioning properly for other tasks (e.g. as a node on a Novell network) then you'll have no problems here. If not, or if there are any error or warning messages, something is wrong. One possibility is that one of the settings on your ethernet card is in conflict with those of another adapter card in your system. No two adapter cards can have the same IRQ, I/O port, or memory address settings, nor can the memory areas of two cards overlap. Whatever the cause, you'll need to correct the problem before continuing. Step 2: Set up your WATTCP.CFG file. Your WATTCP.CFG file contains important parameters used by the WATTCP TCP/IP kernel. These values MUST be entered correctly if you wish to make a connection with another DOOM PC. In preparation for this, you'll need several bits of information. Contact the network administrator for your site and find out the IP address for your machine, the IP address for your gateway or router, the IP address of at least one Domain Name Server local to your site, and your netmask value. The three IP addresses will each consist of four groups of digits separated by periods. In our example, the machine's IP address is 128.192.23.5, the gateway is 128.192.23.1, the netmask is 255.255.255.0, and the nameserver address is 128.192.44.67. NOTE: it is important to use the numeric IP addresses, not the actual host names. NOTE: If you have other Internet programs currently installed on your machine, such as Gopher or the Trumpet newsreader, you can probably get the information you need from the configuration files you need for those programs (some will even use their own WATTCP.CFG, in which case you can simply copy it over to your DOOM directory). When you have collected all this information, unzip the TCPSET9B.ZIP file in your DOOM directory. Use your favorite ASCII text editor to edit the file called WATTCP.CFG. Edit or add the following lines in WATTCP.CFG: my_ip= gateway= nameserver= netmask= MSS= On our example machine, the WATTCP.CFG file looks like this: my_ip=128.192.23.5 gateway=128.192.23.1 netmask=255.255.255.0 nameserver=128.192.44.67 MSS=256 Save the changed file and exit back to DOS. A short digression: The last line of the WATTCP.CFG file specifies the MSS, or Maximum Segment Size, used by WATTCP when sending and receiving IP packets across the Internet. The theory behind a small MSS is that it can improve throughput in a game like DOOM, which sends out lots and lots of tiny packets (usually 16 or so bytes in size). The jury is still out on whether or not this actually helps; however, it won't HURT so I recommend that you throw it in just in case. Some players who have tried the MSS=256 trick have reported noticeable increase in speed and playability of network games; feel free to do some experimenting and find out for yourself. If you know your machine's IP address, but you can't find out the other values, you can often get away with some educated guesswork. For instance, the gateway for a subnet usually has an IP address ending in .1, as is the case with our example. Thus, if your IP address is xxx.yyy.zzz.www, try setting your gateway's IP address to xxx.yyy.zzz.1. As for the subnet mask, a common value for this parameter is 255.255.255.0. Finally, if you don't know your nameserver's IP address, you can probably get by without it for the purposes of DOOM playing. Since you'll be specifying IP addresses for all of your opponents' machines, a nameserver lookup won't be necessary to resolve their addresses. Step 3: Test your TCP/IP setup. Load your packet driver with the appropriate interrupt, IRQ, I/O and memory addresses. Next, unzip the TCPINFO and PING programs from the WATTCP apps archive into your DOOM directory. At the DOS prompt, type: TCPINFO and press the key. If your WATTCP.CFG values are set up correctly, and if your packet driver and net connection are functional, you'll see a couple of screens of information about your system, including your ethernet address and the parameters you specified in the WATTCP.CFG file. If everything looks OK, the next step is to use the PING program to attempt to establish contact with your subnet gateway. At the DOS prompt, type PING and press the key. After a brief delay, you should see a message telling you that the host is responding, as well as the round trip time for PING's test packets. If you see the "Timeout" error message, then something is wrong with your setup; if your PC is unable to reach your gateway, it will be unable to reach the rest of the Internet, as well. For our sample system, we would type: ping 128.192.23.1 If your gateway PING was successful, try PINGing your Domain Name Server (at the IP address you specified in WATTCP.CFG) as well as some well-known site on the internet (e.g. infant2, which is at IP address 129.79.234.115). These will test your machine's ability to connect with other machines outside of your subnet as well as those outside of your site. All of these PINGs should result in a "host responding" message with a response time. If any of these attempts fails, recheck your entries in WATTCP.CFG and/or get some help from your network administrator. Examples for our test system: ping 128.192.44.67 and ping 129.79.234.115 Put Me in, Coach - I'm Ready to Play! OK, if you've made it this far, you're now ready for the main event: an actual game of DOOM! For this first attempt, it's best to try and find someone on your local network who's willing to put in a little frag time with you. Connections on your local net will be faster and less problematic, whereas if you attempt as long distance connection your first time out, you'll have a hard time discerning problems caused by distance from problems caused by an incorrect configuration. In general, the players will decide beforehand which machine will be machine #1, which will be #2, which will be #3, and so on. Then each machine's command line follows the format tcpsetup [game options] -net The IP addresses MUST appear in order, i.e. machine #1's IP address must appear FIRST in ALL command lines. Machine #2's IP address must appear SECOND, and so on. The final piece to the puzzle is that each machine leaves it's own IP address out of the list. The result is a set of command lines like the following: tcpsetup [options] -net 1 tcpsetup [options] -net 2 tcpsetup [options] -net 3 tcpsetup [options] -net 4 Note that machine1, machine2, machine3, and machine4 are the numeric IP addresses of each respective machine in the iDOOM session. In our example scenario, the computer is part of a local area network in a computer lab. Thus, there are identical machines sitting immediately beside my test machine, with IP addresses one off from my own, i.e. the test machine has IP address 128.192.23.5, the machine to the right has IP address 128.192.23.6, and the one to the left is 128.192.23.4. After stepping through the basic configuration process outlined above on the other test machines, my frag buddies and I are ready to begin. On my machine, which we decided will be machine #1, I type: tcpsetup -deathmatch -net 1 128.192.23.6 128.192.23.4 The guy to my right, whose machine is #2 and whose IP address is 128.192.23.6, types: tcpsetup -deathmatch -net 2 128.192.23.5 128.192.23.4 And finally the guy to my left (machine #3, IP address 128.192.23.4) types: tcpsetup -deathmatch -net 3 128.192.23.5 128.192.23.6 After we all hit , our machines display "Looking for a Node..." then "Found a Node!" and after that the usual DOOM startup information. Shortly thereafter, the screen melts away and there we are, in E1M1, pistols at the ready! Give your buddies a good thrashing - you've earned it! Now, after you've gotten DOOM working on your own subnet, you're ready for the final step. Find a partner who is also capable of playing Internet DOOM. Watch the posts in alt.games.doom, or tune into the #doom or #tcpdoom channels on irc. You and he will negotiate game parameters, such as which map to play, which skill level, and so on. You'll also decide on who will be -net 1 and who will be -net 2 (experienced DEATHMATCHers will often try very hard to avoid being -net 1, since that player's uniform is colored day- glo green and is easier to spot in a DEATHMATCH). Now simply add the parameters you've agreed on to the tcpsetup command line you used before, making sure that the -net is the LAST thing on the command line, and that the entire command line does NOT exceed the 128 character limit imposed by DOS. A typical command line will look something like tcpsetup -skill 5 -nomonsters -deathmatch -net 2 128.192.55.666 Oh Oh - It's Not Working! OK, so you've done everything, just like I've shown you, but you're still having problems. The following are some suggestions to try in case of trouble. Q: My machine keeps looking for a node forever. A: TCPSETUP searches for other game nodes in a very specific way: It starts searching for the LAST player first, and then works its way backward. Thus, if you try to start a 4 player net game, but the 4th player has problems, NOBODY will find ANYBODY ELSE. This behavior can be very misleading and confusing to those caught unawares. Q: I keep seeing this ICMP: port unreachable message on my screen. A: This message is generated by the other machine when the port being requested by the sender is unavailable (in use) by the destination. I've seen this happen in some cases when I started looking for a node before the other player did. Once the other player began looking for a node also, the ICMP: messages went away, and the game linked up normally. If you see this message, you might also want to try using a different port (see the TCPSETUP documentation on the -port command line parameter). Q: The music starts up fine, but all I see is a BSOD (Black Screen of Death). Q: My machine displays "sending network start info" or "listening for network start info" and then locks up. A: TCPSETUP uses UDP packets to exchange game information between all machines in the game. UDP packets are not guaranteed to reach their destination, and there is no mechanism for the sender to even be informed that what he sent never made to the destination machine. DOOM has its own internal error detection and correction schemes, so this ordinarily isn't a problem - EXCEPT, apparently, at game startup. For whatever reason, DOOM appears to be extremely vulnerable to dropped packets during the game startup arbitration. This can result in some machines getting as far as "sending network start info" but never getting a response (if the response packet was lost) or in a node "listening for network start info" forever, since the network start info packet fell into a bit bucket somewhere along the way. One thing to do is make sure that you're waiting long enough before giving up and declaring your machine locked. In some cases, especially those involving multiple players and/or long distances, it can take quite some time for all machines involved to sync up. Give it a full minute before you give up. In some cases a machine will even get as far as clearing the graphics mode screen and starting up the music track, but will lose the game at that point. Q: What does "game mode indeterminate" mean? A: The author has only seen this error message once, on a VERY long distance connection attempt. The two ends found each other quickly, went through the entire startup sequence, only to have DOOM dump out immediately to DOS with the above error message. Upgrading both ends of the connection from the DOOM 1.5 beta to the DOOM 1.6 beta resulted in a successful connection. You call also compete in the ongoing TCP Doom Tourney. Contact Jay Cotton at jay@calc.vet.uga.edu for information on joining the tourney. You can also get help running tcpsetup and meet the authors of many of the best wads and utilities on #doom. Be warned! The IRC and tcpdoom can be VERY addictive. Don't lose your "real" life just to play a game! [8-6]: How can I setup DOOM to be played on a multi-player BBS? =============================================================== Applied Personal Computing, Inc. has recently developed a platform that allows almost any multiline BBS to host 2-4 player network DOOM games. The APCi MultiPlayer Game Server allows gamers to create a simulated IPX network just by dialing the host BBS at high speed. APCi MultiPlayer Game Client software makes use of the APCi MultiPlayer Game Server very intuitive for even the newest user of online services. Best of all, all APCi MultiPlayer Game Client software is FREEWARE and includes any and all information desired about the supported game. For more information regarding the APCi MultiPlayer Game Server, or to witness the APCi MPGS in action, call the APCi BBS at (618) 632-7664. You may also contact APCi at 1-800-535-APCi. More information can also be requested from Kevin Sawyer (sawyerk@delphi.com). (8-7): Where can I find multi-player partners? ============================================== A good place to find people to play with is on Usenet is the "alt.games.doom" newsgroup or on IRC on the #DOOM channel. ================================= =SECTION TWO= CHEATS AND SPOILERS ================================= ------------------------------------- CHAPTER [9]: How can I cheat in DOOM? ------------------------------------- [9-1]: What are the DOOM cheat codes? ===================================== Here is a list of the cheat codes from DOOM. During play, just type the codes in with the keyboard. You need not hit ENTER after the code. After entering, a message should be displayed at the top of the screen telling which cheat mode was activated. idbehold Displays menu (followed by S, V, I, R, A, or L for choice) S=Strength (Berserk) V=Invulnerability I=Partial invisibility A=Full Automap (computer map) R=Anti-radiation suit L=Light amplification visors idchoppers Gives you the chain saw (long story behind the message) idclev Warp (followed by episode number and level number) iddqd Degreelessness mode (God mode) iddt Toggles Automap between normal, full, and full with objects (enter when in Automap mode) idkfa Very Happy Ammo (full ammo, 200% armor, all weapons & keys) idmypos Displays your bearing and coordinates in hex idspispopd No clipping (you can walk through walls) *9-2*: What command line parameters exist? ========================================== To use most of these parameters, start DOOM by typing: "doom -devparm ". If the "-devparm" parameter is not needed, the parameter will be marked with a plus (+). Most of these parameters can be mixed and matched to create different effects. For instance, typing "doom -devparm -wart 1 8 -record demo01 -respawn" would record a demo on episode one, level eight, with monster respawn. Lastly, typing F1 during development mode will allow a 256 color screen capture in PCX format. @ Used to read in a command line parm file -altdeath Activates DeathMatch v2.0 (v1.4 and above) -comdev Unknown -config + Reads an alternate configuration file -control Unknown -deathmatch + Starts NetDoom in Deathmatch mode -debugfile Dumps debugging info to debug.txt -devparm Puts you in developers mode -episode + Starts on episode (1-3) -GUS Unknown -GUS1 Unknown -fast +++ Nightmare mode without respawn -file + Allows usage of an external PWAD file -left ++ Sets up a network terminal for the "left view" -loadgame + Starts from a saved game (0-5) -maxdemo + Specifies the maximum size of a LMP recording -net + Starts NetDoom with 1-4 players -noblit Internal bugging switch, useless -nodraw Internal bugging switch, useless -nojoy Does not use the joystick -nomonsters + Starts the game without monsters -nomouse Does not use the mouse -nomusic Does not play background music -nosfx No sound effects -nosound No sound at all -playdemo #+ Plays back a recorded demo -record + Makes a demo recording until you finish or die -recordfrom <0-5> + Records a demo from a saved game -regdev Unknown -respawn + Causes enemies to respawn in non-Nightmare -right ++ Sets up a network terminal for "right view" -skill + Starts on skill level (1-5) -timedemo # Calculates the number of times the screen is redrawn when playing a demo -turbo Increases the speed of the marine -warp Warps to episode (1-3) level (1-9) -wart Unknown +: Does not require the "-DEVPARM" parameter. ++: If you have a network, try setting up a network game with three players. The three terminals should have the parameters: "doom -devparm -net 3 -left" "doom -devparm -net 3" "doom -devparm -net 3 -right" Then, set up the left and right terminal monitors next to the middle monitor, in a virtual-reality type configuration. When you turn your head, you see the screen turned 90 degrees! This ONLY works with versions 1.0, 1.1, 1.4, 1.5, and 1.6 of DOOM. +++: Must be used in conjunction with the "-WARP" parameter #: For the "-playdemo" and "-timedemo" options, if you give an LMP file name of "demo#" (i.e. "demo3"), then that internal demo will be played if the external LMP file is not found. For example, to play the internal 1.6 shareware demo #2 (multiplayer demo), type "doom -playdemo demo2". 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? --------------------------------------------------------------- Direct from id, the final formula for calculating the frame rate that the dots represent has been determined. The formula to convert dots to frames per second is: 70 -------------------- + 1 -------------------------------------------- CHAPTER [10]: Can someone tell me how to...? -------------------------------------------- This chapter is full of spoilers for people who are "stuck" in the game. Enjoy! [10-1]: Where are the DOOM secret levels? ========================================= [10-1-1]: Knee-Deep in the Dead ------------------------------- You must be on level three to access the secret level in DOOM. First, there is a room with an elevator with armor on it in the northwest corner of the map. Press the red button in this room. This opens a corridor in the room where you can see a glowing sphere. The room it leads to has some lighted alcoves. Walk up the stairs. You should be able to hear a mechanical sound. This is the sound of two alcoves being lowered. The map looks similar to this drawing. (I love the beauty of ASCII art) Alcove 1 /\ /\ \/ \ / /\ \ / / \ \ / /\/ \ \ \ \ / / /\ \ / / \/ \ \/ \ Alcove 2 \ /\ \ \/ \ \ \ \ \ x ENTRANCE Walking into this room normally, the alcoves rise before you can see them. But, if you run up the stairs to one of the alcoves fast enough, you can get in it and rise to a secret door. Alcove 2 leads to the blue glowing sphere. Alcove 1 leads to an island surrounded by ooze. You can get a rocket launcher here. In alcove 1, follow the ooze down the tunnel. The tunnel leads to a switch that raises the bridge over the opening ooze pit. A secret door is also near the switch, but the bridge leads to the secret exit. REMEMBER TO >BOOK< TO THE ALCOVE! :) [10-1-2]: The Shores of Hell ---------------------------- When you get to Command Center, walk out the elevator door, and turn right. Walk up the stairs in the far right corner. At their top of the stairs, enter the door to the right. Walk to the end of the hallway. Open the door, and look to the right. Open that door and turn the switch immediately on the right in that room. That switch raises stairs in the hall you just left. Walk up those stairs, get through the red curtain, and get on the transporter. Kill the lost souls in the room you are transported to and open the hidden door there (a lion head marks it). Again use the transporter, and you will find yourself walking towards a marked EXIT-door. Enter and turn the switch! (10-1-3): Inferno ----------------- The process of getting to the Inferno secret level is probably one of the most creative things in DOOM, and the most difficult to figure out. The way to get there is from level 6, "Mt. Erebus". You must get inside a blue box with no ceiling which is in a large triangular depressed area with "water" at its bottom. Inside it is a skull switch ending the level. Getting inside the box counts as one of the secret passage units for the level. Next to the box is a large red building which one can get on top of. To get on top of it, you must use the secret teleporter in the building with the berserk pack and stairs in it, with the four Imp cages by the entrance. For specifics, the teleporter leading to the ledge above the blue box is located at <0x27ed486,0x2315201>. Upon entering the building, you will see a secret opening to the teleporter on the left. The teleporter takes you to a ledge on the top of the red building. If you go to the right along the ledge you will be looking down at the blue box. Unfortunately, the distance is too far to jump. The key is to shoot a rocket at the ledge wall, the explosion of which will throw you into the box! The area on the ledge where you want to fire the rocket at the wall is located at <0x375bead,0xa900072>. There is a rocket launcher on the level, on a platform out in the open with a chaingun and a bunch of monsters. Finally the exit inside the blue box itself is located at <0x37f436d,0xc1ffa3c>. You will take a lot of damage in the process, even with lots of armor and health, however, there are a few invulnerability artifacts on the level which will protect you. One is next to the wall where the launcher and chaingun are, and the other is inside a central shack that opens when you enter a nearby enclosure to pick up the green armor. (10-2): Where are the secret doors in DOOM? =========================================== A HUGE thanks to Wouter Slegers, Walter Pullen, and Paul Falstad. Their never ending attention to making a complete secret list for the FAQ was invaluable. NOTES: Secrets are marked with an pound sign (#) and non-secrets are marked with a plus (+). The non-secret descriptions are used to help in solving levels and the unsolved parts to make the descriptions correct and complete. In these new descriptions, coordinates are given in <> brackets. Your coordinates in the game can be found by typing the cheat code "idmypos" (see Chapter [9-1]). Upon typing this, you will receive a bearing and the X and Y coordinates. These will be in