------------------------------------------------------------------------------ T H E " O F F I C I A L " ================= =============== =============== ======== ======== \\ . . . . . . .\\ //. . . . . . .\\ //. . . . . . .\\ \\. . .\\// . . // ||. . ._____. . .|| ||. . ._____. . .|| ||. . ._____. . .|| || . . .\/ . . .|| || . .|| ||. . || || . .|| ||. . || || . .|| ||. . || ||. . . . . . . || ||. . || || . .|| ||. . || || . .|| ||. . || || . .|| || . | . . . . .|| || . .|| ||. _-|| ||-_ .|| ||. . || || . .|| ||. _-|| ||-_.|\ . . . . || ||. . || ||-' || || `-|| || . .|| ||. . || ||-' || || `|\_ . .|. .|| || . _|| || || || || ||_ . || || . _|| || || || |\ `-_/| . || ||_-' || .|/ || || \|. || `-_|| ||_-' || .|/ || || | \ / |-_.|| || ||_-' || || `-_|| || || ||_-' || || | \ / | `|| || `' || || `' || || `' || || | \ / | || || .===' `===. .==='.`===. .===' /==. | \/ | || || .==' \_|-_ `===. .===' _|_ `===. .===' _-|/ `== \/ | || || .==' _-' `-_ `=' _-' `-_ `=' _-' `-_ /| \/ | || || .==' _-' %%%%% `-__\._-' %%% `-_./__-' %%% `' |. /| | || ||.==' _-' %% %% %% %% %% `' | /==.|| ==' _-' #### ####### ## %%## \/ `== \ _-' ## ## ## ###%% `-_ / `'' ``' Post-Release v5.6 - MINOR revision Last Updated: April 17, 1994 EST Written by: Hank Leukart (ap641@cleveland.freenet.edu) "If it's not the `Official' DOOM FAQ, it's not a FAQ." "DOOM: Where the sanest place... is behind a trigger." "DOOM: Such mayhem the likes of which have never been witnessed in this particular dimension!" ----------------------------------------------------------------------------- ---------- DISCLAIMER ---------- This FAQ is to aid in informing the public about the game DOOM, by id Software. In no way should this promote your killing yourself, killing others, or killing in any other fashion. Additionally, Hank Leukart claims NO responsibility regarding ANY illegal activity concerning this FAQ, or indirectly related to this FAQ. The information contained in this FAQ only reflects id Software indirectly, and questioning id Software regarding any information in this FAQ is not recommended. --------------------- TRADEMARK INFORMATION --------------------- All specific names included herein are trademarks and are so acknowledged: id Software, DOOM, Apogee, Wolfenstein 3-D, Creative Labs, WaveBlaster, Sound Blaster, Advanced Gravis, Gravis UltraSound (GUS), Gravis Gamepad, Forte, Roland, Roland Sound Canvas, Pro Audio Spectrum, IBM, Microsoft, MS-DOS, Atari, and Jaguar. Any trademarks not mentioned here are still hypothetically acknowledged. ---------------- COPYRIGHT NOTICE ---------------- This article is Copyright 1993, 1994 by Hank Leukart. All rights reserved. You are granted the following rights: I. To make copies of this work in original form, so long as (a) the copies are exact and complete; (b) the copies include the copyright notice and these paragraphs in their entirety; (c) the copies give obvious credit to the author, Hank Leukart; (d) the copies are in electronic form. II. To distribute this work, or copies made under the provisions above, so long as (a) this is the original work and not a derivative form; (b) you do not charge a fee for copying or for distribution; (c) you ensure that the distributed form includes the copyright notice, this paragraph, the disclaimer of warranty in their entirety and credit to the author; (d) the distributed form is not in an electronic magazine or within computer software (prior explicit permission may be obtained from Hank Leukart); (e) the distributed form is the NEWEST version of the article to the best of the knowledge of the distributor; (f) the distributed form is electronic. You may not distribute this work by any non-electronic media, including but not limited to books, newsletters, magazines, manuals, catalogs, and speech. You may not distribute this work in electronic magazines or within computer software without prior written explicit permission. These rights are temporary and revocable upon written, oral, or other notice by Hank Leukart. This copyright notice shall be governed by the laws of the state of Ohio. If you would like additional rights beyond those granted above, write to the author at "ap641@cleveland.freenet.edu" on the Internet. --------- CONTENTS: --------- [1] Introduction *1-1* A word from Hank Leukart [1-2] About the "Official" DOOM FAQ *1-3* Getting the "Official" DOOM FAQ [1-4] Adding to the FAQ *1-5* The DOOM Mailing List *1-6* Acknowledgments [1-7] Accurate Information =SECTION ONE= PRELIMINARY INFORMATION [2] What is DOOM? [3] What makes DOOM different from Wolfenstein 3-D? [3-1] Texture-Mapped Environment [3-2] Non-Orthogonal Walls [3-3] Light Diminishing/Light Sourcing [3-4] Variable Height Floors and Ceilings [3-5] Environment Animation and Morphing [3-6] Palette Translation [3-7] Multiple Players [3-8] Smooth, Seamless Gameplay *3-9* New Monsters and Artificial Intelligence [3-10] Weapons *3-10-1* What does BFG9000 stand for? [4] Who created DOOM? [4-1] How can I contact id Software? [5] What are the difference between the different releases of DOOM? (5-1) What is the shareware release? (5-2) What is the mail-order release? (5-3) What makes the three versions different? *5-4* When will v1.3 of DOOM be released? *5-5* What is the commercial release? *5-6* Is the CD-ROM version of DOOM illegal? (5-7) What is the Jaguar release? [6] Where can I get DOOM? [6-1] How can I get the shareware release? (6-1-1) What are the file names? *6-1-2* How can I get DOOM using FTP? [6-1-3] How can I get DOOM using AFS? [6-1-4] How can I get DOOM on a BBS? (6-2) How can I get the mail-order release? [6-3] How can I get the commercial release? (6-4) How can I get the DOOM Specs for creating add-on utilities? (6-5) Where can I get the serial play source code? *6-6* What books about DOOM are available? [7] What is needed to run DOOM? [7-1] What is REQUIRED to run DOOM? [7-2] What sound cards does DOOM support? [7-3] What game controllers does DOOM support? [8] How can I multiple players gameplay in DOOM? [8-1] How does the multi-player gameplay work? [8-1-1] How does pausing, saving, and loading work? [8-1-2] What are the different uniform colors for? [8-1-3] How does a player see what others are doing? (8-1-4) How do players communicate using Chat Mode? [8-1-5] How do the weapons work? [8-1-6] What happens when a player dies? [8-1-7] Can players exchange supplies? [8-1-8] Miscellaneous [8-2] What exactly is "DeathMatch" mode? [8-3] How does DOOM work with networks? (8-3-1) What are the command line parameters for DOOM? (8-3-2) How can I use DOOM on Novell Netware Lite? [8-3-3] How can I use DOOM on other types of networks? *8-3-4* How can I set up a small inexpensive DOOM network? (8-4) How can I play DOOM by serial link? *8-5* How can I play DOOM over the Internet? =SECTION TWO= CHEATS AND SPOILERS [9] How can I cheat in DOOM? *9-1* What are the DOOM cheat codes? *9-2* What is the "famous" secret in the SETUP.EXE program? *9-3* How do I use the "devparm" parameter? *9-3-1* What do the dots that appear in development mode mean? [10] Can someone tell me how to...? [10-1] Where are the DOOM secret levels? [10-1-1] Knee-Deep in the Dead? *10-1-2* The Shores of Hell [10-1-3] Inferno *10-2* Where are the secret doors in DOOM? *10-2-1* Knee-Deep in the Dead *10-2-2* The Shores of Hell *10-2-3* Inferno *10-3* When should I use each weapon? [10-4] Where can I get the chain saw on episode one? (10-5) How powerful is the ammunition? *10-6* How many enemies are in the entire game? *10-6-1* Knee Deep in the Dead *10-6-2* The Shores of Hell *10-6-3* Inferno (10-7) How many shots does it take to kill each enemy? =SECTION THREE= DOOM ADD-ON SOFTWARE *11* What is DOOM add-on software and where can I get it? [12] What cheating utilities have been made for DOOM? [12-1] DMSAVED v1.01 [12-2] DOOMEdit v4.1 [12-3] DOOMED v1.2 [12-4] DOOM: The Cheat 2 [12-5] DOOMSAFE v1.02 [12-6] DSGEDIT v3.0 [12-7] EDITGAME v1.1 [13] What add-on utilities allow me to alter DOOM? [13-1] BSP v1.1 [13-2] DEU v5.0 [13-3] DMapEdit v1.1 [13-4] DMAUD v1.1 [13-4-1] DMFE v0.0.1 [13-5] DMGRAPH v1.0 [13-6] DOOMCAD v4.0 [13-7] DOOMDump v0.1 [13-8] DOOM Editor: The Real Thing v2.50b3 [13-9] DOOMTOOL [13-10] DOPE v1.02 [13-11] Jumble v3.0 [13-12] MDE: My DOOM Editor v0.90b [13-13] Move Level v1.0 [13-14] NodeNav v0.8 [13-15] RanDOOM v1.55 [13-16] Renegade Graphics DOOMED v1.0 [13-17] RENWAD [13-18] VERDA v0.20 [13-19] WAD Extended Tools v1.0 [13-20] WAD Hacker v2.0 [13-21] WADMASTER v0.5 [13-22] WADNAME [13-23] Wads_Up v1.0 [13-24] WAD Tools v1.0 [14] What add-on data files exist for DOOM? [14-1] Graphics [14-1-1] Barney DOOM [14-1-2] Barney DOOM 3-D [14-1-3] DOOM4WIN.ZIP [14-1-4] DOOMMORF [14-1-5] Gory IMP Graphics v2.0 [14-1-6] Pacman DOOM [14-2] Missions [14-3] Sounds [14-3-1] ALIENS2.ZIP [14-3-2] AWSUM Sounds v100.2 [14-3-3] DM_CHRIS.ZIP [14-3-4] DM_GHETO.ZIP [14-3-5] DMALIENS.ZIP [14-3-6] DMMISC [14-3-7] DMNSND1.ZIP [14-3-8] DMNSND2.ZIP [14-3-9] DMNSND3.ZIP [14-3-10] DMPYTHON.ZIP [14-3-11] DMSILLY1.ZIP [14-3-12] DMWIERD.ZIP [14-3-13] DMZOUNDS.ZIP [14-3-14] DOOM-ASH.ZIP [14-3-15] DOOM-Sounds [14-3-16] DOOM Wicked Sounds [14-3-17] DOOMWAVS.ZIP [14-3-18] DSMDOOM.ZIP [14-3-19] DSMTERM.ZIP [14-3-20] Great DOOM Sounds [14-3-21] Homers' DOOM [14-3-22] James' Brown DOOM [14-3-23] MYDOOM10.ZIP [14-3-24] Not For Kids [14-3-25] Sally's DOOM [14-3-26] ST-SNDS.ZIP [14-3-27] Star Wars v1.1 [14-3-28] STERNWAD.ZIP [14-3-29] STOOGES.ZIP [14-3-30] SWFXPWAD.ZIP [14-3-31] T2SOUNDS.ZIP [15] What other miscellaneous DOOM add-ons exist? [15-1] BNUDOOM v1.26 [15-2] The DOOM Hall of Fame: Collectors Edition [15-3] DOOM Launcher for OS/2 v1.1 [15-4] DOOMLOAD v2.01a [15-5] DOOM Master v2.0 [15-6] DOOMenu v2.0 [15-7] DOOMODEM v1.0 [15-8] DOOM Modem Contact List R7 [15-9] DOOMPICS.ZIP [15-10] DOOM Serial Connection Manager v1.05b [15-11] DOOM Utilities v0.1 [15-12] DOOM WAD Manager v1.05b [15-13] MUS2MIDI [15-13] OLDIPX.ZIP [15-14] SER4.ZIP [15-15] The Ultimate DOOM Maps [15-16] The Unofficial DOOM Specs v1.3 [16] Future add-on software *16-1* Add-on software wish list *16-2* Add-on software in the making =SECTION FOUR= TROUBLESHOOTING [17] Why won't DOOM work correctly? [17-1] How can I use SMARTDRV.EXE with DOOM? [17-2] Why am I getting an "OUT OF MEMORY" error with DOOM? [17-3] Why does DOOM crash when I start it? [17-4] How can I run DOOM under OS/2? [18] Why won't my sound card work with DOOM? [18-1] Why won't my Sound Blaster v1.0 or v1.5 work with DOOM? (18-2) Why won't my Sound Blaster Pro work with DOOM? [18-3] Why won't my Gravis UltraSound work with DOOM? *18-4* Why does the game crash when using my Gravis UltraSound? (18-5) Why won't my Pro Audio Spectrum 16 work with DOOM? (18-6) Why won't my ATI Stereo-F/X work with DOOM? [19] Miscellaneous DOOM problems (19-1) Why won't my mouse work with DOOM? (19-1-1) Why does my mouse start moving itself during play? [19-1-2] Why won't my two button mouse work with DOOM? (19-1-3) Why won't my IBM PS/2 mouse work with DOOM? *19-2* Why does netDOOM seem to crash at certain times? *19-3* Why won't my modem work with DOOM? (19-4) Why is my network slowing down when using DOOM? *19-5* Why won't the v1.2 patch install correctly? [19-6] DOOM is too easy [19-7] DOOM is too hard [19-8] I get motion sickness when play DOOM =SECTION FIVE= MISCELLANEOUS *20* DOOM: Opening a door to hell *21* Other literature available from Hank Leukart [22] Conclusion [23] Revision History [23-1] Pre-Game-Release FAQs [23-2] Post-Game-Release FAQs ------------------------- CHAPTER *1*: Introduction ------------------------- *1-1*: A word from Hank Leukart =============================== Well, it has been another two months, but it's back! After a lot of hard work from DOOM add-on developers, some decent utilities have been created. Map editors, sound editors, graphics editors, cheating utilities, DOOM shells, serial drivers, and new DOOM levels have all been released! There are hundreds of them, but don't despair. This FAQ has a very complete catalog of DOOM add-ons, including places to get them. Here are just a few I recommend checking out. I have been playing DOOM for a long time now, and still am not bored of it. However, for people who have gotten tired of it (or people just looking for something new), I recommend checking out "hockey10.zip" by Seth Cohn. This amazing DOOM patch and PWAD creates a unique multi-player death hockey (yes, I said "death hockey") game for DOOM. This is hours of excitement. The DOOM Hall of Fame: Collectors Edition is just that -- a classic. If you are looking for a great collection of LMPs, this is for you. It contains a LMP for every level that reveals all the secrets, plus some very strange LMPs. "When you finish watching these, you will not only be a veteran at the techniques and secrets of DOOM, but you will also have seen some of the most spectacular near-death battles this side of Phobos." Are you looking for a person to play multi-player DOOM with? If so, look no longer. Jeff Forsyth's DOOM Modem Contact List can help you find a partner. Check out Chapter [15] for more information. These are just a few of the best add-on software available for DOOM. There is lots more, check out the add-on section of this FAQ. Anyway, until next time, have fun, and above all, "keep on DOOMing!" [1-2]: About the "Official" DOOM FAQ ==================================== Welcome to the post-release v5.6 of the "Official" DOOM FAQ. What does that mean? Post-release is after the game is released, version 5.6 is a minor revision written after 5.5, "Official" means absolutely nothing, DOOM is the name of the game, and FAQs are [F]requently [A]sked [Q]uestions. Here's how revision classification works. If a new version of the FAQ only has a small amount of information changed or added, the version number is increased by 0.1. This is called a "minor revision." If a new version of the FAQ has a substantial amount of new information changed or added, the version number is increased by 0.5. This is called a "standard revision." If a new version of the FAQ has a huge amount of added or changed information, major parts of the FAQ are rearranged, or major parts of the FAQ are rewritten, then the version number is increased by 1.0. This is called a "major revision." You may be wondering why chapter numbers are enclosed in either []'s, ()'s, or **'s. The definition of these is as follows: []: Chapters enclosed in brackets mean that the information contained in the chapter has not been updated in this or the previous FAQ. (): Chapters enclosed in parenthesis mean that the information contained in the chapter has not been updated since the previous FAQ. **: Chapters enclosed in asterisks means that the information contained in the chapter is new or has been updated for the current version of the FAQ you are reading. *1-3*: Getting the "Official" DOOM FAQ ====================================== I am sorry to announce that my DOOM Mailing List has been cancelled, due to numerous problems. Anyone who has had a subscription to the list in the past will no longer receive updates, and no new subscriptions are permitted. There is a new mailing list, however. See Chapter [1-5] for more information. The "Official" DOOM FAQ can still be requested from me, however. My Internet E-mail address is "ap641@cleveland.freenet.edu." Please make the subject of your E-mail "DOOM FAQ Request." The "Official" DOOM FAQ is posted every two weeks (or earlier if a new version is released) on the following Usenet groups. (1) comp.sys.ibm.pc.games.action (2) comp.sys.ibm.pc.games.announce (3) comp.sys.ibm.pc.games.misc The "Subject:" line of the post will be "'Official' DOOM FAQ v??.??" where "??.??" is the version number of the FAQ. New releases of the "Official" DOOM FAQ are uploaded to the following Internet FTP sites. (1) ftp.uwp.edu IN DIR /pub/incoming/id IN DIR /pub/msdos/games/id/home-brew/doom (2) ocf.unt.edu IN DIR /pub/incoming IN DIR /pub/doom/text (3) wuarchive.wustl.edu IN DIR /pub/msdos_uploads/games/doomstuff The file name of the upload will be "doom??.faq" where "??" is the version number of the FAQ. This filename is for FTP sites only. BBS filenames are below. New releases of the "Official" DOOM FAQ are uploaded to Software Creations BBS (and other BBSs) under the file name "dmfaq??.zip" where "??" is the version number of the FAQ. Software Creations BBS: (a) (508)-365-2359 2400 baud (b) (508)-368-7036 9600-14.4k v.32bis (c) (508)-368-4137 14.4-16.8k HST/DS ATTENTION: ALL BBSes, Compuserve, America Online, GEnie, and all other information services. PLEASE conform to the naming standard of the "Official" DOOM FAQ when placing this file on your system. The file name should be "dmfaq??.zip" where the "??" is the version number of the FAQ or "dmfaq??.txt" if the FAQ is a text file instead of PKZIPped. [1-4]: Adding to the FAQ ======================== If you want something added to the FAQ, please send E-mail to "ap641@cleveland.freenet.edu" (no quotes), explaining what your addition is. It will be reviewed, and if accepted, added to the next FAQ version. In the E-mail, please supply your name and E-mail address. Please note that all submissions to the FAQ become the property of the author (Hank Leukart) and that they may or may not be acknowleged. By submitting to the FAQ, you grant permission for use of your submission in any future publications of the FAQ in any media. The author reserves the right to omit information from a submission or delete the submission entirely. *1-5*: The DOOM Mailing List ============================ The DOOM Mailing List is run by an automatic server. To subscribe, send mail to "listserv@cedar.univie.ac.at" with "sub DOOML " IN THE BODY of the message. DO NOT put a subject on this message. To post to the mailing list, send mail to "DOOML@cedar.univie.ac.at". If you are having trouble using this, send mail to "listserv@cedar.univie.ac.at" with the word "HELP" IN THE BODY of the message. Again, put not subject on the message. If you are having problems with the server, mail "savage@cedar.univie.ac.at" with your problem. *1-6*: Acknowledgments ====================== I'd like to thank id Software for creating such a GREAT game! It definitely exceeds expectations. I'd also like to thank them for helping me out, and getting involved with on-line users. I'd like to thank the following on-line users for the following reasons: ID SOFTWARE: John Romero (help@idsoftware.com) - For putting up with me! (wait, I gotta put up with him too!) :) David Taylor (help@idsoftware.com) - Telling me who he was, putting up with me, and answering questions Jay Wilbur (help@idsoftware.com) - His great on-line attention, small island travel arrangements :) ALPHABETICAL ORDER: Christoph Anderson (psycho@asl.uni-bielefeld.de) - Enemy count info Marco Arriaga (marco@fidev.pwcm.com) - Novell Netware Lite information Barry Bloom (barry@noc.unt.edu) - Modem Initialization Strings Steve Bonds (sbonds@jarthur.claremont.edu) - IPX FAQ information Vesselin Bontchev (bontchev@fbihh.informatik.uni-hamburg.de) - Major help on grammatic and other problems Larry J. Brackney (brackney@ecn.purdue.edu) - Jaguar Specs Scott Browser (browersr@cnsvax.uwec.edu) - Information on SMARTDRV Jason Brunette (stimpy2129@aol.com) - Command line parameters Kevin Burfitt (zaph@torps.apana.org.au) - Command line parameters Tom Cannon (inkblot@leland.stanford.edu) - Location of the chain saw TC Cheng (tc@po.EECS.Berkeley.edu) - PAS information David Datta (datta.cs.uwp.edu) - Copyright notice/DOOM distribution Seth Delackner (dax@crl.com) - Command line parameters Vinc Duran (vincd@ile.com) - ATI Stereo F/X information Joakim Erdfelt (joakim.erdfelt@swsbbs.com) - Great DOOM Utilities, and help with the FAQ John Van Essen (vanes002@maroon.tc.umn.edu) - DOOM Mini FAQ Matt Fell (matt.burnett@acebbs.com) - DOOM Spec writer Mark Harrop (harrop@telecom.jorn.gov.au) - Information classification Jarkko Tapio Heinonen (jtheinon@cc.helsinki.fi) - Small grammar help Fred Homewood (fred@meiko.com) - Novell Network Lite info Henry Liang (liangh@eniac.seas.upenn.edu) - IHHD information Ian CR Mapleson (mapleson@cee.hw.ac.uk) - PS/2 Mouse information Samer Meshreki (meshreki@udel.edu) - Gravis UltraSound information Christian Metcalfe (uk05624@mik.uky.edu) - Weapon shot conversions Michael Millard (michael.millard@swcbbs.com) - Making sure the FAQ got finished :) "Motop" (ekschult@vela.acs.oakland.edu) - Network card supply John Thomas Lemke (jtl10@ciao.cc.columbia.edu) - Frames per second info Elias Papavassilopoulos (ep104@cus.cam.ac.uk) - Cheat codes and parameters Charlie Ray (exuchar@exu.ericsson.se) - DOOM: Opening a door to hell Tobey Reed (treed@world.std.com) - DOOM v1.2 information Owen Salava (osalava@vaxsrv2.royalroads.ca) - Keeping my nose to the grind- stone and making sure my mailbox is filled Stanley Stasiak (stasiak@tartarus.uwa.edu.au) - Motion sickness/secrets Wouter Slegers (wsbusr3@urc.tue.nl) - DOOM Secrets FAQ information Stephen Sprunk (ssprunk@nox.cs.du.edu) - Modem information Stephen Stibler (stibler@watson.ibm.com) - Two button mouse information Ajaipal S. Tanwar (tanwar@utxvms.cc.utexas.edu) - Secret level information Aaron Fredrick Tiensivu (tiensivu@student.msu.edu) - Command line parameters Frans P. de Vries (fpdevries@hgl.signaal.nl) - The cool ASCII DOOM logo and lots of grammatic help Forgive me if I am missing anyone, so many people have helped me! Thank you! Finally, I'd like to thank everyone who reads this FAQ, you are what the FAQ is for! [1-7]: Accurate Information =========================== An attempt has been made to make the information in this FAQ as accurate as possible. Unfortunately, due to the fact that the game was recently released, and updates, add-ons, and new information are being worked on each second, it's hard to keep up. I had to stop myself from adding to the FAQ, because if I didn't it would have never been released! The original press release dated from January 1993 listed a few things that didn't go in the final game. Some of those things were impossible to do after rewriting the 3-D engine 4 times over (for speed