Who created Doom video game?
Doom (1993 video game)
The ability for others to create custom levels and otherwise modify the game using WAD files turned out to be a popular aspect of "Doom". Gaining the first large mod-making community, "Doom" affected the culture surrounding first-person shooters, and also the industry. Several future professional game designers started their careers making "Doom" WADs as a hobby, among them Tim Willits, who later became the lead designer at id Software.
1990s in video gaming
In 1992 "Wolfenstein 3d" is released, creating interest in what fps games could become. "Doom" (1993) bursts onto the world scene and instantly popularizes the FPS genre, and even how games are played, as Doom is among the first games to feature multiplayer capabilities. It was "Goldeneye 007" (1997), that introduced an engine that made development of first-person shooters for home consoles a practical idea. It is not until "Quake" (1996), however, that game developers begin to take multiplayer features into serious consideration when making games. "Quake II" (1997), "Unreal" (1998) and "Half-Life" (1998) feature the next evolutionary step in the genre with continual progression of the game (no levels in the traditional sense) and an entirely in-person view, and become one of the most popular video games in history.
LucasArts
After the unprecedented success of id Software's "Doom", the PC gaming market shifted towards production of three-dimensional first person shooters. LucasArts contributed to this trend with the 1995 release of "", a first person shooter that successfully transplanted the Doom formula to a Star Wars setting. The Dark Forces Strategy guide claims that development was well underway before Doom was released and that the game was pushed back once Doom hit shelves so that it could be polished. The game was well received and spawned a new franchise: the "Jedi Knight" games. This began with the sequel to "Dark Forces", "" released in 1997; this game reflected the changing face of PC gaming, being one of the first games to appreciably benefit when used in conjunction with a dedicated 3D graphics card like 3dfx's Voodoo range. The game received an expansion pack, "Mysteries of the Sith", in 1998 and a full sequel in 2002 with "". 2003's "" can be seen as a spin-off from the series, but was less well received by reviewers, who complained that the franchise was becoming formulaic.
Rogue (video game)
Rogue (also known as Rogue: Exploring the Dungeons of Doom) is a dungeon crawling video game by Michael Toy and Glenn Wichman and later contributions by Ken Arnold. "Rogue" was originally developed around 1980 for Unix-based mainframe systems as a freely-distributed executable (public domain software). It was later included in the official Berkeley Software Distribution 4.2 operating system (4.2BSD). Commercial ports of the game for a range of personal computers were made by Toy, Wichman, and Jon Lane under the company A.I. Design and financially supported by the Epyx software publishers. Additional ports to modern systems have been made since by other parties using the game's now-open source code.
Id Tech 4
id Tech 4, popularly known as the "Doom 3" engine, is a game engine developed by id Software and first used in the video game "Doom 3". The engine was designed by John Carmack. Carmack also created previous game engines, such as those for "Doom" and "Quake", which are widely recognized as significant advances in the field. This OpenGL-based game engine has also been used in "Quake 4", "Prey", "", "Wolfenstein", and "Brink".
Development of Doom
"Doom"s original release date was the third quarter of 1993, which the team did not meet. By December 1993, the team was working non-stop on the game, with several employees sleeping at the office; programmer Dave Taylor claimed that working on the game gave him such a rush that he would pass out from the intensity. Id began receiving calls from people interested in the game or angry that it had missed its planned release date, as hype for the game had been building online. At midnight on December 10, 1993, after working for 30 straight hours, the development team at id uploaded the first episode of the game to the internet, letting interested players distribute it for them. So many users were connected to the first network that they planned to upload the game to—the University of Wisconsin–Parkside FTP network—that even after the network administrator increased the number of connections while on the phone with Wilbur, id was unable to connect, forcing them to kick all other users off to allow id to upload the game. When the upload finished thirty minutes later, 10,000 people attempted to download the game at once, crashing the university's network. Within hours, other university networks were banning "Doom" multiplayer games, as a rush of players overwhelmed their systems.