the form "0x" where "" is in hexadecimal. The first coordinate is the east-west (X) coordinate, and the second is the north-south (Y) coordinate. North is at the top of the map, east at the right, south at the bottom, and west at the left. (10-2-1): Secret Master List ============================ SECRET IDMYPOS DECIMAL SECTOR COORDINATES COORDINATES SECRET DESCRIPTION ======== ================ ============ ================================ E1M1: 1 68 < b700000,f1000000> ( 2928, -3840) (oddly color wall after zigzag) 2 69 < ccd0000,f0f00000> ( 3277, -3856) (shotgun behind tower in zigzag rm) 3 70 < dda0000,f0e00000> ( 3546, -3872) (elevator behind tower in zigzag rm) E1M2: 1 21 < 5ec0000, 3c80000> ( 1516, 968) (door to outside in NE) 2 106 < 2200000,fc800000> ( 544, -896) (door to E rm w/backpack in maze) 3 116 < 1380000, 1200000> ( 312, 288) (door on SE side of small structure at beginning) 4 140 (-1608, 1464) (door before lift to ridge w/imp) 5 188 (-2265, -371) (path to chainsaw in W part of maze) 6 194 (-1968, 320) (door to extra armor on way to chainsaw rm) E1M3: 1 40 (-1088, -1320) (door N of level 9 switch) 2 51 (-1504, -2384) (corridor N of drawbridge to level 9) 3 73 ( -628, -2144) (door in E corner behind blue door) 4 134 (-3132, -2012) (door behind SE niche in yellow key rm) 5 159 (-2451, -1004) (rm w/backpack past green tunnel) 6 167 (-2780, -1244) (corridor behind N niche in yellow key rm) 7 174 (-2360, -1056) (secret door to chaingun) E1M4: 1 71 < 61d0000, 80000> ( 1565, 8) (rm E of green trench) 2 88 < 6000000, 1250000> ( 1536, 293) (supercharger) 3 118 < 7880000, 3d80000> ( 1928, 984) (backpack rm at start) E1M5: 1 7 (-1878, 825) (hidden door W of 2-pillar chamber) 3 5 (-1888, 760) (hidden door S of #1) 2 3 (-1888, 704) (steps outside, S of #2) 4 49 ( -912, 1280) (hidden door E of N elevator behind yellow door) 5 58 ( -592, 1908) (shortcut to W side of darkroom) 6 69 < 1660000, 1480000> ( 358, 328) (shotgun room E of 1st stairs) 7 95 < 46c0000, ec0000> ( 1132, 236) (hidden door in toxic lake) 8 99 < 59c0000, 2f50000> ( 1436, 757) (path to computer map rm) 9 110 ( -252, 1472) (niche with light amp) E1M6: 1 65 < 2640000, 55b0000> ( 612, 1371) (room S of door to outside) 2 169 ( -797, -1840) (supercharger in SW tunnel in toxic lake behind red door) 3 181 (-1968, -2368) (exit from toxic lake behind red door) 4 190 < 37d0000,fc760000> ( 893, -906) (rocket launcher + invisibility) E1M7: 1 71 ( -584, -96) (supercharger W of door) 2 94 < 2a00000,fa800000> ( 672, -1408) (path outside to invisibility) 3 147 ( -225, -2259) (ledge in toxic lake S of big pillar) 4 153 ( -432, -1520) (path behind door E of radiation suit in lake N of big pillar) E1M8: 1 59 < 2040000, 1800000> ( 516, 384) (rm E of corridor to 1st door) E1M9: 1 20 < 4200000, 4800000> ( 1056, 1152) (door to NE room) 2 65 < 5000000,fe000000> ( 1280, -512) (chaingun in lake in SE) E2M1: 1 3 < 1ee0000,ffde0000> ( 494, -34) (rm with plasma gun) 2 5 < 4180000, 800000> ( 1048, 128) (red key) 3 52 ( -224, 128) (thin corridor with health bonuses) 4 91 < 1940000,fe480000> ( 404, -440) (computer map behind red door) E2M2: 1 26 < 4010000,fff40000> ( 1025, -12) (chainsaw N of crushing ceilings) 2 45 < 4200000, 2100000> ( 1056, 528) (plasma rifle on pillar) 3 60 < 8160000, 3920000> ( 2070, 914) (corridor N of 3rd circle in SE) 4 109 < 9e00000, 5e00000> ( 2528, 1504) (supercharger NE of blue key) 5 128 < 480000, 7200000> ( 72, 1824) (way to backpack, N of blue light rooms) 6 137 < 33b0000, 7110000> ( 827, 1809) (hidden room E of #5) 7 140 < 3dd0000, 55b0000> ( 989, 1371) (computer map, S of #6) 8 146 < a700000, fda0000> ( 2672, 4058) (rocketbox behind E yellow door) 9 160 < a520000, f200000> ( 2642, 3872) (rocket launcher behind E yellow door) 10 164 < a5a0000, e700000> ( 2650, 3696) (ammo box behind E yellow door) 11 176 < 4a00000, fc00000> ( 1184, 4032) (chaingun on pedestal in N) 12 236 ( -36, 2752) (shotgun ammo behind lowering box) E2M3: 1 37 < 1e00000,fff80000> ( 480, -8) (door in N of pentagram lake rm) 2 65 (-1082, 228) (plasma rifle in SW) 3 97 < 2780000,fea00000> ( 632, -352) (door in SE of pentagram lake rm) 4 103 < 3600000, 680000> ( 864, 104) (way into imp cage w/backpack) 5 119 < 5780000, 3020000> ( 1400, 770) (rad suit S of toxic) 6 121 < 8550000, 3d50000> ( 2133, 981) (supercharger E of toxic) E2M4: 1 10 < 8000000,fd400000> ( 2048, -704) (supercharger room N of big toxic O) 2 16 < a000000,ff6b0000> ( 2560, -149) (niche just N of computer map) 3 19 < 5800000,ff130000> ( 1408, -237) (plasma rifle E of northern O) 4 36 < 68e0000, 2280000> ( 1678, 552) (stimpacks in N part of lava room) 5 53 < a0b0000, 970000> ( 2571, 151) (room S of crushing ceiling, E of lava room) 6 107 < 5700000,fe300000> ( 1392, -464) (mega armor SW of lava room in NE) 7 120 < 3800000,fb300000> ( 896, -1232) (room w/invisibility W of toxic O) 8 165 < 3600000,f5200000> ( 864, -2784) (berserker S of zigzag in S) 9 182 < 7e80000,f5480000> ( 2024, -2744) (supercharger near exit) 10 188 ( -305, -2824) (hidden rm just S of starting point) E2M5: 1 8 (-1056, 160) (chainsaw in S middle) 2 11 (-1592, -392) (anti-rad suit in circular stairway) 3 121 ( -352, 2304) (rm near exit to level 9) 4 126 (-1148, 2194) (secret imp rm E of starting point) 5 186 (-3443, 499) (niche N of fake fire) 6 188 (-3547, 1139) (rm with baron in cage) 7 219 (-1988, 2171) (secret imp rm W of starting point) 8 229 (-3420, 2240) (energy cell in NW niche in toxic lake in NW) 9 234 (-3133, 1184) (room W of #10) 10 238 (-2847, 1184) (lost soul rm thru teleporter in #5) E2M6: 1 0 ( -128, 3104) (invisibility, etc. by skull pedestal in NW) 2 16 (-1088, 2368) (long N-S room in NW with chaingun & lite amp) 3 48 < 6190000, c600000> ( 1561, 3168) (corridor leading N out of fake exit) E2M7: 1 44 < 200000,ffa50000> ( 32, -91) (room w/rocket launcher & teleporter in SW) 2 72 ( -32, -748) (rm w/switch behind red door in SW) 3 250 < d0c0000, 3a40000> ( 3340, 932) (computer map rm in E middle) 4 284 < 900000, 5ce0000> ( 144, 1486) (plasma rifle rm in NW) 5 294 < 5e00000, 7e00000> ( 1504, 2016) (supercharger just E of starting pt) 6 301 < 18d0000, 7750000> ( 397, 1909) (chainsaw rm in NE) E2M8: [none] E2M9: [none] E3M1: 1 25 ( -932, 1888) (rocket launcher rm) E3M2: 1 19 < 6e40000, 7d40000> ( 1764, 2004) (wall blocking way to chaingun in NE) 2 28 < 2720000, c080000> ( 626, 3080) (hallway to rocket case at tip of middle finger) 3 58 < 24a0000, 5280000> ( 586, 1320) (plasma rifle near 2nd finger fm W) E3M3: 1 71 < 4600000,ffa00000> ( 1120, -96) (rm E of northern niche in E corridor with dark niches) 2 110 ( -624, 496) (rm just N of lava maze with BFG9K) 3 154 ( -320, 928) (computer map in SW corner of N chamber near exit) 4 164 < 47a0000, 4510000> ( 1146, 1105) (rm with rocketlauncher N of #1) 5 184 < 1c80000, 1c00000> ( 456, 448) (chaingun in SE niche of toxic lake) 6 187 < 00000, 3a00000> ( 0, 928) (ammo in SE corner of N chamber near exit) E3M4: 1 91 < 4fe0000, 2630000> ( 1278, 611) (rm in NE with SW window where you can shoot demons) 2 98 ( -32, -764) (BFG9000) 3 124 < 6c00000,fd9c0000> ( 1728, -612) (radiation suit in NE) 4 177 ( -328, -1312) (secret rm with rockets in W side of rm S of BFG9000) E3M5: 1 1 (-1376, -960) (light amp rm) 2 97 < 30e0000, 730000> ( 782, 115) (chainsaw E of center chamber) 3 106 ( -224, -74) (S stony structure in center) 4 108 < 8a0000, 1200000> ( 138, 288) (E stony structure in center) 5 128 (-2238, 605) (westernmost room with plasma rifle) 6 132 ( -586, 288) (W stony structure in center) 7 178 < 1e40000, 8e00000> ( 484, 2272) (rocket launcher in most northern rm) 8 204 ( -224, 650) (N stony structure in center) 9 237 (-1320, 1440) (secret door to NW in W part of N corridor; leads W to lava room) 10 257 (-1356, 1568) (radiation suit in NW chamber) E3M6: 1 77 < 3e40000, 39c0000> ( 996, 924) (energy cell in NW-SE oriented structure with cages at entrance) 2 88 < 3800000, bdc0000> ( 896, 3036) (in front of door to level 9) 3 92 < 1800000, a400000> ( 384, 2624) (chainsaw) 4 121 < 8030000, 19c0000> ( 2051, 412) (plasma rifle on NE end of small building with 2 teleporters) E3M7: 1 80 < 7800000, 5350000> ( 1920, 1333) (BFG9000, in NE) 2 84 (-1184, -408) (supercharger in pentagram) 3 98 ( -724, -876) (secret rm SE of pentagram rm) 4 119 ( -640, 1938) (plasma rifle & energy cells, past teleporter in SE) E3M8: [none] E3M9: 1 23 ( -804, 1888) (secret rm W in rm just S of fake exit) *10-2-2*: Knee-Deep in the Dead ------------------------------- E1M1: HANGAR: # Just after the zigzag look right for the oddly colored wall <0xBA389D6, 0xf0e054ec>. Push it for corridor to a open place with a blue armor vest. # After you cleaned out the exit room, go back to the zigzag room and look right for the shotgun (the tower with the Imp should be lowered now) <0xd68473b,0xf2510f63>. # For DOOM v1.2, a secret area has been added in the above secret room: look in the SE corner <0xdeff476,0xf0effdc2> for the elevator. You'll find some armor bonuses up there. The elevator lowers when you are at the entrance <0xb96c465,0xf4879655> in the north, so you'll have to run fast to get it. E1M2: NUCLEAR PLANT: # The small structure you face when you begin, has a secret door in the SE corner (the lighter wall part) <0x15005a8,0x121e8ad>. Behind the door is a room with a red switch. Pushing that switch will open a secret door in the northern corner of the stairs in the east <0x60ada92,0x3affa0b>. You can get outside and collect a supercharger and a chaingun. + Behind the red door you'll see a stair twisting to the right. On the top is an indention to your left <0xf9900144,0x3a49ddd>. If you step on it, it will drop down. You will find enemies to your right, and you will also see (but not be able to get) the chainsaw. # A bit ahead you'll see a lift. Push the first panel to your left <0xf9d0052a,0x5aa56a6>. You'll be able to kill those Imps from the ridge. # In the southern part of the maze (to get in, pull the switch behind the pillar in the green toxic directly to the right behind the red door <0xfdc004de, 0x446230f>), shoot the middle most western wall (the one behind the green armor vest) <0xf79e0d81,0xfe82feac> for access to the chainsaw (push the switch in NW to lower the pillar so you can get it). In the same hidden area is some extra armor hidden behind the eastern wall in the northeastern corner of the stairs <0xf82fdc62,0x151532f>. # In the most eastern part of the maze, push the wall between the white stripes <0x1eff099,0xfc88d4d4d3> for a backpack. E1M3: TOXIC REFINERY: + The strange grey wall straight ahead beyond the first door you open is a secret drawbridge. The switch for the drawbridge is in one of the chambers described below. # In the room in the NW (the one that opens as soon as you push the red button and that contains the yellow key) are TWO secret passages (the second niche on your left <0xf3c7ca46,0xf7dfc822> and the second niche on your right <0xf5ac3fd1,0xfac4d713>), both will open when you're on the stairs but will close again after a (very) short while. Go to the stairs and then run like hell as soon as you hear them lower. It'll help when you shoot the drums that might get in the way. # In the northern niche (leading to a rocket launcher and a green armor) is a secret room in the SE corner (just follow the green stuff to the right). Run fast for minimum damage. You'll see a backpack and the switch for the drawbridge at the beginning. To the east is the exit (a lighter colored wall part <0xf6aff87a,0xfbd990b9>) through another secret chamber containing the chaingun. # In the south-eastern niche (the second on the right) is a supercharger (pull the switch on back of the pillar). # The drawbridge should be lowered now. Cross it, but be careful! There are a lot of Imps lurking behind automaticaly opening doors. My tactic is to select the chain gun, run forward and back up as soon as you hear the doors open. Then take them out at your leisure. Note that you can also shoot some of them via the secret `window' in the SE <0xf9480573,0xf8b2d736>. + In the north of the room is a corridor, follow it to find the hidden-level- switch. # To the north of the room with the hidden-level-switch is a elevator, push the wall <0xfbe7f1f6,0xfaafee8c> to lower it, so you can get the rocketbox. # Behind the blue door in the eastern corner is a secret door (the lighter patch in the SE <0xfd6ffcd8,0xf7a33c3b>). The chainsaw, a supercharger, a blue armor and a partial invisibility is available. E1M9: MILITARY BASE: You start facing a open space with a cage full of Imps in the middle. The following rooms are described relative to that cage. + In the northeast is a pentagram on the floor. If you touch it, numerous enemies will warp in. Try walking around it and then running to the corridor. That way you can pick them off one by one. + In the eastern room is a lift/trapdoor at the middle of the eastern wall <0x75cf281,0x2fa03b> (the highlighted patch on the floor). To the NE are a green armorvest. # Also in the eastern room is a lift/trapdoor in the SW-corner <0x6102f19, 0xff10138d> leading to a indoor lake with the chaingun. # The same area is accessible via the lift/trapdoor in the NE-corner <0x3d000fe,fcd013ff> of the southern room. # In the northern chamber, push the middle eastern wall <0x3efe3b3,0x479d0cd>. You'll get into a chamber with several high pillars. The pillar at the far side of the room <0x7ad637b,0x423de32> lowers when someone is on the stairs. Just run on it, wait for it to rise, and 'jump' to the other pillars by running fast counter clockwise. + To get to the end of level switch, run down the trench. To the NW is a isle with the switch and to the south is the lift upstairs. + Although they don't count as secrets in themselves, getting on the five pillars, each with a weapon or bit of ammo on it, in the secret room on the right hand wall of the room with the ooze trench and exit, is one of the more challenging things to do in the game. Basically, the room on the secret level of episode one "Military Base" contains five pillars of increasing height as you go around clockwise, along with a lift which lowers when you are on the entry stairs, allowing access to the first and highest pillar. The key is to go around each pillar in a counter-clockwise direction. Just running and jumping toward a pillar isn't enough, as you will go over it but fall off the far side, and this can only get you to the first and tallest pillar, and the shortest (or maybe the first two on either end if you manage to swipe the item off the top of the second pillar before falling). The key is to shift+forward run at each pillar, take off and jump toward it, and right when you reach it, briefly press the down arrow to move backward. This will stop your running and you will be standing still on the next pillar. If you move back too soon you will hit the pillar and fall to the ground; too late and you run off the far side. It's best to give yourself a running start for each pillar and line yourself up so you will be jumping over the minimum distance possible. Using the automap under a high zoom level can help here. This actually isn't as hard as it may seem to get right. I understand some can do this all in one fell running swoop by turning in mid-routine, but this is a surer way. E1M4: COMMAND CONTROL: # The light wall to the left in the beginning (before the door) <0x785a47f, 0x45005ef> hides a backpack. # The south exit from the round chamber (the one with the radiation suits) leads to a trench. Follow the trench east for the rocket launcher and a supercharger. To get the supercharger, simply stand on the left side of the lift and press the switch. If you are just barely on the lift, you can reach the switch while on the lift. Follow the trench west to get out. E1M5: PHOBOS LAB: # The chamber in the middle (behind the first stairs you encounter from the start) has a secret chamber to the south (behind the drums) <0x15a4aa6, 0x1a0025b> with a shotgun. # In of the east of this chamber is a toxic lake. In the SE-corner of the toxic is a secret passage (the strangely colored wall) <0x466e20d,0x12009bc>. There is a rocket launcher and a blue armorvest. + In the NW behind the yellow keycard door is a chamber with two pillars and an isle with a switch in the green stuff. In the indention in the west <0xf8e024a0,0x34ff9c5> is a secret chamber with the antiradiation suit. The south wall of this chamber hides another room with the chainsaw. The south wall thereof gives away to let you outside and get the supercharger. You can get the blue armor in the NE-corner by stepping on the northern pillar when it's down, waiting until it rises again and then 'jumping' over. Ammo can be found by repeating the same action on the souther pillar. # Two platforms with Imps hidden in the walls behind the yellow keycard door act as elevator in DOOM v1.2. The southern one doesn't lead anywhere. The northern one <0xfc2fd5ee,0x4f92783> has a secret wall to the east which leads to a secret room with a partial invisibility and a shortcut to the darkroom (via the north). The pentagram is a teleporter back to the beginning. # In the north eastern chamber (the one with the blue floor and the blinking light) has a secret chamber to the SE <0x52fbab5,0x3d001f3> with a backpack, a chaingun and a computer map. # In the northern darkroom is a partially hidden chamber to the SW. The best way to get there is to follow the wall left. You'll find the night vision, which is very useful in sniping those baddies in the dark. + In the northern darkroom the top of the /\ in the middle wall is also a secret door, but as far as I can see this isn't really useful (maybe for dashing for the exit?) E1M6: CENTRAL PROCESSING: + At the first 'crossing' you encounter, look in the NW corner. There is a partially hidden chamber <0xfd4ff0b2,0xfe5ab835> with some ammo, health and a green armor vest. There are also some Imps there, so to be safe, fire a shot into it to detonate the barrels and kill them. # Behind the red door in the southwest is a green lake. In the NE-corner is an anti-radiation-suit. In the 'middle' (the tunnel in the SW) is a supercharger. In the SE-corner is a nightvision, a partial invisibility, a blue armor and the exit from the lake. # Just before you are by the blue door there is a secret chamber to the south. Before you're at the blue door, there is a tower with Imps <0x31dc6cd,0xfdc354b5>. When you reach the blue door it will lower so you can get in. You will see an anti-radiation-suit. Push the south wall for a backpack, a rocket launcher, a partial invisibility and a back way into the room with the yellow key. # In the same area as where the lowering tower is, is a corridor to the north. As soon as you get the yellow key, it will be accessable. The twisting path over the toxic waste will lead to a backpack and a door to the outside. There you will see a supercharger on a pillar <0x1125332,0x6c93ef6>. The pillar will lower as soon as someone goes near it. Step on it and as soon as it has risen, press the wall to the west to get inside the complex again. + In the room immediately before the ending room, there is a radiation suit available behind one of the pillars. # In the most eastern corridor is a strangely colored wall <0xd2ffa4f, 0xf9fc115f>. Push it to get the computer map. E1M7: COMPUTER STATION: # In the southwest is a big pillar <0xfe5cda63,0xf7ff97d9> that will descend when you are on the stairs east of it. Stand on top of it, wait until is has risen sufficiently and jump on the ledge in the NE <0xffdfe6c0, 0xf9237c97> for the computer map or the south lake in the NE corner <0xff1e2866,0xf72ffeb0> for the chaingun and (when you leave via the secret door to the east) a backpack. Jump in the lake in the north and run fastly to the tunnel in the NW <0xfdf75b77f,0xfa229120>. In the west of that tunnel is a radiation-suit and in the east behind the door with the light are some goodies and a switch. Throwing the switch will allow you to get to the chainsaw later on in the room in the extreme SW <0xfacc64c4,0xf5a40aa1>. Leave the tunnel via the north and look behind the pillar <0xfea017a9, 0xfacffbc5> in that lake for blue armor. Follow the acid to the north to the supercharger <0xfdb37a3a,0xffa1e2e2> and leave via the east. # After you get the blue key in the northwest, two hidden areas will open to free Imps and former humans. The secret room in the middle of the map <0x1319742,0xfa50049c> has a false wall to the east which leads to outside so you can get a partial invisibility. E1M8: PHOBOS ANOMALY: # The only secret room <0x1cfdaa6,0x17bdce1> is in the east in the corridor leading to the first door and contains a supercharger. + Note that there is a map in the east of your starting point. *10-2-3*: The Shores of Hell ---------------------------- E2M1: DEIMOS ANOMALY: # The SE-corner <0x63aba49,0xfdd82d07> of big room in middle (the one with the windows to the east, the south and the west) turns into a teleporter to the plasma-gun after you pull the switch <0x4e7f923,0xfee0883b> on the outer west side and push the button on the west side of the little wall that rises out of the floor (the east switch opens the passage to the red key). # In the SW is a indention <0x31cb145,0xfb50105e> with two skull-switches. Press the eastern skull-switch first for access to a teleporter to a corridor filled with bonuses in the north. # Behind the red door <0x186bb69,0xfd97f0a8> is a blue mega armor and the computer map. E2M2: CONTAINMENT AREA: # If you walk along the south border of the storage area (the one with all those boxes), you'll bump into a box <0xff9751f6,0xb101ab0> which will lower if you are north of it, to reveal some shotgun ammo. # In the south east quadrant are three circles with parts of the floor going up and down. The northern one has a secret corridor <0x82ff4df,0x22fd506> in the north leading to the blue door in the north, filled with life-bonuses. # In the SW area (with three corridors with the blue lights on the ground and ceiling) is a partially hidden corridor <0xff85ce0a,0x6b92713> in the NW corner of the most western corridor. When you try to get the backpack, the wall behind