and size); other things just made no sense with the rest of the design. Trust id Software. They know what they are doing. DOOM is one great game! ===================================== =SECTION ONE= PRELIMINARY INFORMATION ===================================== -------------------------- CHAPTER [2]: What is DOOM? -------------------------- DOOM is a three dimensional, virtual reality type action game created by id Software. In some ways, it is similar to Wolfenstein 3-D (id Software, Apogee). In DOOM, you're a space marine, one of Earth's toughest, hardened in combat and trained for action. Three years ago you assaulted a superior officer for ordering his soldiers to fire upon civilians. He and his body cast were shipped to Pearl Harbor, while you were transferred to Mars, home of the Union Aerospace Corporation. The UAC is a multi-planetary conglomerate with radioactive waste facilities on Mars and its two moons, Phobos and Deimos. With no action for fifty million miles, your day consisted of suckin' dust and watchin' restricted flicks in the rec room. For the last four years the military, UAC's biggest supplier, has used the remote facilities on Phobos and Deimos to conduct various secret projects, including research on inter-dimensional space travel. So far they have been able to open gateways between Phobos and Deimos, throwing a few gadgets into one and watching them come out the other. Recently however, the gateways have grown dangerously unstable. Military "volunteers" entering them have either disappeared or been stricken with a strange form of insanity--babbling vulgarities, bludgeoning anything that breathes, and finally suffering an untimely death of full-body explosion. Matching heads with torsos to send home to the folks became a full-time job. Latest military reports state that the research is suffering a small setback, but everything is under control. A few hours ago, Mars received a garbled message from Phobos. "We require immediate military support. Something fraggin' evil is coming out of the gateways! Computer systems have gone berserk!" The rest was incoherent. Soon afterwards, Deimos simply vanished from the sky. Since then, attempts to establish contact with either moon have been unsuccessful. You and your buddies, the only combat troop for fifty million miles were sent up pronto to Phobos. You were ordered to secure the perimeter of the base while the rest of the team went inside. For several hours, your radio picked up the sounds of combat: guns firing, men yelling orders, screams, bones cracking, then finally silence. Seems your buddies are dead. Things aren't looking too good. You'll never navigate off the planet on your own. Plus, all the heavy weapons have been taken by the assault team leaving you only with a pistol. If only you could get your hands around a plasma rifle or even a shotgun you could take a few down on your way out. Whatever killed your buddies deserves a couple of pellets in the forehead. Securing your helmet, you exit the landing pod. Hopefully you can find more substantial firepower somewhere within the station. As you walk through the main entrance of the base, you hear animal-like growls echoing throughout the distant corridors. They know you're here. There's no turning back now. ------------------------------------------------------------ CHAPTER [3]: What makes DOOM different from Wolfenstein 3-D? ------------------------------------------------------------ [3-1]: Texture-Mapped Environment ================================= DOOM offers the most realistic environment to date on the PC. Texture-mapping, the process of rendering fully-drawn art and scanned textures on the walls, floors, and ceilings of an environment, makes the world much more real, thus bringing the player more into the game experience. Others have attempted this, but DOOM's texture mapping is fast, accurate, and seamless. Texture-mapping the floors and ceilings is a big improvement over Wolfenstein 3-D. With their new advanced graphic development techniques, allowing game art to be generated five times faster, id brings new meaning to "state-of-the-art". [3-2]: Non-Orthogonal Walls =========================== In other games (such as Wolfenstein 3-D), walls were always joined at ninety degrees to each other, and were always eight feet thick. DOOM's walls are at many angles, and at many thickness. Walls have see-through areas, like windows. This allows more natural construction of levels. If you can draw it on paper, you can see it in the game. [3-3]: Light Diminishing/Light Sourcing ======================================= Another touch adding realism is light diminishing. With distance, your surroundings become enshrouded in darkness. This makes areas seem huge and intensifies the experience. This also creates some amazing effects; sometimes the lights go out, and you'll have to look for a light switch or light amplification visors. Light sourcing allows lamps and lights to illuminate hallways, explosions to light up areas, and strobe lights to briefly reveal things near them. These features will make the game frighteningly real. [3-4]: Variable Height Floors and Ceilings ========================================== Floors and ceilings can be of any height, allowing for stairs, poles, altars, plus low hallways and high caves-allowing a great variety for rooms and halls. In DOOM, monsters can be shot on levels that are higher or lower than you are. All you have to do is aim laterally, and DOOM will do the rest! [3-5]: Environment Animation and Morphing ========================================= In DOOM, the world reacts to you. Many surfaces animate. A glowing wall-plate may change in appearance when you touch it. Radioactive ooze could seethe and bubble. In earlier versions of the FAQ, I talked about environment animation and morphing. id Software removed information terminals, access stations, and wall weapon damaging. DOOM does include "crushing ceilings," however. [3-6]: Palette Translation ========================== In earlier versions of the FAQ, I talked about many different types of palette translation. Most of the palette translation has been removed from DOOM. The only palette translations that are currently implemented in DOOM are for multi-player mode (other players are in different colors), invincibility mode and a few other special effects. [3-7]: Multiple Players ======================= Up to four players can play over a local network, or two players can play by modem or serial link. DOOM v1.2 supports modem play. You can see the other player in the environment, communicate with him or her, and in certain situations you can switch to their view. This feature, added to the 3-D realism, makes DOOM a very powerful cooperative game and its release a landmark event in the software industry. This is the first game to really exploit the power of LANs and modems to their full potential. In 1994, id Software fully expects to be the number one cause of decreased productivity in businesses around the world. See Chapter [8] for more information on multi-playing. [3-8]: Smooth, Seamless Gameplay ================================ The environment in DOOM is frightening, but the player can be at ease when playing. Much effort has been spent on the development end to provide the smoothest control on the user end. And the frame rate (the rate at which the screen is updated) is high, so you move smoothly from room to room, turning and acting as you wish, unhampered by the slow jerky motion of most 3-D games. On a 386sx, the game runs well, and on a 486/33, the normal mode frame rate is faster as fast as some television. This allows for the most important and enjoyable aspect of gameplay: immersion. *3-9*: New Monsters and Artificial Intelligence =============================================== Wolfenstein 3-D is basically made up of a lot of closed rooms. When you open a door, the guards get a chance to see you and opening the door connects your sound area to the revealed room's sound area, so a gunshot will be heard in both places. Guards in both places will respond to this kind of action. In DOOM it's much more complex. DOOM isn't made up of a bunch of rooms; it's a cohesive world. You might blast your shotgun and the sound could travel through a window or slime-river tunnel to another entirely different area and piss-off some monsters. Then, they'll come looking for you! Opening doors, going down stairs, wading through slime, etc. You are still able to get the drop on them from behind, just like in Wolfenstein 3-D -- but you have to be sneakier about it. There is a huge amount of new enemies in DOOM. Here is a list: FORMER HUMANS (dudes in filth-covered combat suits): Just a few days ago, you were probably swapping war stories with one of these guys. Now it's time to swap some lead upside their head. They are the weakest of all enemies. FORMER HUMAN SERGEANTS (dudes in black armor, also filthy): Same as above, but much meaner and tougher. These walking shotguns provide you with a few extra holes if you're not careful! IMPS (brown thorny hominids): You thought an imp was cute little dude in a red suit with a pitchfork. Where did these brown bastards come from? They heave balls o' fire down your throat and take several bullets to die. It's time to find a weapon better than that pistol if you're going to face more than one of these S.O.B.s. DEMONS (pink horrors, vaguely humanoid): Sorta like a shaved gorilla, except with horns, a big head, lots of teeth, and harder to kill. Don't get too close or they'll rip your fraggin' head off. SPECTRES (vague, half-formed shapes): Great. Just what you needed. An invisible (nearly) Demon. * LOST SOULS (flying skulls): Dumb. Tough. Flies. On fire. Flying skills with a hot temper. They like to go for a screaming head-on collision. * CACODEMONS (gigantic floating one-eyes heads): They float in the air, belch ball-lightning, and boast one Hell of a big mouth. You're toast if you get too close to these monstrosities. BARONS OF HELL (you'll know `em when you see `em): Tough as a dump truck and nearly as big, these goliaths are the worst thing on two legs since Tyrannosaurus Rex. Watch out for the green plasma they fling at you. * CYBERDEMONS: When you get to the end of the second episode, you'll know. * SPIDERDEMONS (huge robotic spiders): They make you wish you never were playing DOOM in the first place. Watch for them at the end of the third episode. *: Not found in the shareware version [3-10]: Weapons =============== Here's a list of weapons that are in DOOM. Don't try using these at home. :) (1) Fist (2) Chain Saw (3) Pistol (4) Shotgun (5) Chain Gun (6) Rocket Launcher (7) Plasma Rifle * (8) BFG9000 * * = Denotes a weapon not implemented in the shareware version. *3-10-1*: What does BFG9000 stand for? -------------------------------------- Being the most powerful weapon, the only thing BFG9000 could stand for would be "Big Fraggin' Gun." :) ------------------------------ CHAPTER [4]: Who created DOOM? ------------------------------ DOOM was created by id Software, and is also published by id Software. Id Software is made up of the following dedicated people: - John Romero Coder - - John Carmack Coder - - Dave Taylor Coder - - Adrian Carmack Artist - - Kevin Cloud Artist - - Jay Wilbur CEO - - Sandy Peterson Designer - - Shawn Green Tech Support - - Robert Prince Music - Note: Apogee has NOTHING to do with DOOM. [4-1]: How can I contact id Software? ===================================== id Software can be contacted via the Internet. If you would like to ask any questions about DOOM (that are not answered in here), send E-mail to "help@idsoftware.com." Id Software can also be reached at their 800 number. The number is (800)-ID-GAMES. This number is for ordering games ONLY. This number is not for technical support or inquiries. --------------------------------------------------------------------- [5]: What are the differences between the different releases of DOOM? --------------------------------------------------------------------- (5-1): What is the shareware release? ===================================== The shareware version of DOOM only includes one of the three missions of DOOM. Each mission contains eight levels and a secret level. The shareware version contains network support and modem support. The shareware version does NOT include the Plasma Rifle and the BFG9000 weapons. On December 10th, 1993, v1.0 was released. On December 16th, 1993, v1.1 was released. Finally, on February 17th, 1994, id released v1.2 of DOOM. This version fixes many bugs and adds new features, including modem support. (5-2): What is the mail-order release? ====================================== The mail-order release of DOOM includes all three missions of DOOM. Each mission contains eight levels and a secret level. This version includes all weapons. All mail-order releases ordered before February 17th, 1994 are v1.1. It is recommended that you upgrade to v1.2 if you wish modem support and Nightmare mode. (5-3): What makes the three versions different? =============================================== Three different versions of DOOM have been released: v1.0 (which has the v0.99 operating system), v1.1, and v1.2. Version 1.0 was the initial December 10th, 1993 release. Version 1.1 was the first upgrade of DOOM, released on December 16th, 1993. Although this version fixed many bugs and compatibility problems, it introduced many new ones. The recently released v1.2 has these changes: o Serial-link and modem support for two player games o Removal of broadcast packets: directed network packets o Native PAS-16 support o A new NIGHTMARE difficulty mode in which: + All missile weapons fire twice as fast + Enemies move twice as fast + Enemies shoot 3 times as often + Monsters respawn eight seconds after death + Cheat keys deactivated o DOOMDATA directory requirement removed o Mouse and joystick control in the menus o Better joystick calibration and fixed joystick control o Ability to run under Windows o Cyberman(tm) support o Saved game bug corrected o Reoccuring Z_Malloc bug corrected for many systems o v1.2 will now return to lightning speed o Ten macros allowing you to easily send messages during multiplay o New command line parameters o v1.0 and v1.1 saved games no longer work on v1.2 o New bugs! Keep watch for v1.3 of DOOM. All mail-order releases ordered before February 17th, 1994 are v1.1. It is highly recommended that you upgrade to v1.2. Anyone who ordered v1.1 through id's (800)-ID-GAMES phone number will receive v1.2 free by mail. *5-4*: When will v1.3 of DOOM be released? ========================================== Here's an excerpt of an id press release. "We're close. The important parts of the sound code were totally rewritten for stability, especially in net games. Our results so far have been very promising. However, the GUS code was totally removed and needs to be rewritten as well. As soon as we get that finished and Doom tested, we'll send it out. Best estimate is a couple of weeks. v1.3 also integrates fixes submitted by y'all to make the serial and net code more compatible and work faster. There were a couple of savegame bugs fixed and a minor sky texture mapping bug fixed. It also has a new map reload feature for the map editor types out there so that you can test a level immediately after developing it without restarting." *5-5*: What is the commercial release? ====================================== The commercial version of DOOM will not be released until the middle or late in 1994. This version will contain more levels, more features, more graphics, and more sounds. A completely new digital sound engine is also being considered for this release. Compare the commercial release of DOOM to Wolfenstein 3-D's Spear of Destiny. This release will NOT duplicate any levels in either the shareware or mail-order releases. *5-6*: Is the CD-ROM version of DOOM illegal? ============================================= id Software has NOT released a CD-ROM version of DOOM. If you bought a CD-ROM with the registered version of DOOM on it (it is registered if it contains all three episode), then it is illegal. However, if you own a CD-ROM with the shareware version (the shareware version only has one episode) it is NOT illegal. If you own a DOOM CD-ROM, please call (800)-XXX-PIR8 to report the distributor you purchased the CD from. If you live outside the United States, send E-mail to id Software, at "help@idsoftware.com". (5-6): What is the Jaguar release? ================================== Shawn Green of ID Software has been gracious enough to indulge a nearly constant barrage of questions concerning the upcoming Jaguar version of DOOM. The Jaguar is a 32-bit game catridge system. * Comlynx will be supported. (2 Player: Jag to Jag communications) * The game will be presented in 16 bit color (possibly - see next item). * The final frame rate is expected to clock in at around 15-20 FPS. If ID reverts to 8-bit color (as in the PC version) 20 FPS is definite. The advantage is a little bit faster frame rate. The disadvantage is loss of color depth. * The game will have digital music and (digitized?) sound effects. * Game levels will be slightly different than the PC version. ID will take the best 20 levels from the PC version (all three episodes) and perform minor optimizations for speed. Included in the twenty levels will be a secret level. * JagDoom will support automatic regeneration of monsters. (After the enemy dies, he comes back again. And again. And again. Etc..) * Save Games will come in the form of a password. All of the stats will be saved except for the location within a level. Upon restoring game stats from a saved game, you will be placed at the beginning of the level. * NO RELEASE DATE HAS BEEN MENTIONED. Folks, don't bother the ID people about a release date. They have a VARIETY of projects on the burner, and will get JagDoom out as soon as they are able. Shawn says "A Summer release is feasible." * NO PRICE HAS BEEN MENTIONED. Cart memory is NOT cheap, and I'm sure this is a constraint that ID is struggling with as they work on the Jag version. Once again, I want to caution that this is PRELIMINARY information. The DOOM engine is running on a Jag development system, but it has a long way to go before it's ready to ship for manufacturing. The info presented here reflects how the game may LIKELY end up, but cart cost is (sadly) a major concern when the game is being finalized. ---------------------------------- CHAPTER [6]: Where can I get DOOM? ---------------------------------- Note: Unless you are an official id Software Beta-Tester, any Beta version that you may have in your possession is a violation of U.S. federal copyright laws. Additionally, it is illegal to make copies of the registered release of DOOM. Violation of these laws can result in fines of up to $250,000 and jail terms of up to 5 years. If you are in possession of a Beta version, it is suggested that you delete your copy immediately. [6-1]: How can I get the shareware release? =========================================== (6-1-1): What are the file names? --------------------------------- DOOM is released in two formats, a two file 1.44mb format, and a one file 2mb format. The 2mb format is released under the name "doom1_2.zip". The 1.44mb file names are "doom1_2a.zip" and "doom1_2b.zip." If you got DOOM before February 17th, 1994, it is recommended that you upgrade to v1.2 if you wish for modem play and Nightmare mode. A patch under the file name "dm1_2spt.zip" is available to upgrade the v1.1 shareware version to v1.2. If your shareware copy is v1.0, you must first upgrade to v1.1 with the "doom11pt.zip." A patch under the file name "dm1_2rpt.zip" is available to upgrade the v1.1 registered version to v1.2. Additionally, a file named "altdoom1.zip" is available for those people who's computers do not work with the DOOM DOS Extenders. *6-1-2*: How can I get DOOM using FTP? -------------------------------------- Here is a list of sites DOOM is on. Choose the one closest to you for fastest delivery. andyspc.rh.uchicago.edu: /pub/doom cactus.org: /incoming (will be moved to /pub/IHHD/multi-player) charm.tn.cornell.edu: /pub/doom ftp.cc.umanitoba.ca: /wolf3d/incoming (will be moved to pub/doom) ftp.demon.co.uk: /pub/ibmpc/games/id ftp.sun.ac.za: /pub/msdos/id ftp.uml.edu: /msdos/Games/ID ftp.urz.uni-heidelberg.de: /incoming ftp.uwp.edu: /pub/msdos/games/id ftp.funet.fi: /pub/msdos/games/id lemming.uvm.edu: /incoming (only the patch from 1.1 to 1.2) ocf.unt.edu: /pub/doom/id wuarchive.wustl.edu: /pub/MSDOS_UPLOADS/games/doom [6-1-3]: How can I get DOOM using AFS? -------------------------------------- DOOM can get received from the following AFS site. /afs/andrew.cmu.edu/usr23/dsa3/ftp [6-1-4]: How can I get DOOM on a BBS? ------------------------------------- DOOM is on id Software's official BBS, Software Creations. DOOM is located in the id Software directory. Choose the appropriate phone number for your modem. (a) (508)-365-2359 2400 baud (b) (508)-368-7036 9600-14.4k v.32bis (c) (508)-368-4137 14.4-16.8k HST/DS (6-2): How can I get the mail-order release? ============================================ The mail-order release of DOOM is available directly from id Software. To order, call id Software's order number, (800)-ID-GAMES. This number is for ORDERING ONLY, not for inquiries or technical support. The mail-order version of DOOM costs $40.00. If you live out of the United States, you can still order DOOM by an out-of-country shareware distributor. If you ordered DOOM before February 17th, 1994, it is recommended that you upgrade to v1.2. See Chapter [6-1-1] for more information. Anyone who ordered DOOM before February 17th, 1994, from the (800)-ID-GAMES phone number will receive a copy of v1.2 by mail. If you live out of the United States and purchased DOOM, you can receive a copy of v1.2, free, from your local shareware distributor. [6-3]: How can I get the commercial release? ============================================ The commercial release of DOOM will not be available until