Doom WAD
"Doom" WAD is the default format of package files for the video game "Doom" and its sequel "Doom II: Hell on Earth", that contain sprites, levels, and game data. WAD stands for "Where's All the Data?". Immediately after its release in 1993, "Doom" attracted a sizeable following of players who created their own mods for WAD files—packages containing levels, graphics, and other game data—and played a vital part in spawning the mod-making culture which is now commonplace for first-person shooter games. Thousands of WADs have been created for "Doom", ranging from single custom levels to full original games; most of these can be freely downloaded over the Internet. Several WADs have also been released commercially, and for some people the WAD-making hobby became a gateway to a professional career as a level designer.
Doom (1993 video game)
The "Doom" game engine was licensed by id Software to several other companies, who released their own games using the technology, including "Heretic", "", "Strife: Quest for the Sigil", and "Hacx: Twitch 'n Kill". A "Doom"-based game called "Chex Quest" was released in 1996 by Ralston Foods as a promotion to increase cereal sales, and the United States Marine Corps released "Marine Doom".
Doom engine
id Tech 1, also known as "Doom" engine, is the game engine that powers the id Software games "Doom" and "". It is also used in "Heretic", "", "Strife: Quest for the Sigil", "Hacx: Twitch 'n Kill", "Freedoom", and other games produced by licensees. It was created by John Carmack, with auxiliary functions written by Mike Abrash, John Romero, Dave Taylor, and Paul Radek. Originally developed on NeXT computers, it was ported to DOS for "Doom"'s initial release and was later ported to several game consoles and operating systems.
Strife (1996 video game)
After the game's official support ended, game engine recreations of "Strife" were created by Doom source port developers through reverse engineering. Notably authors were Jānis Legzdiņš (author of the Doom source port Vavoom), Randy Heit (author of ZDoom), Samuel Villarreal (author of "SvStrife"), and James Haley (author with Samuel Villareal of Chocolate Strife). Except for the last, these allow for high resolution graphics modes, better mouselook, and expanded modding capabilities.
Doom (2016 video game)
At Electronic Entertainment Expo 2018 press conference, on June 10, Bethesda Softworks announced a sequel named "Doom Eternal" is in the works; gameplay footage was showcased at Quakecon 2018. It's based on idTech 7 and was confirmed to come to the PC, PS4, Xbox One, and Nintendo Switch.
Ian Terry (game designer)
Doom (2001) (Artist)
Iikka Keränen
In his teens, Keränen programmed freeware games for the Commodore Amiga. Later he created the popular "Quake" mod "Airquake", as well as over a hundred free add-on levels for the "Doom" and "Quake" series of first-person shooters. He was named the top "Doom" level maker of all time by Doomworld in 1998, described as "one of a few pioneer level designers that created the new bottom line for playability and design in "Doom" levels, as well as helping to develop some of the special FX that many level authors now take for granted".
Doom (2016 video game)
Months after "Doom" was released, Zen Studios developed a virtual pinball adaptation of the game as part of the "Bethesda Pinball" collection, which became available as part of "Zen Pinball 2", "Pinball FX 2" and "Pinball FX 3", as well as a separate free-to-play app for iOS and Android mobile devices. At E3 2017 Bethesda announced "Doom VFR", a virtual reality adaptation of "Doom", compatible with the PlayStation VR and HTC Vive headsets. In "Doom VFR" the player assumes the role of Mars' last survivor who, after being killed, gets his consciousness uploaded into an artificial network, and is tasked with defeating the demons and restoring the facility's operations, having an array of electronic devices and weapons at his disposal. The game was released on December 1, 2017.
Doom (1993 video game)
Unlike "Wolfenstein", which had flat levels with walls at right angles, the "Doom" engine allows for walls and floors at any angle or height, though two traversable areas can not be on top of each other. The lighting system was based on adjusting the color palette of surfaces directly: rather than calculating how light traveled from light sources to surfaces using ray tracing, the game calculates the "light level" of a small section of a level based on its distance from light sources. It then modifies the color palette of that section's surface textures to mimic how dark it would look. This same system is used to cause far away surfaces to look darker than close ones. Romero came up with new ways to use Carmack's lighting engine such as strobe lights. He also programmed engine features such as switches and movable stairs and platforms. After Romero's level designs started to cause problems with the engine, Carmack began to use binary space partitioning to quickly select the portion of a level that the player could see at an given time. Taylor, along with programming other features into the game, added cheat codes; some, such as 'idspispopd', were based on ideas their fans had come up with while eagerly awaiting the game.