you will close and the wall in front of you will lower, revealing some Imps. The door behind you will open after a while. The SE corner <0x2afe532,0x7011ab87> (the black-colored wall) is the secret door to a small chamber. The SE corner <0x3682291,0x6ebaa52> of that small chamber (the wall with the small green light) hides a corridor <0x4afeea4,9x667fa8e> back to non-hidden territory (the lightly colored wall). The most south part of the corridor <0x414d0b4,0x5d0039e> (the black wall part) gives away to a computermap. # In the south middle quadrant is a room <0x1baafb3,0x1d7344b> with two pillars, one khaki, 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 (khaki) pillar <0x31dc5c4,0x2901565> has a switch on the north side, with which you can lower the eastern pillar to get the plasma gun. # In the south middle quadrant is a corridor with skull crushing doors. To get by them, run forward as soon as they start to go up. Take them one at a time. The middle one <0x3f4c349,0xff1006b4> (third one from either side) has a secret passage in the north ridge, leading to the chainsaw. When you get it lost souls will try to get you from hidden rooms in the south and east. + The room <0x6ec4d6b,0x3a0ad08> with the yellow keycard in the south middle has a bridge hidden under the red blood, following blue lights on the ceiling, just walk forward and back again fast to make them rise. # The western room behind the yellow door <0x456db4c,0xdc9ca53> contains the chaingun, just flip the switch! # In the eastern room <0x852f5ab,0xdadd4d9> behind the yellow door you'll see three rooms to your right and three auto-rising pillars to the north. You can get the backpack on the middle pillar by running over the pillar when it starts to rise or later on. The switch on the eastern pillar <0x95f38f8, 0x11901ab9> opens the middle door containing the rocket launcher. Flip the switch on the middle pillar <0x85ba244,0x11900694> for the south chamber (with ammo) and the one on the west pillar <0x75fa7ef,0x11900ad> for the north chamber (containing a rocketbox). It's best to pull all switches after each other. Note that the pillars lower as soon as you enter one of the rooms, so you can't open any doors after that! (but you can get the backpack). # To get the last secret go into the room with the blue keycard, <0x9e4f2bb,0x5affb22> and look up at the four corners. Note that the extreme southeast corner is lit up unlike the other corners. Go and stand in this corner and face along the wall. The platform with the supercharge on it will lower <0x9e41c9a, 0x5eff45c>. Run across and get it before it rises again. It will only go down once, so you only get one chance at it. This is one of the harder secrets in all of DOOM to find and get to. E2M3: REFINERY: # In the most SW corner of the map is a corridor <0xfba6989a,0xfed0450f> to the room with the blue key containing the plasma gun. To get the plasma gun, jump in the red blood and run north (right) fast. # In the middle south is a room with a five-sided green lake. The wall <0x2847ab9,0xfe90013e> to the south east (the part with between the light lines) offers a shortcut. # The next secret on this level is similar to and next to the one above. You can get out of the room with the green lake <0x25ff9c6, 0xfe9f8db4> via a one way secret door on the wall in front of the main entry way, which leads back to the room with the imp cage. The other secret door above refers to a one way door into this room which is on the wall across from where the rising and falling platforms with candles on them are. # In the south east is a partially hidden cage with Imps <0x1de36ff,0x10156d>. You can enter via the NW corner <0x2effa57,0x951b16> to get the backpack. # Follow the corridor behind the blue door through the open area and the room with all those pillars and blinking light to the green toxic stuff. If you go around the corner <0x52fff7d,0x313783c> in the SE, you will find a radiation suit. In the middle of the eastern wall <0x6729d81,0x42cd91e> of the green stuff is a corridor to a room with the supercharger in the NE corner <0x85000da,0x3eac965>. E2M4: DEIMOS ANAMOLY: # In the middle of the south wall <0xfd743e02,0xf5510517> of the beginning room (directly opposite to the TL's to the north), hides a room with the shotgun. # Take the teleporter to big room. In the north is a elevator. Press the head left of it to go up. You'll see a green armor and a computermap. To get them push the little red pillar <0xadc846c,0xfebfff01> with the skull on it in the NE corner. # To the north of the big O formed by green toxic waste is a secret door <0x59bf44d,0xfb6fe831>. It opens if you have walked via the corridor <0x75b231a,0xf6c3a683> in the SE of the big O. There is a supercharger and radiation suit. (Don't forget the partial invisibility south to the entrance) # To the west of the big O with green toxic waste is a corridor with a T to the north <0x213d209,0xf9a64b57>. To the east of that corridor is a secret wall <0x27fad41,0xfab20726> with a partial invisibility and a chaingun. Shoot the wall to get them. # In the great round corridor in north, behind the blue door: In the east is a `dent' <0x4ed2810,0xff5f15c1> in the ring. This is a trapdoor with a secret door to the east and leads to a plasma gun and a teleport to the middle of the great round corridor. # In the great round corridor in the north: follow NE corridor to a room with lava. - The small door <0x62ffe68,0x3b6bde> in the SW leads to a small green lake. The SW corner has a blue armorvest behind some drums. - In NE corner <0x815a37c,0x2c8c810> behind the lava is a secret door. Warning! the SE branch of the corridor behind it leads to a crushing ceiling. Outrun it and push the green patch <0xa6ffd1d,0x64560a> in the east for the exit. The SW branch lets you go back to the lavaroom. # In the room above, just over the edge of the wall, is a small ledge with some medikits <0x6ff9294,0x22b3e1f> on them which normally aren't visible from the room and can be missed when running over the lava to the secret door. # In the south middle behind the place where you find the blue keycard, is a small twisty path <0x3550d3b,0xf5c84264> high above the acid. In the SW part of the toxic <0x35019f4,0xf510358a> is a berserker. # After you open the door to the exit, look back and get the supercharger <0x7e9bcac,0xf5497b99>. + Note: for those of you still searching for that damn switch so you can get to the exit: go in the lake and then towards the exit. The switch is on the right wall of the teleporter left of the exitdoor. E2M5: COMMAND CENTER: # The room where the first door leads to has two secret rooms in the space between the room and the stairs. The doors <0xfb80ba93,0x7dbd7cc> <0xf8373cba,0x7e031f5> are facing the south and will open automatically to reveal Imps and ammo. + The ridges <0xfca60096,0x3febfc5> <0xf71000d0,0x3e622b8> of the green lakes of the big room south of the begin both lead back to normal territory. # In the SW is a roughly (--) shaped room. In the room NW of the middle of this (--) is a switch <0xf3efdd28,0x1367f57> which activates a stair so you can walk through the fake fire <0xf29412f7,0x18d236d> in the NW corner. The teleporter there takes you to an area infested with lost souls. The west wall <0xf4690f4,0x496136d> with the head leads to another room with transporter. That transporter takes you to the switch <0xfe9fb836,0x92ff44b> for the secret level. # In the room east to the room in the south middle with the room to the N,E, and W and a view to the circular stairway in the south, is a secret door <0xfbaff1cb,0xae3ad8> in the NE corner (near the cozy head-fire) hiding the chainsaw. # In the center of the circular stairway is a anti-radiation suit guarded by a demon. The door <0xf94949db,0xfe6d93d0> to it will open as soon as you are at the top of the stairs <0xfa165eed,0xfdd56896>. # The south door directly after the circular stairway leads to two corridors. The eastbound corridor is the way to the exit, the westbound leads to C formed green lake in the west. In the north of that lake is a door <0xf1a21e52,0xfe94f08f> (behind the ammo clip). Follow it to a baron of hell in a cage. North of that you will see a long corridor with three doors to the east. The northern and southern doors lead to a ledge around the lake to the east. The middle door <0xf27dc571,0x826c8a6> (the wall part with the pentagram over the ugly head) leads to the isle <0xf5420514,0x823f2c1> in the middle of the lake, where you'll find a plasma gun. To activate the bridge to the isle, you have to push the button <0xf2aff9f7,0xfd1cd93e> in the room in the center of the C-formed lake you passed while coming here. BTW: If you fall in the lake, the transporter <0xf42dc0b0,0x7500bcf> in the indention in the SW brings you back to the beginning. # In the slime lake mentioned above, not only is there a teleporter, but there is also another niche with a cell pack in it <0xf29859a4,0x8bf7c8b>. E2M9: FORTRESS OF MYSTERY: There are no secrets in this level. E2M6: HALLS OF THE DAMNED: + In the SE where you find the blue keycard, two rooms with demons will open automatically. The SW one has a chainsaw behind the brown wall <0x6362f60, 0xff151336>. + Three parts of the mazes are secret. All the secrets are off the area at the north of the level after going down the long narrow passage to the junction. # The area to the east with the fake exit counts as a secret. # The area to the north with the goodies on the table counts as a secret. # The area to the west past the crushing ceiling counts as a secret. E2M7: SPAWNING VATS: # In the NW is a corridor with ribbles. The third indention is a corridor leading to a very dark open patch. In the NE <0x126cccd,0x772feab> is a switch which opens a room with a chainsaw. In the SW <0x32fff5,0x3de1cbe> is the plasma gun. # In the SW is a room with a radiation shield and small patches of green acid in indentions along the walls. The SW indention <0x137b2c8,0xff25986d> has a corridor to the south leading to a chamber with a rocket launcher and a teleporter. The teleporter will get you to a red door, with a switch <0xffe013c6,0xfd1015b7> behind it. Pushing that switch will open an oute door to a secret room in the beginning-room <0x5d894b7,0x76751d7> (SE corner) with a supercharger. Because this room is protected by two doors, a second switch must be flipped to open the second door. + To open the inner door, flip the switch that is past the blue keycard door, up the stairs, and to the left in the room with the acid pool <0x4205835,0x2d00641>. E2M8: TOWER OF BABEL: There are no secrets on this level. *10-2-4*: Inferno ----------------- E3M1: HELL KEEP # The small grey chamber before the exit has a secret room <0xfc900da5, 0x7606912> in west containing the rocketlauncher. E3M2: SLOUGH OF DESPAIR: # To get a chaingun, follow the wall to your right (west) to the chaingun behind the wall. The wall will lower when you walk over the red patch <0x6b010ab,0x75220b7> to its west side. + The second `finger' from the east has some cages with former sergeants. To get into those cages, walk over the red triangle <0x3fa278b,0x817fa0c>. The floors of the cages lowers and a wall behind you will come down. To lower the triangle column (actually it rises) you want to shoot the back wall of one of the six cages the sergeants were in. Shooting it raises the pillar exposing the red triangle, walking over which lowers the sergeant platforms allowing you to get the stuff in each one. # In the large circular room at the end of the middle finger is a supercharge. # The plasma gun is hidden in the western part <0x2072324,0x4ecdc0e> of the pillar you see when you stand with your back to the second `finger' from the west. E3M3: PANDEMONIUM: + In the starting room, a megaarmor can be obtained on a ledge overlooking the yard in front of where you start. When you go up the stairs to the right, and then down the elevator to the area which has stairs going down to where the blue key is, there is actually a second elevator in the wall which leads up to the ledge with the armor. This second elevator <0x48189c,0xfe5f9916> can only be used once, and you must move back slightly after pressing the button or else the elevator will catch half way up under an overhang. The armor's ledge does damage so grab it quickly. + Directly north of the beginning is a great open place with 4 pillars. Pressing the switch <0xfea95756,0xaff327> in the north will lower the middle pillar <0xfe921ce9,0xfef4c1db>, so you can get the shotgun. + To get to the rooms with the windows to the room in the beginning, go north and take both the east and the west stairs, and then south. # A little north of the middle is a round green lake <0x120905e,0x1754b6d> with a lavalike ceiling. In an indention <0x1c9c5cd,0x1c492ee> in the east is the chaingun. # In the SW is a corridor with two platforms (one in the north and in the south). There is a small corridor in the south. When you follow it, you'll come to a T-split. In the west (right) is an invulnerability, useful for running over the lava in the east. Take the turn left (east). You should be on the southern platform of the corridor. In the south of that platform you can see a lava/blood maze <0xfd9760e5,0x1de4aec>. In that maze you'll find the BFG9000 <0xff1ebaad,0xdeec44> in the SE corner and a supercharger <0xfe3afdf3,0x2101114> in the NW corner. You can also get to the lava maze by going directly north from the beginning, then taking the west stairs, then following the path north. # One of the most northern chambers (the one just before the blue door leading to the exit) has two air shafts flanking a formation you could describe as a coach facing north. When you stand on the coach <0xff6e17cb,0x532520e> the wall part west of the stairs south will lower allowing you to get the map. The wall part <0xfffcfa97,0x41c62aa> east of the stairs will lower when you push it. # The last two secrets are in the area to the east of the level, off the east hall and over the stairs guarded by lost souls. Just entering the room around beyond it with the lava and Cacodemon counts as one secret. Getting to the area past that with the berserk pack and armor counts as another. E3M4: HOUSE OF PAIN: + The first room to the west from the beginning has a secret room <0xfebbbdcd, 0xc4c579> in the SE corner containing the shotgun. # In the SW (a bit behind the blue door) is a room with a doors to the east (the entrance), to the north (where you find the BFG9000 <0xffdaa1b0, 0xfd07e1fa> in some lava), to the west (where a lot of Imps and a baron of hell await you) and to the south. The south chamber has a secret room <0xff49f58f,0xfae5873e> to the west filled with rockets. # In the south middle east of the blue door is a room with a door to the north and a small patch of blue lake on the east side. Press the wall <0x3ddce70, 0xf9d91cc3> a bit more north of that patch of blue for a green armorvest. + In the middle is a room with two pillars with switches on all sides. Here is a rude ascii-chart of the scene to facilitate solving this. [#] is a door opened by switch # [Y] is the yellow keycard door [R] is the red keycard door Behind door 2: an invulnerability Behind door 3: the yellow key Behind door Y: the red key +---+ +--+ | | | +-------+ +--+ +-------------+ + [7] [Y] | | [3] | ---+---+--+ rest of the level... | --------+--+ [6] [7] | . | [2] | +-+[R]+--+ | | --------+--+ | | | | 0 4 | | | | 3 [] 1 7 [] 5 | ++ +-+ +-+ + | 2 6 | +-+ +-+ +-+ <----- secret wall, press it . +-+ for a radiation suit # As drawn above, there is a secret wall <0x6cffeee,0xfdd03be8> in the south of the most eastern indention. It contains a radiation suit. # The final secret for this level is located to the left of the starting room, past the Cacodemon cages and behind the wall. Using the teleporter across the lava to enter the room counts as a secret. E3M5: UNHOLY CATHEDRAL: # Take the most western entrance to the cathedral. Push the west wall <0xfc4e8e97,0xfc5dfd80> and get the lightamplifier <0xfad56408,0xfc1fa3ee> in the SW corner. # The most NW chamber (the one with the lava floor) has secret door <0xfa4ed057,0x61933f5> to the east with a radiation suit. The transporter in the room leads to the middle of the map/cathedral. # The east wall <0x2d56f0d,0x9b29c1> of the big central room of the cathedral (the one with the four 2x2-teleporters) hides a small niche with a supercharger and a chainsaw. The yellow key is required to open this door. # Also the four stony structures to all sides of the middle warp-in are hollow. The doors will automatically open each time you warp in to the middle from another place (from outside to inside). # In the cathedral are four 2x2-teleport-places. The northern two are connected to the north by a corridor. That corridor has a secret passage <0xfd48642a,0x56afd0c> in the NW. # The most northern room has three switches and a teleport with crushing ceilings. The SE-switch opens the secret doors in the corridors to the east and west, enabling you to get the rocket launcher and some rockets. The NE-switch lowers the blue key in the NW-corner. The NW-switch lowers the chaingun in the NE-corner. The teleporter in the SW teleports you to the NE corner of the cathedral. # The most eastern room (east of the exit) has a small pit, from where many enemies will warp in. To the east of that room, behind the skull <0x787fd10, 0x2eaf2e4>, is the BFG9000. + For those of you wondering just which damn transporter you have to take to get out the middle of the cathedral: it's the most southwestern of the northwestern patch of transporters. E3M6: MT. EREBUS: + In the east is a cubus-formed building on a hexagon isle. The east alcove <0xd1027ea,0xfe2234b7> is the way in. In the NW corner <0xb9d75d8, 0xfeb0d1db> is the backpack. Pushing the skull <0xbd80026,0xfe22bffe> on the west wall lowers the wall in the SE, releasing the enemies trapped there. Pushing the skull <0xc5fdf50,0xfe67fb05> on the north wall lowers the wall in the NE, so you can get the radiation suit there. # In the north is a NW-SE oriented structure with two cages with Imps at both sides of the entrance. That structure has a secret door inside in the middle of the NE wall <0x3a60e7c,0x356d9b4> (at the small light on the floor) and a teleporter in the middle of the SW wall <0x281e808,0x22e23de>. The teleporter will put you on a high structure further north. From there you can 'jump' west and get the chainsaw. You can get out via the transporter in the SE side <0x34a6f68,0x9bd1900> of the structure you warped on. # East of the above described NW-SE oriented structure is a small _|_ formed building on a small hill. The building contains two teleporters. The eastern warps you on the NE ridge of the hill, where you can get the plasma gun <0x7e352bd,0x1c1c059>. The western transporter also warps you to a ridge (NW) of the hill, but there are only some shotgun shells there. + The small blue building <0x941bec7,0x293e0bb> in the NE contains a radiation suit and cacodemons. + All compact flaming red structures contain enemies and a few soul spheres or a radiation suit. Sometimes one of the walls goes down, spilling the enemies. # See Chapter [10-1-3] for information on getting to the secret level. This counts as a secret as well. # The fourth and final secret passage area on this level is inside the same building room with the secret teleporter leading to the blue box ledge. On the opposite wall is another hidden wall opening <0x3aa61a5,0x365963f> which contains a cell pack. + The exit is in the middle west: follow the south wall over the lava, you'll see a tunnel <0xfb186e6b,0x54a49e> going north to the blue door, and further the exit beyond. E3M7: GATE TO LIMBO: # Beyond the northern blue door is a maze of small lava tunnels. In the SE corner <0x7a37332,0x5bec063> of this maze is the BFG9000 and a transporter to the SW quadrant of the map. In the NW is a transporter <0xff7323ef, 0x824218c> warping to the SW quadrant, the red key <0xfe3f638e,0x6fd04ca> and a red door. + There are several pillars in the various lava-lakes with red doors, all containing transporters: (0) In the most SW lake is in the north a pillar <0xf9e908db,0xfc8d60ac>. It warps you to a room where you can see the yellow door. In the same room is also a switch <0xfcaffa88,0x45f8a18> on the east wall, pushing it activates a bridge in room (1). (1) In the middle (big) lake is also a pillar <19c3b9d,362e08> with a transporter. It warps you to the room west of the above room. In this room is also a yellow door, in it is a switch that activates the bridge to the pillar in the middle of a lake (. - In the most northern lake are two pillars (east/west). The western pillar has a transporter to the SW ridge looking out over the middle pillar..... The switch opens a door??? The eastern pillar <2d380df,57aafc9> leads to the ridge east, with the yellow key... - SE: 31ff6e7,faea6d2e> NE of tower, with plasma gun. - In the NW lake is in the north a pillar <0xfe1aff7a,0x4093707> containing a transporter. It warps you to the yellow door. E3M8: DIS + Not a real secret room, but in case you are wondering: the room in the middle contains a plasma gun and a blue armorvest. E3M9: WARRENS + This level is very similar to E3M1, but is much more difficult. # Just like in Hell Keep, there is a rocket launcher just in the west of the small grey chamber <0xfd20a96c,0x76057af> in the NW. This rocket launcher is not available on Ultra-Violence mode and above. + Note that many of the hidden rooms full of enemies (the rooms that open when you go over the transporter-lookalike in the NW) contain weapons and other goodies. Most beneficial of those is the BFG9000 in the SW corner of the lake (west behind the entrance). [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 best weapon for non-shooting enemies. The chain saw also works wonders on Cacodemons. They turn away when you start to chop them, and cannot fire. PISTOL: Average weapon. Does damage to the Former Humans, but the shotgun is preferred. Only to be used when in dire need of ammo. SHOTGUN: This is probably the best all around weapon. Use this much of the time as it is very powerful. Its only problem is that its rapid fire is not very fast. Very useful in "mazes" where enemies are very close but not in large amounts. CHAINGUN: This weapon takes a fair amount of time to kill enemies. Good for a lot of monsters in a row. Also very useful for Imps and Cacodemons, because the chain gun can keep them from firing back. ROCKET LAUNCHER: Good for occasional long shots at many enemies in one place. Be careful, however, this weapon can hurt you as well if the rocket bursts at close range. Very useful in DeathMatch mode. :) PLASMA RIFLE: Rapid fires very quickly. Hurts some enemies a lot, and others not as much. Tends to block the view, which is very dangerous when you have a large amount of enemies coming toward you. 