the middle of or late 1994. The price has not been set as yet. It will be available by mail-order directly from id Software, or at your local software store. (assuming your software store is local) :) (6-4): How can I get the DOOM Specs for creating add-on utilities? ================================================================== The DOOM Specs have not been released yet, but will be released in the near future. These specs will basically be for disassembling the wad and reassembling it. You can turn pictures into patches, for example. id Software will probably release the format for maps as well. The actual map editor is written in NextStep, so they won't be releasing that. However, the Unofficial DOOM Specs, written by Matt Fell and distributed by myself are available. See Chapter [15-17] for more information. (6-5): Where can I get the serial play source code? =================================================== The serial play source code is available on the FTP site "ftp.uwp.edu" in the directory "/pub/msdos/games/id" under the filename "sersrc.zip." *6-6*: What books about DOOM are available? =========================================== The following books about DOOM should be available soon. Killer DOOM: Tips & Tricks by Brady Publishing Author: Robert Waring Price : $9.95 Order : (800)-428-5331 The Official DOOM Survival Guide Author: Jonathan Mao Mendoza Price : $9.95 Order : (800)-ID-GAMES ---------------------------------------- CHAPTER [7]: What is needed to run DOOM? ---------------------------------------- [7-1]: What is REQUIRED to run DOOM? ==================================== DOOM requires a 386sx IBM compatible computer running MS-DOS v3.3 or higher, VGA (320x200x256) graphics, and 4mb of RAM. The shareware version of DOOM needs about 4.8mb of hard drive space. The mail-order version needs about 12mb of hard drive space. DOOM will be ported to the Atari Jaguar. A Linux/X port and Irix/X ports are also planned. [7-2]: What sound cards does DOOM support? ========================================= DOOM supports general MIDI, Adlib, Sound Blaster, Sound Blaster Pro, Sound Blaster 16, Roland Sound Canvas, Gravis UltraSound, WaveBlaster, Pro Audio Spectrum 16, and compatibles. [7-3]: What game controllers does DOOM support? =============================================== DOOM supports keyboard, mouse, joystick, and trackball (functioning as a mouse). DOOM also supports the Gravis Gamepad and Logitech Cyberman. ---------------------------------------------------- CHAPTER [8]: How can I use multiple players in DOOM? ---------------------------------------------------- DOOM supports 2-4 players in a multi-player mode. DOOM is playable over networks, modems and by serial link. Note: For playing the registered DOOM over networks or by modem, EACH user MUST BUY his/her own individual copy of the game. [8-1]: How does the multi-player gameplay work? =============================================== In DOOM, players are able to see each other, and watch each other jerk in pain as they are hit during the game. Players are able to watch others get hurt, die, and move throughout the labyrinth. DOOM allows players to play together, working as a team. In this cooperative mode, players can see each other on an "automap" and switch to each other's view. DOOM also allows players to play against each other, in DeathMatch mode. [8-1-1]: How does pausing, saving, and loading work? ==================================================== In DOOM, some things change when playing with more than one player. When you activate the Options menu or submenus, the game KEEPS RUNNING so that other players can continue with the action. So, it is best to find a safe place before adjusting screen size, sound, etc. A player may pause the game by pressing the PAUSE key, but any other player can unpause the game by pressing the PAUSE key again. Make sure it is okay with your buddies before taking a breather. When you do a save game during network/modem play, it saves on every player's system in the save game slot you select, writing over whatever was there. Before saving the game, players should agree on a safe slot to save it in. You cannot load a saved game while playing a multi-player game. To load a game, everyone must quit from the current game and restart the game from a saved game. To start a game from a saved game, you can either select it from the SETUP program or identify it as a command line parameter. [8-1-2]: What are the different uniform colors for? --------------------------------------------------- In network/modem games, each player's uniform is a different color. The color of your character is the color behind your face on the status bar. The colors are BROWN, INDIGO (black), GREEN, and RED. These are used to identify between players during game play, and to chat with others using Chat Mode. [8-1-3]: How does a player see what others are doing? ----------------------------------------------------- If you're playing in cooperative mode, press F12 to toggle through the other players' viewpoint(s). Press any other key to return to your view. You still retain your own status bar at the bottom, and if your view reddens from pain it is YOU, not your partner, who has been hit. (8-1-4): How do players communicate using Chat Mode? ---------------------------------------------------- In a multi-player game you can communicate with other players in the Chat Mode. To enter into Chat Mode and broadcast a message to all the other players, press the letter "T". A cursor will appear where your messaging is normally placed. To broadcast to a specific player, instead of pressing "T", you'll need to press the first letter of the player's color: (B)rown, (I)ndigo, (G)reen, and (R)ed. For example, to send a message to the brown character, you would press the letter "B". In DOOM v1.2, a macro capability has been added. After defining ten macros in SETUP.EXE, pressing the player color, and then "ALT-" will send a macro. [8-1-5]: How do the weapons work? --------------------------------- When a player runs over a weapon, he picks it up, but the weapon remains in the game for other players to take. Shotguns dropped by former human sergeants are removed from the game after being picked up or smashed. [8-1-6]: What happens when a player dies? ----------------------------------------- If you die and restart in the level, previously taken items and destroyed monsters don't reappear. Even though you've died, other players have survived. However, this also means the level will eventually run dry of monsters and ammunition. You'll have to decide when the level is played out. [8-1-7]: Can players exchange supplies? --------------------------------------- Players cannot exchange supplies. [8-1-8]: Miscellaneous ---------------------- In Cooperative mode, each player begins in the same area. In DeathMatch mode the players begin in completely different areas--if you want to see your buddy you'll need to hunt him down. Plus, each time you die, you'll start in one of several random locations. Unlike in single-player or Cooperative mode gameplay, in DeathMatch mode the players start at each location with the keys necessary for opening any locked door in that area. In DeathMatch mode the ARMS section on the status bar is replaced with "FRAG." The FRAG section displays the number of times you've killed your opponents. In Cooperative mode the Automap works the same way it does in single-player mode. Each player is represented by a different color arrow. In DeathMatch mode you won't receive the pleasure of seeing your opponents on the map. Just like the monsters, your friends could be just around the corner, and you won't know it until you face them. [8-2]: What exactly is "DeathMatch" mode? ========================================= DOOM has a "DeathMatch" mode where every player is out for himself. At the beginning, the level is infested with enemies and power-ups. In this mode, players can't see the other players in the Automap, nor switch to their view. Players are not able to view other's health in the mode, because of the disadvantage this can cause. [8-3]: How does DOOM work with networks? ======================================== DOOM supports the IPX (Novell Netware) protocol in the initial shareware version. Using this network support, DOOM can be played in a workplace type environment. To start network mode: (1) Launch DOOM from the SETUP program, by going to the directory in which you installed DOOM, typing SETUP, and pressing the ENTER key. Unlike playing DOOM in single player mode, DOOM in multi-player mode must be run either from the SETUP program or by using the command line parameters. (2) The SETUP program allows you to configure the information that is necessary for the multi-player game. The SETUP is simple to use. (3) Start the game! (8-3-1): What are the command line parameters for DOOM? ------------------------------------------------------- -LOADGAME allows you to start DOOM from a specified save game. Instead of using the saved game name, simply enter the number that corresponds to the slot you saved the game to on the SAVE GAME screen (starting with 0) -loadgame <# of the game> -DEATHMATCH starts DOOM as a DeathMatch game. If you don't enter DEATHMATCH as a command line parameter, DOOM will default to Cooperative mode. -deathmatch -SKILL sets the skill level (1-4) you wish to play. -skill <# of skill level> -EPISODE sets the episode (1-3) you wish to play. The default episode is Episode One, Knee-Deep in the Dead. -episode <# of the episode> -CONFIG allows you to use your configuration file from any directory you choose. -config ex. -config f:\doom\data\myconfig.cfg -NOMONSTERS allows you to start playing with NO MONSTERS running around! This is great for DeathMatch where, really, the monsters just get in the way. -nomonsters -RESPAWN tells DOOM that, yes, you are a badass, and yes, you want all the monsters to respawn 8 seconds after you kill them. The NIGHTMARE skill level already does this. Not that using -respawn and -nomonsters at the same time is a dumb thing to do. -respawn (8-3-2): How can I use DOOM on Novell Netware Lite? --------------------------------------------------- Here is information on how to play DOOM on a Novell Netware Lite network. Novell does not approve of or recommend the following drivers. HOST/CLIENT (1) Load the LSL. (LSL.COM) HOST/CLIENT (2) Load your card driver. (example: 3C5X9.COM) HOST/CLIENT (3) Load your server. (SERVER.COM) HOST/CLIENT (4) Load your client. (CLIENT.COM) CLIENT (5) Log into the network. CLIENT (6) Map the hosts to the hard drive. (refer to NWL Manual) HOST (7) Run DOOM's SETUP.EXE, configure, and press F10. CLIENT (8) Change to mapped DOOM directory, and run SETUP.EXE, using the same options as used on the host. (9) PLAY DOOM! Note: It is illegal to use the Registered DOOM on only one server. You must buy a seperate copy of the game for each player. [8-3-3]: How can I use DOOM on other types of networks? ------------------------------------------------------- It does not matter what type of network you use for DOOM, whether it is Lantastic, Windows for Workgroups or other networks. netDOOM uses the cards at such a low level that it does not need the network services. It only needs the ODI/IPX drivers. This being the case, netDOOM works fine with any Ethernet or any other cabling system. Naturally, you can not use any normal network services at the same time. There are a number of ways of getting IPX working with a given ethernet card. One is to use a dedicated IPX driver for the card, another is to run an IPX converter over some other standard such as NDIS, ODI, or the packet driver standard. If one method fails to work, try another one! I have had good reliability with the IPX over Packet driver method, though it can sometimes be a challenge to get it running... If you are already using Novell, then the IPX over ODI might be simpler to set up, though I have found it less reliable. Before I get going, let me plead with everyone NOT TO USE DOOM 1.1 OR 1.0 ON ANY NETWORK OTHERS ARE TRYING TO USE!! Doom 1.2 is now available, so please use it rather than 1.1 or 1.0. DOOM 1.0 and 1.1 really screw up networks. Now that I have all my disclaimers out of the way... :) To use this method of installing IPX you need two files, both of which are in the file PKTD11.ZIP, which can be had from oak.oakland.edu as/pub/msdos/pktdrvr/pktd11.zip. I have seen some problems with this version (11) of the drivers, however, so it would be wise to test out the packet driver after it is loaded, or perhaps to try one which comes direct from the ethernet card manufacturer. (i.e. 3c5x9pd.com from ftp.3com.com) If you have problems with these drivers, I have put together a collection of older versions of IPX and packet drivers which seem to work better with DOOM. This package will be uploaded to ftp.uwp.edu as OLDIPX.ZIP. (see Chapter [14-6]) The first file is specific to your ethernet hardware. It is the packet driver software that converts packet-driver calls to commands your ethernet card can understand. The INSTALL.DOC file included with the packet driver collection has details about which cards are supported and what sort of command-line parameters are needed for each packet driver. I always load the packet driver using interrupt 0x60, a popular convention. These drivers will not work well under Windows without tweaking, so read the INSTALL.DOC file for details. There are also some useful packet utilities included. Again details are in INSTALL.DOC. (Got the hint yet? :) EXAMPLES: 3Com 503 card on interrupt 5, I/O port 0x300, and the internal transceiver. (twisted pair RJ-45 connector ON THE CARD or coaxial BNC connector-- NOT the 15-pin AUI connector) The shared memory area is automatically determined-- but be sure to exclude the region from your expanded memory manager, if used! 3C503.COM 0x60 0x5 0x300 1 3Com 509 card: These cards are entirely software-configurable through the config/diagnostics on your EtherDisk that came with the card. If you have lost the disk, all the needed files are available from ftp.3com.com. 3C509.COM 0x60 AT&T StarLan cards: Almost like the 503 except the memory location must be specified. AT&T.COM 0x60 0x2 0x360 0xD000 Once the packet driver is loaded and reports things correctly (i.e.it does not give your ethernet address as FF:FF:FF:FF:FF:FF...) then just run PDIPX.COM to load IPX support. The PDIPX.COM program is included with PKTD11.ZIP, but it is contained in a .ZIP file INSIDE of PKTD11.ZIP called PDIPX103.ZIP. Run the .COM file with no parameters. If you have problems with an "invalid mode" when loading PDIPX, you probably are trying to run other network software at the same time as the Packet Driver/IPX combination. Strip down your CONFIG.SYS and your AUTOEXEC.BAT files to those shown below. Do not load any additional TSR's! Once this bare-bones configuration works, you can begin adding TSR's. if your problems persist, try using the older versions of the packet driver and IPX-to-PD converter. (They should be on ftp.uwp.edu.) If nothing seems to work, try running the diagnostic program PKTWATCH.COM after getting everything set up. If your screen fills with scrolling multicolor hexadecimal numbers then the packet driver is working OK. If it just flashes a cursor at you, then you have problems UNLESS you are wired directly to another computer. Hook your computer back up to an active network and see if you can receive anything then. If you do not have an active network available, start DOOM on the OTHER computer while running PKTWATCH on the original computer. Of course, the other (sending) computer needs to have IPX set up as well. The simplest way to get all the drivers you need loaded and to exclude other drivers which may interfere is to create a boot disk with the correct startup files. For example: CONFIG.SYS device=a:\himem.sys dos=high,noumb files=30 buffers=30 AUTOEXEC.BAT prompt [DOOM Setup] $p$g a:\3c503.com 0x60 0x5 0x300 1 rem change the above according to your card. a:\pdipx.com The ONLY line that will vary with what card you have is the "3c503.com" line. I encourage you NOT to load an EMS driver since so many cards use shared memory and it is sometimes difficult to ensure that the proper area, and only the proper area, is excluded. DOOM runs just fine with XMS, and you have the added benefit of loading DOS high to make room for things like mouse drivers. DOOM does not NEED XMS to run, though. Also, I like to change the DOS prompt to reflect my configuration whenever I am using a bizarre setup. It might be a good idea to also scan your bootable floppy for viruses BEFORE booting the networked computer with it. (Scan it on the NETWORKED computer, not your own...) There are a number of common viruses spread by booting computers from infected disks. (Stoned, Form, and Michelangelo to name a few.) Let's not give DOOM a bad name by booting network computers from infected disks! (btw, F-prot from oak.oakland.edu as /pub/msdos/virus/fp-211.zip is an EXCELLENT antivirus program. ) You must make sure that all of the networked computers using DOOM are using the same frame type. *8-3-4*: How can I set up a small inexpensive DOOM network? ----------------------------------------------------------- All that is required for network play is a network card for each computer, a T-plug for each computer (usually supplied with your network card), and some cable. A server is not nessecary. Here is a good supply of inexpensive eight bit network cards for DOOM play. Corporate Systems Center PHONE: (408)-734-DISK 1294 Hammerwood Avenue FAX: (408)-745-1816 Sunnyvale, CA 94089 Brand new 16-bit cards priced at only US$49.00 each. When calling, tell your service person that you would like to run DOOM. Corporate Systems will send you the cards mentioned here. (8-4): How can I play DOOM by serial link? ========================================== DOOM works in two player mode by modem or null modem. The minimum baud rate to play DOOM is 9600 bps. Shareware versions 1.0 and 1.1 do NOT support play by modem or serial link. It is recommended that you upgrade to v1.2 of DOOM. Using this mode is similar to network mode. To use a serial link connection, run the DOOM setup and choose "Run Network/Modem/Serial Game." Then, choose the type of connection you plan to make. Then, configure the game to your liking, and choose the connect method. Note that to run null-modem game, you must have a null-modem cable plugged into a serial port on both computers and each computer runs SETUP.EXE with identical parameters. If you are using a modem, you will most likely need to edit the MODEM.CFG file in the DOOM directory. The first line of the file is an initialization string. Pull out your modem manual, and do the following. (1) Find the code that turns off error correction. (2) Find the code that turns off data compression. (3) Find the code that locks your modem at 9600 baud. (4) Find the code that turns off all hardware and software flow control. (5) Create an "AT" initialization string with all these codes and put it into the MODEM.CFG. To find an already created initialization string for your modem, look in Chapter [18-3] of this FAQ. If one is not listed for your modem, you will have to dig up your modem manual for the correct settings. The second line is a hangup string used when you quit DOOM. If you STILL cannot get the modems to connect, both of you should run your favorite terminal programs, and connect with 9600, no error correction, no data compression, and NO HARDWARE FLOW CONTROL. Then just run SETUP.EXE with the "Already Connected" option in the configuration box. *8-5*: How can I play DOOM over the Internet? ============================================= Enter IHHD -- the Internet Head to Head Daemon designed by Jim Knutson. With this brilliant little piece of code, multiplayer gaming has soared to new heights. With IHHD, you'll be able to play Head to Head against other human opponents all over the world, with the only cost to you being the regular prices you pay to connect to or use your Internet host. Best of all, it's free. First of all, your host needs to be running UNIX as its operating system. If you aren't sure what your host is running for its operating system, check the information given at the login prompt or send mail to your administrator. Other than that, you should be able to run IHHD with ease. Your first order of business is to get the IHHD software. It is available via anonymous FTP at "rex.pfc.mit.edu" in the "pub/IHHD/src" directory. To get it: (1) FTP to rex.pfc.mit.edu ("ftp rex.pfc.mit.edu" at UNIX prompt) (2) At the login prompt, enter "anonymous" (3) At the password prompt, enter your E-mail address (4) At the command prompt, type "cd pub/IHHD/src" (5) Type "binary" (6) Type "get dialer1.6.4.shar" (7) Type "bye" If you followed the above steps, you should now have the "dialer1.6.4.shar" file in your home directory. Type "ls" at your host's command prompt to verify its existence. If you don't see it, try the above steps again or call for help. Next, if you've successfully retrieved the "dialer1.6.4.shar" file from the FTP site, you need to prepare the IHHD to run on your UNIX system. For UNIX veterans, the "dialer1.6.4.shar" file is in fact a shar file, and contains a makefile for easy compiling on your system. For the rest of us, follow these steps to get the IHHD up and running: (1) Create a directory to put the IHHD software in. Type "mkdir IHHD" at the command prompt. (2) Move the IHHD file to the new directory. Type "mv dialer1.6.4.shar IHHD" (3) Go to the IHHD directory. Type "cd IHHD" (4) Unpack the IHHD files. Type "sh dialer1.6.4.shar" (5) Compile the IHHD software to run on your system. Type "make" (6) You should now see a whole mess of files in the IHHD directory. The important filenames you're looking for should be: "dialer" "tcpdialer" "tcpanswer" "call" "showlog" (7) If you've got these, you're cool. Otherwise, try the above steps again, re-retrieve the "dialer1.6.4.shar" file from "rex.fpc.mit.edu" using the instructions above, or call for help. If everything checks out, you're ready to rumble! Here's how you get connected using IHHD: (1) Set up a time to play with another Internet DOOM player. Ideally, you should use E-mail to make the prior arrangements. Make sure you and your opponent use the same baud rate and line settings for your modems. Make sure data compression, error correction, and hardware flow control on your modem are off. Look at the modem initialization strings section in this FAQ for more help. (2) When it's time to play, start your favorite terminal program and call up your Internet host using your modem. Make sure that your baud rate and line settings correspond to your opponent's. (3) Login to your Internet host normally. (4) Contact the other player by sending a short E-mail message indicating that you are on the net and ready to play. (5) Once you both establish that you're there and ready to go, return to your UNIX prompt. (6) Type "cd IHHD" to enter your IHHD directory. (7) You may have to type "terminal download," if you do not have it activated already. (8) Type "dialer opponent's.host" to start the IHHD connection. For example, if you were playing against knuston@cactus.org, you would type "dialer cactus.org" to initiate the connection. Another way is to type "tcpdialer opponent's.host" while your opponent types "tcpdialer -answer". Or reverse roles, where you type "tcpdialer -answer" while your opponent types "tcpdialer your.host". Don't ask me what the difference is; I don't know. So, to recap, there are two methods of IHHD connection. Method 1: dialer. You each type "dialer other.guy's.host" Method 2: tcpdialer. One of you types "tcpdialer other.guy's.host" while the other types "tcpdialer -answer". (9) Regardless of which method you use to connect, type short text messages followed by a carriage return until you see your opponent acknowledge you. Unless you have "local echo set to ON in your serial settings, you will not see the text you type. (10) If you don't see you opponent after a resonable amout of time, exit dialer or tcpdialer by pressing "CTRL-C" (i.e. hitting the "CTRL" and "C" key simultaneously.) Contact your opponent again by E-mail and agree to try the other method of connecting. (11) If you're connection looks fine and your opponent has acknowledged you and you have acknowledged him, exit your terminal program and change to your DOOM directory. Run SETUP.EXE, and select "Run Network/Modem/Serial Game." On the next menu, choose "Modem." Finally, configure all of the options to your liking, select "Already Connected," and press F10. (12) If everything goes well, DOOM will start up and bring you to your first game over the Internet! Congratulations, you are now connected by IHHD. You can now proceed to play DOOM as if you were connected via a regular phone line. If you are having trouble getting DOOM to work with your modem, you may want to download one of the many third-party serial drivers for DOOM. (see Chapter [15]) Unfortunately, because of the nature of the Internet, delays and warping may occur with your IHHD connection, depending on the quality of the connection between your and your opponent's host machines. These delays are often sporadic, and depend largely on what's going on on the Internet at that particular times. Then again, you might just be extremely unlucky and have a cruddy Internet connection. To gauge the quality of the connection, try to "ping" your opponent's computer from your host. At the UNIX prompt, type "ping -s opponent's.host". You should get a listing of "ping times", which you may stop at any time by pressing "CTRL-C". Try pinging some other hosts you know to get an idea of how much ping times vary, and use this data to guesstimate the quality of the connection between your host and your opponent's. Another way to judge the quality of your connection is to simply look at the other player. If he's jumping all over the place, you've got a cruddy connection. If he's relatively smooth and steady, you've got a good connection. If all else fails, burn incense and sacrifice a beautiful young virgin princess to the net.gods. No, wait. Better yet, send me a virgin. E-mail me for an address. ================================= =SECTION TWO= CHEATS AND SPOILERS ================================= ------------------------------------- CHAPTER [9]: How can I cheat in DOOM? ------------------------------------- *9-1*: What are the DOOM cheat codes? ===================================== Here is a list of the cheat codes from DOOM. During play, just type the codes in with the keyboard. You need not hit ENTER after the code. After entering, a message should be displayed at the top of the screen telling which cheat mode was activated. idbehold Displays menu (followed by S, V, I, R, A, or L for choice) S=Strength (Berserk) V=Invunerablity I=Partial invisibility A=Full Automap (computer map) R=Anti-radiation suit L=Light amplification visors idchoppers Gives you the chain saw (long story behind the message) idclev Warp (followed by episode number and level number) iddqd Degreelessness mode (God mode) iddt Toggles Automap between normal, full, and full with objects (enter when in Automap mode) idkfa Very Happy Ammo (full ammo, 200% armor, all weapons) idmypos Displays your baring and coordinates in hex idspispopd No clipping (you can walk through walls) *9-2*: What is the "famous" secret in the SETUP.EXE program? ============================================================ In the setup program, type F5 and then type the word W-A-R-P, one letter at a time. Doing this will cause a menu to appear, allowing you to warp to any level, and to choose the "-nomonsters" and "-respawn" parameters. *9-3*: How do I use the "devparm" parameter? ============================================ Well, looks like all of the FAQ readers had a field day on this one! I received a HUGE amount of E-mail on this parameter, explaining everything anyone could find. To use this parameter, start DOOM by typing: "doom -devparm ". Most of these parameters can be mixed and matched to create different effects. For instance, typing "doom -devparm -wart 1 8 -record demo01 -respawn" would record a demo on episode one, level eight, with monster respawn. The "-devparm" parameter is not required to play back a recorded demo, use three screen mode (v1.0, v1.1 only), or use the "-file" parameter. Lastly, typing F1 during development mode will allow a 256 color screen capture in PCX format. -config Reads an alternate configuration file -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) -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) -net Starts NetDoom with 1-4 players -noblit * Speeds up game on some systems? -nodraw * Speeds up game on some systems? -nojoy Does not use the joystick -nomonsters Starts the game without monsters -nomouse Does not use the mouse -nomusic Does not play background music -nosfx No sound effects -nosound No sound at all -playdemo 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 -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 -wart Adds an external file "ExMy.WAD" to filelist -warp Warps to episode (1-3) level (1-9) *: Can only be used with the "-timedemo" parameter. **: If you have a network, try setting up a network game with three players. The three terminals should have the parameters: "doom -devparm -net 3 -left" "doom -devparm -net 3" "doom -devparm -net 3 -right" Then, set up the left and right terminal monitors next to the middle monitor, in a virtual-reality type configuration. When you turn your head, you see the screen turned 90 degrees! This ONLY works with versions 1.0 or 1.1 of DOOM. If anyone has any idea what the "unknown" or question marked parameters do, send me some E-mail! *9-3-1*: What do the dots that appear in development mode mean? --------------------------------------------------------------- The dots represent the game's animation rate: the frames per second. The formula to convert dots to frames per second is: 35 -------------------- + 1 ------------------------------------------ CHAPTER 10: Can someone tell me how to...? ------------------------------------------ This chapter is full of spoilers for people who are "stuck" in the game. Enjoy! [10-1]: Where are the DOOM secret levels? ========================================= [10-1-1]: Knee-Deep in the Dead ------------------------------- You must be on level three to access the secret level in DOOM. First, there is a room with an elevator with armor on it in the northwest corner of the map. Press the red button in this room. This opens a corridor in the room where you can see a glowing sphere. The room it leads to has some lighted alcoves. Walk up the stairs. You should be able to hear a mechanical sound. This is the sound of two alcoves being lowered. The map looks similar to this drawing. (I love the beauty of ASCII art) Alcove 1 /\ /\ \/ \ / /\ \ / / \ \ / /\/ \ \ \ \ / / /\ \ / / \/ \ \/ \ Alcove 2 \ /\ \ \/ \ \ \ \ \ x ENTRANCE Walking into this room normally, the alcoves rise before you can see them. But, if you run up the stairs to one of the alcoves fast enough, you can get in it and rise to a secret door. Alcove 2 leads to the blue glowing sphere. Alcove 1 leads to an island surrounded by ooze. You can get a rocket launcher here. In alcove 1, follow the ooze down the tunnel. The tunnel leads to a switch that raises the bridge over the opening ooze pit. A secret door is also near the switch, but the bridge leads to the secret exit. REMEMBER TO *BOOK* TO THE ALCOVE! :) *10-1-2*: The Shores of Hell ---------------------------- When you get to Command Center, walk out the elevator door, and turn right. Walk up the stairs in the far right corner. At their top of the stairs, enter the door to the right. Walk to the end of the hallway. Open the door, and look to the right. Open that door and turn the switch immediately on the right in that room. That switch raises stairs in the hall you just left. Walk up those stairs, get through the red curtain, and get on the transporter. Kill the lost souls in the room you are transported to and open the hidden door there (a lion head marks it). Again use the transporter, and you will find yourself walking towards a marked EXIT-door. Enter and turn the switch! [10-1-3]: Inferno ----------------- If you would like to WRITE a description of how to find this secret level FOR ME, please E-mail me. *10-2*: Where are the secret doors in DOOM? =========================================== The following was written by the Dutch Wouter Slegers. This is not quite complete, but is being worked on. I hope everything is understandable! Again, thanks to Wouter Slegers for this great piece of work. NOTES: Secrets are marked with an asterix (*), non-secrets are marked with a plus (+), and unsolved parts are marked with a question mark (?). The non-secret descriptions are used to help in solving levels and the unsolved parts to make the descriptions correct and complete. It is harder than it looks to describe various secret rooms and doors clearly. Please E-mail me with suggestions and improvements if you have some. In these new descriptions, coordinates are given in <> brackets. Your coordinates in the game can be found by typing the cheat code "idmypos." (see Chapter [9-1]) Upon typing this, you will recieve a baring, and the X and Y coordinates. These will be in the form "0x" 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*: Knee-Deep in the Dead ------------------------------- E1M1: HANGAR: * Just after the zigzag look right for the oddly colored wall <0xBA389D6, 0xf0e054ec>. Push it for corridor to a open place with a blue armorvest. * After you cleaned out the exit room, go back to the zigzag room and look right for the shotgun (the tower with the Imp should be lowered now) <0xd68473b,0xf2510f63>. * For DOOM v1.2, a secret area has been added in the above secret room: look in the SE corner <0xdeff476,0xf0effdc2> for the elevator. You'll find some armor bonusses up there. The elevator lowers when you are at the entrance <0xb96c465,0xf4879655> in the north, so you'll have to run fast to get it. E1M2: NUCLEAR PLANT: * The small structure you face when you begin, has a secret door in the SE corner (the lighter wall part) <0x15005a8,0x121e8ad>. Behind the door is a room with a red switch. Pushing that switch will open a secret door in the northern corner of the stairs in the east <0x60ada92,0x3affa0b>. You can get outside and collect a supercharger and a chaingun. * Behind the red door you'll see a stair twisting to the right. On the top is an indention to your left <0xf9900144,0x3a49ddd>. If you step on it, it will drop down. You will find enemies to your right, and you will also see (but not be able to get) the chainsaw. * A bit ahead you'll see a lift. Push the first panel to your left <0xf9d0052a,0x5aa56a6>. You'll be able to kill those Imps from the ridge. * In the southern part of the maze (to get in, pull the switch behind the pillar in the green toxic directly to the right behind the red door <0xfdc004de, 0x446230f>), shoot the middle most western wall (the one behind the green armor vest) <0xf79e0d81,0xfe82feac> for access to the chainsaw (push the switch in NW to lower the pillar so you can get it). In the same hidden area is some extra armor hidden behind the eastern wall in the northeastern corner of the stairs <0xf82fdc62,0x151532f>. * On to the map there seems to be a secret room directly opposite of the door to the chainsaw. I haven't found a way to open it and also doesn't count as a secret room. Looking within with the no-clipping cheat gave strange results. * In the most eastern part of the maze, push the wall between the white stripes <0x1eff099,0xfc88d4d4d3> for a backpack. E1M3: TOXIC REFINARY: * The strange grey wall straight ahead beyond the first door you open is a secret drawbridge. The switch for the drawbridge is in one of the chambers described below. * In the room in the NW (the one that opens as soon as you push the red button and that contains the yellow key) are TWO secret passages (the second niche on your left <0xf3c7ca46,0xf7dfc822> and the second niche on your right <0xf5ac3fd1,0xfac4d713>), both will open when you're on the stairs but will close again after a (very) short while. Go to the stairs and then run like hell as soon as you hear them lower. It'll help when you shoot the drums that might get in the way. * In the northern niche (leading to a rocket launcher and a green armor) is a secret room in the SE corner (just follow the green stuff to the right). Run fast for minimum damage. You'll see a backpack and the switch for the drawbridge at the beginning. To the east is the exit (a lighter colored wall part <0xf6aff87a,0xfbd990b9>) through another secret chamber containing the chaingun. * In the south-eastern niche (the second on the right) is a supercharger (pull the switch on back of the pillar). * The drawbridge should be lowered now. Cross it, but be carefull! There are a lot of Imps lurking behind automaticaly opening doors. My tactic is to select the chain gun, run forward and back up as soon as you hear the doors open. Then take them out at your leisure. Note that you can also shoot some of them them via the secret `window' in the SE <0xf9480573,0xf8b2d736>. * In the north of the room is a corridor, follow it to find the hidden-level- switch. * To the north of the room with the hidden-level-switch is a elevator, push the wall <0xfbe7f1f6,0xfaafee8c> to lower it, so you can get the rocketbox. * Behind the blue door in the eastern corner is a secret door (the lighter patch in the SE <0xfd6ffcd8,0xf7a33c3b>). The chainsaw, a supercharger, a blue armor and a partial invisibility is available. E1M9: MILITARY BASE: You start facing a open space with a cage full of Imps in the middle. The following rooms are described relative to that cage. + In the northeast is a pentagram on the floor. If you touch it, numerous enemies will warp in. Try walking around it and then running to the corridor. That way you can pick them off one by one. * In the eastern room is a lift/trapdoor at the middle of the eastern wall <0x75cf281,0x2fa03b> (the highlighted patch on the floor). To the NE are a green armorvest and a chaingun. * Also in the eastern room is a lift/trapdoor in the SW-corner <0x6102f19, 0xff10138d> leading to a indoor lake with the chaingun. * The same area is accessable via the lift/trapdoor in the NE-corner <0x3d000fe,fcd013ff> of the southern room. * In the northern chamber, push the middle eastern wall <0x3efe3b3,0x479d0cd>. You'll get into a chamber with several high pillars. The pillar at the far side of the room <0x7ad637b,0x423de32> lowers when someone is on the stairs. Just run on it, wait for it to rise, and 'jump' to the other pillars by running fast counter clockwise. + To get to the end of level switch, run down the trench. To the NW is a isle with the switch and to the south is the lift upstairs. E1M4: COMMAND CONTROL: * The light wall to the left in the beginning (before the door) <0x785a47f, 0x45005ef> hides a backpack. * The south exit from the round chamber (the one with the radiation suits) leads to a trench. Follow the trench east for the rocket launcher and a supercharger. To get the supercharger, stand before the switch, and then quickly push it, step a bit behind and sideways run on the already rising platform. You only have one shot at this. Follow the trench west to get out. E1M5: PHOBOS LAB: * The chamber in the middle (behind the first stairs you encounter from the start) has a secret chamber to the south (behind the drums) <0x15a4aa6, 0x1a0025b> with a shutgun. * In of the east of this chamber is a toxic lake. In the SE-corner of the toxic is a secret passage (the strangely colored wall) <0x466e20d,0x12009bc>. There is a rocket launcher and a blue armorvest. * In the NW behind the yellow keycard door is a chamber with two pillars and an isle with a switch in the green stuff. In the indention in the west <0xf8e024a0,0x34ff9c5> is a secret chamber with the antiradiation suit. The south wall of this chamber hides another room with the chainsaw. The south wall thereof gives away to let you outside and get the supercharger. You can get the blue armor in the NE-corner by stepping on the northern pillar when it's down, waiting until it rises again and then 'jumping' over. * Two platforms with Imps hidden in the walls behind the yellow keycard door act as elevator in DOOM v1.2. The southern one doesn't leed anywhere. The northern one <0xfc2fd5ee,0x4f92783> has a secret wall to the east which leads to a secret room with a partial invisability and a shortcut to the darkroom (via the north). The pentagram is a teleporter back to the beginning. * In the north eastern chamber (the one with the blue floor and the blinking light) has a secret chamber to the SE <0x52fbab5,0x3d001f3> with a backpack, a chaingun and a computer map. * In the northern darkroom is a partially hidden chamber to the SW. The best way to get there is to follow the wall left. You'll find the night vision, which is very useful in sniping those baddies in the dark. * In the northern darkroom the top of the /\ in the middle wall is also a secret door, but as far as I can see this isn't really usefull (maybe for dashing for the exit?) This encompasses 88% of the secrets of this level. E1M6: CENTRAL PROCESSING: * At the first 'crossing' you encounter, look in the NW corner. There is a partially hidden chamber <0xfd4ff0b2,0xfe5ab835> with some ammo, health and a green armor vest. There are also some Imps there, so to be safe, shoot a rocket in it to detonate the barrels and kill them. * Behind the red door in the southwest is a green lake. In the NE-corner is an anti-radiation-suit. In the 'middle' (the tunnel in the SW) is a supercharger. In the SE-corner is a nightvision, a partial invisibility, a blue armor and the exit from the lake. * Just before you are by the blue door there is a secret chamber to the south. Before you're at the blue door, there is a tower with Imps <0x31dc6cd,0xfdc354b5>. When you reach the blue door it will lower so you can get in. You will see an anti-radiation-suit. Push the south wall for a backpack, a rocket launcher, a partial invisibility and a backway into the room with the yellow key. * In the same area as where the lowering tower is, is a corridor to the north. As soon as you get the yellow key, it will be accessable. The twisting path over the toxic waste will leed to a backpack and a door to the outside. There you will see a supercharger on a pillar <0x1125332,0x6c93ef6>. The pillar will lower as soon as someone goes near it. Step on it and as soon as it has risen, press the wall to the west to get inside the complex again. * In the most eastern corridor is a strangely colored wall <0xd2ffa4f, 0xf9fc115f>. Push it to get the computer map. E1M7: COMPUTER STATION: * In the southwest is a big pillar <0xfe5cda63,0xf7ff97d9> that will descend when you are on the stairs east of it. Stand on top of it, wait until is has risen sufficiantly and jump on the ledge in the NE <0xffdfe6c0, 0xf9237c97> for the computer map or the south lake in the NE corner <0xff1e2866,0xf72ffeb0> for the chaingun and (when you leave via the secret door to the east) a backpack. Jump in the lake in the north and run fastly to the tunnel in the NW <0xfdf75b77f,0xfa229120>. In the west of that tunnel is a radiation-suit and in the east behind the door with the light are some goodies and a switch. Throwing the switch will allow you to get to the chainsaw lateron in the room in the extreme SW <0xfacc64c4,0xf5a40aa1>. Leave the tunnel via the north and look behind the pillar <0xfea017a9, 0xfacffbc5> in that lake for blue armor. Follow the acid to the north to the supercharger <0xfdb37a3a,0xffa1e2e2> and leave via the east. * After you get the blue key in the northwest, two hidden areas will open to free Imps and former humans. The secret room in the middle of the map <0x1319742,0xfa50049c> has a false wall to the east which leads to outside so you can get a partial invisibility. E1M8: PHOBOS ANAMOLY: * The only secret room <0x1cfdaa6,0x17bdce1> is in the east in the corridor leading to the first door and contains a supercharger. + Note that there is a map in the east of your starting point. *10-2-2*: The Shores of Hell ---------------------------- E2M1: DEIMOS ANAMOLY: * The SE-corner <0x63aba49,0xfdd82d07> of big room in middle (the one with the windows to the east, the south and the west) turns into a teleporter to the plasma-gun after you pull the switch <0x4e7f923,0xfee0883b> on the outer west side and push the button on the west side of the little wall that rises out of the floor (the east switch opens the passage to the red key). * In the SW is a indention <0x31cb145,0xfb50105e> with two skull-switches. Press the eastern skull-switch first for access to a teleporter to a corridor filled with bonusses in the north. * Behind the red door <0x186bb69,0xfd97f0a8> is a blue mega armor and the computer map. E2M2: CONTAINMENT AREA: * If you walk along the south border of the storage area (the one with all those boxes), you'll bump into a box <0xff9751f6,0xb101ab0> which will lower if you are north of it, to reveal some shotgun ammo. * In the south east quadrant are three circles with parts of the floor going up and down. The northern one has a secret corridor <0x82ff4df,0x22fd506> in the north leading to the blue door in the north, filled with life-bonusses. * In the SW area (with three corridors with the blue lights on the ground and ceiling) is a partially hidden corridor <0xff85ce0a,0x6b92713> in the NW corner of the most western corridor. When you try to get the backpack, the wall behind you will close and the wall in front of you will lower, reveiling some Imps. The door behind you will open after a while. The SE corner <0x2afe532,0x7011ab87> (the black-colored wall) is the secret door to a small chamber. The SE corner <0x3682291,0x6ebaa52> of that small chamber (the wall with the small green light) hides a corridor <0x4afeea4,9x667fa8e> back to non-hidden territory (the lightly colored wall). The most south part of the corridor <0x414d0b4,0x5d0039e> (the black wall part) gives away to a computermap. * In the south middle quadrant is a room <0x1baafb3,0x1d7344b> with two pillars, one kaki, one with tubes (to get there leave the three corridors with the blue lights via the way you came in. Turn right and first left. The room on your left [east] is the one you seek). The west (kaki) pillar <0x31dc5c4,0x2901565> has a switch on the north side, with which you can lower the eastern pillar to get the plasma gun. * In the south middle quadrant is a corridor with skullcrushing doors. To get by them, run forward as soon as they start to go up. Take them one at a time. The middle one <0x3f4c349,0xff1006b4> (third one from either side) has a secret passage in the north ridge, leading to the chainsaw. When you get it lost souls will try to get you from hidden rooms in the south and east. * The room <0x6ec4d6b,0x3a0ad08> with the yellow keycard in the south middle has a bridge hidden under the red blood, following blue lights on the ceiling, just walk forward and back again fast to make them rise. * The western room behind the yellow door <0x456db4c,0xdc9ca53> contains the chaingun, just flip the switch! * In the eastern room <0x852f5ab,0xdadd4d9> behind the yellow door you'll see three rooms to your right and three auto-rising pillars to the north. You can get the backpack on the middle pillar by running over the pillar when it starts to rise or lateron. The switch on the eastern pillar <0x95f38f8, 0x11901ab9> opens the middle door containing the rocket launcher. Flip the switch on the middle pillar <0x85ba244,0x11900694> for the south chamber (with ammo) and the one on the west pillar <0x75fa7ef,0x11900ad> for the north chamber (containing a rocketbox). It's best to pull all switches after each other. Note that the pillars lower as soon as you enter one of the rooms, so you can't open any doors after that! (but you can get the backpack). ? In the room where you find the blue keycard is a secret chamber to the NE <0x9e4f2bb,0x5affb22> according to the map. I can't find a way to open it. It contains a supercharger and a switch opening the door, however the switch seems to be on the wrong side (I used the no clipping-cheat to test this). This encompasses 91% of the secrets on this level. E2M3: REFINERY: * In the most SW corner of the map is a corridor <0xfba6989a,0xfed0450f> to the room with the blue key containing the plasma gun. To get the plasma gun, jump in the red blood and run north (right) fast. * In the middle south is a room with a five-sided green lake. The wall <0x2847ab9,0xfe90013e> to the south east (the part with between the light lines) offers a shortcut. * In the south east is a partially hidden cage with Imps. You can enter via the NW corner <0x2effa57,0x951b16> to get the backpack. * Follow the corridor behind the blue door through the open area and the room with all those pillars and blinking light to the green toxic stuff. If you go around the corner <0x52fff7d,0x313783c> in the SE, you will find a radiation suit. In the middle of the eastern wall <0x6729d81,0x42cd91e> of the green stuff is a corridor to a room with the supercharger in the NE corner <0x85000da,0x3eac965>. This encompasses 83% of the secrets on this level. E2M4: DEIMOS ANAMOLY: * In the middle of the south wall <0xfd743e02,0xf5510517> of the beginning room (directly opposite to the TL's to the north), hides a room with the shotgun. * Take the teleporter to big room. In the north is a elevator. Press the head left of it to go up. You'll see a green armor and a computermap. To get them push the little red pillar <0xadc846c,0xfebfff01> with the skull on it in the NE corner. * To the north of the big O formed by green toxic waste is a secret door <0x59bf44d,0xfb6fe831>. It seems to open if you have walked via the corridor <0x75b231a,0xf6c3a683> in the SE of the big O. There is a supercharger and radiation suit. (Don't forget the partial invisibility south to the entrance) * To the west of the big O with green toxic waste is a corridor with a T to the north <0x213d209,0xf9a64b57>. To the east of that corridor is a secret wall <0x27fad41,0xfab20726> with a partial invisibility and a chaingun. Shoot the wall to get them. * In the great round corridor in north, behind the blue door: In the east is a `dent' <0x4ed2810,0xff5f15c1> in the ring. This is a trapdoor with a secret door to the east and leeds to a plasma gun and a teleport to the middle of the great round corridor. * In the great round corridor in the north: follow NE corridor to a room with lava. - The small door <0x62ffe68,0x3b6bde> in the SW leeds to a small green lake. The SW corner has a blue armorvest behind some drums. - In NE corner <0x815a37c,0x2c8c810> behind the lava is a secret door. Warning! the SE branch of the corridor behind it leeds to a crushing ceiling. Outrun it and push the green patch <0xa6ffd1d,0x64560a> in the east for the exit. The SW branch lets you go back to the lavaroom. * In the south middle behind the place where you find the blue keycard, is a small twisty path <0x3550d3b,0xf5c84264> high above the acid. In the SW part of the toxic <0x35019f4,0xf510358a> is a berserker. * After you open the door to the exit, look back and get the supercharger <0x7e9bcac,0xf5497b99>. + Note: for those of you still searching for that damn switch so you can get to the exit: go in the lake and then towards the exit. The switch is on the right wall of the teleporter left of the exitdoor. This encompasses 90% of the secrets on this level. E2M5: COMMAND CENTER: * The room where the first door leeds to has two secret rooms in the space between the room and the stairs. The doors <0xfb80ba93,0x7dbd7cc> <0xf8373cba,0x7e031f5> are facing the south and will open automaticly to reveile Imps and ammo. * The ridges <0xfca60096,0x3febfc5> <0xf71000d0,0x3e622b8> of the green lakes of the big room south of the begin both leed back to normal territory. * In the SW is a roughly (--) shaped room. In the room NW of the middle of this (--) is a switch <0xf3efdd28,0x1367f57> which activates a stair so you can walk through the fake fire <0xf29412f7,0x18d236d> in the NW corner. The teleporter there takes you to an area infested with lost souls. The west wall <0xf4690f4,0x496136d> with the head leads to another room with transporter. That transporter takes you to the switch <0xfe9fb836,0x92ff44b> for the secret level. * In the room east to the room in the south middle with the room to the N,E, and W and a view to the circular stairway in the south, is a secret door <0xfbaff1cb,0xae3ad8> in the NE corner (near the cozy head-fire) hiding the chainsaw. * In the centre of the circular stairway is a anti-radiation suit guarded by a demon. The door <0xf94949db,0xfe6d93d0> to it will open as soon as you are at the top of the stairs <0xfa165eed,0xfdd56896>. * The south door directly after the circular stairway leeds to two corridors. The eastbound corridor is the way to the exit, the westbound leads to C formed green lake in the west. In the north of that lake is a door <0xf1a21e52,0xfe94f08f> (behind the ammo clip). Follow it to a baron of hell in a cage. North of that you will see a long corridor with three doors to the east. The northern and southern doors lead to a ledge around the lake to the east. The middle door <0xf27dc571,0x826c8a6> (the wall part with the pentagram over the ugly head) leeds to the isle <0xf5420514,0x823f2c1> in the middle of the lake, where you'll find a plasma gun. To activate the bridge to the isle, you have to push the button <0xf2aff9f7,0xfd1cd93e> in the room in the centre of the C-formed lake you passed while coming here. BTW: If you fall in the lake, the transporter <0xf42dc0b0,0x7500bcf> in the indention in the SW brings you back to the beginning. This encompasses 80% of the secrets on this level. E2M9: FORTRESS OF MYSTERY: As far as I can see there are no secret parts in this level. E2M6: HALLS OF THE DAMNED: * In the SE where you find the blue keycard, two rooms with demons will open automaticly. The SW one has a chainsaw behind the brown wall <0x6362f60, 0xff151336>. * At least 2 parts of the mazes are `secret' but I can't determine what parts. Look around for extra nightvision, weapons and armor. E2M7: SPAWNING VATS: * In the NW is a corridor with ribbles. The third indention is a corridor leading to a very dark open patch. In the NE <0x126cccd,0x772feab> is a switch which opens a room with a chainsaw. In the SW <0x32fff5,0x3de1cbe> is the plasma gun. * In the SW is a room with a radiation shield and small patches of green acid in indentions along the walls. The SW indention <0x137b2c8,0xff25986d> has a corridor to the south leading to a chamber with a rocket launcher and a teleporter. The teleporter will get you to a red door, with a switch <0xffe013c6,0xfd1015b7> behind it. Pushing that switch will open a secret room in the beginning-room <0x5d894b7,0x76751d7> (SE corner) with a supercharger. E2M8: TOWER OF BABEL: There are no secrets on this level. *10-2-3*: Inferno ----------------- E3M1: HELL KEEP * The small grey chamber before the exit has a secret room <0xfc900da5, 0x7606912> in west containing the rocketlauncher. E3M2: SLOUGH OF DESPAIR: * To get a chaingun, follow the wall to your right (west) to the chaingun behind the wall. The wall will lower when you walk over the red patch <0x6b010ab,0x75220b7> to its west side. ? The second `finger' from the east has some cages with former sergants. To get into those cages, walk over the red triangle <0x3fa278b,0x817fa0c>. The floors of the cages lowers and a wall behind you will come down. Unfortunatly I can't figure out what triggers the lowering of the pillar to the red triangle described above, or whether it is operative in a normal game.. It was lowered in a deathmatch game, but as I was kind of busy looking for my brother then, I didn't look what caused it... * The plasma gun is hidden in the western part <0x2072324,0x4ecdc0e> of the pillar you see when you stand with your back to the second `finger' from the west. E3M3: PANDEMONIUM: * Directly north of the beginning is a great open place with 4 pillars. Pressing the switch <0xfea95756,0xaff327> in the north will lower the middle pillar <0xfe921ce9,0xfef4c1db>, so you can get the shotgun. * To get to the rooms with the windows to the room in the beginning, go north and take both the east and the west stairs, and then south. * A little north of the middle is a round green lake <0x120905e,0x1754b6d> with a lavalike ceiling. In an indention <0x1c9c5cd,0x1c492ee> in the east is the chaingun. * In the SW is a corridor with two platforms (one in the north and in the south). There is a small corridor in the south. When you follow it, you'll come to a T-split. In the west (right) is an invunerability, usefull for runnig over the lava in the east. Take the turn left (east). You should be on the southern platform of the corridor. In the south of that platform you can see a lava/blood maze <0xfd9760e5,0x1de4aec>. In that maze you'll find the BFG9000 <0xff1ebaad,0xdeec44> in the SE corner and a supercharger <0xfe3afdf3,0x2101114> in the NW corner. You can also get to the lave maze by going directly north from the beginning, then taking the west stairs, then following the path north. * One of the most northern chambers (the one just before the blue door leading to the exit) has two air shafts flanking a formation you could describe as a coach facing north. When you stand on the coach <0xff6e17cb,0x532520e> the wall part west of the stairs south will lower allowing you to get the map. The wall part <0xfffcfa97,0x41c62aa> east of the stairs will lower when you push it. This encompasses 83% of the secrets on this level. E3M4: HOUSE OF PAIN: * The first room to the west from the beginning has a secret room <0xfebbbdcd, 0xc4c579> in the SE corner containing the shotgun. * In the SW (a bit behind the blue door) is a room with a doors to the east (the entrance), to the north (where you find the BFG9000 <0xffdaa1b0, 0xfd07e1fa> in some lava), to the west (where alot of Imps and a baron of hell await you) and to the south. The south chamber has a secret room <0xff49f58f,0xfae5873e> to the west filled with rockets. * In the south middle east of the blue door is a room with a door to the north and a small patch of blue lake on the east side. Press the wall <0x3ddce70, 0xf9d91cc3> a bit more north of that patch of blue for a green armorvest. + In the middle is a room with two pillars with switches on all sides. Here is a rude ascii-chart of the scene to faciliate solving this. [#] is a door opened by switch # [Y] is the yellow keycard door [R] is the red keycard door Behind door 2: an invunerability Behind door 3: the yellow key Behind door Y: the red key +---+ +--+ | | | +-------+ +--+ +-------------+ + [7] [Y] | | [3] | ---+---+--+ rest of the level... | --------+--+ [6] [7] | . | [2] | +-+[R]+--+ | | --------+--+ | | | | 0 4 | | | | 3 [] 1 7 [] 5 | ++ +-+ +-+ + | 2 6 | +-+ +-+ +-+ <----- secret wall, press it . +-+ for a radiation suit * As drawn above, there is a secret wall <0x6cffeee,0xfdd03be8> in the south of the most eastern indention. It contains a radiation suit. This encompasses 75% of the secrets on this level. E3M5: UNHOLY CATHEDRAL: * Take the most western entrance to the cathedral. Push the west wall <0xfc4e8e97,0xfc5dfd80> and get the lightamplifier <0xfad56408,0xfc1fa3ee> in the SW corner. * The most NW chamber (the one with the lava floor) has secret door <0xfa4ed057,0x61933f5> to the east with a radiation suit. The transporter in the room leeds to the middle of the map/cathedral. * The east wall <0x2d56f0d,0x9b29c1> of the big central room of the cathedral (the one with the four 2x2-teleporters) hides a small niche with a supercharger and a chainsaw. * Also the four stony structures to all sides of the middle warp-in are hollow. The doors will automaticly open each time you warp in to the middle from another place (from outside to inside). * In the cathedral are four 2x2-teleport-places. The northern two are connected to the north by a corridor. That corridor has a secret passage <0xfd48642a,0x56afd0c> in the NW. * The most northern room has three switches and a teleport with crushing ceilings. The SE-switch opens the secret doors in the corridors to the east and west, enabeling you to get the rocket launcher and some rockets. The NE-switch lowers the blue key in the NW-corner. The NW-switch lowers the chaingun in the NE-corner. The teleporter in the SW teleports you to the NE corner of the cathedral. * The most eastern room (east of the exit) has a small pit, from where many enemies will warp in. To the east of that room, behind the skull <0x787fd10, 0x2eaf2e4>, is the BFG9000. + For those of you wondering just which damn transporter you have to take to get out the middle of the cathedral: it's the most southwestern of the northwestern patch of transporters. E3M6: MT. EREBUS: * In the east is a cubus-formed building on a hexagon isle. The east alcove <0xd1027ea,0xfe2234b7> is the way in. In the NW corner <0xb9d75d8, 0xfeb0d1db> is the backpack. Pushing the skull <0xbd80026,0xfe22bffe> on the west wall lowers the wall in the SE, releasing the enemies trapped there. Pushing the skull <0xc5fdf50,0xfe67fb05> on the north wall lowers the wall in the NE, so you can get the radiation suit there. * In the north is a NW-SE oriented structure with two cages with Imps at both sides of the entrance. That structure has a secret door inside in the middle of the NE wall <0x3a60e7c,0x356d9b4> (at the small light on the floor) and a teleporter in the middle of the SW wall <0x281e808,0x22e23de>. The teleporter will put you on a high structure further north. From there you can 'jump' west and get the chainsaw. You can get out via the transporter in the SE side <0x34a6f68,0x9bd1900> of the structure you warped on. * East of the above described NW-SE oriented structure is a small _|_ formed building on a small hill. The building contains two teleporters. The eastern warps you on the NE ridge of the hill, where you can get the plasma gun <0x7e352bd,0x1c1c059>. The western transporter also warps you to a ridge (NW) of the hill, but there are only some shotgun shells there. * The small blue building <0x941bec7,0x293e0bb> in the NE contains a radiation suit and cacodemons. * All compact flaming red structures contain enemies and often an invunerability or a radiation suit. Sometimes one of the walls goes down, spilling the enemies. However I can't find the trigger of many of them (some open when you're near them). I don't know whether they are 'secret'. + The exit is in the middle west: follow the south wall over the lava, you'll see a tunnel <0xfb186e6b,0x54a49e> going north to the blue door, and further the exit beyond. This encompasses 50% of the secrets on this level. In a yet undiscovered part of this level should be the warp to E3M9: Warrens. E3M7: GATE TO LIMBO: * Beyond the northern blue door is a maze of small lava tunnels. In the SE corner <0x7a37332,0x5bec063> of this maze is the BFG9000 and a transporter to the SW quadrant of the map. In the NW is a transporter <0xff7323ef, 0x824218c> warping to the SW quadrant, the red key <0xfe3f638e,0x6fd04ca> and a red door. ? Behind the red door is a switch, but I haven't pinpointed the door it opens. + There are several pillars in the various lava-lakes with red doors, all containing transporters: (0) In the most SW lake is in the north a pillar <0xf9e908db,0xfc8d60ac>. It warps you to a room where you can see the yellow door. In the same room is also a switch <0xfcaffa88,0x45f8a18> on the east wall, pushing it activates a bridge in room (1). (1) In the middle (big) lake is also a pillar <19c3b9d,362e08> with a transporter. It warps you to the room west of the above room. In this room is also a yellow door, in it is a switch that activates the bridge to the pillar in the middle of a lake (. - In the most northern lake are two pillars (east/west). The western pillar 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 rocketlauncher just in the west of the small grey chamber <0xfd20a96c,0x76057af> in the NW. + Note that many of the hidden rooms full of enemies (the rooms that open when you go over the transporter-lookalike in the NW) contain weapons and other goodies. Most beneficial of those is the BFG9000 in the SW corner of the lake (west behind the entrance). NOTE: Many levels do not have complete secret door descriptions. You may want to check out the DOOM maps. If you are willing to write a complete description on all of the doors on a level, please E-mail me. *10-3*: When should I use each weapon? ====================================== FIST: Never use unless you have Berserk. This is really cool, but not as good as the chain saw. CHAIN SAW: Good for tight corners. Rips apart the Demons and Spectres. This is probably the beast weapon for non-shooting enemies. The chain saw also works wonders on Cacodemons. They turn away when you start to chop them, and cannot fire. PISTOL: Average weapon. Does damage to the Former Humans, but the shotgun is preferred. Only to be used when in dire need of ammo. SHOTGUN: This is probably the best all around weapon. Use this much of the time as it is very powerful. Its only problem is that its rapid fire is not very fast. Very useful in "mazes" where enemies are very close but not in large amounts. CHAINGUN: This weapon takes a fair amount of time to kill enemies. Good for a lot of monsters in a row. Also very useful for Imps and Demons, because the chain gun can keep them from firing back. ROCKET LAUNCHER: Good for occasional long shots at many enemies in one place. Be careful, however, this weapon can hurt you as well if the rocket bursts at close range. Very useful in DeathMatch mode. :) PLASMA RIFLE: Rapid fires very quickly. Hurts some enemies a lot, and others not as much. Tends to block the view, which is very dangerous when you have a large amount of enemies coming toward. BFG9000: The most powerful weapon. Kills almost ANY enemy in one shot, but uses a lot of energy cells and rapid fire