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 each weapon for the first time? ======================================================= Here is a chart that shows on which level in each episode you can pick up each weapon. .-----------------------------------. | Weapon | E1M | E2M | E3M | |-----------------------------------| | Chain saw | 2 | 2 | 5 | | Shotgun + | 1 | 1 | 1 | | Chain gun | 2 | 2 | 2 | | Rocket launcher | 3 | 2 | 1 | | Plasma gun | - | 1 | 2 | | BFG9000 | - | - | 3 | `-----------------------------------' +: Can also be picked up from the first dead sergeant. (10-5): Where can I find the various powerups in the game? ========================================================== This chart outlines where all of the powerups may be found in the game. This chart is for Ultra-Violence mode only. KEY === SG = Shotgun, CG = Chaingun, RK = Rocket Launcher, PL = Plasma, BF = BFG9000 CS = Chainsaw, BZ = Berzerk Pack A1 = Security Armor A2 = Combat armor BP = Backpack, RS = Radiation Shield, MP = Map, LA = Light Amplification SS = Supercharge, BA = Invisibility, IA = Invulnerability CC = Crushing Ceiling, T1 = One way Teleporter, T2 = Two way Teleporter pair # = This item can be found only in lower skills or DeathMatch games. ============================================================================== SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT E1M1: 1 + + . . . . 1 1 . . . . . . . . . . #3 E1M2: 1 1 + . . 1 . 3 . 2 . . . 1 . . . . . #9 E1M3: 1 1 1 . . 1 . 3 1 1 . . . 2 1 . . . . 12 E1M9: 1 1 1 . . 1 . 1 . 1 . . . . . . . 1 . 7 E1M4: . 1 1 . . . . 1 1 1 + . . 1 . . . . . #6 E1M5: 1 1 #1 . . 1 . 2 1 1 1 1 1 1 1 . . 1 . 14 E1M6: 1 1 1 . . . . 4 1 3 3 1 1 2 2 . . . . 20 E1M7: 1 1 1 . . 1 . 2 1 1 1 1 . 1 1 . . . . 12 E1M8: 1 1 . . . . . 1 . . . 2 . 1 1 . . 1 . 8 Total: 8 #8 #6 . . 5 . 18 6 10 #5 5 2 9 6 . . 3 . 91 SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT E2M1: #1 . . 1 . . . 1 1 . . 1 . . . . . 2 5 #12 E2M2: 1 1 1 1 . 1 1 4 1 2 + 1 . 1 1 . 5 . . #21 E2M3: 1 1 . 1 . . 1 1 1 1 2 . . 1 1 . . . . 11 E2M4: 1 1 . 1 . . 1 3 1 1 2 1 . 2 2 . 5 3 2 26 E2M5: . 1 . 1 . 1 1 2 1 1 2 1 . . 1 . . 3 1 16 E2M9: 1 1 1 1 . 1 . . 1 1 . 1 . 1 . . . . . 9 E2M6: . 1 1 1 . 1 1 1 1 1 . 1 4 1 3 . 1 . . 18 E2M7: . 1 1 1 . 1 1 . 1 1 . 1 . 1 1 2 . . 1 13 E2M8: . . 1 . . . . 1 . . . . . 2 . . . . . 4 Total: #5 7 5 8 . 5 6 13 8 8 #6 7 4 9 9 2 11 8 9 130 SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT E3M1: 1 . 1 . . . . . . . . . . . . . . . . 2 E3M2: . 1 1 1 . . 1 1 1 . . 1 . 1 . . . . . 8 E3M3: 1 1 1 . 1 . 1 1 2 1 . 1 . 1 . 1 . . . 12 E3M4: 1 1 1 . 1 . 1 2 2 1 1 . . 1 1 2 2 . 1 18 E3M5: #1 1 1 1 1 1 1 . . . 1 . 1 2 1 1 4 18 1 #36 E3M6: 1 1 1 1 . 1 1 2 1 1 5 1 . 2 . 2 . 5 . 25 E3M9: 1 1 #1 1 1 1 1 1 . . 2 . . 2 1 2 . 1 . 16 E3M7: . . . 1 1 . . . 1 1 10 . . 1 . . . 2 6 23 E3M8: . . 1 1 . . . . 1 . . . . . . . . . . 3 Total: #6 6 #8 6 5 3 6 7 8 4 19 3 1 10 3 8 6 26 8 143 SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT TOTAL: 19 21 19 14 5 13 12 38 22 22 30 15 7 28 18 10 17 37 17 364 ============================================================================== (10-5-1): How much do health and armor items help me? ----------------------------------------------------- These charts explain how various powerups benefit the marine. .------------------------. .-----------------------. | Health | Incr. | | Armor | Incr. | |------------------------| |-----------------------| | Potion | ++ 1 % | | Helmet | +++ 1 % | | Stimpack | + 10 % | | Green vest | = 100 % | | Medikit | + 25 % | | Blue jacket | = 200 % | | Berserk | = 100 % | `-----------------------' | Soul sphere | ++ 100 % | `------------------------' + : Increments, up to 100 % = : Sets to this value if current ++ : Increments, up to 199 % is less, otherwise no change +++: Increments, even over 200 % [10-6]: 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 = + 100 points +: Rockets and BFG9000 shots have an area effect. The direct hit values are given above. (10-6-1): How much ammunition is obtained from picking up the various types? ---------------------------------------------------------------------------- Here is a chart that explains the amount of ammunition that is obtained from picking up bullets, shells, rockets, and cells. .---------------------------------------------. | Ultra-Violence mode | |---------------------------------------------| | Type | BULL | SHEL | RCKT | CELL | |---------------------------------------------| | Human's clip | 5 | 0 | 0 | 0 | | Bullet clip | 10 | 0 | 0 | 0 | | Bullet box | 50 | 0 | 0 | 0 | | Chain gun | 20 | 0 | 0 | 0 | | Sarge's gun | 0 | 4 | 0 | 0 | | Shell clip | 0 | 4 | 0 | 0 | | Shell box | 0 | 20 | 0 | 0 | | Shotgun | 0 | 8 | 0 | 0 | | Rocket | 0 | 0 | 1 | 0 | | Rocket box | 0 | 0 | 5 | 0 | | Rocket launcher | 0 | 0 | 2 | 0 | | Cell pack | 0 | 0 | 0 | 20 | | Energy charge | 0 | 0 | 0 | 100 | | Plasma gun | 0 | 0 | 0 | 40 | | BFG9000 | 0 | 0 | 0 | 40 | | Backpack + | 10 | 4 | 1 | 20 | `---------------------------------------------' +: The first backpack doubles carrying capacity. [10-7]: How many enemies are in the entire game? ================================================ ---------------------------------------- Episode 1 2 3 Total ---------------------------------------- Humans 214 60 37 = 311 Sergeants 281 54 91 = 426 Imps 277 275 167 = 719 Demons 90 158 141 = 389 Spectres 63 15 36 = 114 Lost Souls 0 113 129 = 242 Cacodemons 0 50 76 = 126 Barons of Hell 2 17 18 = 37 Cyberdemons 0 1 1 = 2 Spiderdemon 0 0 1 = 1 ---------------------------------------- TOTAL 927 743 697 = 2367 ---------------------------------------- The following charts display the amount of enemies per level and per episode, in Ultra-Violence mode. [10-7-1]: Knee Deep in the Dead ------------------------------- --------------------------------------------------------- Level 1 2 3 4 5 6 7 8 9 --------------------------------------------------------- Humans 9 53 28 22 28 22 47 0 5 Sergeants 16 8 47 16 46 57 56 6 29 Imps 4 18 47 36 31 57 39 5 40 Demons 0 0 7 11 12 20 7 18 15 Spectres 0 0 2 0 14 22 1 10 14 Barons of Hell 0 0 0 0 0 0 0 2 0 --------------------------------------------------------- [10-7-2]: Shores of Hell ------------------------ --------------------------------------------------------- Level 1 2 3 4 5 6 7 8 9 --------------------------------------------------------- Humans 15 0 18 2 14 11 0 0 0 Sergeants 10 0 1 6 22 11 4 0 0 Imps 14 82 27 27 40 39 46 0 0 Demons 11 19 17 17 26 35 33 0 0 Spectres 1 2 2 2 0 3 5 0 0 Lost Souls 0 12 14 11 26 30 0 20 0 Cacodemons 3 0 6 11 6 9 5 0 10 Barons of Hell 0 0 4 4 3 2 0 0 4 Cyberdemon 0 0 0 0 0 0 0 1 0 --------------------------------------------------------- [10-7-3]: Inferno ----------------- --------------------------------------------------------- Level 1 2 3 4 5 6 7 8 9 --------------------------------------------------------- Humans 0 6 0 22 0 7 2 0 0 Sergeants 0 11 1 18 0 18 9 0 34 Imps 18 0 34 26 35 36 0 0 18 Demons 5 8 14 53 33 6 17 0 5 Spectres 0 11 4 5 2 4 0 0 10 Lost Souls 0 36 14 21 13 32 9 0 4 Cacodemons 3 8 2 13 6 22 9 2 11 Barons of Hell 0 0 2 3 5 1 1 1 5 Cyberdemon 0 0 0 0 0 0 0 0 1 Spiderdemon 0 0 0 0 0 0 0 1 0 --------------------------------------------------------- [10-8]: How many shots does it take to kill each enemy? ======================================================= Here is a chart that show that amount of each kind of ammunition it takes to kill enemies. This chart pertains to Ultra-Violence mode. .--------------------------------------------. | Chapter [10-7] Chart | | Ultra-Violence Mode | |--------------------------------------------| | Monster | BULL | SHOT | ROCK | CELL | 9000 | |--------------------------------------------| | Human | 2 | 1 | 1 | 1 | 1 | | Sergeant| 3 | 1 | 1 | 2 | 1 | | Imp | 6 | 1 | 1 | 3 | 1 | | Demon | 14 | 2 | 1 | 7 | 1 | | Spectre | 14 | 2 | 1 | 7 | 1 | | Souls | 10 | 2 | 1 | 5 | 1 | | Cacodmn.| 36 | 6 | 2 | 18 | 1 | | Barons | 100 | 15 | 5 | 50 | 1 | | Cyberdm.| 400 | 58 | 20 | 200 | 3 | | Spiderd.| 300 | 43 | 15 | 150 | 2 | `--------------------------------------------' Note: This chart pertains to direct hits only. Missed shots increase the amount of ammunition required to kill any enemy. (10-9): Which enemies will attack each other? ============================================= Projectile monster attacks do not hurt other monsters of the same species. For example, Imp fireballs do not hurt other Imps, but do hurt other monsters. Baron green plasma does not hurt other barons, Cacodemon gasballs don't hurt other Cacodemons, and Cyberdemons are immune to their own rockets. Bullet attacks are fair game for all. Troopers, Sergeants, and Spiderdemons all kill their own kind cheerfully. Scratching and biting attacks are hard to misdirect but it does happen, and when it does, Demons will happily go after each other, as will Spectres. Last but not least, Lost Souls who hit each other will duke it out to the finish. ==================================== =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) infant2.sphs.indiana.edu /pub/doom/ + ftp.uwp.edu /pub/msdos/games/id/home-brew/doom/ + ftp.orst.edu /pub/gaming/DOOM/ + empires.stanford.edu /pub// + ftp.uni-erlangen.de /pub/pc/msdos/games/ID/DOOM-stuff/ 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) BBS +(4) Game Palace (305)-587-4258 (the sysop maintains an infant2 mirror) BBS +(5) WC BBS (510)-937-0156 (maintains an infant2 mirror) +: This site is a mirror of infant2.sphs.indiana.edu *11-1* If I don't have FTP access, how can I get these files? ============================================================= You can use the infant2.sphs.indiana.edu mail server, or call one of the BBSs listed in Chapter [11]. A new mail server has been set up to service the infant2 DOOM FTP site. To use the site send E-mail to: mail-server@mimosa.astro.indiana.edu The mail server will do various things depending on what you put in the body of the message. For list of commands send the message: -CUT HERE- send help end -CUT HERE- Every morning at 1:00am, two files are updated that you can get that will tell you what is avaliable to be downloaded. They are called FILELIST and NEWFILES. You can get these files by sending the message: -CUT HERE- send FILELIST send NEWFILES end -CUT HERE- Once you have found the files you want on the list, you can get them sent to you with the following commands sent to the mailer: -CUT HERE- send infant2.sphs.indiana.edu:/pub/doom/wads/newwads/reallybig.wad send infant2.sphs.indiana.edu:/pub/doom/wad_edit/bsp11x.zip send infant2.sphs.indiana.edu:/pub/doom/text/doom57.faq end -CUT HERE- The mailer will send you the uuencoded binaries within 24 hours. -------------------------------------------------------------- CHAPTER [12]: What cheating utilities have been made for DOOM? -------------------------------------------------------------- This chapter describes utilities that have been created to help people cheat at DOOM. Due to the recent release of v1.666 of DOOM, there are currently no save game editors that work with the new save game format. Please E-mail me if you have created one! ----------------------------------------------------------- CHAPTER [13]: What add-on software allows me to alter DOOM? ----------------------------------------------------------- [13-1]: BSP v1.2x ================= DESCRIPTION: A 100% working nodes builder which builds the correct BSP nodes and blockmap data for any WAD file. CREATED BY: Colin Reed (colin@argonaut.com) AVAILABLE AT: Site (1): wad_edit/node-build/bsp12x.zip *13-2*: DEHACKED v1.3 ===================== DESCRIPTION: DEHACKED allows modification of the DOOM.EXE file. This makes it possible to create new weapons, new monsters, many special-effects, and much more. CREATED BY: Greg Lewis (gregory.lewis@umich.edu) AVAILABLE AT: Site (1): wad_edit/doomhack/dhaked13.zip *13-3* Deframed v1.0 ==================== DESCRIPTION: Deframed v1.0 is a utility used to extract the frame table from the registered version of the DOOM.EXE. Patch files can be created in text or binary format, edited and written back to DOOM.EXE. CREATED BY: Chris Gillespie (gilles2@hubcap.clemson.edu) AVAILABLE AT: Site (1): wad_edit/doomhack/dfram10.zip (13-4): DEU v5.21 ================= DESCRIPTION: A map editor to create brand new levels for DOOM or edit existing ones. Includes manual, tutorial, and complete source code. Handles nodes fairly well. CREATED BY: Raphael Quinet (quinet@montefiore.ulg.ac.be) AVAILABLE AT: Site (1): wad_edit/editors/deu521.zip Site (2): deu521.zip (13-5): DMapEdit v3.0 ===================== DESCRIPTION: A full DOOM map editor which allows editing of DOOM level components. CREATED BY: Jason Hofoss (hoffo002@gold.tc.umn.edu) AVAILABLE AT: Site (1): wad_edit/editors/dmaped30.zip Site (2): dmaped30.zip (13-6): DMAUD v1.1 ================== DESCRIPTION: DMAUD will store sounds into or extract sounds from DOOM.WAD files distributed with DOOM versions 1.0, 1.1, and 1.2. In addition, DMAUD will play the sound if a SoundBlaster compatible sound card is present. DMAUD v1.1 also has the ability to create PWAD files. Input files can be any format (.AU, .VOC, .WAV, .SND, etc) and any sample rate; they will be converted as necessary. CREATED BY: Bill Neisius (bill@solaria.hac.com) AVAILABLE AT: Site (1): wad_edit/misc/dmaud11.zip Site (2): dmaud11.zip [13-6-1]: 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): misc/dmfe001.zip [13-7]: DMGRAPH v1.1 ==================== DESCRIPTION: Allows importing and exporting of graphics for DOOM. v1.0 allows usage of PPM or GIF graphic files in 320x200x256 format. CREATED BY: Bill Neisius (bill@solaria.hac.com) AVAILABLE AT: Site (1): wad_edit/misc/dmgrap11.zip Site (2): dmgrap11.zip (13-8): DMMUSIC v1.0a ===================== DESCRIPTION: DMMUSIC allows importing and exporting of MUS files with IWAD and PWAD files. CREATED BY: Bill Neisius (bill@solaria.hac.com) AVAILABLE AT: Site (1): wad_edit/misc/dmmus10a.zip (13-9): DOOMCAD v4.3 ==================== DESCRIPTION: DOOMCAD is a "state-of-the-art" DOOM map editor for Windows. Allows creations of levels from scratch, three dimensional previewing, drag-and-drop editing, and fairly good handling of nodes. CREATED BY: Matt Tagliaferri (matt.tagliaferri@pcohio.com) AVAILABLE AT: Site (1): wad_edit/editors/dmcad43.zip Site (2): dmcad43.zip (13-10): DOOM Color Changer =========================== DESCRIPTION: This program modifies the DOOM.WAD files' player pictures. This allows you to change the way other players are viewed in a multi-player game. If you are playing a cooperative game, you can make the players white so they stand out and you can avoid hitting them by accident. Or, you can make the players dark colors so that a deathmatch game can be more difficult. This program will only work on the registered DOOM v1.2 or above. CREATED BY: Douglas Leininger (72773.245@compuserve.com) AVAILABLE AT: Site (1): misc/doomcc.zip (13-11): DOOMDump v0.9 ====================== DESCRIPTION: Dumps out all structures contained in a WAD file to a text file. CREATED BY: Steve Simpson (ssimpson@world.std.com) AVAILABLE AT: Site (1): wad_edit/misc/dmdump09.zip (13-12): DOOM Editor - The Real Thing v2.60b4 ============================================= DESCRIPTION: A DOOM map editor which allows map changes, bitmap viewing, and sound importing and exporting. Very little knowledge of DOOM WAD structure needed. Requires Windows v3.1. CREATED BY: Unknown name (pringler@cuug.ab.ca) AVAILABLE AT: Site (1): wad_edit/editors/de_260b4.zip Site (2): de_260b4.zip [13-13]: DOOMTOOL ================= DESCRIPTION: A collection of two utilities: SND.EXE allows a sound to be put into a PWAD file. CAT.EXE allows two PWAD files to be merged into a third. CREATED BY: Unknown Name (jdooley@ugcs.caltech.edu) AVAILABLE AT: Site (1): wad_edit/misc/doomtool.zip Site (2): doomtool.zip [13-14]: DOPE v1.2 ================== DESCRIPTION: DOPE is a DOOM Object Placement Editor. This program will allow you to completely edit object placement in all levels. CREATED BY: Chris Carollo (ccarollo@magnus.acs.ohio-state.edu) AVAILABLE AT: Site (2): dope12.zip (13-15): IDBSP v1.0 =================== DESCRIPTION: id Software's BSP node builder ported to DOS. CREATED BY: Ron Rossbach (ej070@cleveland.freenet.edu) AVAILABLE AT: Site (1): wad_edit/node-build/idbsp10.zip [13-16]: 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: Productions (joakim.erdfelt@swsbbs.com) AVAILABLE AT: Site (1): random/jumble30.zip and random/jumble3s.zip Site (2): jumble30.zip and jumble3s.zip Site (3): jumble30.zip and jumble3s.zip [13-17]: MDE: My DOOM Editor v0.90b =================================== DESCRIPTION: Allows modification of DOOM levels, including object placement, light levels, floor and ceiling heights, secret areas, acid damage, blinking lights, crushing ceilings, moving platforms, teleports, and more. Not a complete level structure editor. CREATED BY: Patrick Steele (Unknown address) AVAILABLE AT: Site (1): wad_edit/editors/mde90b1.zip Site (2): mde90b1.zip (13-18): Move Level v2.0 ======================== DESCRIPTION: Move Level allows modification of the episode and mission number in a DOOM PWAD file. CREATED BY: Steve Stimpson (ssimpson@world.std.com) AVAILABLE AT: Site (1): wad_edit/misc/movelev2.zip (13-19): MUS2PWAD v1.0 ====================== DESCRIPTION: Places MUS files into PWAD files. CREATED BY: Wirta Wiriyan (kosasih@cae.wisc.edu) AVAILABLE AT: Site (1): music/mus2pwad.zip [13-20]: NodeNav v0.8 ===================== DESCRIPTION: Allows observation of the geometry of the nodes structure for a particular DOOM level. CREATED BY: Frank Palazzolo (palazzol@msen.com) AVAILABLE AT: Site (1): wad_edit/node-build/nodenav.zip Site (2): nodenav.zip (13-21): RanDOOM v1.65 ====================== DESCRIPTION: RanDOOM is a utility which will randomize the placement of objects in the DOOM playfield. Additionally, RanDOOM has some smarts and fixes major problems that other randomizers have. RanDOOM allows you to tailor its randomizing to your personal taste. RanDOOM has the capability to randomize and create PWAD files as well. CREATED BY: Scott Coleman: ASRE Software (tmkk@uiuc.edu) AVAILABLE AT: Site (1): random/rdoom165.zip Site (2): rdoom165.zip (13-22): REJECT v1.0 ==================== DESCRIPTION: REJECT.EXE is a command line based utility used for building the REJECT resource in a DOOM PWAD file. It post-processes a PWAD which has been created using a level editor such as DEU. Its main purpose is to speed up slow PWAD files by reducing the number of line-of-sight calculations performed by the DOOM engine. CREATED BY: L. M. Witek (lee@trousers.demon.co.uk) AVAILABLE AT: Site (1): wad_edit/misc/reject10.zip (13-23): Renegade Graphics DOOMED v1.1c/e ========================================= DESCRIPTION: Allows advanced DOOM map editing and has been used by many PWAD creators. Allows modification and creation of PWAD files. Includes detailed documentation. A v2.0 upgrade is expected soon which should add many new features. Note: The newest registered version is v1.1e. Registration is $25 US. CREATED BY: Joe Pantuso (73633.2517@compuserve.com) AVAILABLE AT: Site (1): wad_edit/editors/rgde11cs.zip Renegade Graphics BBS: (615)-337-9198 [13-24]: RENWAD =============== DESCRIPTION: Allows modification of the episode and mission number in a DOOM PWAD file. CREATED BY: ASRE Software (tmkk@uiuc.edu) AVAILABLE AT: Site (1): wad_edit/misc/renwad.zip [13-25]: VERDA v0.20 ==================== DESCRIPTION: With VERDA, you can move THINGs around the map and change them to other things. You can change LINE triggers, SIDE image selection, SECTOR image selection, floor heights, ceiling heights, sector actions (raising/lowering, etc.), and properties (acid/blinking lights, etc.) You can graphically see which lines trigger which sectors, and change this. You can display the NODE information graphically, but it cannot currently be edited. CREATED BY: Mike Carter (verda@swri.edu) Robert Fenske Bob Robinson AVAILABLE AT: Site (1): wad_edit/old_edit/verda020.zip (13-26): VERDA Node Builder v1.05 ================================= DESCRIPTION: Builds nodes in a PWAD file. CREATED BY: Robert Fenske (rfenske@swri.edu) AVAILABLE AT: Site (1): wad_edit/node-build/vbsp1050.zip (13-27): WADED v1.23 ==================== DESCRIPTION: A DOOM PWAD editor. CREATED BY: Unknown AVAILABLE AT: Site (1): wad_edit/editors/waded123.zip [13-28]: WAD Extended Tools v1.0 ================================ DESCRIPTION: Allows viewing and hex editing of WAD resources such as pictures, textures, color maps, and more. CREATED BY: Unknown Name (vels@aldan.cs.biu.ac.il) AVAILABLE AT: Site (1): wad_edit/misc/ewt.zip [13-29]: WAD Hacker v2.0 ======================== DESCRIPTION: WAD Hacker is a DOOM WAD file resource viewer. Allows viewing of all graphical resources. BMPs can be generated from any graphic and PWAD files can be produced from any level. CREATED BY: Roger Hayes (roger_hayes@stortek.com) AVAILABLE AT: Site (1): wad_edit/misc/wadhak.zip [13-30]: WADMASTER v0.5 ======================= DESCRIPTION: Allows adding and removing of THINGS in DOOM levels. Also displays NODES, SSECTORS, and SEGS. CREATED BY: Unknown AVAILABLE AT: Site (1): wad_edit/old_edit/wdmstr05.zip Site (2): wdmstr05.zip [13-31]: WADNAME ================ DESCRIPTION: WADNAME is a utility which will display the episode and mission number of all replacement levels contained in a given WAD file. CREATED BY: ASRE Software (tmkk@uiuc.edu) AVAILABLE AT: Site (1): wad_edit/misc/wadname.zip (13-32): Wads_Up v1.1 ===================== DESCRIPTION: Wads_Up is basically a THING editor. It allows you to move objects, graphics, enemies, around a level. CREATED BY: Gary Whitehead (gary@stek.demon.co.uk) AVAILABLE AT: Site (1): wad_edit/editors/wadsup11.zip [13-33]: 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): wad_edit/misc/wt100.zip Site (2): wt100.zip ---------------------------------------------------- CHAPTER [14]: What add-on data files exist for DOOM? ---------------------------------------------------- (14-1): Graphics ================ Here is a catalog of various graphics collections available for DOOM. Bill Neisius' DMGRAPH v1.1 or a similar utility is often needed to import most of these into DOOM. AVAILABLE AT: Site (1): graphics/(filename) Site (1): themes/starwars/(filename) (Star Wars related) Site (1): themes/aliens/(filename) (Aliens related) FILE DESCRIPTION CREATOR ==== =========== ======= alien101.zip Xenomorph, Face Hugger, David Lobser (lobser@csn.org) Loader, Alien Queen, eight new levels angels .zip Sargeants have wings Sam Lantinga (slouken@cs.ucdavis.edu) BARN3D2A.ZIP 3-D Barney the Dinosaur David Lobser (lobser@csn.org) baron_1 .zip Preview of DOOM T-shirt Teery Greenlaw (greenlaw@crl.com) bdoom .zip Barney the Dinosaur Bill Neisius (bill@solaria.hac.com) bunny3d .zip 3-D Energizer Bunny David Lobser (lobser@csn.org) chungang.zip Gory new graphics Unknown CRAZDOOM.ZIP Imps wear bikinis Unknown dalek3d .zip Imps are Daleks David Lobser (lobser@csn.org) dalek-3 .zip Imps are Daleks Unknown Name (rkimmel@u.washington.edu) dckscrn .zip Preview of DOOM constr- Ben Morris (bmorris@amtsgi.bc.ca) dckscrn2.zip uction kit, coming soon Ben Morris (bmorris@amtsgi.bc.ca) doom4win.zip DOOM logos for Windows "Nightcrawler" doommorf.zip Enemy FLI animation Neal Miller (millen3@rpi.edu) fhum .zip New sargeant deaths Unknown guy2sarg.zip Swaps Sargeants/Marines Dave Matteson (davematt@mail.msen.com) imp_grfx.zip Imps are more gory Greg Gimsby (Unknown E-mail address) jagdoom .zip Jaguar DOOM preview id Software (help@idsoftware.com) macbar10.zip Barrels are Macintoshes Atul Varma (atulv@bronze.coil.com) myface .zip Cacodemons are faces Adrian Hayes (ahayes@pacifier.rain.com) nopent .zip Removes pentagrams Steve Simpson (ssimpson@world.std.com) pacdoom .zip Pacmen have invaded Bill Neisius (bill@solaria.hac.com) sequence.zip New death sequences Unknown Name (dryerson@botany.utoronto.ca) stars .zip Skies are star fractals Unknown (pinder2@griffin.emba.uvm.edu) strooper.zip Sargeant->Stormtrooper Phillip (p.magnussen@auckland.ac.nz) swdoc11 .zip Star Wars DOOM "Action Jackson" swgfx2 .zip Cacodemons -> Probots Mike C. (thomas@ug.cs.dal.ca) swgfx3 .zip Barrels -> R2D2 Mike C. (thomas@ug.cs.dal.ca) swgfx4 .zip Lost Souls -> Mike C. (thomas@ug.cs.dal.ca) Interrigator Droids swgfx5 .zip Baron -> Emperor guard Mike C. (thomas@ug.cs.dal.ca) swlaser .zip Rockets -> Lasers Jeff Johnston (brunner@gas.uug.arizona.edu) swstuff .zip Star Wars title screen Jeff Johnston (brunner@gas.uug.arizona.edu) wolfdm_2.zip Wolfenstein enemies Unknown Name (moss@plains.nodak.edu) (14-2-1): A comprehensive listing --------------------------------- Here is a list 215 PWADs (new levels) for DOOM. Most of them require the registered version of DOOM. Thanks to Todd Bursch (lerxt@vax1.mankato.msus.edu) for such a great compiliation. To use these, type the following at the command line: Have Fun! AVAILABLE AT: Site (1): wads// - GS Graphics / sounds - TP Type of game G includes external graphics A all play types S includes external sounds S tuned for single play A graphics/sounds/demos D deathmatch optimized D demo included - EA Difficulty of wad - RATE Personal rating of wad Y difficulty settings enabled - sub-par N no difficulty settings o ok E/H easy/hard + above average ~ one half + - DT Deathmatch - CO Cooperative Y includes 4 death start pts Y includes 4 coop start pts # number of deathmatch starts # number of coop starts - MONST Cyber/Spiders/Barons N no monsters in wad 1/0/0 1 cyber demon 0/1/0 1 spider demon 0/0/5 5 barons - The rating system is based on overall appearance and gameplay. The ratings reflect the opinions of Todd Bursch only. - The monster cyber/spider/baron count is for skill level 3. - The most up to date version of this chart is available by finger: finger lerxt@krypton.mankato.msus.edu - This chart is also available from "infant2.sphs.indiana.edu" in "/pub/doom/wads" under the filename "wads????.rev" where ???? is the month and day or release. NAME LEVEL GS TP EA RATE DT CO MONST COMMENTS 11BONES E1M1 Y + Y Y Round raised indoor island 11INHELL E1M1 NH + 8 Y 0/0/10 + barons, row of mv walls to exit 23CASTLE E2M3 N o N Y small castle with few monsters 666 E1M1 A Y ++ 6 Y 0/0/4 four square warp from hell 777 E1M1 A YH +++ 7 Y 0/0/1 catwalks, killer keys, 4 lift pillars ABYSS E1M1 N ++ N N 0/0/3 red key under door @ begin AFRO E1M1 YH ++ 9 Y 0/0/2 exit behind you @ begin AMBUSH E1M1 YH +++ N N 1/0/11 cyber in cage @ begin, stairs, barons ARENA E1M1 N + Y Y huge square court, tons o guns ATRIUM E1M1 Y + N N small, barrel trap, swamp forest AVRAX E3M4 D N + 14 N 0 no health, tons o guns AWP11 E1M1 A Y + 7 Y tons of guns outside, 2 spiral rooms AWP11F E1M1 G Y ++ 7 Y 2 spirals, canyon, +guns outside BARREL E1M1 S YH + N N 0/1/6 lots o traps, xplding barrels BASTARD1 E1M1 +++ N Y really cool kitchens & bathrooms BDMWAD! E1M1-9 Y n/a Y Y reorder: 21,24,31,22,33,11,35,38,28 BEHOLD21 E2M1 YH + N N 0/0/1 warp with thin walls BIGBRO E1M1 D YH + 6 N 0/0/2 8 pits @ begin, traps BLUDLUST E2M1 D Y ++ 6 y 0/0/1 4 halls leading into center room BOBWORLD E2M1 Y o N Y 0/0/1 mod e1m1, more warps & monsters BRIAN3L1 E3M1 Y o N Y 0/0/2 mod e3m1 CANDYGRM E1M3 S Y ++ Y Y 0/0/7 huge mazes, follow traps, 100 barrel CANYON E2M1 NE o Y N long open canyon CASE E1M1 N ++ 13 Y outside campus, + bldgs, cool CASTLE E1M1 S Y ++ Y Y 0/0/2 large castle w slime moat CAVLAB11 E1M1 S Y ++ N N 0/1/12 20 meatballs, 10 barons, 1 exit CHALLENJ E1M2 S Y +++ N N 0/0/3 bar, barons @ end, large CHRIS E1M1 A YH + 7 3 1/0/0 cyber in room w lift bridge CJME2M1 E2M1 N o N N hex room, bad HOM bugs, exit? CLAFLIN E2M1 A Y ++~ 6 Y 0/0/1 Bost. U, small maze, complex CLASSICS S n/a music PWAD COLONY E1M1 GS YE ++ 8 Y small, puzzles & tricks COLOSEUM E3M1 D N + Y Y 1/0/0 4 color warp in center, barons COMBAT E1M1-3 D Y +~ Y Y 0/0/1 3 small, quick deathmatch, 1 weapon CORTYR_B E3M A YH +++ Y Y 0/0/1 huge, light post CRAIG31 E3M1 Y ++ 8 Y 0/0/1 locks door behind you, wall of warps CRUSHER E1M1 S Y ++++ N Y 1/0/0 cyber crush trap, pillars rise if shot CWWAD E1M1 D N ++ Y N 1 room, trenches, + inviso's DAEMON E1M1 N o Y Y 1/0/2 small, HOM bugs, long halls DAEMON2 E1M1 N ++ Y Y 1/0/3 hallway of barrels, cyber DAGGER E1M1 S N ++ N N cool rising cross @ end, cross over DEADBASE E2M1 Y +++ 6 Y Fountain, stuck doors DEADLY21 E2M1 N o N Y e2m1 based, more monsters DEATH E1M1 N + 6 N 0/0/1 semi-maze DEATH01 E2M1 Y o Y Y 0/0/1 2 way run around DEATH2 E1M2 Y o N Y 0/1/15 mod e1m2, more guns & monsters DETHE1M1 E1M1 A D Y +++ 17 Y cool house, C&C music fact 'sweat' DETHSTAR E2M1 A Y ++ 8 Y mult warps to exit level, slalom DETHWALK E2M1 D Y o Y Y raised walkway, hidden exit DMINATOR E1M1 n/a 2 Y mod stock levels, more monsters DPRISON E1M1 D N o Y Y 0/0/1 hidden exit, cell doors DRAGON12 E1M2 Y ++ 12 Y 0/1/2 map looks like a dragon DRANDOM E3M1 D N ++ Y Y 0/0/1 pick 1 weapon, baron DRKSTAIR E1M1 Y + 1 Y start in stair pit, deaf guards DSPIRAL E2M1 D N +++ 5 Y select 1 weapon, honeycomb spiral DUO_1 E1M1 D Y + Y N N 1 room, closets around outside E1L1KP E1M1 Y + Y Y 0/0/1 1 hex pillar room E1L5KO E1M5 D Y - 2 Y mod e1m5 E1M1EDB E1M1 Y - Y Y mod e1m1 E1M1OSK3 E1M1 D Y - 7 Y 0/0/1 mod e1m1, start backwards E1M1OSKU E1M1 D N - Y Y 0/0/1 mod e1m1, start backwards E2GC E2M2 Y ++~ 6 Y lots of switches E2L1BIN3 E2M1 YH + N Y 0/0/10 tons of barons, walls shut you off E2L1GC E2M1 Y + 5 Y crushing star, caves, climb boxes E2L2_GG1 E2M2 YH +++ Y Y 0/0/2 mod e2m2, barons @ exit, cool EE2L1 E2M1 D Y +~ N Y 0/0/1 mod e2m1, dark, +guns, +monsters EHD11 E1M1 NE o Y Y small EHD12 E1M2 NE o Y Y small EHD14 E1M4 NE o Y N small ELEVATOR E1M4 A NH o Y Y 0/0/12 tall vater, lots o barons, HOM bugs? EP4B E1M1-9 D n/a Y 9 deathmatch PWADS put together ESWADSKH E3M2 Y - 9 Y 1/0/4 mod e3m2, + monsters EVIL_E E1M1 A Y + 8 Y 0/0/2 skull in map, sailing ship FEAR21 E2M1 YH ++ N Y 1/1/4 big room w moving center & maze FERTILE E2M5 S Y ++ 9 Y 0/0/5 2 = halves, barons in pit @ end FEZ1 E1M1 Y ++ N N 0/0/3 large maze, red key cage trap FEZ2 E1M1 S Y ++ N N 0/0/4 narrow tunnels, raised columns FLASH E1M1 D YE ++ Y Y small, great vantage points =MINE1? FLORZOO1 E1M1 N + N N 1/1/1 zoo, wall, floor, object catalog, -ex FOREST E2M1 G A Y ++ Y Y new graphics for mountians FORTRESS E1M1 YH ++ 8 Y 0/0/4 nw maze, s outside w plasma gun FRED E2M1 Y + N N small wad, large courtyard FREEDOM E2M2 S Y +++~ Y Y 0/0/1 warp trick, circular doorway @ end FRIGHT E2M1 Y +++ 5 Y 2/4/6 4 spiders, 2 cyber demons, 6 barons FYI_1-2 E1M1-2 Y + N N 1/0/0 11; long maze , 12; split walkway GORE1 E1M1 D N ++ Y N N long stairs, rockets & chain gun GRRFY11 E1M1 D YE + 5 Y small, few monsters HALLS E1M1 D D Y + 18 Y 0/1/0 3 rooms, spider demon HALLS2 E1M1 S D N ++ 11 Y 0/0/1 updated halls.wad HELIPAD E1M1 S Y + N Y 0/0/2 small, good e1m1 replacement HELL E3M8 N + N Y 2/0/0 E3M8 end of game wad HEVNHELL E1M1 A Y + Y Y 0/0/7 2 halves, rt outside guns, left lava HHH-21 E2M1 G S YE o Y Y small, lift pits off walkay HHH-22 E2M2 G A Y + Y Y red carpet & 4 doors @ begin HOCKEY10 E1M1 D N ++ Y Y N Doom hockey, no exit HONEY E1M2 Y + 9 N 0/0/1 different honeycomb rooms HUH E2M1 Y ++ 3 Y ground splits in front of you @ end HUNTE1M1 E1M1 D Y o N Y 2 player exit, mod e2m1 HUNTE1M2 E1M2 D Y o N Y mod hand wad JADML1M1 E1M1 D NE + 8 Y circular with center room JAL_CAS1 E2M1 Y + 6 Y small, castle JAL_DM1 E1M1 D N + 12 N small, outside, corner warps JEFF-1-2 E1M2 D N + 9 N N mod e1m2 JL2D E1M1 D S N ++ N N 0/0/1 perpetual warp @ begin, parts of e1m1 JUSTEC E1M1 N ++ N Y 0/1/1 cyber on warp grid, lift 2 cntr of hex JUSTIN E1M3 NE o 6 Y 0/0/1 small K9 E1M1 D A Y +++~ 6 Y 0/0/2 sniper spots, lowering bridge, campus KENT2 E1M1 Y o 2 Y mod e1m2 KRONOS E1M1 S Y ++ N N large steps -w- pink dudes @ end LEDGES E1M1 D N + 12 Y center pit w stairs & rooms around LEDGES2 E1M1 D ++ 10 Y updated ledges LEGEND1 E1M1 S Y + 9 Y blue narrow halls, caverns LEGEND2 E1M2 A Y + 8 Y 0/0/1 hidden halls, lowering platforms @ end LEGEND3 E1M3 A Y ++ 16 Y stair circles (cloverleaf), 2 exit LEWIS21F E2M1 A Y +++ 12 Y 0/0/2 huge outdoor, sw vantage catwalk LIT-E2M1 E2M1 Y o N Y mod e2m1 done in wood paneling LITHE2M1 E2M1 Y o Y Y large tall lift rooms LOGO E1M1 D N o Y Y Doom logo, no guns, 11 exits LONGMTCH E2M1 D Y ++ 8 Y 0/0/1 lots of cages, face in map MARKROOM E1M1 D NE + 7 N 1 room, stair island = ROOMY.WAD MARX1_1 E1M1 Y + Y Y 0/0/1 small, baron & imps MARX1_2 E1M2 N ++ 6 Y confusing grey interior MAZE E1M2 Y + 12 Y 0/0/1 invisible walls MAZE1 E1M1 A Y + 5 Y outside maze MEGALAB E1M2 A YH +++ Y Y 0/0/3 landing strip & hanger MEGAWATT E1M1 A YH ++ Y Y 0/0/2 chaingun trap, plasma r @ begin MELANGE E2M1 A Y + Y Y 0/0/1 long stairs down then up @ begin MINE1 E1M1 D NE + N N N good vantage, - monsters, =FLASH? MOONBASE E1M1 Y ++ 5 Y 0/0/1 l/r split @ begin, courtyard MXK_C-11 E1M1 NH +++ N N 0/0/2 maze, crushing halls MXK_D-11 E1M1 NH +++ 9 Y 0/0/3 mazes, around 50 meatballs NETBEAST E1M1 N o 5 N 0/0/4 barons in a square hallway NEVEREST E2M1 YH ++ 8 Y 1/0/10 sipral stairs & cyber @ begin NEWHITS1 E1M1-9 S n/a N 8 wads, cheat to exit NEWTECHN E1M1 N o N N 1/0/10 invisible stairs, 1 room, exit? NOVA E1M1 D Y ++ Y Y small deathmatch, blue lit halls OCTAFRAG E1M1 D N ++ Y Y cross connects & warps, deathmatch OCTAGON E1M1 Y +++ Y Y crosswalk jumps, key tightrope, octo OCTO E2M1 N o N N 1/2/4 1 room, barons outside OPOST21 E2M1 S Y ++++ N N perfectly lit caverns OUTLAND E2M1 D N ++~ Y N 0/0/3 ledges along side of slime rooms PANIC! E2M2 D Y ++ 10 Y 0/0/1 trick red key, walkthrough walls PAT E2M8 D N o Y Y mod e2m8, darker, no cyber PET E1M2 NH +++ 2 Y 1/0/6 crush, spiral room, huge PET2 E1M1 N o N N 1 room, about 100 guards PILLARS E1M1 D Y + 10 Y jump pillar stairs PLEASURE E1M1 D Y +++ Y Y 0/0/4 huge circular arena POST11 E1M1 S N ++ N N 0/0/3 huge armory, switches behind doors PROTO1 E2M1 Y ++ N N 0/0/1 crush @ begin, inviso maze PSYCH E1M1 S N o N N 2/1/22 lots of barons PURDUE E2M1 N ++~ N Y 0/0/3 large campus, step arena @ end, HOM PYRAMID E2M1 Y ++ N Y 0/0/1 pyramid with rising steps QUARY11 E1M1 D Y + Y Y no exit, canyon with + guns above RAMPAGE E1M1 N ++~ Y Y 0/0/1 office building REACTOR E2M1 Y ++~ N 12 1/1/2 8pt warp star, red bars block exit RIKER10 E1M1 Y ++ 12 Y 2 barons & key right, exit mv floor ROCK-IT E1M1 D N ++ 11 N 1/0/0 hidden warps, green cross ROOMY E1M1 NE + 7 N 1 room, stair islands =MARKROOM.WAD RUN E1M8 Y + N N 0/0/1 crush, pillar, hop, tightrope RUNLKHEL E2M1 YH +++ Y Y 0/0/1 hidden keys, moat, murder holes SC E1M1 N o 6 Y 0/0/1 - monsters, + batteries, open rooms SCC2 E1M1 D N ++ 8 Y 1/0/1 mucho weapons SCREAM E1M1 NH ++ 3 Y 3/0/4 cage, puzzles SEWERS E3M1 Y + 6 Y 0/0/2 huge sewer maze, barons @ exit SHADOWS E1M1 D N o 7 N N small, + guns, no exit SHADOWS2 E1M1 D N + 7 N N no exit, dark deathmatch, exit? SHADOWS3 E1M1 D ++ 19 1 N small, quick & deadly deathmatch SHOCK E2M1 Y +~ Y Y 5 rooms connected, HOM SHUTTLE E2M1 N - N N unfinished? large dark hangar, no exit SPUNK E1M1 NH ++ Y Y 0/0/2 tons of wimpy monsters, no exit SS-E1L2 E1M2 Y o N Y 0/0/1 mod e1m2 SS27BETA E2M7 A YH +++~ Y N 0/0/1 HUGE complex! hundreds of rooms, slow SS27BET2 E2M7 Y +++~ Y Y 0/0/1 updated ss27beta.wad STAIRS E1M1 D N +++ 5 N 0/0/1 crushing walk on way to baron point STARWAR1 E1M1 Y ++~ Y Y 0/0/4 Star wars deathstar layout STEWBETA E1M1 D N o 8 Y 1/0/0 spiral tower, few weapons STOLEN E2M1 D N +++ Y Y 0/0/5 good warp spots, dark areas STONES E1M1 Y ++ Y Y small, cross walk, courtyard w arch STORAGE E1M1 S Y +++ N Y warehouse maze @ begin, cool stairs STRENGTH E1M1 S Y + N N loop around for keys SUBWAY11 E1M1 NE + 1 Y few monsters, cool, subway station SW1 E1M1 Y o Y Y 3/3/0 mod e1m1 SW2 E1M1 Y o Y Y 1/1/17 mod e1m1 SWEET E2M1 Y + 6 y 0/0/1 small, rooms in a spiral SWETDETH E1M1 D N ++ Y N 0/0/1 trenches, inviso's, modified CWWAD TEK11 E1M1 Y + 3 Y Georgia Tech campus TEMPLE11 E1M1 S Y ++ N N 0/0/1 red key on altar, switchbacks @ end THE-KEEP E1M1 S Y +++ 6 Y updated castle.wad THEKEEP2 E1M1 Y +++ 6 Y updated the-keep.wad THEPITS E2M1 Y ++ N Y spiral start, 3 buildings THETA-4 E1M1 G D Y ++ 10 Y N<4 sniper corners, snow mountains THINK11 E1M1 N + 2 Y 0/0/3 small, crushing rooms THINK12 E1M2 N + N Y long crush hallway, boogie to exit TNCROSS2 E2M1 Y + 3 Y open area, exit switch @ begin TNSPIRES E2M1 Y o Y N start on high spires TREE1 E1M1 D Y ++ 5 Y 0/0/1 look for switches, lots of tricks TREE2 E1M1 S Y ++ Y Y 0/0/2 lots of puzzles TRENCH E1M1 N ++~ Y N large, outdoor trenches TTADOM11 E1M1 Y ++ 3 Y small, 2 floor effect @ end UCA E2M1 S Y +++~ N N 0/0/4 shoot face to get yellow key ULTIMA E2M1 D N + Y Y start on raised cross, 1 room UNDERSEA E2M1 S S Y + N Y 0/0/3 barons, loop around back to begin UPLIFTNG E1M1 D Y ++ 5 Y 0/0/5 guns around rim, slime rivers w trees VILLAGE E1M1 Y ++~ 3 Y 0/0/2 8 buildings, maze becomes invisible VIPER E1M1 Y + Y Y small, odd shaped rooms WALKER E1M1 A N ++ Y Y 0/1/6 2 red rows @ begin WANTON E1M1 A Y +++ 5 Y 0/0/6 huge outdoor diamond, 4 corner rooms WANTON12 E1M1-2 A Y ++ 3 Y wanton split into 2 levels WARHOUSE E1M1 A Y ++ 3 Y large warehouse WEDGE E1M1 Y + 9 Y 0/0/6 cntr area w 3 locked corners WHITROOM E1M1 GS Y ++ 12 Y self portriat @ begin WILLE1M1 E1M1 S Y + 3 Y small, 3 way door @ begin WOGA11 E1M1 S Y + 5 3 small, 3 key doors left @ begin YOUNG1 E2M1 Y ++~ Y Y 0/0/6 barons rise out of pits ZZONE E1M1 D N + 10 Y 1/0/0 meatballs, cyber & only rockets *14-2-2*: DOOM DeathMatch WAD Ranking ------------------------------------- AVAILABLE AT: Site (1): wads// +=========================================================================+ | DOOM DEATHMATCH WAD RANKING | | =-=-=-=-=-=-=-=-=-=-=-=-=-= | | 200+ WADS - Revision Date: 08/01/94 | +=========================================================================+ Compiled by: James Dicke & "Chainsaw Jim" Urbas About the authors: James Dicke jdicke@carroll1.cc.edu or EXEC-PC: JAMES DICKE - DOOM Fanatic. As an employee of the Virtual Gaming Center he finds time to talk to many doom-junkies that are not on the internet. It has been his hobby to collect all WAD's. Jim "Chainsaw" Urbas jimu@point.cs.uwm.edu - DOOM Fanatic. Current projects: wc - Wad compiler; tool to help developers integrate new graphics into WAD files. Deathmatch Compilations DM_xx_xx.ZIP; several 9 level episodes containing the best deathmatch maps, optimized for use in a single episode (namely: DMSMALL1 and DMSMALL2). Also working on a new solo episode with Brant Katkansky, author of NUCLEAR.WAD. Main area of interest is in adding additional graphics to doom missions. --------------------------------------------------------------------------- Ratings Legend: G = Game Play D = Design # = Recommended Minimum How Fun And Addicting How Interesting/Clever Number Of Players ------------------------- ---------------------- ------------------------ + = Play til Dawn + = A Piece Of Art 6 = WAY TOO LARGE 9 = Near Perfect 9 = Amazing 5 = Huntin' w/4 players 8 = Great--Play 1-2 hrs 8 = Fascinating 4 = Hopin' w/4 players 7 = Excellent--A favorite 7 = Interesting 3 = Hopin' w/3 players 6 = Very Good--30-60 min 6 = Above Average 2 = Hopin' w/2 players 5 = Average - Good 5 = Average 1 = A Frag every 10 sec 4 = OK but flawed 4 = Below Average even with 2 players 3 = A diversion - 10 min. 3 = Poor 0 = WAY TOO SMALL 2 = Boring after 2 min. 2 = Ugly 1 = Painfully boring 1 = A Bad Joke ? = Untested 0 = Utter shit 0 = Vomit _ = Untested _ = Untested T: Type A=Action, H=Hunting, B=Both, -= Who knows W: Weapons 0=Pistol/Fists, 1=Shotgun, 2=Chain, 3=Rocket/Plasma 4=BFG M: Monsters 0=None, 1=A few, 2=Several, 3=Lots, 4=Big&Bad, 5=Barons/Cyber Comments: +G means new graphics +S means new sounds, +M new music was added +Cx Cooperative Exit +T text background story +D2 Deathmatch v2.0 ok -X has no exit -x has an unmarked exit ========================================================================== G = Game Play T = Type (Action/Hunting/Both) D = Design W = Weapons at skill 1 (0-4) # = Recommended Minimum # Players M = Monsters at skill 1 (0-5) G D Name Map Released #T WM Short Description and Comments - - -------- ---- -------- -- -- ---------------------------------------- + 9 markroom E1M1 4-15-94 2A 30 Dark arena w/steps -x + 7 ledges E1M1 4-20-94 2A 34 Tunnels around a main room +D2 + 6 shadows E1M1 4-11-94 2A 40 2 small rooms connected w/halls -X + 5 house E1M1 5-28-94 2A 40 Simple house design, no furniture -X 9 7 butt E1M1 6-17-94 3B 44 Wood arena, shadow snipers +SM -X 9 7 ihrke2 E1M1 7-22-94 2A __ Pit w/ledges and crasher -x 9 7 ledges3 E1M1 6-07-94 2A 34 2 rooms w/ledges, stairs, & elevators 9 7 peace E1M1 5-18-94 2B 40 Based on Shadows 9 6 cor81 E1M1 5-31-94 4A 40 Corridors w/side rooms. Invs walls -X 9 5 corr2 E1M1 5-31-94 2A 40 VSml. Cross shaped. Light switch -X 9 5 circle E1M1 7-13-94 2A 30 A circle w/guns in outside doorways. -X 9 _ hitmeinf E1M1 7-20-94 2B __ One lrg oval room w/obsticals 8 9 markrm3 E1M1 6-13-94 2A 22 Staircases -x 8 8 core E1M1 5-30-94 4B 34 Vbig, square/symmetrical +G 8 7 buttv2 E1M1 7-19-94 3B __ Updated version of BUTT for +D2 8 7 shadows3 E1M1 5-17-94 2A 40 Updated shadows, cute- less playable 8 6 e2m1_joe E2M1 7-14-94 2B 30 Three large elevators w/connecting halls 8 6 nova E1M1 5-12-94 2A 32 Arena in outer ring. Passable walls -x 8 6 styx E1M1 6-15-94 2A 30 Court yard w/bridge & sniper halls 8 6 tourney E1M1 6-27-94 2B 30 Central court yard w/snipe zones 8 5 fragday E1M1 7-03-94 2A 40 Several big rooms, stairs, yard 8 5 ihrke1 E1M1 7-22-94 2A __ Simular to "dthbox.wad" TonsOWeapons -x 8 5 stream E3M1 7-01-94 3A 40 Compound built around a stream -x 8 _ lavapit E1M1 7-27-94 2B 4_ Sqr. rooms w/halls & lova moat. 8 _ facelift E1M1 7-25-94 3B __ Elevators w/center room & teleporters 8 _ jeff19a E1M9 7-26-94 2B __ Several circle rooms w/yard. LotsOammo 7 + maverick E2M1 6-03-94 3B 23 Tom Neff; Little ammo, Multi-Theme Map +Cx 7 9 bludlust E2M1 5-12-94 4H 45 Tall center room, plus shaped 7 8 bludlst2 E1M9 5-20-94 4H 43 Star shaped, lots of suicide 7 8 draco1 E2M1 7-22-94 4H __ Cross halls, Elevators, & Teleporters 7 8 jadml1m1 E1M1 4-07-94 2A 21 Dark central room w/sniper points -x 7 8 pentadth E2M1 7-01-94 5B 30 5 Large Rooms w/ledges & elevators -X 7 8 tnplhome E1M1 6-03-94 3A 31 Someone's nice home w/furniture 7 7 room E2M1 6-27-94 2B __ Lrg room w/big pillers -x 7 6 chase E1M1 7-01-94 2B 34 Center room w/side chambers 7 6 octafrag E1M1 4-26-94 3B 12 Center elevators & snipe zones -X 7 6 tncross2 E2M1 4-05-94 2A __ *corrupt* (Use DMSMALL1) 7 6 ultima E1M1 5-02-94 2A 31 1Rm, Suspended Cross -x 7 5 clash E1M1 5-23-94 2A 30 Symmetric w/center room, no Spec 7 5 cwwad E1M1 6-08-94 5A 33 VLrg. Center room. Pyramid. Berserks 7 5 deathme E3M1 6-06-94 2A 45 Large Sq w/pillars, barrels, windows +M 7 5 duo_1 E1M1 4-29-94 2H 30 Square area w/outside corridor 7 5 hexxed E1M1 6-06-94 2A 45 Caged Spider & Cyber -x 7 5 swetdeth E1M1 5-06-94 3B 35 Square room w/trench & hill 7 4 ledges2 E1M1 5-17-94 2A 34 Like Ledges, sloppy 7 4 nasty11 E1M1 6-03-94 1A 21 Simple octagon w/weapons in center 7 4 steps3 E1M1 3-30-94 3B 33 Multi-rooms & snipe windows 7 3 dthbox E1M1 5-04-94 2A 40 VSml room w/ TonsOweapons on pillars 7 2 t3 E1M1 6-25-94 1A 50 VSml. 4 doors, 4 rooms, 4 Weapons. -X 7 _ qwert7 E2M1 7-20-94 2A __ Caverns and 1-way walls 7 _ town E3M6 7-21-94 3H __ Many buildings & walls 7 _ show E1M1 7-21-94 3H __ Lrg hex room w/sniper zones 7 _ lurker E2M1 7-24-94 3B __ Circles w/1 way walls & halls +D2 7 _ auror12a E1M2 7-29-94 3H __ Lots of secrets, pillers, platforms 7 _ tkmaz14a E1M4 7-29-94 2H __ Twisty halls, hidden maze 7 _ chase21a E2M1 7-25-94 2B __ Center building w/outside yard +G 7 _ phrag21a E1M1 7-25-94 4H __ Several halls & lrg rooms (Nudes) +G 7 _ trimatch E1M1 7-20-94 2B __ Three circles connected w/outer circle 7 _ bilbo11 E1M1 7-28-94 3B __ Halls & rooms *M -x 7 _ chain E2M1 7-31-94 2B __ LotsOchainsaws, drak areas, fake walls 7 _ ojsim1 E2M1 7-31-94 3B __ Several rooms w/secret snipper zones 6 8 morehell E1M1 5-06-94 4H 11 VBig. Interconnected rooms. +Cx 6 7 fragyou E1M1 6-25-94 3A 22 Court yard w/stairs & elevators 6 6 dethe1m1 E1M1 4-30-94 4A 31 A large house. +GM 6 6 dethmaze E1M1 7-13-94 4H 32 A maze w/some darkness & sniper zones 6 6 spaz E2M1 6-27-94 5H 45 2 Large Rooms, Perches & snipe zones 6 5 gore1 E1M1 4-18-94 4A 30 Large cavernous rooms (maze like) 6 5 speedoom E1M1 6-20-94 2A 30 Square room w/teleporters (DM?) 6 5 spiral E2M1 4-20-94 4H 34 Room w/spiral stairs + small rooms 6 5 the-keep E1M1 5-08-94 4H 30 In the shape of a castle/moat/court 6 5 theta-4 E1M1 5-14-94 4H 30 Outside arena. Large rooms. +G 6 5 zzone E1M1 4-20-94 2A 35 Big room w/perches 6 4 dmaze E1M1 7-01-94 4H 30 Dark large twisting caverns 6 4 fig8 E1M1 7-23-94 2B 4_ Figure 8 shaped. 