is very slow. [10-4]: Where can I get the chain saw on episode one? ===================================================== The chain saw can be found on level two of mission one. Here's how to get it. (1) Hit the switch surrounded by the acid. (2) Go through the door that the switch opened. This will take you to a "computer maze." (3) On the WEST side of the maze, look for a secret door. Listen for the sound the character makes when looking for a door. When you find a section of wall where he doesn't make the sound, shoot the wall. (or punch the wall with your fist to save ammo) (4) Follow the passage which was opened. (5) Activate the red button in the large room. (10-5): How powerful is the ammunition? ======================================= 1 Ammo = 1 point of damage 1 Shotgun = 7 points (fires 7 pellets at 1 point per pellet) (not every pellet will hit every target) 1 Berserk = 10 points 1 Cell (Plasma Rifle) = 2 points 1 Rocket = * 20 points 1 BFG9000 = * 50 points *: Rockets and BFG9000 shots have an area effect. The direct hit values are given above. *10-6*: How many enemies are in the entire game? ================================================ ---------------------------------------- Episode 1 2 3 Total ---------------------------------------- Humans 214 60 37 = 311 Sergeants 281 54 91 = 426 Imps 277 275 167 = 719 Demons 90 158 141 = 389 Spectres 63 15 36 = 114 Lost Souls 0 113 129 = 242 Cacodemons 0 50 76 = 126 Barons of Hell 2 18 18 = 38 Cyberdemons 0 1 1 = 2 Spiderdemon 0 0 1 = 1 ---------------------------------------- TOTAL 927 744 697 = 2368 ---------------------------------------- The following charts display the amount of enemies per level and per episode, in Ultra-Violence mode. *10-6-1*: Knee Deep in the Dead ------------------------------- --------------------------------------------------------- Level 1 2 3 4 5 6 7 8 9 --------------------------------------------------------- Humans 9 53 28 22 28 22 47 0 5 Sergeants 16 8 47 16 46 57 56 6 29 Imps 4 18 47 36 31 57 39 5 40 Demons 0 0 7 11 12 20 7 18 15 Spectres 0 0 2 0 14 22 1 10 14 Barons of Hell 0 0 0 0 0 0 0 2 0 --------------------------------------------------------- *10-6-2*: Shores of Hell ------------------------ --------------------------------------------------------- Level 1 2 3 4 5 6 7 8 9 --------------------------------------------------------- Humans 15 0 18 2 14 11 0 0 0 Sergeants 10 0 1 6 22 11 4 0 0 Imps 14 82 27 27 40 39 46 0 0 Demons 11 19 17 17 26 35 33 0 0 Spectres 1 2 2 2 0 3 5 0 0 Lost Souls 0 12 14 11 26 30 0 20 0 Cacodemons 3 0 6 11 6 9 5 0 10 Barons of Hell 0 1 4 4 3 2 0 0 4 Cyberdemon 0 0 0 0 0 0 0 1 0 --------------------------------------------------------- *10-6-3*: Inferno ----------------- --------------------------------------------------------- Level 1 2 3 4 5 6 7 8 9 --------------------------------------------------------- Humans 0 6 0 22 0 7 2 0 0 Sergeants 0 11 1 18 0 18 9 0 34 Imps 18 0 34 26 35 36 0 0 18 Demons 5 8 14 53 33 6 17 0 5 Spectres 0 11 4 5 2 4 0 0 10 Lost Souls 0 36 14 21 13 32 9 0 4 Cacodemons 3 8 2 13 6 22 9 2 11 Barons of Hell 0 0 2 3 5 1 1 1 5 Cyberdemon 0 0 0 0 0 0 0 0 1 Spiderdemon 0 0 0 0 0 0 0 1 0 --------------------------------------------------------- (10-7): How many shots does it take to kill each enemy? ======================================================= Here is a chart that show that amount of each kind of ammunition it takes to kill enemies. This chart pertains to Ultra-Violence mode. .--------------------------------------------. | Chapter [10-7] Chart | | Ultra-Violence Mode | |--------------------------------------------| | Monster | AMMO | SHOT | ROCK | CELL | 9000 | |--------------------------------------------| | Human | 2 | 1 | 1 | 1 | 1 | | Sergeant| 3 | 1 | 1 | 2 | 1 | | Imp | 6 | 1 | 1 | 3 | 1 | | Demon | 14 | 3 | 1 | 7 | 1 | | Spectre | 14 | 3 | 1 | 7 | 1 | | Souls | 10 | 2 | 1 | 5 | 1 | | Cacodmn.| 36 | 6 | 2 | 18 | 1 | | Barons | 100 | 15 | 5 | 50 | 1 | | Cyberdm.| 400 | 58 | 20 | 200 | 4 | | Spider | 300 | 43 | 15 | 150 | 3 | `--------------------------------------------' Note: This chart pertains to direct hits only. Missed shots increase the amount of ammunition required to kill any enemy. ==================================== =SECTION THREE= DOOM ADD-ON SOFTWARE ==================================== ------------------------------------------------------------------ CHAPTER *11*: What is DOOM add-on software and where can I get it? ------------------------------------------------------------------ DOOM add-on software is software, not made by id Software, that modifies, changes, or helps you with your game when playing DOOM. Some examples are cheating utilities, map editors, and sound editors. This software is in no way endorsed by id, and neither id Software nor myself take any responsibility for any problems you have with this software. DO NOT contact id regarding any of this software. Most of this software will not work on the shareware version of DOOM, by request from id Software. Most of this software is available from these sites unless specified otherwise. FTP (1) ftp.uwp.edu /pub/msdos/games/id/home-brew/doom /pub/incoming/id FTP (2) wuarchive.wustl.edu /pub/MSDOS_UPLOADS/games/doomstuff FTP (3) ocf.unt.edu /pub/doom/(directory_name_here) BBS (4) Software Creations (508)-365-2359 (2400 baud) (508)-368-7036 (9600-14.4k v.32bis) (508)-368-4137 (14.4k16.8k HST/DS) -------------------------------------------------------------- CHAPTER *12*: What cheating utilities have been made for DOOM? -------------------------------------------------------------- This chapter describes utilities that have been created to help people cheat at DOOM. [12-1] DMSAVED v1.01 ==================== DESCRIPTION: A saved game editor. Offers some options not available on other editors. Only works on v1.1 saved games. CREATED BY: Bob Manen (bobm@htsa.aha.nl) AVAILABLE AT: Site (3): save_edit/dmsav101.arj [12-1]: DOOMEdit v4.1 ===================== DESCRIPTION: A saved game editor. This works on ALL version of DOOM, including v1.2. Have fun! CREATED BY: The Harrison Hackers: kaseeley@sage.cc.purdue.edu (programmer) burdicdj@mentor.cc.purdue.edu (middle-man-all-round-great-guy- with-the-know-how) blabus@sage.cc.purdue.edu (semi-beta-tester) equis@sage.cc.purdue.edu (beta-tester) fisheric@mentor.cc.purdue.edu (mysterious person) AVAILABLE AT: Site (2): dmedit41.zip Site (3): save_edit/dmedit41.zip [12-2]: DOOMED v1.2 =================== DESCRIPTION: A very good saved game editor, allowing a large variety of options. CREATED BY: Arun Bhalla (abhalla@aol.com) AVAILABLE AT: Site (2): doomed12.zip Site (3): save_edit/doomed12.zip [12-3]: DOOM: The Cheat 2 ========================= DESCRIPTION: A saved game editor. Currently only works on DOOM v1.1. No upgrade information is known. CREATED BY: Joe Snow (Nuclear Meltdown BBS: (508)-234-5777: User #3) AVAILABLE AT: Site (1): dmcheat2.zip [12-4]: DOOMSAFE v1.02 ====================== DESCRIPTION: DOOMSAFE version 1.02 is a safe DOOM save file editor. Supports keyboard and mouse, DOOM v0.99, v1.1, and v1.2 savefiles, and provides easy access to options not available in the normal game and/or other editors. CREATED BY: Ramco van de Woestijne (Unknown address) AVAILABLE AT: Site (1): doomsb12.zip Site (2): doomsb12.zip [12-5]: DSGEDIT v3.0 ==================== DESCRIPTION: A saved game editor. This editor also works on NetDOOM games. Currently only works on DOOM v1.0 and v1.1. Upgrade information is unknown. CREATED BY: David Daraniero (CompuServe: 71005,2557) AVAILABLE AT: Site (1): dsgedit.zip [12-6]: EDITGAME v1.1 ===================== DESCRIPTION: A saved game editor for DOOM. EDITGAME v1.1 only works on DOOM v1.1. Upgrade information is unknown. CREATED BY: Brad Mettee (bmattee@simon.jhh.jhu.edu) AVAILABLE AT: Site (1): edtgme11.zip ----------------------------------------------------------- CHAPTER *13*: What add-on software allows me to alter DOOM? ----------------------------------------------------------- [13-1]: BSP v1.1 ================ DESCRIPTION: A 100% working nodes builder which builds the correct BSP nodes and blockmap data for any WAD file. CREATED BY: Colin Reed (colin@argonaut.com) AVAILABLE AT: Site (3): wad_edit/bsp11x.zip [13-2]: DEU v5.0 ================ DESCRIPTION: A map editor to create brand new levels for DOOM or edit existing ones. Includes manual, tutorial, and complete source code. Handles nodes fairly well. CREATED BY: Raphael Quinet (quinet@montefiore.ulg.ac.be) AVAILABLE AT: Site (2): deu50.zip Site (3): wad_edit/deu50.zip [13-3]: DMapEdit v2.1 ===================== DESCRIPTION: A DOOM map editor which allows editing of things and level structure. Has trouble handling segs and nodes. CREATED BY: Unknown AVAILABLE AT: Site (2): dmaped21.zip Site (3): wad_edit/dmaped21.zip [13-4]: DMAUD v1.1 ================== DESCRIPTION: DMAUD will store sounds into or extract sounds from DOOM.WAD files distributed with DOOM versions 1.0, 1.1, and 1.2. In addition, DMAUD will play the sound if a SoundBlaster compatible sound card is present. DMAUD v1.1 supports PPM and GIF graphics formats and also has option to create PWAD files. Input files can be any format (.AU, .VOC, .WAV, .SND, etc) and any sample rate; they will be converted as necessary. CREATED BY: Bill Neisius (bill@solaria.hac.com) AVAILABLE AT: Site (2): dmaud11.zip Site (3): sounds/dmaud11.zip [13-4-1]: DMFE v0.0.1 --------------------- DESCRIPTION: DMFE provides a simple front-end to Bill Neisius' excellent utility, DMAUD, which allows you to alter the sound files used in DOOM. CREATED BY: Douglas Reedy (welch@zaphod.mps.ohio-state.edu) AVAILABLE AT: Site (1): dmfe001.zip [13-5]: DMGRAPH v1.0 ==================== DESCRIPTION: Allows importing and exporting of graphics for DOOM. v1.0 allows usage of PPM or GIF graphic files in 320x200x256 format. CREATED BY: Bill Neisius (bill@solaria.hac.com) AVAILABLE AT: Site (2): dmgrap10.zip Site (3): wad_edit/dmgrap10.zip [13-6]: DOOMCAD v4.0 ==================== DESCRIPTION: DOOMCAD is a "state-of-the-art" DOOM map editor for Windows. Allows creations of levels from scratch, three dimensional previewing, drag-and-drop editing, and fairly good handling of nodes. CREATED BY: Matt Tagliaferri (matt.tagliaferri@pcohio.com) AVAILABLE AT: Site (2): doomvb40.zip Site (3): wad_edit/doomvb40.zip [13-7]: DOOMDump v0.1 ===================== DESCRIPTION: Dumps WAD files to text. CREATED BY: Steve Simpson (ssimpson@world.std.com) AVAILABLE AT: Site (3): wad_edit/doomdump.zip [13-8]: DOOM Editor - The Real Thing v2.50b3 ============================================ DESCRIPTION: A DOOM map editor which allows map changes, bitmap viewing, and sound importing and exporting. Very little knowledge of DOOM WAD structure needed. Requires Windows v3.1. CREATED BY: Unknown name (pringler@cuug.ab.ca) AVAILABLE AT: Site (2): DE_250B4.zip Site (3): wad_edit/DE_250B4.zip [13-9]: DOOMTOOL ================ DESCRIPTION: A collection of two utilities: SND.EXE allows a sound to be put into a PWAD file. CAT.EXE allows two PWAD files to be merged into a third. CREATED BY: Unknown Name (jdooley@ugcs.caltech.edu) AVAILABLE AT: Site (2): doomtool.zip Site (3): wad_edit/doomtool.zip [13-10]: DOPE v1.2 ================== DESCRIPTION: DOPE is a DOOM Object Placement Editor. This program will allow you to completely edit object placement in all levels. CREATED BY: Chris Carollo (ccarollo@magnus.acs.ohio-state.edu) AVAILABLE AT: Site (2): dope12.zip [13-11]: Jumble v3.0 ==================== DESCRIPTION: JUMBLE is a DOOM item randomizer; it randomly places, objects, enemies, and powerups in new locations. Some useful features include savable configuration files, object weighting, removal of items, retention of items, and netDOOM compatibility. Also reads RanDOOM v1.x *.W files. The optional add-on archive includes many different already created *.JBL files for immediate playability. CREATED BY: Productions (joakim.erdfelt@swsbbs.com) AVAILABLE AT: Site (1): jumble30.zip and jumble3s.zip Site (2): jumble30.zip and jumble3s.zip Site (3): random/jumble30.zip and random/jumble3s.zip Site (4): jumble30.zip and jumble3s.zip [13-12]: MDE: My DOOM Editor v0.90b =================================== DESCRIPTION: Allows modification of DOOM levels, including object placement, light levels, floor and ceiling heights, secret areas, acid damage, blinking lights, crushing ceilings, moving platforms, teleports, and more. Not a complete level structure editor. CREATED BY: Patrick Steele (Unknown address) AVAILABLE AT: Site (2): mde90b1.zip Site (3): wad_edit/mde90b1.zip [13-13]: Move Level v1.0 ======================== DESCRIPTION: Move Level allows modification of the episode and mission number in a DOOM PWAD file. CREATED BY: Steve Stimpson (ssimpson@world.std.com) AVAILABLE AT: Site (3): wad_edit/movelev.zip [13-14]: NodeNav v0.8 ===================== DESCRIPTION: Allows observation of the geometry of the nodes structure for a particular DOOM level. CREATED BY: Frank Palazzolo (palazzol@msen.com) AVAILABLE AT: Site (2): nodenav.zip Site (3): wad_edit/nodenav.zip [13-15]: RanDOOM v1.6 ===================== DESCRIPTION: RanDOOM is a utility which will randomize the placement of objects in the DOOM playfield. Additionally, RanDOOM has some smarts and fixes major problems that other randomizers have. RanDOOM allows you to tailor its randomizing to your personal taste. RanDOOM has the capability to randomize and create PWAD files as well. CREATED BY: Scott Coleman: ASRE Software (tmkk@uiuc.edu) AVAILABLE AT: Site (2): rdoom16.zip Site (3): random/rdoom16.zip [13-16]: Renegade Graphics DOOMED v1.0 ====================================== DESCRIPTION: Allows advanced DOOM map editing. Allows modification and creation of PWAD files. CREATED BY: Unknown AVAILABLE AT: Site (3): wad_edit/rgdmed10.zip Renegade Graphics BBS: (615)-337-9198 [13-17]: RENWAD =============== DESCRIPTION: Allows modification of the episode and mission number in a DOOM PWAD file. CREATED BY: ASRE Software (tmkk@uiuc.edu) AVAILABLE AT: Site (3): wad_edit/renwad.zip [13-19]: VERDA v0.20 ==================== DESCRIPTION: With VERDA, you can move THINGs around the map and change them to other things. You can change LINE triggers, SIDE image selection, SECTOR image selection, floor heights, ceiling heights, sector actions (raising/lowering, etc.), and properties (acid/blinking lights, etc.) You can graphically see which lines trigger which sectors, and change this. You can display the NODE information graphically, but it cannot currently be edited. CREATED BY: Mike Carter (verda@swri.edu) Robert Fenske Bob Robinson AVAILABLE AT: Site (3): verda020.zip Site (3): wad_edit/verda020.zip [13-20]: WAD Extended Tools v1.0 ================================ DESCRIPTION: Allows viewing and hex editing of WAD resources such as pictures, textures, color maps, and more. CREATED BY: Unknown Name (vels@aldan.cs.biu.ac.il) AVAILABLE AT: Site (3): wad_edit/ewt.zip [13-21]: WAD Hacker v2.0 ======================== DESCRIPTION: WAD Hacker is a DOOM WAD file resource viewer. Allows viewing of all graphical resources. BMPs can be generated from any graphic and PWAD files can be produced from any level. CREATED BY: Roger Hayes (roger_hayes@stortek.com) AVAILABLE AT: Site (3): wad_edit/wadhak.zip [13-22]: WADMASTER v0.5 ======================= DESCRIPTION: Allows adding and removing of THINGS in DOOM levels. Also displays NODES, SSECTORS, and SEGS. CREATED BY: Unknown AVAILABLE AT: Site (2): wdmstr05.zip Site (3): wad_edit/wdmstr05.zip [13-23]: WADNAME ================ DESCRIPTION: WADNAME is a utility which will display the episode and mission number of all replacement levels contained in a given WAD file. CREATED BY: ASRE Software (tmkk@uiuc.edu) AVAILABLE AT: Site (3): wad_edit/wadname.zip [13-24]: Wads_Up v1.0 ===================== DESCRIPTION: Wads_Up is basically a THING editor. It allows you to move objects, graphics, enemies, around a level. CREATED BY: Gary Whitehead (gary@stek.demon.co.uk) AVAILABLE AT: Site (3): wad_edit/wadsup10.zip [13-25]: WAD Tools v1.0 ======================= DESCRIPTION: WAD Tools is a freeware program to be used with id Software's phenomenal action game, DOOM. It is designed to let any curious individual peruse the contents of the DOOM WAD file. Anyway, WAD Tools will let you do any number of operations on the resources in the WAD file. You can view it in hex mode, or if it's a graphic resource, you can view it in 320x200x256 VGA mode. You can also export it to a file (an LBM if it's a graphic resource), or replace it by importing a file. And, if you're really brave, you can export all the resources in the WAD file to individual files. CREATED BY: Jeff Miller (atomicus@indirect.com) AVAILABLE AT: Site (1): wt100.zip Site (2): wt100.zip ---------------------------------------------------- CHAPTER *14*: What add-on data files exist for DOOM? ---------------------------------------------------- [14-1]: Graphics ================ [14-2-1]: Barney DOOM --------------------- DESCRIPTION: At last! The TRUE EVIL genius behind DOOM is revealed to be Barney and his Sponge Minions! This graphicial patch for DOOM changes DOOM's enemies to pictures of that beloved dinosaur, Barney. CREATED BY: Bill Neisius (bill@solaria.hac.com) AVAILABLE AT: Site (2): bdoom.zip Site (3): graphics/bdoom.zip [14-1-2]: Barney DOOM 3-D ------------------------- DESCRIPTION: The original Barney DOOM only utilized one graphic to portray Barney, making him very "flat." Barney DOOM 3-D uses many different graphics created with 3-D Studio, making him look much more realistic and three dimensional. CREATED BY: David Lobser (lobser@csn.org) AVAILABLE AT: Site (3): graphics/BARNEY3D.ZIP [14-1-3]: DOOM4WIN.ZIP ---------------------- DESCRIPTION: Adds DOOM logos to your Windows system. CREATED BY: "Nightcrawler" AVAILABLE AT: Site (3): graphics/doom4win.zip [14-1-4]: DOOMMORF.ZIP ---------------------- DESCRIPTION: A FLI animation using a morphing technique to display many of the enemies in DOOM. CREATED BY: Unknown AVAILABLE AT: Site (3): graphics/doommorf.zip [14-1-5]: Gory IMP Graphics v2.0 -------------------------------- DESCRIPTION: Replacement graphics for the Imp enemy. Makes the death of that beloved creature a little more gory. CREATED BY: Greg Grimsby (unknown) AVAILABLE AT: Site (2): imp_grfx.zip Site (3): graphics/imp_grfx.zip [14-1-6]: Pacman DOOM --------------------- DESCRIPTION: The latest arrivals from the Inter-Dimensional Gateways: yes, the Pacmen have invaded DOOM. "There's no turning back now." CREATED BY: Bill Neisius (bill@solaria.hac.com) AVAILABLE AT: Site (3): graphics/pacdoom.zip [14-2]: Missions ================ Here is a list of every PWAD (new mission for DOOM) that I have found on the Internet. Be warned that most use graphics from the registered version, making many non-shareware compatible. To use these PWAD files, run DOOM with the following command line: "DOOM -FILE .WAD -WART " Have Fun! All of these PWADs are available from: Site (3): wads/episode1 wads/episode2 wads/episode3 wads/combos wads/newwads Note: Missions marked with a "D" are for DEATHMATCH mode only. EPISODE MISSION \ MISSION FILENAME AUTHOR AUTHOR'S E-MAIL ADDRESS DEATHMATCH =========================================================================== 11inhell.zip Josh Phallus fallonjb95%cs14@cadetmail.usafa.af.mil E1M1 D 23castle.zip Aaron Auseth aaron@clark.edu E1M1 666.zip Steve Last stimson@leland.stanford.edu E1M1 DeWadz1.zip Unknown Unknown E1M1 ambush.zip Mattias Widmark f93-mwi@nada.kth.se E1M1 arena.exe Tony Hayes hayes@ll.mit.edu E1M1D beholder.zip Alex Cannon acannon@cyberstore.ca E2M1 bobworld.zip Bob Last rb007b@uhura.cc.rochester.edu E2M1 brian3l1.zip Brian Last Unknown E3M1 cjme2m1.zip Chris Last cmaahs@vnet.ibm.com E1M1 cross.zip Alistair Brown a.d.brown@bradford.ac.uk E1M1 daemon.zip Cameron Newham cam@iinet.com.au E1M1D daemon2.zip Cameron Newham cam@iinet.com.au E1M1D darkness.zip Pasi Nikkanen pasin@mits.mdata.fi E1M1D deadly21.zip Ken Tam kenneth.tam@canrem.com E2M1D death.zip Unknown Unknown E1M1 death2.wad Unknown Unknown E1M1 diamond.exe Unknown Unknown E1M1/M1 dmatch.zip Unknown hulseb@bvsd.k12.co.us E1M1 dmatch11.wad Raja Shekar rxs57@po.cwru.edu E1M1D dylan1.zip Dylan Last dyl@cix.compulink.co.uk E1M1 e1l1ar.zip Unknown aruth@comp.uark.edu E1M1 e1l1kp.wad Karl Peters krpeters@athena.mit.edu E1M1 e1l5ko1.zip Ken Ordes kjoee@uno.edu E1M5 e1m1bc1.arj Billy Chow billy.chow@eng.px.ac.uk E1M1 e1m1cyb.wad David Lobser lobser@csn.org E1M1 e1m1dal.zip David Lobser lobser@csn.org E1M1D e1m1edb.zip Unknown edb9140@tamsun.tamu.edu E1M1 e1m1osk3.arj Osku Salerma osku@muncca.fi E1M1D e1m1osku.arj Osku Salerma osku@muncca.fi E1M1D e1m5_djs.zip David Shaw danny@iex.iex.com E1M5 e2m1ed.zip Ed Last edb9140@tamsun.tamu.edu E2M1 e2m2bce.wad Brendy Ebel jebel@spu1.uwsp.edu E2M2 e2m8pat.zip P. Mahoney p.f.mahoney@durham.ac.uk E2M8 e2m9mh.wad Mike H. Unknown E2M9 e3wadskh.zip Kevin Haley khaley@nova.gmi.edu E3M2/M3/M5/M6 episode4.zip Kevin Ordes kjoee@uno.edu E4M? ew-e1l1.zip Eugen Woiwod eugen_woiwod@mindlink.bc.ca E1M1 flash.zip J.D. Frazer a481@mindlink.bc.ca E1M1 fy1a.zip Unknown yager921@uidaho.edu E1M1/M2 hhwad1.arj Unknown Unknown E1M1 hockey10.zip Seth Cohn scohn@nyx.cs.du.edu E1M1D hunte1m1.zip Unknown Unknown E1M1D hunte1m2.zip Unknown Unknown E1M2D jadml1m1.zip Curtis Turner choppe@hubcap.clemson.edu E1M1D jeff-1-2.zip Jeff Sobotka jeffs@ccwf.cc.utexas.edu E1M2D jeg.zip Jeremy Last jeremy@extro.ucc.su.oz.au E1M1/M2 jf-e1l1.zip Josh Last fallonjb95%cs14@cadetmail.usafa.af.mil E1M1D kent2.wad Kent Last kwankent@hcc.hawaii.edu E1M1 legend1.exe Tony Hayes hayes@ll.mit.edu E1M1 levpack.zip Unknown efj@pine.cse.nau.edu E1M1/M2/M4 lewis21e.zip Lewis Beard lewis@c2d2e2.wes.army.mil E2M1 lit-e2m1.zip Chris Hopkins chopkins@bud.peinet.pe.ca E2M1 megawatt.zip Unknown Unknown E1M1 netbeast.wad Chris Schultz bungle@mglmmb2.nci.nih.gov E1M1 newhits1.zip Many authors Many authors E1M? pet.zip Craig Wendland bert@ocf.berkeley.edu E1M2 pet2.zip Craig Wendland bert@ocf.berkeley.edu E1M1 sc.zip Christian Antkow christian.antkow@swcbbs.com E1M1 scream.zip Cameron Newham cam@iinet.com.au E1M1 shadwad.zip Sergey Ishchenko math588@edvzbb2.ben-fh.tuwien.ac.at E1M1 ss-e1l2.zip Stanley Stasiak stasiak@iinet.com.au E2M1 stones.zip Michael Kelsey mkelsey@eecs.wsu.edu E1M1 sw-e1l1.zip Stan Warman warman@eagle.sangamon.edu E1M1/M2 temple11.zip Mark Mackey mdm1004@cus.cam.ac.uk E1M1 thinkwad.zip Denis Auroux auroux@clipper.ens.fr E1M1/M2 tlhwads.exe Tony Hayes hayes@ll.mit.edu E2M1/M2 tncross.zip "Valis" Unknown E1M1D tncross2.zip "Valis" Unknown E1M1D tnspires.zip Unknown Unknown E2M1 toe.wad Unknown khl1@acpub.duke.edu E1M1 ttadom11.zip "TTA" Unknown E1M1 [14-2-1]: PWAD Authoring Template v1.1 -------------------------------------- For all of you PWAD authors out there, here is the "Official" PWAD authoring template. When you release your PWAD, please fill this form out and place it in the information file you create about your PWAD. ================================================================ Title : . Author : Your name here Email Address : Misc. Author Info : Description : Set the mood here Additional Credits to : ================================================================ * Play Information * Episode and Level # : ExMx (,ExMx,...) Single Player : Yes/No Cooperative 2-4 Player : Yes/No Deathmatch 2-4 Player : Yes/No Difficulty Settings : Yes/Not implemented New Sounds : Yes/No New Graphics : Yes/No * Construction * Base : New level from scratch/Modified ExMx/xxx.WAD Build Time : Editor(s) used : Known Bugs : * Copyright / Permissions * Authors (MAY/may NOT) use this level as a base to build additional levels. (One of the following) You MAY distribute this WAD, provided you include this file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. You MAY not distribute this WAD file in any format. You may do whatever you want with this file. * Where to get this WAD * FTP sites: BBS numbers: Other: [14-3]: Sounds ============== Here is a catalog of various sound collections available for DOOM. Bill Neisius' DMAUD v1.1 or similar utility is needed to import most of these into DOOM. [14-3-1]: ALIENS2.ZIP --------------------- DESCRIPTION: A second set of sounds for DOOM from the movie Aliens. CREATED BY: Unknown AVAILABLE AT: Site (3): sounds/aliens2.zip [14-3-2]: AWSUM Sounds v100.2 ----------------------------- DESCRIPTION: A collection of some of the best DOOM sounds from many other DOOM sound collections. CREATED BY: Christian Reed (jcr@gas.uug.arizona.edu) AVAILABLE AT: Site (2): awsdm1-2.zip Site (3): sounds/awsdm1-2.zip [14-3-3]: DM_CHRIS.ZIP ---------------------- DESCRIPTION: A collection of "realistic and frightening" sounds for DOOM. CREATED BY: Chris Hayashida (chayashida@ms.asucla.ucla.edu) AVAILABLE AT: Site (3): sounds/dm_chris.zip [14-3-4]: DM_GHETO.ZIP ---------------------- DESCRIPTION: A collection of explicit and controversial sounds for DOOM. May offend some users. CREATED BY: Unknown AVAILABLE AT: Site (2): dm_gheto.zip Site (3): sounds/dm_gheto.zip [14-3-5]: DMALIENS.ZIP ---------------------- DESCRIPTION: A collection of DOOM sounds taken from the movie Aliens. CREATED BY: "Peacemaker" AVAILABLE AT: Site (3): sounds/dmaliens.zip [14-3-6]: DMMISC ---------------- DESCRIPTION: Miscellaneous sounds for DOOM, including samples from Star Wars, Richard Nixon, Pac Man, and Ren and Stimpy. DMAUD is required to use these sound files. CREATED BY: "Asthmahound" AVAILABLE AT: Site (1): dmmisc.zip Site (3): sounds/dmmisc.zip [14-3-7]: DMNSND1.ZIP --------------------- DESCRIPTION: A collection of new sounds for DOOM. They are: Aliens pulse rifle, Evil Dead's Ash saying "Groovy," and the Predator clicking sound. CREATED BY: Daniel Kennett (dkennett@sfu.ca) AVAILABLE AT: Site (1): dmnsnd1.zip Site (3): sounds/dmnsnd1.zip [14-3-8]: DMNSND2.ZIP --------------------- DESCRIPTION: A collection of sounds taken from The Simpsons for DOOM. Homer says "WooHoo!" when you pick up a weapon, "Doh!" when you fall or try to open a locked door, and yelps in pain when you take damage. CREATED BY: "Shriker" (gills@qucdn.queensu.ca) AVAILABLE AT: Site (1): dmnsnd2.zip Site (3): sounds/dmnsnd2.zip [14-3-9]: DMNSND3.ZIP --------------------- DESCRIPTION: A collection of new sounds for DOOM. Includes a new pistol and chain gun sound, a new fireball sound, new death screams, and the Predator clicking sound. CREATED BY: "Shriker" (gills@qucdn.queenu.ca) AVAILABLE AT: Site (1): dmnsnd3.zip Site (3): sounds/dmnsnd3.zip [14-3-10]: DMPYTHON.ZIP ----------------------- DESCRIPTION: A collection of 49 new sounds for DOOM. Many samples were taken from Monty Python and the Holy Grail. Others were taken from DMSILLY.ZIP. CREATED BY: Adam Isgreen and Andre Vrignaud (andrev@aol.com) AVAILABLE AT: Site (1): dmpython.zip Site (3): sounds/dmpython.zip [14-3-11]: DMSILLY1.ZIP ----------------------- DESCRIPTION: A collection of new sounds for DOOM. The second file contains a PWAD file to insert the sounds from "DMSILLY.ZIP" into DOOM. CREATED BY: Name Unknown (dchouina@sobeco.ca) AVAILABLE AT: Site (1): dmsilly.zip (standard) Site (2): dmsilly1.zip (PWAD) Site (3): sounds/dmsilly.zip and sounds/dmsilly1.zip (PWAD) [14-3-12]: DMWIERD.ZIP ---------------------- DESCRIPTION: A collection of 36 new sounds for DOOM. These samples were taken from many different sources. CREATED BY: Scott Schuricht (schurich@mn.ecn.purdue.edu) AVAILABLE AT: Site (1): dmwierd.zip Site (3): dmwierd.zip [14-3-13]: DMZOUNDS.ZIP ----------------------- DESCRIPTION: A collection of DOOM sounds taken from various movies, TV shows, songs, and sound effect CDs. CREATED BY: Stephen Pandke (pandke@zeus.achilles.net) AVAILABLE AT: Site (2): dmzound1.zip Site (3): sounds/dmzounds.zip [14-3-14]: DOOM-ASH.ZIP ----------------------- DESCRIPTION: A collection of new sounds for DOOM. These samples were taken from Army of Darkness and Evil Dead II. "ash-doom.zip" contains a PWAD for these sounds. CREATED BY: Brian Olson (olso0389@maroon.tc.umn.edu) AVAILABLE AT: Site (1): doom-ash.zip Site (3): sounds/doom-ash.zip and sounds/ash-doom.zip (PWAD) [14-3-15]: DOOM-Sounds ---------------------- DESCRIPTION: A Windows program that will play the sounds from DOOM. Requires a Windows sound card driver. CREATED BY: Michael Albers (mal@netcom.com) AVAILABLE AT: Site (2): doomsnds.zip [14-3-16]: DOOM Wicked Sounds ----------------------------- DESCRIPTION: A sound collection for DOOM. CREATED BY: "D.H." AVAILABLE AT: Site (3): sounds/doomwkd.zip [14-3-17]: DOOMWAVS.ZIP ----------------------- DESCRIPTION: An assortment of new sounds for DOOM. Requires DMAUD. CREATED BY: "Halitosis" AVAILABLE AT: Site (1): doomwavs.zip Site (2): doomwavs.zip [14-3-18]: DSMDOOM.ZIP ---------------------- DESCRIPTION: A collection of the original DOOM sounds for use with the DOOM Sound Manager. CREATED BY: Unknown (drudman@corp.hp.com) AVAILABLE AT: Site (3): sounds/dsmdoom.zip [14-3-19]: DSMTERM.ZIP ---------------------- DESCRIPTION: A collection of DOOM sounds taken from the movie "Terminator." CREATED BY: Unknown (drudman@corp.hp.com) AVAILABLE AT: Site (3): sounds/dsmterm.zip [14-3-20]: Great DOOM Sounds ---------------------------- DESCRIPTION: An assortment of new sounds for DOOM. Requires DMAUD. CREATED BY: Unknown AVAILABLE AT: Site (1): Great.Doom.Sounds.zip Site (3): greatds.zip [14-3-21]: Homers' DOOM ----------------------- DESCRIPTION: A collection of sounds taken from "The Simpsons" for DOOM. CREATED BY: Dave Sawford and Andrew Gerrard (dws@ras.phy.cam.ac.uk) AVAILABLE AT: Site (2): homerdm1.zip and homerdm2.zip Site (3): sounds/homerdm2.zip and sounds/homer.zip (PWAD file) [14-3-22]: James' Brown DOOM ---------------------------- DESCRIPTION: A collection of DOOM sounds taken from several James Brown CDs. CREATED BY: Steven Fox (steven.fox@twwde.com) AVAILABLE AT: Site (3): sounds/jb-doom.zip [14-3-23]: MYDOOM10.ZIP ----------------------- DESCRIPTION: A collection of sounds for DOOM. CREATED BY: Unknown AVAILABLE AT: Site (2): mydoom10.zip Site (3): sounds/mydoom10.zip [14-3-24]: Not For Kids ----------------------- DESCRIPTION: A collection of raunchy and controversial sounds for DOOM. May offend some players. Requires DMAUD. CREATED BY: Name Unknown (cluster@neosoft.com) AVAILABLE AT: Site (1): not-4-kids.zip Site (3): sounds/not4kids.zip and sounds/not-4-kids.V2.0.exe [14-3-25]: Sally's DOOM ----------------------- DESCRIPTION: An audio patch file for DOOM derived from "When Harry Met Sally" sound clips. CREATED BY: "Duran Duran" AVAILABLE AT: Site (1): dmsally.zip Site (3): sounds/dmsally.zip [14-3-26]: ST-SNDS.ZIP ---------------------- DESCRIPTION: A collection of sounds for DOOM taken from "Star Trek" TV series and movies. CREATED BY: Pete Hesse (pmhesse@vax1.acs.jmu.edu) AVAILABLE AT: Site (3): sounds/st-snds.zip [14-3-27]: Star Wars v1.1 ------------------------- DESCRIPTION: A collection of DOOM sounds taken from the movie Star Wars. CREATED BY: Name Unknown (aaronf@netcom.com) AVAILABLE AT: Site (3): sounds/dmstrwr1.zip [14-3-28]: STERNWAD.ZIP ----------------------- DESCRIPTION: A collection of sound for DOOM taken from Howard Stern. Includes both a PWAD and the actual sounds. CREATED BY: Unknown AVAILABLE AT: Site (3): sounds/sternwad.zip [14-3-29]: STOOGES.ZIP ---------------------- DESCRIPTION: A collection of sounds for DOOM taken from the Three Stooges. CREATED BY: Phil Robinson (robinson@euler.jsc.nasa.gov) AVAILABLE AT: Site (3): sounds/stooges.zip [14-3-30]: SWFXPWAD.ZIP ----------------------- DESCRIPTION: A collection of sounds for DOOM taken from the movie "Star Wars." CREATED BY: Unknown AVAILABLE AT: Site (3): sounds/swfxpwad.zip [14-3-31]: T2SOUNDS.ZIP ----------------------- DESCRIPTION: A collection of sounds for DOOM taken from the movie "Terminator 2." CREATED BY: Unknown AVAILABLE AT: Site (2): t2sounds.zip Site (3): sounds/t2sounds.zip ---------------------------------------------------------- CHAPTER *15*: What other miscellaneous DOOM add-ons exist? ---------------------------------------------------------- [15-1]: BNUDOOM v1.26 ===================== DESCRIPTION: A DOOM serial driver replacement utilizing a fossil driver. Allows modem-modem connections with modem speeds up to 115K with full error correction and hardware flow control, non-standard IRQ setups, voice to modem connections (no need to wait for RING in this case - goes straight to on-line to get the handshaking going), option NOT to drop DTR after a game has ended in order to restart the game without losing the connection, and more. If you are having trouble with your modem and DOOM, this is for you. CREATED BY: David Nugent (address@here) AVAILABLE AT: Site (3): multi_doom/BNUDM126.ZIP [15-2]: The DOOM Hall of Fame: Collectors Edition ================================================= DESCRIPTION: This package contains a compilation of the most visually entertaining (not to mention highly educational) .LMP files that you will ever see. When you finish watching these you will not only be a veteran at the techniques and secrets of DOOM, but you will also have seen some of the most spectacular near-death battles this side of Phobos. Included with this package are: - LMP's of ALL the levels, with ALL the secrets and ALL Kills. - The famous Hall of Fame .LMPs! - Unbelievable RanDOOM .LMPs! - LMP's created with different PWADs .wad files. - ALFRED, The Automatic LMP File Recorder and Developer, to make viewing and recording as simple as firing a shotgun. CREATED BY: Michael Houston (mp_hous@pavo.concordia.ca) AVAILABLE AT: Site (3): lmp/lmpvol1.exe and lmp/lmpvol2.exe [15-3]: DOOM Launcher for OS/2 v1.1 =================================== DESCRIPTION: This program will create a REXX exec on-the-fly that will launch the DOOM v1.2 registered version with appropriate DOS SETTINGS and PARAMETERS to allow you to play DOOM under OS/2 2.1 in one of 3 ways: Stand alone, via Modem, and network. This program supports all known command line options for the DOOM.EXE, SERSETUP.EXE, and IPXSETUP.EXE executables. CREATED BY: Kevin Royalty (k.royalty@genie.geis.com) AVAILABLE AT: Site (3): /pub/doom/misc [15-4]: DOOMLOAD v2.01a ======================= DESCRIPTION: A replacement for DOOM's SETUP.EXE which allows quick net and modem play, "Sudden Death" play, play-logging for Novel networks, LMP recording and playback, and more. CREATED BY: Christian Antkow (christian.antkow@swcbbs.com) AVAILABLE AT: Site (2): doomld2.zip Site (3): multi_doom/doomld2.zip [15-5]: DOOM Master v2.0 ======================== DESCRIPTION: The "ultimate" DOOM shell/launcher, handling everything from network to modem play, all DOOM conifgurations, and even has CD-ROM audio support. CREATED BY: Joe Wilcox (sillysft@aol.com) AVAILABLE AT: Site (4): dm200.zip [15-6]: DOOMenu v2.0 ==================== DESCRIPTION: DOOMenu is a utility which allows IPX network, modem, and null-modem play quickly and easily. DOOMenu allows you to choose coorperative or deathmatch with respawn or monsters on or off. It can load a save game, or use an external WAD file. It will ask you for the skill, episode, episode map, number to dial, and whether to disable call waiting. It can store up to 9 different default phone numbers for speed dialing. CREATED BY: Unknown AVAILABLE AT: Site (3): multi_doom/doomenu2.zip [15-7]: DOOMODEM v1.0 ===================== DESCRIPTION: Changes the default port addresses and IRQs for SERSETUP in DOOM v1.2, allowing modems with different configurations to play with others. CREATED BY: Joshua Lehan (jlehan@galaxy.csc.calpoly.edu) AVAILABLE AT: Site (2): doomodem.zip [15-8]: DOOM Modem Contact List R7 ================================== DESCRIPTION: The purpose of this list is to act as a directory of DOOM Modem players to help DOOMers connect with each other. If you are seeking a fellow player, simply locate someone near you on this list and send them E-Mail. If you would like to be added to the list, send E-mail with the subject "DMCL - Add me" to 73743,431 on CompuServe, or "72743.431@compuserve.com" on the Internet. Please provide the following information: 1) State/Province/Country (For North America, please use the state/province 2 character postal abbreviation.) 2) Area Code 3) NNX - This is the first 3 digits of your phone number, also known as your exchange. (Not required for European addresses) 4) Name 5) City 6) Game play preference (D=Deathmatch/C=Cooperative/E=Either) 7) E-Mail Address Example: Canada, ON, 416, 631, Jeff Forsyth, Toronto, E, 73743,431 CREATED BY: Jeff Forsyth (CompuServe: 73743,431) AVAILABLE AT: Site (3): text/dmcl7.txt [15-9]: DOOMPICS.ZIP ==================== DESCRIPTION: A series of DOOM pictures, including death scenes, barrels, and a close up of a rocket. These graphics are in PCX format. CREATED BY: Edgar Roman (eroman@dante.nmsu.edu) AVAILABLE AT: Site (2): doompics.zip [15-10]: DOOM Serial Connection Manager v1.06b ============================================== DESCRIPTION: DOOM Serial Connection Manager is an alternative to using SETUP.EXE or command line parameters to set up serial connections. It allows you to change many more options than with SETUP, and allows you to save up to 40 configurations. CREATED BY: Sharvari Bhatt (sharvari@coke.eng.umd.edu) AVAILABLE AT: Site (2): dscm106b.zip Site (3): multi_doom/dscm106b.zip [15-11]: DOOM Utilities v0.1 ============================ DESCRIPTION: Allows you to view DOOM maps. Includes such features as zoom, pan, and multiple episode support. CREATED BY: Bill Kirby (bkirby@netcom.com) AVAILABLE AT: Site (1): dmutil01.zip [15-12]: DOOM WAD Manager v1.05b ================================ DESCRIPTION: DOOM WAD Manager is a program that allows you to organize and work with all of your DOOM PWAD levels. You can catalog your PWAD and IWAD files, change the level a PWAD modifies, and run DOOM with a single IWAD or PWAD to try them out. CREATED BY: Sharvari Bhatt (sharvari@coke.eng.umd.edu) AVAILABLE AT: Site (2): dwm105b.zip Site (3): misc/dwm105b.zip [15-13]: MUS2MIDI ================= DESCRIPTION: Converts DOOM's MUS music files to MIDI and MIDI files to MUS. Now all we need is to be able to import and export the music! CREATED BY: id Software (help@idsoftware.com) AVAILABLE AT: Site (1): mus2midi.exe [15-14]: OLDIPX.ZIP =================== DESCRIPTION: These are some files which may be useful in getting DOOM running over a TCP/IP network. Included is an older version of a 3Com Etherlink III packet driver from 3Com, which has been found to be more reliable than the newer version from the Crynwr collection. Also included is an older version of the Crynwr collection, which includes a number of useful utilities that were taken out of the newer version. An old version of an IPX-to-PD converter is also included, which seems to run much better with DOOM than the new version by Intel. Other files include a copy of the DOOM IPX FAQ. CREATED BY: Steve Bonds (sbonds@jarthur.claremont.edu) AVAILABLE AT: Site (1): oldipx.zip Site (3): multi_doom/oldipx.zip [15-15]: SER4.ZIP ================= DESCRIPTION: A DOOM SERSETUP.EXE replacement which allows many baud rates, fixes all serial bugs, chat functions, statistics display, warping, and much more. CREATED BY: Russell Gilbert (gilbert@esd.dl.nec.com) AVAILABLE AT: Site (2): ser4.zip Site (3): multi_doom/ser4.zip [15-16]: The Ultimate DOOM Maps =============================== DESCRIPTION: 1024x768x256 GIF maps of all DOOM levels. CREATED BY: Hap Campbell (hsc5m@watt.seas.virginia.edu) AVAILABLE AT: Site (2): ultmaps1.zip [15-17]: Unofficial DOOM Specs v1.3 =================================== DESCRIPTION: Technical information about the DOOM .WAD file for programmers. Includes complete explanation of all components of the .WAD file, including nodes. CREATED BY: Matt Burnett (matt.fell@acebbs.com) Hank Leukart (Distribution: ap641@cleveland.freenet.edu) AVAILABLE AT: Site (1): dmspec13.txt Site (2): dmspec13.txt Site (3): text/dmspec13.txt Site (4): dmspec13.zip ------------------------------------ CHAPTER [16]: Future add-on software ------------------------------------ *16-1*: Add-on software wish list ================================= Attention programmers! Here is a wish list, created by the DOOM players, of add-on software that should be made for DOOM. If you would like to make an addition to this list, please send me E-mail. Additionally, if you are planning on creating one of these utilities, tell me, and I'll move it to the "Add-on software in the making" chapter. o DOOM MIDI music editor *16-2*: Add-on software in the making ===================================== This chapter tells about add-on software which is being currently worked on. If you are working on something that is not in here, please send me E-mail so I can put it in. In this section, you can also request help on creating some add-on software. Project: None Author: Ghent (ghent@rushnet.com) Status: Looking for programming project. If anyone would like help from an experienced programmer for a DOOM project, E-mail him. COMING FROM EMPTY PRODUCTIONS (joakim.erdfelt@swsbbs.com): Note: These projects have been delayed for an unknown amount of time. JADE - Just Another DOOM Editor. 