6 3 avrax E3M4 6-08-94 5H 40 Paths & Arenas. TonsOAmmo 6 3 grease E3M1 6-24-94 2A 33 Inverted pyramid. One way-down 6 _ drkstair E2M1 7-20-94 3B __ Stair pit w/outer halls -x 6 _ lost_dth E3M1 7-__-94 4H __ Several buildings, teleports, sniper 6 _ tunnels E1M2 7-21-94 2A __ Butterfly shapped caverns w/teleports 6 _ pits13a E1M3 7-29-94 3H __ Inverted pyramid, platform, teleporters 6 _ ash15a E1M5 7-26-94 2H __ Tons of small rooms w/doors 6 _ batman E2M1 7-24-94 4H __ Lots of loops & shadows 6 _ horror E1M1 _-__-94 4H __ Halls & rooms -x 5 9 space E1M1 5-27-94 2B 33 Several large room in outer space +GS 5 9 the_grid E2M1 5-20-94 4H 23 SLOW. Lots of nooks & crannies 5 8 trench E1M1 5-12-94 3A 21 Trenches to run around in outside 5 7 markrm2 E2M1 6-13-94 3A 22 Veritical floor maze -x 5 7 swig1 E1M1 7-01-94 5H 35 4 Rooms, 50 Rockets 5 6 afro E1M1 4-19-94 4H 23 Large Complex level 5 6 flat-692 E1M1 6-07-94 2A 34 A house w/furniture & yard 5 6 jadml1m1 E1M1 4-07-94 2B 22 Dark Ring w/Powerups 5 6 warehse1 E1M1 6-13-94 5H 35 VBig. Boxes mazes & outside yard 5 5 11bones E1M1 4-11-94 4B 21 Center room w/halls & perches 5 5 bigbro E1M1 4-19-94 5H 23 Large rooms. One "god" player -x 5 5 cross E1M3 3-11-94 5H 34 Big complex w/many rooms 5 5 dspiral E2M1 1-26-94 2A 43 Arena & spiral stairs in center -x 5 5 flash E1M1 4-04-94 4H 14 Side rooms w/central pit & balcony -x 5 5 frgfst21 E2M1 5-02-94 5H 21 Hex room, spiral stairs, big court yrd 5 5 techbase E1M1 5-31-94 4H 32 Large room w/crates + snipe zones -x 5 5 urbnbeta E1M1 6-06-94 4B 32 Several big houses & yards 5 4 acheron E1M3 6-10-94 4B 22 Many hex rooms & teleporters 5 4 dodge E1M1 6-29-94 2B 45 Very dark. Square chambers w/Barons 5 4 jaredm11 E1M1 7-03-94 3B 40 Coliseum w/side halls & teleports 5 4 xeno11 E1M1 5-24-94 5H 35 Many room complex w/outside area +G 5 3 cantrun E1M1 6-27-94 4H 50 VBig, TonsOWep Repetitive -X 5 3 stolen E2M1 7-01-94 4A 35 Based on Shadows. Bad lighting. 5 2 quirul E1M1 7-01-94 4A 12 Large warehouse w/halls -X 5 2 rip2 E1M4 6-13-94 3B 30 Many caverns -X 5 1 canyon E2M1 6-08-94 4B 32 Twisty canyon 5 _ kill E1M1 7-22-94 4H _0 Open area, ledges, buildings 5 _ circle_ E1M1 7-22-94 5H __ Vlrg. interesting complex. 5 _ rip2 E1M1 7-16-94 __ __ -x 5 _ rip5 E1M3 7-16-94 __ __ -x 4 8 coloseum E3M1 6-08-94 3A 35 Circular room. Outside Secrets 4 8 deadzone E1M1 6-07-94 5H 22 Arena & lift grid 4 7 thekeep2 E1M1 5-15-94 4H 20 In the shape of a castle/moat/court 4 7 9-to-5 E1M6 6-13-94 5H __ Vlrg office building w/outside. 4 6 dmat4 E1M1 7-01-94 3A 44 Large warehouse. LotsOBarrels 4 5 freedom E2M2 5-12-94 4H 33 Halls & large caverns interconnected 4 5 sewer E2M1 5-30-94 5H 32 Large open center circled by building 4 5 stairs E1M1 4-30-94 6H 35 VBig. Lots of rooms & stairs 4 4 grrfy11 E1M1 4-16-94 3H 22 Large multi-room complex -x 4 4 pyramid E2M1 5-11-94 4H 34 Pyramid w/mazes. (DM?) 4 4 quary11 E1M1 5-02-94 2A 33 Large pit w/trenches. -X 4 4 rampage E1M1 5-16-94 4H 33 Large complex w/many small rooms 4 3 atica E1M1 6-29-94 4H 12 Large maze w/outside area 4 3 horror21 E2M1 5-28-94 4B 45 Multi-room complex 4 2 pellejos E1M1 7-01-94 3A 10 Large Square room w/outer ring -X 4 _ biosci E1M1 7-22-94 5H _4 Outside yard w/Lrg. building 4 _ gryblood E2M2 7-20-94 4H __ Bizaar floating building (DM?) 4 _ holymoly E2M3 7-20-94 2A __ Huge circle arnea -x 4 _ rip3 E1M2 7-16-94 __ __ -x 4 _ rip4 E1M1 7-16-94 __ __ -x 4 _ rip6 E3M1 7-16-94 __ __ -x 4 _ rip7 E1M5 7-16-94 __ __ -x 4 _ rip8 E1M3 7-16-94 __ __ -x 4 _ convertm E1M1 6-30-94 4H __ Rooms w/cages, halls, elevators -x (HOM) 4 _ hiding E1M1 7-28-94 4H __ Halls, Lrg rooms, traps, secrets 3 6 castle E1M1 7-12-94 5H 33 VLrg. Castle layout w/outside & moat. 3 6 longmtch E2M1 4-21-94 4H 43 Lots of rooms, cages, secrets 3 5 djg21-1a E2M1 3-28-94 5B 45 Rooms connected by halls 3 5 nitro2 E2M1 6-08-94 3H 23 Interconnecting rooms 3 5 pleasure E1M1 5-10-94 5B 15 Huge stadium w/bleachers & lot -x 3 4 daemon2 E1M1 4-07-94 4H 25 Not a deathmatch specific. 3 4 upliftng E1M1 4-17-94 4H 25 Halls, pits, & trees 3 3 hellbnd E2M1 6-04-94 5H 30 Large multi-room complex 3 3 jal_dm1 E1M1 5-10-94 3B 31 Several large court yards + teleports 3 3 jeff-1-2 E1M2 3-24-94 4H 31 Large rooms some dark w/teleports 3 3 rings E1M1 6-19-94 2A 12 Sq. Rings around a central block 3 2 dprison E1M1 1-21-94 2A 45 All start in center room w/Baron 3 1 arena E1M1 4-08-94 6A 40 Biggest room ever- Lots of HOM & equip 3 _ wwf E1M1 7-27-94 2B __ Arena & halls 2 8 dethwalk E2M1 4-11-94 2A 33 Planks on a green acid lake 2 8 quatro E1M1 6-14-94 4H 44 VBig multi-level complex w/outside 2 4 lvnghell E1M1 7-01-94 2H 33 Lots of large & weird rooms +M -X 2 4 pillars E1M1 2-18-94 3H 34 Pillar room, Outside circle 2 4 sniper E1M1 6-30-94 3H 32 Many connected rooms -x 2 4 softhell E2M1 6-14-94 4H 35 Very big complex. Too many monsters 2 4 rock-it E1M1 5-09-94 4H 35 Several Large rooms. Many Suicide 1 1 nitro1 E2M2 5-20-94 2A 30 Very small. Interconnected rooms. 1 2 stewbeta E1M1 9-07-78 5H 45 Outside lake & tower (lots of HOM) 1 3 tnspires E2M1 4-07-94 2A 10 4 tall pillars surround by acid (14-2-3): PWAD Authoring Template v1.4 -------------------------------------- For all of you PWAD authors out there, here is the "Official" PWAD Authoring Template v1.4. When you release your PWAD, please fill this form out and place it in the information file you create about your PWAD. Thanks to Steve Bareman (bareman@hope.cit.hope.edu) for creating a WAD about file standard. WAD Authoring Template V1.4 (Clip this line) ================================================================ Title : Filename : xxxx.WAD Author : Your name here Email Address : Misc. Author Info : Description : Set the mood here. Additional Credits to : ================================================================ * Play Information * Episode and Level # : ExMx (,ExMx,...) Single Player : Yes/No Cooperative 2-4 Player : Yes/No Deathmatch 2-4 Player : Yes/No Difficulty Settings : Yes/Not implemented New Sounds : Yes/No New Graphics : Yes/No New Music : Yes/No Demos Replaced : None/1/2/3/All * Construction * Base : New level from scratch/Modified ExMx/xxx.WAD Editor(s) used : Known Bugs : * Copyright / Permissions * Authors (MAY/may NOT) use this level as a base to build additional levels. (One of the following) You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. You MAY not distribute this WAD file in any format. You may do whatever you want with this file. * Where to get this WAD * FTP sites: BBS numbers: Other: (14-3): Sounds ============== Here is a catalog of various sound collections available for DOOM. Bill Neisius' DMAUD v1.1 or similar utility is needed to import many of them into DOOM. Others are in PWAD format, which require the use of the command line: "DOOM -FILE .WAD" AVAILABLE AT: Site (1): sounds/(filename) FILE DESCRIPTION CREATOR ==== =========== ======= aliens2 .zip Aliens movie Unknown ash-doom.zip PWAD of doom-ash.zip Unknown awsdm1-2.zip Best sounds collection Christian Reed (jcr@gas.uug.arizona.edu) dm_chris.zip Realistic/frightening Chris Hayashida (chayashida@ms.asucla.ucla.edu) dm_fluid.zip Fluid Motion sounds Dagda Samildanac (dagda_s@hebron.connected.com) dm_gheto.zip Explicit lyrics Unknown dmaliens.zip Aliens movie "Peacemaker" dmmisc .zip Star Wars/Ren & Stimpy "Asthmahound" dmnsnd1 .zip Aliens/Predator/Ash Daniel Kennett (dkennett@sfu.ca) dmnsnd2 .zip Simpsons "Shriker" (gills@qucdn.queensu.ca) dmnsnd3 .zip Predator/others "Shriker" (gills@qucdn.queensu.ca) dmpython.zip Monty Python Adam Isgreen and Andre Vrignaud (andrev@aol.com) dmsally .zip When Harry Met Sally "Duran Duran" dmsilly1.zip Humorous Unknown (dchouina@sobeco.ca) dmstrwr1.zip Star Wars PWAD Unknown (aaronf@netcom.com) dmwierd .zip 36 new sounds Scott Schuricht (schurich@mn.ecn.purdue.edu) dmzounds.zip TV shows/songs/CDs Stephen Pandke (pandke@zeus.achilles.net) doe.zip Homer Simpson Steve (gunhed@netcom.com) doom-ash.zip Army-Darkness/Evil Dead Brian Olson (olso0389@maroon.tc.umn.edu) doomdwdk.zip Darkwing Duck Patrick (patrick@fornext.com) doomsnds.zip Util plays sounds Michael Albers (mal@netcom.com) doomwkd .zip "Wicked" sounds "D.H." doomwavs.zip Sound collection "Halitosis" drwho.zip Dr. Who sounds Simon Jansen (sjan01@cs.aukuni.ac.nz) dsmdoom .zip Original DOOM sounds Unknown (drudman@corp.hp.com) dsmterm .zip Terminator Unknown (drudman@corp.hp.com) gdsounds.zip PWAD of greatds.zip Unknown (efisher@moose.uvm.edu) greatds .zip Sound collection Unknown gus1m.zip Optimized GUS MIDI Tom Klok (a344@mindlink.bc.ca) hn_doom .zip HellNet sounds Unknown hhgwavs .zip Hitchhiker's Guide TTG S.P. Harvey (sharvey@interaccess.com) homer .zip Simpsons PWAD Dave Sawford and Andrew Gerrard (dws@ras.phy.cam.ac.uk) jb-doom .zip James Brown sounds Steven Fox (steven.fox@twwde.com) jbrown .zip James Brown sounds Ron VanDevender (renv@graylady.uoregon.edu) jesco .zip Jesco White sounds Unknown (un035345@wvnvaxa.wvnet.edu) jpdoom .zip Jurassic Park sounds Steven Waldner (waldner@plains.nodak.edu) mstdoom .zip MST3k sounds Michael Coleman (grolsch1@aol.com) mydoom10.zip Sound collection Unknown mymixwad.zip Sound collection Unknown not4kids.zip Explicit lyrics Unknown (cluster@neosoft.com) python .zip Monty Python sounds Solomon White (whitesol@math.enmu.edu) sex .zip Explicit lyrics Wade Stewart (swade@efn.org) swsfx .zip Star Wars sounds Unknown st-snds .zip Star Trek Pete Hesse (pmhesse@vax1.acs.jmu.edu) sternwad.zip Howard Stern Unknown stooges .zip The Three Stooges Phil Robinson (robinson@euler.jsc.nasa.gov) swfxpwad.zip Star Wars Unknown t2sounds.zip Terminator II Unknown t2 .zip Terminator II Unknown yaasp .zip Aliens sounds Jeremy Phillips (jphil@tartarus.uwa.edu.au) (14-4): Music ============= Here is a catalog of various music collections available for DOOM. Bill Neisius' DMMUSIC v1.0a or similar utility is needed to import many of them into DOOM. Others are in PWAD format, which require the use of the command line: "DOOM -FILE .WAD" AVAILABLE AT: Site (1): music/(filename) FILE DESCRIPTION EPISODES CREATOR ==== =========== === ======= allepmus.zip assorted music 123 Unknown (jtdickin@ouray.denver.colorado.edu) classic1.zip classical music 1XX Unknown classic2.zip classical music 1XX Unknown clasmus .zip classical music 1XX Unknown e2music1.zip assorted music 12X Unknown (chadan@daisy.cc.utexas.edu) jaymust .zip assorted music 12X Unknown (bgorski@emr1.emr.ca) lithmusi.zip classic rock 123 Chris Hopkins (chopkins@peinet.pe.ca) starmid .zip Star Wars music 123 Unknown swmusfx3.zip Star Wars music 123 Chris Hopkins (chopkins@peinet.pe.ca) swmusic .zip Star Wars music 123 Chris Hopkins (chopkins@peinet.pe.ca) t2mus .zip Terminator II music 1XX Wirta Wiriyan (kosasih@cae.wisc.edu) (14-5): LMPs (Recordings) ========================= Here is a catalog of various movie recordings (LMPs) available for DOOM. To use these files, the following command line is needed: "DOOM -PLAYDEMO " AVAILABLE AT: Site (1): lmps/1.2/(filename) Site (1): lmps/1.4/(filename) Site (1): lmps/1.5/(filename) FILE DESCRIPTION CREATOR ==== =========== ======= 3manlmp .zip Three-player DeathMatch Terry Echiverri (terry@usis.com) 3pdm-02 .zip Three-player DeathMatch Tony Fogle (cluster@usis.com) 4p-death.zip Four-player DeathMatch Alan Wen/Tony Fogle (cluster@usis.com) 666l .zip 666.wad LMP Bob Tausworthe (tozz@cup.hp.com) abyssl .zip abyss.wad LMP Bob Tausworthe (tozz@cup.hp.com) arlmp1 .zip DeathMatch LMPs Alan Ruth (aruth@comp.uark.edu) daemon2l.zip daemon2.wad LMP Bob Tausworthe (tozz@cup.hp.com) dodge29 .zip Antics on E2M9 Sven (sn@g386bsd.first.gmd.de) doomsplt.zip Enemy gory deaths Unknown e1-lmps .exe Episode 1 walkthrough Alan Wen (cpw8034@summa.tamu.edu) e2-lmps .exe Episode 2 walkthrough Alan Wen (cpw8034@summa.tamu.edu) e3-lmps .exe Episode 3 walkthrough Alan Wen (cpw8034@summa.tamu.edu) escaplmp.zip escape.wad LMP Unknown flashl .zip flash.wad LMP Bob Tausworthe (tozz@cup.hp.com) fourplay.zip Four player LMP "The Kid" (thekid@orglobe.intel.com) lmpvol1 .exe DOOM LMP Hall of Michael Houston (mp_hous@pavo.concordia.ca) lmpvol2 .exe Fame Collector's Edtn. Michael Houston (mp_hous@pavo.concordia.ca) megalabl.zip megalab.wad LMP Bob Tausworthe (tozz@cup.hp.com) megawatl.zip megawattt.wad LMP Bob Tausworthe (tozz@cup.hp.com) octagon .zip octagon.wad LMP Bob Tausworthe (tozz@cup.hp.com) opost21l.zip opost21.wad LMp Bob Tausworthe (tozz@cup.hp.com) ral3man .zip Three player LMP Unknown scream .zip scream.wad LMP Bob Tausworthe (tozz@cup.hp.com) threplay.zip Three player LMP "The Kid" (thekid@ornews.intel.com) *14-6*: DEHACKED patches ======================== DEHACKED (see Chapter [13-2]) allows modification of the DOOM.EXE file. DEHACKED can be used to create DOOM.EXE patch files, which are used to save DOOM.EXE settings to be distributed. To use a DEHACKED patch, the DEHACKED utility is required (see Chapter [13-2]). Using the DEHACKED utility, type this to use a DEHACKED patch file. "DEHACKED -LOAD .DEH" For example, to use a DOOM.WAD in the C:\DOOM directory, and patch it wil the monster morphing patch, you would use this command line: "DEHACKED c:\doom\doom.wad -LOAD monsmorf.deh" AVAILABLE AT: Site (1): wad_edit/doomhack/(filename) FILE DESCRIPTION CREATOR ==== =========== ======= firework.zip High ammo value, changes shots to Chris Gillespie BFG and bullets to rockets (gilles2@hubcap.clemson.edu) flame12 .zip Changes plasma gun to a flame "Night Child" thrower (night@iastate.edu) lamp2imp.zip Creates an Imp from a lamp proving Jason Gorski that new monsters can be made (bgorski@emr1.emr.ca) morfmons.zip Monsters morph into other monsters Greg Lewis when they are attacked (gregory.lewis@umich.edu) r12-21b .zip New monsters and faster weapons Jason Gorski (bgorski@emr1.emr.ca) rckt_hak.zip Slows down ammo speed and creates Ron triggerable rockets (if25097@maine.maine.edu) undead12.zip Dead Imps become reposessed Chris Gillespie (gilles2@hubcap.clemson.edu) ---------------------------------------------------------- CHAPTER *15*: What other miscellaneous DOOM add-ons exist? ---------------------------------------------------------- [15-1]: BNUDOOM v1.26 ===================== DESCRIPTION: A DOOM serial driver replacement utilizing a fossil driver. Allows modem-modem connections with modem speeds up to 115K with full error correction and hardware flow control, non-standard IRQ setups, voice to modem connections (no need to wait for RING in this case - goes straight to on-line to get the handshaking going), option NOT to drop DTR after a game has ended in order to restart the game without losing the connection, and more. If you are having trouble with your modem and DOOM, this is for you. CREATED BY: David Nugent (address@here) AVAILABLE AT: Site (1): multi_doom/BNUDM126.ZIP (15-2): DIRPWAD =============== DESCRIPTION: Reads episode and mission number from a PWAD file, including information about mode. CREATED BY: R. Nijlunsing (csg465@wing.rug.nl) AVAILABLE AT: Site (1): wad_edit/misc/dirpwad.zip (15-3): DOOMBSP Source Code =========================== DESCRIPTION: id Software's BSP builder source code. CREATED BY: id Software (help@idsoftware.com) AVAILABLE AT: Site (1): wad_edit/nove-build/doombsp.zip [15-4]: The DOOM Hall of Fame: Collectors Edition ================================================= DESCRIPTION: This package contains a compilation of the most visually entertaining (not to mention highly educational) .LMP files that you will ever see. When you finish watching these you will not only be a veteran at the techniques and secrets of DOOM, but you will also have seen some of the most spectacular near-death battles this side of Phobos. At the time of this writing, this version of the package only works with v1.2 of DOOM. Included with this package are: - LMP's of ALL the levels, with ALL the secrets and ALL Kills. - The famous Hall of Fame .LMPs! - Unbelievable RanDOOM .LMPs! - LMP's created with different PWADs .wad files. - ALFRED, The Automatic LMP File Recorder and Developer, to make viewing and recording as simple as firing a shotgun. CREATED BY: Michael Houston (mp_hous@pavo.concordia.ca) AVAILABLE AT: Site (1): lmp/lmpvol1.exe and lmp/lmpvol2.exe (15-5): The DOOM Hacker's Tool Kit v1.0 ======================================= DESCRIPTION: The full source code for Josh Jackson's WAD editing utilities. CREATED BY: Josh Jackson (joshjackson@delphi.com) AVAILABLE AT: Site (1): wad_edit/misc/dhtk100.zip *15-6*: The DOOM Help Service ============================= DESCRIPTION: A group of many files, including the "Official" DOOM FAQ and modem information, for help with DOOM. CREATED BY: Ian Mapleson (mapleson@cee.hw.ac.uk) AVAILABLE AT: Site (1): text/doomhelp.zip *15-7*: The DOOM Honorific Titles ================================= DESCRIPTION: When you think your DOOM skills are solid and that no monster in hell can be a match for your shotgun, you have two basic ways of getting street credit. One is to win lots of DeathMatches against well-known players, and the other is to get one or more "DOOM Honorific Titles". The DHT is a rating system that awards top players with standardized and universally recognized titles. If you feel proud and/or silly enough, you can include the relevant letters after your name in your .sig and impress your fellow DOOM players. There are four titles to be conquered: DOOM Master (DM): can complete any level on Ultra-Violence. DOOM Grand Master (DGM): can complete any level on Nightmare. DOOM Tyson (DT): can complete any level on Ultra-Violence using nothing more than fist and pistol. DOOM Grand Ass Kicker (DGAK): has the combined skills of a Master, a Tyson and a Grand Master. The titles are awarded by passing an examination. As with most examinations, this will only be a random sampling of your capacity. You won't be required to complete all 27 episodes to prove that you can do it. You will be your own judge for the results. You will receive the text of the examination, which tells you what to do to be awarded the title you think you deserve; from then on you just have to produce the corresponding LMPs and upload them to a specific public place in a specific format to be able to call yourself a DM, DT, DGM or DGAK. There is no time limit. The LMPs must be produced especially for the examination -- you can't just send in your old ones. This is because there is an authentication mechanism which prevents people from recycling other people's LMPs. CREATED BY: Frank Stajano (fms@cam-orl.co.uk) AVAILABLE AT: Site (1): incoming/dht-exams/DHT3.ZIP [15-7]: DOOM Launcher for OS/2 v1.1 =================================== DESCRIPTION: This program will create a REXX exec on-the-fly that will launch the DOOM v1.2 registered version with appropriate DOS SETTINGS and PARAMETERS to allow you to play DOOM under OS/2 2.1 in one of 3 ways: Stand alone, via Modem, and network. This program supports all known command line options for the DOOM.EXE, SERSETUP.EXE, and IPXSETUP.EXE executables. CREATED BY: Kevin Royalty (k.royalty@genie.geis.com) AVAILABLE AT: Site (1): /pub/doom/misc/dmos2run.zip (15-8): The DOOM Level Design FAQ v1.1 ====================================== DESCRIPTION: A file containing frequently asked questions about DOOM level design and editing. CREATED BY: Tom Neff (tneff@panix.com) AVAILABLE AT: Site (1): wad_edit/text/design11.zip [15-9]: DOOMLOAD v2.01a ======================= DESCRIPTION: A replacement for DOOM's SETUP.EXE which allows quick net and modem play, "Sudden Death" play, play-logging for Novel networks, LMP recording and playback, and more. CREATED BY: Christian Antkow (christian.antkow@swcbbs.com) AVAILABLE AT: Site (2): doomld2.zip Site (1): multi_doom/doomld2.zip [15-10]: DOOM Master v2.0 ========================= DESCRIPTION: The "ultimate" DOOM shell/launcher, handling everything from network to modem play, all DOOM configurations, and even has CD-ROM audio support. CREATED BY: Joe Wilcox (sillysft@aol.com) AVAILABLE AT: Site (3): dm200.zip *15-11*: DOOMenu v10.0 ====================== [15-10]: DOOMenu v10.0 ====================== DESCRIPTION: DOOMenu is a utility which allows IPX network, modem, and null-modem, or single play quickly and easily. DOOMenu allows you to choose cooperative or deathmatch with respawn or monsters on or off. It can load a save game, or use an external WAD file. It will ask you for the skill, episode, episode map, number to dial, and whether to disable call waiting. It can store up to 9 different default phone numbers for speed dialing. It also has a built-in wad rating system, so you never have to remember which wads were good, and a wad counter which records the number of times you have played each wad. It fully supports DOOM v1.666 with -fast (speeds up monsters), -altdeath (DeathMatch v2.0 Rules), -turbo (Speeds up players! Gr8 for handicapping), and @RESPONSE. CREATED BY: Jason Sandlin (000082937@ucis.vill.edu) AVAILABLE AT: Site (1): misc/doomen10.zip [15-12]: DOOMODEM v1.0 ====================== DESCRIPTION: Changes the default port addresses and IRQs for SERSETUP in DOOM v1.2, allowing modems with different configurations to play with others. CREATED BY: Joshua Lehan (jlehan@galaxy.csc.calpoly.edu) AVAILABLE AT: Site (2): doomodem.zip [15-13]: DOOM Modem Contact List R7 =================================== DESCRIPTION: The purpose of this list is to act as a directory of DOOM Modem players to help DOOMers connect with each other. If you are seeking a fellow player, simply locate someone near you on this list and send them E-Mail. If you would like to be added to the list, send E-mail with the subject "DMCL - Add me" to 73743,431 on CompuServe, or "73743.431@compuserve.com" on the Internet. Please provide the following information: 1) State/Province/Country (For North America, please use the state/province 2 character postal abbreviation.) 2) Area Code 3) NNX - This is the first 3 digits of your phone number, also known as your exchange. (Not required for European addresses) 4) Name 5) City 6) Game play preference (D=Deathmatch/C=Cooperative/E=Either) 7) E-Mail Address Example: Canada, ON, 416, 631, Jeff Forsyth, Toronto, E, 73743,431 CREATED BY: Jeff Forsyth (CompuServe: 73743,431) AVAILABLE AT: Site (1): text/dmcl7.txt [15-14]: DOOMPICS.ZIP ===================== DESCRIPTION: A series of DOOM pictures, including death scenes, barrels, and a close up of a rocket. These graphics are in PCX format. CREATED BY: Edgar Roman (eroman@dante.nmsu.edu) AVAILABLE AT: Site (2): doompics.zip [15-15]: DOOM Serial Connection Manager v1.06b ============================================== DESCRIPTION: DOOM Serial Connection Manager is an alternative to using SETUP.EXE or command line parameters to set up serial connections. It allows you to change many more options than with SETUP, and allows you to save up to 40 configurations. CREATED BY: The Blind Preacher: Nick Sabinske To reach Nick, E-mail "sharvari@coke.eng.umd.edu" and the message will be forwarded. AVAILABLE AT: Site (1): multi_doom/dscm106b.zip Site (2): dscm106b.zip [15-16]: DOOM Utilities v0.1 ============================ DESCRIPTION: Allows you to view DOOM maps. Includes such features as zoom, pan, and multiple episode support. CREATED BY: Bill Kirby (bkirby@netcom.com) AVAILABLE AT: Site (1): dmutil01.zip (15-17): DOOM WAD Manager v1.30c ================================ DESCRIPTION: DOOM WAD Manager is a program that allows you to organize and work with all of your DOOM PWAD levels. You can catalog your PWAD and IWAD files, change the level a PWAD modifies, and run DOOM with a single IWAD or PWAD to try them out. CREATED BY: The Blind Preacher: Nick Sabinske To reach Nick, E-mail "sharvari@coke.eng.umd.edu" and the message will be forwarded. AVAILABLE AT: Site (1): misc/dwm130c.zip Site (2): dwm130c.zip (15-18): The DOOM IPX Network FAQ v1.2 ====================================== DESCRIPTION: A file containing answers to frequently asked questions about playing DOOM over an IPX network. CREATED BY: Josh Jackson (jsoftware@delphi.com) AVAILABLE AT: Site (1): text/ipxnet12.faq (15-19): LNTYP v1.01 ==================== DESCRIPTION: Contains descriptions of the available linedef types by number, grouped by function. Includes 33 previously undefined linedef types and corrections to many others. CREATED BY: Brian McKimens (samneric@connected.com) AVAILABLE AT: Site (1): wad_edit/text/lntyp101.zip (15-20): MIDI2MUS ================= DESCRIPTION: Converts MIDI music files to DOOM's MUS file format. Useful for available DOOM music editors. CREATED BY: id Software (help@idsoftware.com) AVAILABLE AT: Site (1): music/midi2mus.exe [15-21]: OLDIPX.ZIP =================== DESCRIPTION: These are some files which may be useful in getting DOOM running over a TCP/IP network. Included is an older version of a 3Com Etherlink III packet driver from 3Com, which has been found to be more reliable than the newer version from the Crynwr collection. Also included is an older version of the Crynwr collection, which includes a number of useful utilities that were taken out of the newer version. An old version of an IPX-to-PD converter is also included, which seems to run much better with DOOM than the new version by Intel. Other files include a copy of the DOOM IPX FAQ. CREATED BY: Steve Bonds (sbonds@jarthur.claremont.edu) AVAILABLE AT: Site (1): oldipx.zip Site (1): multi_doom/oldipx.zip [15-22]: SER4.ZIP ================= DESCRIPTION: A DOOM SERSETUP.EXE replacement which allows many baud rates, fixes all serial bugs, chat functions, statistics display, warping, and much more. CREATED BY: Russell Gilbert (gilbert@esd.dl.nec.com) AVAILABLE AT: Site (1): multi_doom/ser4.zip Site (2): ser4.zip [15-23]: The Ultimate DOOM Maps =============================== DESCRIPTION: 1024x768x256 GIF maps of all DOOM levels. CREATED BY: Hap Campbell (hsc5m@watt.seas.virginia.edu) AVAILABLE AT: Site (2): ultmaps1.zip [15-24]: Unofficial DOOM Specs v1.4 =================================== DESCRIPTION: Technical information about the DOOM .WAD file for programmers. Includes complete explanation of all components of the .WAD file, including nodes. v1.4 of the specs may not be available until late July or early August of 1994. CREATED BY: Matt Burnett (matt.fell@acebbs.com) Hank Leukart (Distribution: ap641@cleveland.freenet.edu) AVAILABLE AT: Site (1): wad_edit/text/dmspec14.txt Site (2): dmspec14.txt Site (3): dmspec14.zip ------------------------------------ CHAPTER [16]: Future add-on software ------------------------------------ (16-1): Add-on software wish list ================================= Attention programmers! Here is a wish list, created by the DOOM players, of add-on software that should be made for DOOM. If you would like to make an addition to this list, please send me E-mail. Additionally, if you are planning on creating one of these utilities, tell me, and I'll move it to the "Add-on software in the making" chapter. o Patch for network play that allows more than four players [16-2]: Add-on software in the making ===================================== This chapter tells about add-on software which is being currently worked on. If you are working on something that is not in here, please send me E-mail so I can put it in. In this section, you can also request help on creating some add-on software. Project: None Author: Ghent (ghent@rushnet.com) Status: Looking for programming project. If anyone would like help from an experienced programmer for a DOOM project, E-mail him. COMING FROM EMPTY PRODUCTIONS (joakim.erdfelt@swsbbs.com): Note: These projects have been delayed for an unknown amount of time. JADE - Just Another DOOM Editor. 640x480x256 color VESA standard support. Level editor with Mouse support. - FEATURES / Special Effects - - Map transformations : MIRROR BEND RIPPLE SKEW STRETCH TIGHTWAD SQUASH BUBBLE "AutoMake" - Integrated JUMBLE. - Perspective View of Level. (Possibly with Texture mapping) LGD - Looking Glass Doom Part of the JADE release. will mirror, some, but not all Maps inside of DOOM. GREAT for the seasoned player. SUDS - Screwed Up DOOM Sounds Sorta the SOUND version of the original JUMBLE program MMP - Music Management Program Manage the musical scores in DOOM. replace them with your own MIDI selections A DOOM Graphics editor. - For Enemies, Walls, Floors, Weapons, etc.. ============================== =SECTION FOUR= TROUBLESHOOTING ============================== -------------------------------------------- CHAPTER [17]: Why won't DOOM work correctly? -------------------------------------------- This chapter helps you if you cannot get the game to function as it should. [17-1]: How can I use SMARTDRV.EXE with DOOM? ============================================= Some people have been complaining about problems with DOOM and SMARTDRV.EXE. DOOM is not completely compatible with SMARTDRV.EXE, but here is how you can get it to work. Try putting the following command in your CONFIG.SYS (This will not work in the AUTOEXEC.BAT): DEVICE=C:\DOS\SMARTDRV.EXE DOUBLE_BUFFER The double buffering uses memory differently than the normal SMARTDRV.EXE commands. This command will take up 2k of conventional RAM and cannot be loaded into high memory. This has been tested on two machines that did not work with SMARTDRV.EXE, and this corrected the problem. [17-2]: Why am I getting an "OUT OF MEMORY" error with DOOM? ============================================================ If you are receiving an "OUT OF MEMORY" error when attempting to run DOOM, you might want to attempt any of the following: (1) DOOM requires at least 4mb of RAM. Check to make sure you have at least this amount. (2) If you are using MS-DOS v6.xx, 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 v5.0, rename your AUTOEXEC.BAT to stop all your TSRs from booting. (4) If you are using MS-DOS v6.xx, try running MEMMAKER to free up more RAM at bootup time. (5) If you are using MS-DOS v6.xx, create a boot menu. For details on creating a boot menu, type "HELP MENUITEM" at your MS-DOS prompt. (5) Try running DOOM without using HIMEM and EMM386. If you are using a different memory manager, try removing it instead. [17-3]: Why does DOOM crash when I start it? ============================================ Your motherboard may not be compatible with the DOS extender that DOOM uses. Try getting DOOM v1.2. If that still does not work, try running DOOM with one of the DOS extenders in the file "altdoom1.zip". See Chapter [6] for more information on how to get these files. [17-4]: How can I run DOOM under OS/2? ====================================== People have been having a lot of trouble getting DOOM v1.x to work under OS/2. Native OS/2 code is being worked on, so hang in there! Here is a list of settings that many DOOM users have been able to use. DOS_BACKGROUND_EXECUTION OFF DOS_BREAK OFF DOS_FCBS 16 DOS_FCBS_KEEP 8 DOS_FILES 20 DOS_HIGH OFF DOS_RMSIZE 640 DOS_UMB OFF DPMI_DOS_API AUTO DPMI_MEMORY_LIMIT 8 DPMI_NETWORK_BUFF_SIZE 8 EMS_FRAME_LOCATION AUTO EMS_HIGH_OS_REGION 0 EMS_LOW_OS_REGION 384 EMS_MEMORY_LIMIT 2048 HW_NOSOUND OFF HW_ROM_TO_RAM ON HW_TIMER ON IDLE_SECONDS 0 IDLE_SENSITIVITY 100 INT_DURING_IO ON VIDEO_TRETRACE_EMULATION OFF VIDEO_ROM_EMULATION ON VIDEO_SWITCH_NOTIFICATION OFF XMS_HANDLES 32 XMS_MEMORY_LIMIT 2048 XMS_MINIMUM_HMA 0 ----------------------------------------------------- CHAPTER [18]: Why won't my sound card work with DOOM? ----------------------------------------------------- This chapter helps fix problems with various sound cards in DOOM. [18-1]: Why won't my Sound Blaster v1.0 or v1. 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 are two different ways to fix your problem, although they are not guaranteed to work on all computers. (1) If you have a turbo button on your computer, turn it off. Run DOOM, and when the title screen appears, turn it back on. (2) Disable the internal cache. (18-2): Why won't my Sound Blaster Pro work with DOOM? ====================================================== If you are using an older graphics card that supports HiColor (16 bit graphics) you may have trouble getting this to work correctly. The only recommendation is to borrow a friend's graphics card. DOOM v1.1 has a bug that keeps the Sound Blaster Pro from working on IRQ 2, and later versions do not allow usage on IRQ 10. (18-3): Why won't my Gravis UltraSound work with DOOM? ====================================================== To get DOOM to run properly with both music and digitized sound effects on the Gravis UltraSound use these three steps. ////// SOUND ////// (1) Set your ULTRASND environment variable, and use GF1 IRQ less than 8 example: SET ULTRASND=220,1,1,7,5 |_______ GF1 IRQ NOTE: DOOM v1.2 may be able to use any valid GF1 IRQ including 11,12,15 However, high IRQs are _not_ recommended. See BUGS. ////// MUSIC ////// (2) Doom requires that you have installed the General MIDI patch set from the 2.06a Install Disks (or later) that came with your UltraSound (and are also available via FTP and BBS). DOOM will find your patches (using the ULTRADIR variable) in the MIDI subdirectory pointed to by ULTRADIR. example: SET ULTRADIR=C:\ULTRASND (DOOM will look in C:\ULTRASND\MIDI for the patches) NOTE: Step 3 is only required for DOOM v1.0 / Operating System 0.99 (3) You will also need to copy ULTRAMID.INI into your DOOM directory and rename it to DMXGUS.INI (or find and use the DMXGUS.INI file). ULTRAMID.INI is a part of the UltraMID/AIL package (also available via FTP and BBS). ////// SETUP ////// Run the SETUP program in the DOOM directory and select the UltraSound for both sfx and music. Now run DOOM! ////// BUGS ////// NOTE: DOOM v1.2 is known to occasionally lockup with GUS support. If you experience frequent lockups AND are using a high GF1 IRQ (10,11,12,15), try using a low IRQ (less than 8). If you experience frequent lockups AND have less than 1024K of GUS RAM, try upgrading to 1024K (1 Megabyte). ////// OPTIMIZING ////// ======================================================================== Title : GUS1M.WAD Author : Tom Klok Email Address : a344@mindlink.bc.ca, a00344@giant.rsoft.bc.ca Description : An optimized MIDI instrument mapping for Gravis Ultrasound cards with 1024K on board. NOTE! If you don't have a GUS with 1024K, this wad will gain you nothing (but shouldn't hurt anything either). This PWAD contains no new MUS music files or sounds whatsoever. Nor does it require any new .PAT files, just those supplied with the more recent install disks. ======================================================================== Information ~~~~~~~~~~~ As you probably know, Doom's wad file contains a resource named DMXGUS which contains a list of all MIDI instruments (patch file names) and a table specifying which instruments to load into card memory. Since all 190+ instruments can't be loaded at once, the DMXGUS file loads a subset of the full GM set and then maps the remaining instrument numbers to the loaded instruments. I was curious about the internal format of MUS files, and pretty happy when the MIDI2MUS utility was released. Thanks, guys! Mucking around with the original D_* MUS files Doom is supplied with, I decided to compare the patches they used with the DMXGUS file to see what kind of mapping was going on. It turns out there's a lot of it, but much of it is poorly set up. id's supplied DMXGUS file is almost exactly the same as the ULTRAMID.INI file supplied with Ultramid 2.00. That's a good shot at a generic GM mapping, but Doom never uses many of the loaded instruments... and many of the instruments it DOES use are mapped to something else. Therefore, I've rewritten the DMXGUS file to match Doom's MUS files as closely as possible. I've booted out about 40 unused instruments and added 29 new ones. The difference is quite dramatic. Some of the songs have percussion parts that were being thrown out before; some of the instruments sound quite different. It's a shame that id didn't take the time to do this themselves, but I guess they've been too busy tweaking other stuff. Ok, how do I use it? ~~~~~~~~~~~~~~~~~~~~ Extract the GUS1M.WAD file to wherever you normally put new wad files (ie c:\doom\wad), then use it as you'd use any other new WAD add-on: doom -file WAD\GUS1M.WAD That's it! Hopefully you'll hear the difference as soon as Doom's welcome screen comes up. Why only 1024K GUS's? ~~~~~~~~~~~~~~~~~~~~~ Well, because that's what I own. :) It's taken about 10 hours of work to get the 1024K mapping to the point where I'm happy with it. If someone else would like to help out with mappings for 256, 512 and 768K boards, then go for it! Feel free to contact me for a few utils I've written to make >some< of this easier. Much of it is still trial and error. Will it work with id's shareware release of Doom? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Well... yes, it will. I'm not sure that should be a problem, as it's not adding anything that wasn't there before... no new levels, sounds, music, etc. It's just touching up something that I feel wasn't properly implemented in the first place. And more importantly, I can't think of any way of preventing it. The typical means to foil shareware use for new levels is to either insert them into episodes 2 or 3, or to use textures/objects not found in the shareware release. Neither would work here. Look at it this way: it makes the music Doom comes with sound better on a 1024K GUS. If you like the change, register Doom and get ALL the music! Please give id your support. They're writing the best damn games on the market, publishing them as shareware, and supporting the GUS. What more could we want? Please let them know you appreciate it. Copyright / Permissions ~~~~~~~~~~~~~~~~~~~~~~~ Authors may use this optimized DMXGUS WAD in their own WAD files, and may use it as a base to further modify the GUS's GM mapping, provided they give me (Tom Klok) credit within the DMXGUS resource and on their PWAD documentation. Anyone may distribute this WAD, provided you include this text file with attributions. You may distribute this pwad in via any media (BBS, floppy disk, CDROM, etc). [18-4]: Why does the game crash when using my Gravis UltraSound? ================================================================ DOOM v1.2 has a small bug which causes DOOM to crash on some systems, some of the time. People have reported that these crashes can be minimized by using an IRQ at 7 or less, and upgrading the GUS' on-board RAM to 1024k. [18-5]: Why won't my Pro Audio Spectrum 16 work with DOOM? ========================================================== You may be using an older version of DOOM such as v1.0 or v1.1. Get DOOM v1.666 for full PAS-16 support in native mode. If the game is locking up after the "HU Init" line, there is a solution. Make sure you are loading your PAS MVPRODD.SYS driver low. Loading it high can cause DOOM to lock up. [18-6]: Why won't my ATI Stereo-F/X work with DOOM? =================================================== Turning off DMA buffering in the sound card's SFX.EXE configuration program should fix this problem. ----------------------------------------- CHAPTER [19]: Miscellaneous DOOM problems ----------------------------------------- [19-1]: Why won't my mouse work with DOOM? ========================================== [19-1-1]: Why does my mouse start moving itself during play? ------------------------------------------------------------ It is recommended that you upgrade to DOOM v1.666 to fix this problem. Older mouse drivers cause a problem with DOOM v1.2. Make sure you are using Microsoft mouse drivers v9.x instead of v8.x. Logitech mouse drivers v6.x work as well. The newest Logitech mouse drivers are available at the FTP site "wuarchive.wustl.edu" in the directory "/systems/ibmpc/msdos/mouse" under the file name "drvr???.zip" where ??? is the version number of the drivers. If you continue to have this problem, try playing with the keyboard or joystick, with the mouse unplugged. DOOM has a bug that causes it to do strange things at times. [19-1-2]: Why won't my two button mouse work with DOOM? ------------------------------------------------------- DOOM's SETUP.EXE program assumes that one has a three button mouse. The left button is "fire," the right button is "forward," and the center button is "strafe." If you run the setup program that comes with DOOM, you can assign "strafe" to the right mouse button, and the setting for "Move Forward" then appears to be blank. In actuality, "Move Forward" is set to be permanently "on." This can be fixed easily. Edit the file "DEFAULT.CFG" in your DOOM directory with any text editor. The three lines of interest are: mouseb_fire, mouseb_strafe, and mouseb_forward. The settings for these are 0 (left button), 1 (middle button) and 2 (right button). When you ran the setup program, mouseb_forward was assigned a value of -1. Go ahead and change this to "1", save the file and restart DOOM. The final entries should appear as: mouseb_fire 0 mouseb_strafe 2 mouseb_forward 1 This will allow you to shoot with the left button and strafe with the right button. (19-1-3): Why won't my IBM PS/2 mouse work with DOOM? ----------------------------------------------------- The IBM PS/2 mouse does not seem to work well with DOOM. id Software is working on a solution to this problem. The only current solution that has been discovered is to load DOOM under Windows. Doing this allows the mouse to work perfectly. (19-2): Why does netDOOM seem to crash at certain times? ======================================================== This is a known bug in v1.2 of DOOM. Upgrade to v1.666, it fixes this problem. (19-3): Why won't my modem work with DOOM? ========================================== You may use a non-standard IRQ for your COM port. You can get the "DOOMODEM.ZIP" utility to fix this. (see Chapter [15-7]) DOOM seems to be very picky about certain kinds of modems and the initialization strings you use with them. Here is a list of initialization strings that seem to work well. Many modems have more than one in this list; if one does not work, try another one. Place these initialization strings in the first line(s) of your MODEM.CFG file. ----------------------------------------------------------------------------- AT&T Dataport 2001: AT &F%VFX7S62=0%VG9\Q2\N0&W AT&T Dataport: AT &F X7 S62=0 \Q2 \N0 &W ----------------------------------------------------------------------------- Boca AT &Q6 %C0 &K0 Boca 14.4 Fax/Modem AT S46=0 S37=9 N0 &Q0 &D2 &K4 Boca 14.4k AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0 Boca 14.4 internal AT &C0 S37=9 N0 &Q0 &K0 W0 S36=3 S48=128 %C0 Boca 14.4k (external) AT &F S0=1 S36=0 &K0 &Q6 N0 S37=9 &D2 Boca M1440i (internal) ATS48=0S37=9S46=136%C0%E0%M0&K0&Q0&R1&C1&D2\G0\N1N0 ----------------------------------------------------------------------------- Cardinal AT &F W0 &Q0 &D2 Cardinal 14.4k AT &F N0 S37=9 &Q0 &D2 \N1 ----------------------------------------------------------------------------- Computer Peripherals 14.4 AT &F S37=9 S46=0 N0 &Q0 &K0 ----------------------------------------------------------------------------- Digicom Systems (DSI) (softmodem) AT Z \N0 &D2 &K0 S48=48 Digicom Systems Scout Plus ATZ*E0*N3*M0*S0*F0&D2 Digicom connection 96+Softmodem: AT \N1 &d2 %c0 s37=9 &K0 Digicom connection 96+Softmodem: AT Z \N0 &D2 &K0 S48=0 Digicom connection 96+Softmodem: ATZ*E0*N3*S0*M0*F0&D2 ----------------------------------------------------------------------------- GVC 14.4k (internal) AT &F B8 \Q0 ----------------------------------------------------------------------------- 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 I: AT &F S37=9 &K0 &Q0 %C0 N0 \G0 &D2 S46=0 S0=1 Gateway Telepath II AT S0=1 S37=9 %C0 &Q0 &K0 Gateway Telepath II: AT &F &K0 &M0 &N6 S0=1 ----------------------------------------------------------------------------- Generic 14.4k Fax/Modem AT S46=0 S37=9 N0 &Q0 &D2 %C0 \G0 &K0 Generic v.32bis 14.4k AT \N0 %C0 B8 ----------------------------------------------------------------------------- Hayes 28.8k V.FAST Modem AT &Q6 &K S37=9 N %C0 \N0 Hayes Optima 28.8/14.4 AT &F S37=9 N0 &Q0 &K0 ----------------------------------------------------------------------------- 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 Intel 400/i Fax/Modem: AT Z\N0 %C0 "H0 S31=9 &Q0 &D ----------------------------------------------------------------------------- Macronix AT S36=3 S37=9 &K0 %C0 \G0 ----------------------------------------------------------------------------- Microcom QX/4232bis AT %C0 \N0 ----------------------------------------------------------------------------- NOKIA ECM 4896M TRELLIS V.32. AT Z %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 S46=0 &Q0 &K0 &D2 Practical Peripherals 14400FX v.32bis AT Z S46=0 &Q0 &D2 ----------------------------------------------------------------------------- Supra AT &F0 S46=136 %C0 SupraFaxModem 14.4: AT &K0 &Q6 &D2 \N0 %C0 Supra (external) AT &K0 &Q0 &D0 \N1 Supra 14.4k v.32bis AT &F0 S46=136 &Q0 &D2 SupraFaxModem 14.4: AT S37=9 &Q0 &D2 N \N1 &K SupraFaxModem 14.4: AT \N0 &D2 &K0 S48 = 8 SupraFaxModem: AT &F0 N S37=9 Supra AT N0 Q0 V1 W1 &K0 \G0 \N0 \%C0 %M0 S37=9 ------------------------------------------------------------------------------ Telebit 3000/Worldblazer AT S50=6 S180=0 ------------------------------------------------------------------------------ Telepath 14.4k AT &F &M0 &K0 &N6 &H0 S0=1 ------------------------------------------------------------------------------ Turbo Modem Plus AT &F B8 %C0 /N1 ------------------------------------------------------------------------------ USR Sportster 9600 AT &M0 &K0 &N6 USR 14.4k AT &K0 &H0 &D0 &I0 &R1 USR 14.4k AT &F0 B0 S34=1 &N6 &K0 &I0 USR Sportster AT &F0 &K0 &M0 &B1 S34=1 &N6 &I0 USR 14.4k AT &B1 &M0 S27=16 &H0 &I0 &K0 &N6 USR 14.4k AT &M0 &K0 &N8 &D0 B0 USR 14.4k AT &A0 &B0 &D0 &H1 &I0 &K0 &M0 &N6 &R1 S34=1 USR Courier 16.8: AT &A0 &M0 &K0& N6 B0 S0=0 X7 USR Courier v.32bis AT E1 Q0 V1 S7=60 &C1 &D2 &K0 &N6 &A3 &H0 &M0 USR Sportster 14.4k AT E1 Q0 V1 S7=60 &C1 &D2 &K0 &N6 &A3 USR Sportster 14.4k: AT &F0 &K0 &M0 &A0 USR Sportster 14.4k AT &F0 &M0 &K0 &N6 &H0 USR Sportster 14.4k AT &F0 &K0 &M0 &N6 &H0 &I0 &B1 &R1 USR Sportster 14.4k: AT &K0 &M0 &N6 &H0 &I0 &B0 &R1 USR Sportster 14.4k: AT &N6 &K0 &M0 &B1 &H0 &I0 USR Sportster 14.4k: AT B0 X4 E1 Q0 V1 &M0 &K0 &R1 &N6 &A3 &H0 &I0 USR Sportster 14.4k AT S7=60 E1 Q0 V1 &C1 &D2 &K0 &N6 &A3 &M0 &H0 USR Sportster 14.4k: AT S7=60 E1 Q0 V1 &C1 &D2 &K0 &N6 &A3 USR 14.4k Dual Standard AT B0 X4 Q0 &R1 &B1 &N6 &A0 &D2 &H0 &I0 &K0 &M0 M1 USR DS v.32bis v.42bis AT &M0 &N6 &A0 &R1 &H0 &K0 &I0 &S0 &B1 X1 USR Courier HST/DS 16.8k AT X4 B0 &A0 &B0 &H2 &I0 &K0 &M0 &N6 ------------------------------------------------------------------------------ ViVa 14.4k AT &F &Q6 \N0 %C0 &D2 N0 S37=9 Viva 14.4 Fax/Modem: AT S11=50 S37=9 S95=52 L0 N0 S46=0 &Q0 &D2 \N1 ------------------------------------------------------------------------------ Wang 14/14 modem: AT S46=0 S37=9 N0 &K0 %C0 %M0 &Q0 &D2 \N1 ------------------------------------------------------------------------------ Zoom Init AT &F &Q6 S37=9 N0 &K0 %C0 Zoom Init AT &F &Q0 S37=9 N0 &K0 S46=0 Zoom 14.4k VFX AT &Q6 S37=9 N0 %C0 \N0 Zoom Init AT &Q6 S37=9 N0 &K0 S46=136 S36=1 S48=128 %C0 Zoom OEM Modem AT &Q6 S37=9 N0 &K0 Zoom: AT &Q6 S37=9 N0 &K0 %C0 Zoom: AT &Q0 S37=9 N0 &K0 %C0 Zoom: AT &Q6 &K0 &D2 \N0 %C0 ------------------------------------------------------------------------------ Zyxel (E+): AT &N3 &K0 Zyxel U-1496E+ AT Z &N4 &K0 ------------------------------------------------------------------------------ [19-4]: Why is my network slowing down when using DOOM? ======================================================= You may have an older version of DOOM, such as v1.0 or v1.1. These older versions utilized broadcast packets, which slow down many networks. Upgrading to v1.666 will fix this problem, since v1.666 utilizes direct packets. (19-5): Why won't the v1.666 patch install correctly? =================================================== The DOOM v1.666 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 the patch complains about missing "LICENSE.DOC" and/or "FILE_ID.DIZ," the command "PATCH -ignoremissing" can be used. However, this will not help if the patch complains about "DOOM.EXE" or "DOOM.WAD." If you are using the registered version, some distributors shipped an older release of v1.1. It is recommended that you call your distributor, or E-mail "help@idsoftware.com" if you ordered from id Software for more help. [19-6]: DOOM is too easy ======================== If you find DOOM too easy, here are some suggestions. (1) Play on a harder difficulty level. (2) Only save your game at the beginning of each level. (3) Never save your game and try completing the mission. (4) Only use your fist and pistol for the entire game. (5) Turn down your screen contrast so you can see less. (6) Use the "-respawn" parameter upon loading DOOM to allow the monsters to revive in other difficulty levels. [19-7]: DOOM is too hard ======================== If you find DOOM too hard, here are some suggestions. (1) Play on an easier difficulty level. (2) Save your game often. (3) Try using some of the cheat codes or a cheating utility. (4) Turn up your screen contrast so you can see more. (5) Press F11 during game play for gamma correction. [19-8]: I get motion sickness when playing DOOM =============================================== There have been a lot of discussion about this phenomenon. In short some people experience dizziness attributed to the game movement. There were many theories, most along the line of motion sickness. Some also said that the animation is too smooth so it fools your brain into believing it to be real. Others said its too jerky and it makes you vomit like being sea sick. Another popular theory is that lack of proper acceleration (like on-off high speed) attribute to the nausea. I will not go into discussion of why. Instead, I will post some steps people suggested. Remedies are not guaranteed to work. There are many, all are experimental and some will have opposite effects on different people. This, it seems, is a very individual problem. (1) Try different display sizes. Either use different size monitors or use the screen size option to vary the display window. (2) Try sitting closer/further from the display (don't stick your nose in it, I don't want you to get radiation sick). Try combining this with focusing/defocusing on the display or surroundings. This is to see if you are being aware that you are looking at the monitor and hopefully it may convince your brain that what you play is not really real. (3) Try different machine speeds. If you have a turbo switch try playing with it on/off. (4) Try different input devices. With a mouse you can control acceleration more accurately than with a joystick or the keyboard. (5) Play on your friend's/colleague's computer. See if it is better/worse. (6) Have breaks while you play. Play in turns. Watch others play & then play yourself. (7) If you have sound card, try playing with/without the sound. If your sound card is stereo try playing with headphones on. Reverse the headphones so that left becomes right. After switching machines, many have problems adjusting too. On a 486, things may seem "too smooth." On a 386, it may make you want to vomit. Sometimes you just have to give time to adjust. ============================ =SECTION FIVE= MISCELLANEOUS ============================ --------------------------------------------- CHAPTER (20): Confidential NORAD transmission --------------------------------------------- Well, Chapter [20] has gotten a lot of feedback. This is the chapter where I place the newest edition to DOOM iNsAnItY, the comedy file I also publish about DOOM. If you enjoy this chapter, download "dinsan57.txt" on your favorite online service or FTP site. You can thank "Clint" (ffjjd@acad3.alaska.edu) for this one! ----------------------------------------------------------------------------- I work for NORAD (North American Defense) and recently the following transmission was received from the planet Mars. Originally it was classified top secret and sealed away in a vault. I felt it was too important to humanity and so I absconded with a copy of it and have decided to release it to the world. I fear for the future of humanity. The message is as follows: (lots of static and radio frequency type noises which finally clear. A bunch of voices can be heard mumbling to one another.) Voice 1: Are we on? Voice 2: What's going on? Did you guys get a link yet? Voice 3: We're on man we've got a clean connection. Voice 2: oh we're on? Voice 1: I think we're on. Voice 4: (booming and aggravated) You're on you damn morons start talking now or I missile your faces. EX-MARINE ROGER JOHNSON: Hello earthlings. How's it going? We've got a problem up here on Mars. You guys keep coming up here and attacking us. And I'm not talking about just a few of you, this must be the rage or something because you guys seem to be coming in droves. What's the deal? Can't you just leave us alone? What did we ever do to hurt you guys? You probably think we're the problem. You probably think we started all of this but actually it was you guys. Sure we shoot back now but wouldn't you too? Sometimes we even shoot first just because we're all so edgy. But it's all because of the havoc and destruction you have wrought on our once peaceful little colony. Why can't you just stay on Earth and leave us all alone? I'm going to tell you something right now you've got a lot of the residents up here really pissed and I don't think they're all going to take this lying down. Some of these guys are starting to get really irritated so you better watch yourselves. Anyway I don't want to sound threatening..... Oh darn a piece of my rotten arm just fell off..... ouch that smarts. Like I was saying I don't want to sound threatening or anything but you guys are taking a toll on us and I was just wondering if you maybe you could chill out a little bit? Would that be possible? BOOMING VOICE: Get that whimpering [annoyance] out of there before I missile his head. EX-SERGEANT BUD SCHIMTZ: Sergeant schmitz here. Look folks lets talk numbers here for a minute. Do you have any idea what the kill ratio we're looking at here is? I don't have hard numbers but it's something like 50 to 1. You folks are killing fifty of our young men for every one of you that we kill. And like roger said, this is all in self defense. Now what in God's name are you savages trying to accomplish. These are fine young men who could have had careers. They could have had futures. But no you [idiots] had to come on along and wreak absolute havoc on our peaceful Mars colony. I HOPE YOU ALL DIE MISERABLE, PAINFUL DEATHS WITH SALT POURED ON YOUR GAPING WOUNDS!!!!! IMP: See now you've gotten sarg all upset. He's not going to be right for the rest of the afternoon. See what you guys have done? You've caused quite a stir up here. Well let me get to the heart of this message. You see so far you folks have been the aggressors and we have been sitting here like sheep just waiting to be picked off. You don't think we're going to let this go on forever do you? I'm just going to say what I'm hinting at- WE'RE COMING AFTER YOU BASTARDS!!!! Got that. Don't think you can just sit there in your ivory tower and launch invasion after invasion on our colony and expect us to take it sitting down. Earth is open to invasion too you know. This is a two way street. What comes around goes around. Do as I say not as I do.... wait a minute that was the wrong cliche, at any rate be forewarned. We are planning an invasion of your feeble little planet. We've decided that we've had enough. It's our turn to be the aggressors and your turn to be the victims. Sort of like Clarence Thomas and Anita Hill. Or that dame and Bill Clinton - WE ARE GOING TO HARASS THE HELL OUT OF YOU!!. Consider yourselves warned. (pause) BOOMING VOICE: I liked his tone. Did anybody else like his tone? EVERYBODY ELSE: Yes! BOOMING VOICE: Who's next? PINK GORILLA: Did you guys know that if I wanted to I could bite your entire face off in just one bite? Take a look at my jaws sometime. They're fraggin' HUGE. I've just been restraining myself up to this point. From now on it's no holds barred. When we come to earth I'm taking one face per bite. Got that? One bite equals one face. I'll be seein' you soon. BOOMING VOICE: I like that. Short and to the point. I've always liked Pinky. He speaks my language- succinct and threatening. That's good. SPECTRE: Spectre here. Look folks, you brought all of this on yourselves. What did you expect? Now as for my invisibility algorithm. Up to this point it's been fairly successful. It works real good in the dark. But I know you guys can still see me. I've looked at some of the other guys and I can always see this outline, this kind of shimmering form, you know what I'm talking about. Well not much longer you won't because we've been working on the algorithm and we've made some marked improvements. By the time this ones finished you jerks aren't going to be able to see JACK. Keep that in mind when you tuck in your children tonight. We're coming for you. Sleep tight. FLAMING HEAD: Am I supposed to talk now? Is it my turn? BOOMING VOICE: Do you see anybody else at the microphone RETARD!! FLAMING HEAD: Oh right, it's Cacodemon's turn. BOOMING VOICE: He's in the bathroom right now you [fraggin'] dolt. Speak now or be ERADICATED. (mechanical sounds can be heard) FLAMING HEAD: Right, sure, OK, well. Say earthlings did you know that all I've been trying to do this whole time is light one of you guys on fire. That's my big goal. I just want to crash into one of you guys and just see you light up like a Christmas tree. Sure I'll bite you and stuff but that's usually because I'm frustrated. What I really want to see is one of you fella's ON FIRE. Then you could run around and bump into your buddies and light them on fire too. Then you'd all be on FIRE. Pretty soon there'd be fire everywhere. FIRE FIRE FIRE FIRE. VOICE ON THE SIDE: Uh oh. He's getting on one of those fire kicks again. FLAMING HEAD: FIRE FIRE FIRE FIRE FIRE FIRE FIRE In the background mechanical sounds can be heard. Mechanisms and gears and engines firing up. Suddenly a rocket can be heard approaching followed by a LOUD explosion. Several moments of silence. VOICE 1: Are we back up again? VOICE 2: Yeah we're on again. Good thing I brought several microphones I knew this was going to happen. BOOMING VOICE: Let that be a lesson to all of you. Lose your cool on the stand and I'm going to blast you and the [fraggin'] podium to Earth. Who's next? BARON: Yeah that would be me. BOOMING VOICE: Go ahead. CACODEMON: I think I was supposed to go next. BARON: Oh right. It's your turn. CACODEMON: No offense. BARON: None taken. CACODEMON: Great, just let me squeeze in there. BARON: You need to lose some weight. CACODEMON: I know I've been working on that but it's a problem I've had all my life. Mechanical sounds can be heard in the background. CACODEMON: Howdy everyone. You heard the Baron mention my weight well I've been thinking. Rather than trying to lose the weight maybe I should put it to my advantage. I've been thinking about transforming myself into a Flaming Bowling Ball from Hell. What do you all think? a lot of mumbling and discussion in the background. VOICE: What would happen when you hit a pool of acid? CACODEMON: I don't know I guess I could dissolve or something. BARON: You want the truth, what I really think? CACO: Sure. BARON: Sorry but I think it bites. CACO: Ok well I don't have to become a bowling ball, but I could throw my weight around a little more. Instead of just shooting pretty, sparkly, purple balls at people I could corner them in tight situations and just smash the crap out of them. (pause) BARON: That's not at all a bad idea. I like that. Do you think it would get the kill ratio down from the current 50 to 1? CACO: Absolutely. BARON: I say do it. What do the rest of you think? VOICES: Yes, good, do it, sounds good to me. BOOMING VOICE: OK it's done. Start throwing that weight around fatty. We're going to need all the help we can get. Baron you're on. BARON: Well what can I say that hasn't already been said. How about if I just say what's on my mind. You suckers are dead. You're minced meat. You're toast. You're going to wish you were never born. You haven't felt pain yet. You don't know the meaning of pain. You're going to see that kill ratio drop from 50 to 1 in your favor to 50 to 1 in our favor. As far as personal modifications go, I'll be shooting flames out of my hands, like I do now, as well as out of my feet, my eyes, my ears, my mouth, my knees and for those who sneak up behind me I've got a special surprise for you. Let's just say I'm going to be a lot tougher. See you at your favorite city or coming soon to a neighborhood near you. BOOMING VOICE: OK, it's your turn. SPIDER DEMON: Well I have to admit Baron is looking a lot tougher these days. In fact I think he's started to muscle in on my turf. I don't know, I don't feel at all comfortable with this development..... Large crashing sounds. BOOMING VOICE: Out of the way milktoast. This is CYBERDEMON here and I'm going to make it real plain and simple. We're coming to your planet. We're coming for revenge and we're coming to eradicate you pathetic little wimps. We're coming for the pure fun of blowing you all limb from scrawny little limb. We'll be there soon, (aside) what would you say two weeks? BARON: Yeah about two weeks. CYBERDEMON: Two weeks and you won't be able to stop us. Consider yourselves forewarned. This is going to be the mother of all battles. It's going to be the end of life as you know it. It's going to be the end of human civilization. In short it's going to be HELL ON EARTH. This game is not over man. (stunned silence) (after several moments) VOICE: OK that's it, kill the link. Some clanking around can be heard which is followed by pure static. ---------------------------------------------------------- CHAPTER *21*: Other literature available from Hank Leukart ---------------------------------------------------------- Other literature from Hank Leukart includes: - dmspec14.txt: The Unofficial DOOM Specs v1.4 (v1.4 late Sep./early Oct.) - dinsan57.txt: DOOM iNsAnItY: A humorous look at our favorite game ------------------------ CHAPTER [22]: Conclusion ------------------------ Phew! Well, that is all I have! I hope this FAQ proves to provide a good resource for DOOM information. If you have any suggestions, additions, or comments for the FAQ, send me E-mail at "ap641@cleveland.freenet.edu". Now, I will just wait in horror as id Software releases a press release about a new, upcoming game. Thanks for reading the FAQ! -Hank Leukart SUPPORT YOUR SHAREWARE COMPANIES! REGISTER YOUR SHAREWARE! ------------------------------ CHAPTER [23]: Revision History ------------------------------ [23-1]: Pre-Game-Release FAQs ============================= v1.0: First release of the DOOM FAQ. (October 25, 1993 EST) v1.0a: When ASCII uploading v1.0, the spacing malfunctioned. This is the same version as 1.0, except with fixed spacing. (October 25, 1993 EST) v2.0: First major revision of the "Official" DOOM FAQ. Id gets involved, giving new information. The FAQ is rearranged. The FAQ is renamed from "The DOOM FAQ" to "The 'Official' DOOM FAQ." (November 1, 1993 EST) v2.5: A standard revision of the "Official" DOOM FAQ. More information comes in on what DOOM will and won't support. More DOOM iNsAnItY is added. Information on related DOOM software is added. Information on DOOM's music and multi-playing is added. Sorry! The "Official" DOOM FAQ is no longer 666 lines. :) (November 13, 1993 EST) v2.6: A minor revision of the "Official" DOOM FAQ. Grammatic and spelling errors are corrected. The use of asterixs, parenthesis, and brackets are used to highlight which information is new to a FAQ. Two new additions to DOOM iNsAnItY that didn't quite make it to the v2.5 release are added. More multi-playing information added. (November 17, 1993 EST) [23-2]: Post-Game-Release FAQs ============================== v5.0: A major revision of the "Official" DOOM FAQ. DOOM is released. FAQ is completely rewritten. FAQ tells about troubleshooting, cheating, and add-on software. New additions to DOOM iNsAnItY. (December 18, 1993 EST) v5.5: A standard revision of the "Official" DOOM FAQ. DOOM v1.2 is released, and information on modem play is added. DOOM iNsAnItY is released seperately. A complete list of add-on software, modem init strings, and troubleshooting guidelines are added. (February 24, 1994 EST) v5.6: A minor revision of the "Official" DOOM FAQ. New add-on software is added. Many grammatic problems fixed. The secrets section is rewritten. (April 17, 1994 EST) v5.7: A minor revision of the "Official" DOOM FAQ. Secret information completed. New add-on software, more grammatic problems fixed. Released in the DOOM v1.4 package. (June 28, 1994 EST) v5.8: A minor revision of the "Official" DOOM FAQ. Minor grammatic problems fixed, updated for v1.666 of DOOM. Released in the DOOM v1.666 package. (August 30, 1994 EST)