640x480x256 color VESA standard support. Level editor with Mouse support. - FEATURES / Special Effects - - Map transformations : MIRROR BEND RIPPLE SKEW STRETCH TIGHTWAD SQUASH BUBBLE "AutoMake" - Integrated JUMBLE. - Perspective View of Level. (Possibly with Texture mapping) LGD - Looking Glass Doom Part of the JADE release. will mirror, some, but not all Maps inside of DOOM. GREAT for the seasoned player. SUDS - Screwed Up DOOM Sounds Sorta the SOUND version of the original JUMBLE program MMP - Music Management Program Manage the musical scores in DOOM. replace them with your own MIDI selections A DOOM Graphics editor. - For Enemies, Walls, Floors, Weapons, etc.. ============================== =SECTION FOUR= TROUBLESHOOTING ============================== -------------------------------------------- CHAPTER [17]: Why won't DOOM work correctly? -------------------------------------------- This chapter helps you if you cannot game the game to function as it should. [17-1]: How can I use SMARTDRV.EXE with DOOM? ============================================= Some people have been complaining about problems with DOOM and SMARTDRV.EXE. DOOM is not completely compatible with SMARTDRV.EXE, but here is how you can get it to work. Try putting the following command in your CONFIG.SYS (This will not work in the AUTOEXEC.BAT): DEVICE=C:\DOS\SMARTDRV.EXE DOUBLE_BUFFER The double buffering uses memory differently than the normal SMARTDRV.EXE commands. This command will take up 2k of conventional RAM and cannot be loaded into high memory. This has been tested on two machines that did not work with SMARTDRV.EXE, and this corrected the problem. [17-2]: Why am I getting an "OUT OF MEMORY" error with DOOM? ============================================================ If you are receiving an "OUT OF MEMORY" error when attempting to run DOOM, you might want to attempt any of the following: (1) DOOM requires at least 4mb of RAM. Check to make sure you have at least this amount. (2) If you are using MS-DOS 6.0, try holding down the LEFT SHIFT key during bootup. This will stop all your TSRs from loading. Remember to reinstall your mouse driver, however. (3) If you are using MS-DOS 5.0, rename your AUTOEXEC.BAT to stop all your TSRs from booting. (4) If you are using MS-DOS 6.0, try running MEMMAKER to free up more RAM at bootup time. (5) Try running DOOM without using HIMEM and EMM386. If you are using a different memory manager, try removing it instead. [17-3]: Why does DOOM crash when I start it? ============================================ Your motherboard may not be compatible with the DOS extender that DOOM uses. Try getting DOOM v1.1. If that still does not work, try running DOOM with one of the DOS extenders in the file "altdoom1.zip". See Chapter [6] for more information on how to get these files. [17-4]: How can I run DOOM under OS/2? ====================================== People have been having a lot of trouble getting DOOM v1.2 to work under OS/2. id Software is working on a way to allow it to work. ----------------------------------------------------- CHAPTER [18]: Why won't my sound card work with DOOM? ----------------------------------------------------- This chapter helps fix problems with various sound cards in DOOM. [18-1]: Why won't my Sound Blaster v1.0 or v1.5 work with DOOM? =============================================================== The v1.0 shareware release of DOOM does not work correctly with earlier versions of the Sound Blaster. It is recommended that you receive v1.2 of DOOM to fix this problem. Information on getting this upgrade is available in Chapter [6]. If you insist on using v1.0 of DOOM, here is two different ways to fix your problem, although they are not guaranteed to work on all computers. (1) If you have a turbo button on your computer, turn it off. Run DOOM, and when the title screen appears, turn it back on. (2) Disable the internal cache. (18-2): Why won't my Sound Blaster Pro work with DOOM? ====================================================== If you are using an older graphics card that supports HiColor (16 bit graphics) you may have trouble getting this to work correctly. The only recommendation is to borrow a friend's graphics card. [18-3]: Why won't my Gravis UltraSound work with DOOM? ====================================================== To get DOOM to run properly with both music and digitized sound effects on the Gravis UltraSound, follow these four steps. (1) Set your ULTRASND environment variable. For versions of DOOM before v1.2, a GF1 IRQ less than 8 must be used. example: SET ULTRASND=220,1,1,7,5 |_______ GF1 IRQ Note: DOOM v1.2 can use ANY vaild GF1 IRQ, including 11, 12, or 15. MUSIC (2) DOOM requires that you have installed the General MIDI patch set from the 2.06 Install Disks that came with your UltraSound (also available via FTP and BBS). DOOM will find your patches using the ULTRADIR environment variable. Therefore, you must set the ULTRADIR environment variable. example: SET ULTRADIR=C:\ULTRASND (DOOM will look in C:\ULTRASND\MIDI for the patches) Note: Step 3 is only required for DOOM v1.0: operating system 0.99. (3) You will need to copy ULTRAMID.INI into your DOOM directory and rename it to DMXGUS.INI (or find and use the DMXGUS.INI file). ULTRAMID.INI is a part of the UltraMID/AIL package (also available via FTP and BBS). (4) Run the SETUP program in the DOOM directory and select the UltraSound for both SFX and music. Now run DOOM! *18-4*: Why does the game crash when using my Gravis UltraSound? ================================================================ DOOM v1.2 has a small bug which causes DOOM to crash on some systems, some of the time. People have reported that these crashes can be minimized by using an IRQ at 7 or less, and upgrading the GUS' on-board RAM to 1024k. (18-5): Why won't my Pro Audio Spectrum 16 work with DOOM? ========================================================== You may be using an older version of DOOM such as v1.0 or v1.1. Get DOOM v1.2 for full PAS-16 support in native mode. If the game is locking up after the "HU Init" line, there is a solution. Make sure you are loading your PAS MVPRODD.SYS driver low. Loading it high can cause DOOM to lock up. (18-6): Why won't my ATI Stereo-F/X work with DOOM? =================================================== Turning off DMA buffering in the sound card's SFX.EXE configuration program should fix this problem. ----------------------------------------- CHAPTER [19]: Miscellaneous DOOM problems ----------------------------------------- (19-1): Why won't my mouse work with DOOM? ========================================== (19-1-1): Why does my mouse start moving itself during play? ------------------------------------------------------------ Older mouse drivers cause a problem for DOOM. Make sure you are using Microsoft mouse drivers v9.x instead of v8.x. Logitech mouse drivers v6.x work as well. The newest Logitech mouse drivers are available at the FTP site "wuarchive.wustl.edu" in the directory "/systems/ibmpc/msdos/mouse" under the file name "drvr???.zip" where ??? is the version number of the drivers. If you continue to have this problem, try playing with the keyboard or joystick, with the mouse unplugged. DOOM has a bug that causes it to do strange things at times. v1.3 will fix this problem [19-1-2]: Why won't my two button mouse work with DOOM? ------------------------------------------------------- DOOM's SETUP.EXE program assumes that one has a three button mouse. The left button is "fire," the right button is "forward," and the center button is "strafe." If you run the setup program that comes with DOOM, you can assign "strafe" to the right mouse button, and the setting for "Move Forward" then appears to be blank. In actuality, "Move Forward" is set to be permanently "on." This can be fixed easily. Edit the file "DEFAULT.CFG" in your DOOMDATA directory (C:\DOOMDATA\DEFAULT.CFG by default) with any ASCII (text) editor. The three lines of interest are: mouseb_fire, mouseb_strafe, and mouseb_forward. The settings for these are 0 (left button), 1 (middle button) and 2 (right button). When you ran the setup program, mouseb_forward was assigned a value of -1. Go ahead and change this to "1", save the file and restart DOOM. The final entries should appear as: mouseb_fire 0 mouseb_strafe 2 mouseb_forward 1 This will allow you to shoot with the left button and strafe with the right button. (19-1-3): Why won't my IBM PS/2 mouse work with DOOM? ----------------------------------------------------- The IBM PS/2 mouse does not seem to work well with DOOM. id Software is working on a solution to this problem. The only current solution that has been discovered is to load DOOM under Windows. Doing this allows the mouse to work perfectly. *19-2*: Why does netDOOM seem to crash at certain times? ======================================================== This is a known bug, and id Software is working on a fix. *19-3*: Why won't my modem work with DOOM? ========================================== You may use a non-standard IRQ for your COM port. You can get the "DOOMODEM.ZIP" utility to fix this. (see Chapter [15-7]) DOOM seems to be very picky about certain kinds of modems and the initialization strings you use with them. Here is a list of initialization strings that seem to work well. Many modems have more than one in this list; if one does not work, try another one. Place these initialization strings in the first line(s) of your MODEM.CFG file. Boca M1440i (internal) ATS48=0S37=9S46=136%C0%E0%M0&K0&Q0&R1&C1&D2\G0\N1N0 Boca 14.4k (internal) AT&C0N0S37=9&K0W0&Q0S36=3S48=128%C0 Boca 14.4 Fax/Modem AT S46=0 S37=9 N0 &Q0 &D2 &K4 Boca 14.4k (external) AT &F S0=1 S36=0 &K0 &Q6N0S37=9 &D2 Boca 14.4k AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0 Cardinal 14.4k v.32bis, v.42bis Fax/Modem AT &F N0 S37=9 &Q0 &D2 \N1 Digicom Systems (DSI) (softmodem) AT Z \N0 &D2 &K0 S48=48 Digicom Systems Scout Plus ATZ*E0*N3*M0*S0*F0&D2 Gateway Telepath AT &F S37=9 %C0 &K0 &Q6 \G0 Gateway Telepath 14.4k AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0 Gateway Telepath I AT S0=1 &N6 &K0 &M0 Gateway Telepath II AT S0=1 S37=9 %C0 &Q0 &K0 Generic v.32bis 14.4k Fax/Modem AT \N0 %C0 B8 Generic 14.4k Fax/Modem AT S46=0 S37=9 N0 &Q0 &D2 %C0 \G0 &K0 GVC 14.4k (internal) AT &F B8 \Q0 Hayes 28.8k V.FAST Modem AT &Q6 &K S37=9 N %C0 \N0 Infotel 144I: AT&Q0 S37=9 N0 &D2 Intel 14.4k AT \N0 %C0 \Q0 B8 Intel 14.4k (internal) AT Z B8 Q1 \C0 \N1 %C0 \V "H Microcom QX/4232bis AT %C0 \N0 Netcomm M7F AT &E &K0 B0 \V0 X4 &D2 \N1 \Q0 #J0 #Q9 %C0 Nokia ECM 4896M Trellis V.32. AT Z %C0 /N0 Practical Peripherals 14400FX v.32bis AT Z S46=0 &Q0 &D2 Practical Peripherals 14400FX v.32bis AT S46=0 &Q0 &K0 &D2 Supra AT &F0 S46=136 %C0 Supra (external) AT &K &Q &D \N1 Supra 14.4k v.32bis AT &F S46=136 &Q0 &D2 Supra 14.4k v.32bis AT &K &Q &D \N1 Telepath 14.4k AT &F&M0&K0&N6&H0 S0=1 USR Courier v.32bis ATS0=1 S7=60 E1 Q0 V1 &C1 &D2 &H0 &K0 &M0 &N6 &A3 USR Courier HST/DS 16.8k In your favorite terminal program, type "AT &F" BEFORE running DOOM. Then, put the following initialization string in the MODEM.CFG. Putting "AT &F" in the string does not work. AT X4 B0 &A0 &B0 &H2 &I0 &K0 &M0 &N6a USR DS v.32bis v.42bis (external) AT&m0&n6&a0&r1&h0&k0&i0&s0&b1x1 USR Sporster 9600 AT&M0&K0&N6 USR Sportster 14.4k Fax/Modem AT S0=1 S7=60 E1 QO V1 &C1 &D2 &K0 &N6 &A3 Note that this LEAVES ERROR CORRECTION ON! This may slow down the game, and your mileage may vary. USR Sportster 14.4k Fax/Modem (internal) AT &F&M0&K0&N6&H0 USR Sportster 14.4k (internal) AT &F &B1 &H0 &I0 &K0 &M0 &N6 &R1 USR Sportster 14.4k ATS0=1S7=60E1Q0V1&C1&D2&K0&N6&A3 USR Sportster 14.4k AT &F0 &K0 &M0 &N6 &H0 &I0 &B1 &R1 USR 14.4k AT &F&A0&K0&M0 USR 14.4k AT &K0 &H0 &D0 &I0 &R1 USR 14.4k Dual Standard ATB0&R1&B1&N6Q0X4&A0&D2&H0&I0&K0&M0M1 ViVa 14.4k AT&F&Q6\N0%C0&D2N0S37=9 Zoom 14.4k VFX AT&Q6S37=9N0%C\N0 Zoom 14.4k VFX (at 14.4k: your mileage may vary) AT&Q6S37=11N0%C&K0 Zoom OEM Modem AT&Q6S37=9N0&K0 Zyxel U-1496E+ AT Z &N4 &K0 (19-4): Why is my network slowing down when using DOOM? ======================================================= You may have an older version of DOOM, such as v1.0 or v1.1. These older versions utilized broadcast packets, which slow down many networks. Upgrading to v1.2 will fix this problem, since v1.2 utilizes direct packets. *19-5*: Why won't the v1.2 patch install correctly? =================================================== The DOOM v1.2 patch expects to find the ORIGINAL game in your DOOM directory. If you replaced or altered the DOOM.EXE file with a new version, the patch will not work. If you are using the shareware version, you may have an older release of v1.1. (there were two v1.1s) It is recommended that you download the full v1.2 again. If the patch complains about missing "LICENSE.DOC" and/or "FILE_ID.DIZ," the command "PATCH -ignoremissing" can be used. However, this will not help if the patch complains about "DOOM.EXE" or "DOOM.WAD." If you are using the registered version, some distributors shipped an older release of v1.1. It is recommended that you call your distributor, or E-mail "help@idsoftware.com" if you ordered from id Software for more help. [19-6]: DOOM is too easy ======================== If you find DOOM too easy, here are some suggestions. (1) Play on a harder difficulty level. (2) Only save your game at the beginning of each level. (3) Never save your game and try completing the mission. (4) Only use your fist and pistol for the entire game. (5) Turn down your screen contrast so you can see less. (6) Use the "-respawn" parameter upon loading DOOM to allow the monsters to revive in other difficulty levels. [19-7]: DOOM is too hard ======================== If you find DOOM too hard, here are some suggestions. (1) Play on an easier difficulty level. (2) Save your game often. (3) Try using some of the cheat codes or a cheating utility. (4) Turn up your screen contrast so you can see more. (5) Press F11 during game play for gamma correction. [19-8]: I get motion sickness when playing DOOM =============================================== There have been a lot of discussion about this phenomenon. In short some people experience dizziness attributed to the game movement. There were many theories, most along the line of motion sickness. Some also said that the animation is too smooth so it fools your brain into believing it to be real. Others said its too jerky and it makes you vomit like being sea sick. Another popular theory is that lack of proper acceleration (like on-off high speed) attribute to the nausea. I will not go into discussion of why. Instead, I will post some steps people suggested. Remedies are not guaranteed to work. There are many, all are experimental and some will have opposite effects on different people. This, it seems, is a very individual problem. (1) Try different display sizes. Either use different size monitors or use the screen size option to vary the display window. (2) Try sitting closer/further from the display (don't stick your nose in it, I don't want you to get radiation sick). Try combining this with focusing/defocusing on the display or surroundings. This is to see if you are being aware that you are looking at the monitor and hopefully it may convince your brain that what you play is not really real. (3) Try different machine speeds. If you have a turbo switch try playing with it on/off. (4) Try different input devices. With a mouse you can control acceleration more accurately than with a joystick or the keyboard. (5) Play on your friend's/colleague's computer. See if it is better/worse. (6) Have breaks while you play. Play in turns. Watch others play & then play yourself. (7) If you have sound card, try playing with/without the sound. If your sound card is stereo try playing with headphones on. Reverse the headphones so that left becomes right. After switching machines, many have problems adjusting too. On a 486, things may seem "too smooth." On a 386, it may make you want to vomit. Sometimes you just have to give time to adjust. ============================ =SECTION FIVE= MISCELLANEOUS ============================ ------------------------------------------ CHAPTER *20*: DOOM: Opening a door to hell ------------------------------------------ When I was sent this by an interested DOOM player, I could not help but put it in the FAQ! This has been slightly edited. DISCLAIMER: Riffing concept borrowed from Mystery Science Theater 3000 which is the property of Best Brains, Inc, which had nothing to do with this post. DOOM and its characters are borrowed from id, which also had nothing to do with this post. This post is meant for entertainment purposes only and is not intended as a personal attack on Jerry Falwell, Nancy Reagan, Ted Kennedy or Mr. Ed (well, maybe a personal attack against Jerry Falwell). Floss daily. Always look both ways before crossing the street. With all due respect and apologies to id and Mystery Science Theater 3000, I humbly present the following. SCENE: The Shores of Hell, Command Center, the Marine is engaged in a rocket battle with a Baron of Hell when an imp runs in carrying a piece of paper. Imp: Hey you guys, cool it. You've got to see this. [Marine and Baron stop shooting and walk over to the imp] Baron: What do you want. Marine: This better be good. Imp: Bite me. Just read this. > From: An innocent DOOM player > Subject: Doom : Opening a Door to Hell > Date: Tue, 15 Mar 1994 09:54:26 GMT > This is a warning to all players of the game DOOM! I played the game one > Friday night Imp: Just one? Marine: What great self control. Baron: What a great self abuser is more like it. > recently and after playing for approximately 15 minutes I was attacked by > demons. Marine: You played for 15 minutes before you were attacked by a demon!!?? What level where you playing on... please don't hurt me I'm a wuss?? Baron: Pretty much. > And I don't mean the demons in the game; I'm talking about angels of Satan. Marine: ..the hell?? Angels of Satan?? Isn't that kind of like good samaritans of the IRS? Imp: Is he talking about us? Baron: Bite me, I'm nobody's angel. > DOOM is a virtual reality game, like Wolf 3-D, and is capable of drawing > people in and holding them captive; thus making them very susceptible to > the kind of attack I experienced on Friday night. Marine: I think cheap booze makes people susceptible to the kind of attack you experienced. Imp: Yeah, that Mad Dog will have you seeing "Angels of Satan" in no time. > To those of you taking this warning seriously; Baron: Both of you. > watch out for attacks by the following demons : Baron: Jerry Falwell Marine: Nancy Reagan Imp: Ted Kennedy Baron: Mr. Ed I&M: Huh!!?? Baron: Well I'm sorry, but I always thought there was something a little evil about a talking horse. > Fear, Addiction, Aggression, and Frustration. These are the ones that > attacked me. Imp: War, pestilence, famine and death merely stood by and egged them on. > My advice is this : ERASE THESE GAMES NOW!!!! Marine: My advice is : You should really just relax. > A further warning; Baron: Always remember to wear clean underwear in case you're ever attacked by a spectre. Imp: Never stand beside a barrel when engaged in a duel with 20 former sergeants. > from episode two upwards, take a look at the walls and the > floors where you walk. Marine: If you'll look to your left you'll see the stains left from when I toasted three spectres with just a chainsaw and 15% health. And up ahead we have the famous room of lost souls where I once... Baron: Shut up. > Notice anything; Marine: Dead bodies. Imp: Blood. Baron: Ammunition. Marine: Acid pools. Baron: Small pieces of bread. > pentagrams, goats heads and other satanic symbols. The game is full of them! Baron: You say that like it's a bad thing. > That's all I have to say; please take it seriously! > --An innocent DOOM player Imp: There's something I don't understand about this rant. If he only played for 15 minutes how did he know about all of the stuff from episode two upwards? Marine: Well, he never actually said he stopped playing after 15 minutes; just that he was attacked by demons after 15 minutes. Baron: Yeah, maybe he was so deep into the game he was able to shut out all the distractions. Imp: Okay, it's a stretch, but it's some sort of explanation. However, explain for me, if you can, why he even bothered to start the game if he's so upset by demonic symbols. It's obvious from the readme file... Baron: Like anyone that clueless is going to check the readme file. Imp: ..or the FAQ... Marine: Ditto. Imp: ..that the game is full of demons, lost souls, barons of hell and other minions of the deep. Marine: Not to mention the fact the episodes are titled "Knee-deep in the Dead", "The Shores of Hell" and "Inferno". Baron: And the title screen has several images of less than pleasant things. Imp: Exactly. If you haven't figured out by the time you start the game that it's not for the faint of heart then you're really too stupid to live. Baron: Pretty much. Marine: You know, there's another possible explanation to this post. Baron: And what pray tell might that be? Marine: It could be a staged protest in order to create controversy over the game which would lead to more publicity. Imp: You mean like when Reverend Wildmon picketed against "The Last Temptation of Christ"... Baron: ...or the death threats against Salman Rushdie. Marine: Exactly. By telling people that they shouldn't do something you immediately perk up their interest in doing that thing. Baron: But, all of the cool people already know that Doom is the hottest thing going. Marine: Yes, but when the commercial version comes out there will be a whole bunch of people going into the local software store trying to decide between "Leisure Suit Larry XXVII" and "Yet Even More Obnoxious Lemmings". If they haven't heard of Doom they probably won't buy it. Imp: Good point. We should encourage the unwashed masses to buy Doom so the guys at id will make buckets of money and be encouraged to continue writing games. Marine: Precisely. Baron: Well, thanks for the info. Imp: No problem. [imp leaves the room] Baron: You realize of course I'm going to have to kill you now. Marine: Bite me, big boy. [Marine fires rocket, all hell breaks loose again, fade to black, screams in the background.] ---------------------------------------------------------- CHAPTER *21*: Other literature available from Hank Leukart ---------------------------------------------------------- Other literature from Hank Leukart includes: dmspec13.txt: The Unofficial DOOM Specs v1.3 dinsan56.txt: DOOM iNsAnItY: A humorous look at our favorite game ------------------------ CHAPTER [22]: Conclusion ------------------------ Phew! Well, that is all I have! I hope this FAQ proves to provide a good resource for DOOM information. If you have any suggestions, additions, or comments for the FAQ, send me E-mail at "ap641@cleveland.freenet.edu". Now, I will just wait in horror as id Software releases a press release about a new, upcoming game. Thanks for reading the FAQ! -Hank Leukart SUPPORT YOUR SHAREWARE COMPANIES! REGISTER YOUR SHAREWARE! ------------------------------ CHAPTER [23]: Revision History ------------------------------ [23-1]: Pre-Game-Release FAQs ============================= v1.0: First release of the DOOM FAQ. (October 25, 1993 EST) v1.0a: When ASCII uploading v1.0, the spacing malfunctioned. This is the same version as 1.0, except with fixed spacing. (October 25, 1993 EST) v2.0: First major revision of the "Official" DOOM FAQ. Id gets involved, giving new information. The FAQ is rearranged. The FAQ is renamed from "The DOOM FAQ" to the "The 'Official' DOOM FAQ." (November 1, 1993 EST) v2.5: A standard revision of the "Official" DOOM FAQ. More information comes in on what DOOM will and won't support. More DOOM iNsAnItY is added. Information on related DOOM software is added. Information on DOOM's music and multi-playing is added. Sorry! The "Official" DOOM FAQ is no longer 666 lines. :) (November 13, 1993 EST) v2.6: A minor revision of the "Official" DOOM FAQ. Grammatic and spelling errors are corrected. The use of asterixs, parenthesis, and brackets are used to highlight which information is new to a FAQ. Two new additions to DOOM iNsAnItY that didn't quite make it to the v2.5 release are added. More multi-playing information added. (November 17, 1993 EST) [23-2]: Post-Game-Release FAQs ============================== v5.0: A major revision of the "Official" DOOM FAQ. DOOM is released. FAQ is completely rewritten. FAQ tells about troubleshooting, cheating, and add-on software. New additions to DOOM iNsAnItY. (December 18, 1993 EST) v5.5: A standard revision of the "Official" DOOM FAQ. DOOM v1.2 is released, and information on modem play is added. DOOM iNsAnItY is released seperately. A complete list of add-on software, modem init strings, and troubleshooting guidelines are added. (February 24, 1994 EST) v5.6: A minor revision of the "Official" DOOM FAQ. New add-on software is added. Many grammatic problems fixed. The secrets section is rewritten. (April 17, 1994 EST)