Adrian Carmack was the lead artist for "Doom", with Kevin Cloud as an additional artist. They designed the monsters to be "nightmarish"; their intent was to have graphics that were realistic and dark as opposed to staged or rendered, so a mixed media approach was taken to the artwork. The artists sculpted models of some the enemies, and took pictures of them in stop motion from five to eight different angles so that they could be rotated realistically in-game; the images were then digitized and converted to 2D characters with a program written by John Carmack. Adrian Carmack made clay models for a few demons, and had Gregor Punchatz build latex and metal sculptures of the others. The weapons were toys, with parts combined from different toys to make more guns. They scanned themselves as well, using Cloud's arm as the model for the player character's arm holding a gun, and Adrian's snakeskin boots and wounded knee for in-game textures.
List of Doom source ports
Vavoom is a source port created by merging the "Doom", "Heretic", and "" source trees to create a unified executable. It also features bits of the "Quake" source code (used predominantly for networking and rendering), and was the first source port to support "". It has been in development since September 1999, and was first released on June 14, 2000. Among its features are a true 3D polygonal engine with colored lighting and software, Direct3D and OpenGL renderers, freelook support, 3D floors, and support for Boom's extended attributes. The source port is packaged in the Fedora RPM software repository alongside free installers that grab the shareware levels for all the games used by the engine by default. Vavoom's latest version, version 1.33, was released on December 31, 2010.
Official versions of Doom
"Doom" is one of the most widely ported first-person shooter video games. Starting with the original MS-DOS PC version (released as shareware on December 10, 1993), it has been released officially for a number of operating systems, video game consoles, handheld game consoles, and other devices. Some of the ports are replications of the MS-DOS version, while others differ considerably, including modifications to the level designs and monsters, with some ports offering content not included in the original MS-DOS version.
Shawn Green (game designer)
Shawn C. Green is a video game developer who is best known for his work in the "Doom" and "" series for id Software and for 3D Realms. He also worked on "Daikatana" as a programmer for Ion Storm in Dallas, Texas, United States. He has also worked for Gearbox Software making "", as well as co-founding Escalation Studios before becoming a Tibetan Buddhist yogi whose whereabouts are currently known to only a select few.
Doom (1993 video game)
In 1995, "Next Generation" said it was "The most talked about PC game ever – and with good reason. Running on a 486 machine (essential for maximum effect), "Doom" took PC graphics to a totally new level of speed, detail, and realism, and provided a genuinely scary degree of immersion in the gameworld."
Doom (1993 video game)
On March 12, 2007, "The New York Times" reported that "Doom" was named to a list of the ten most important video games of all time, the so called game canon. The Library of Congress took up this video game preservation proposal and began with the games from this list.
Doom (1993 video game)
In 1996 "Computer Gaming World" ranked it as the fifth best video game of all time, and the third most-innovative game.
Doom (2016 video game)
In all of its platforms except the Nintendo Switch, "Doom" includes a built-in level creation tool called "SnapMap" which allows players to create and edit maps with their own structure and game logic. With SnapMap, players can create maps for different modes, ranging from single-player levels to co-operative or competitive multiplayer maps. When players are building a level, the game will shift to a top-down view. Players can place rooms and hallways to form a level and connect them together. If they are not connected together, the color of the construction pieces changes to notify the player. Players can also use the X-ray camera which temporarily removes all the walls to allow players to view the objects inside. Players can also place enemies into their maps, with the exception of the campaign's bosses. Their artificial intelligence and stats, and the player's own movement speed can also be modified. Players can also add additional particle effects, lighting effects, and other gameplay items, such as health packs and ammo pick-ups. Only in-game assets can be used, and players cannot create or import their own models into the game. Levels can be tested before they are published online.
Doom (1993 video game)
The "Doom" franchise was later continued with the follow-up "" (1994) and numerous expansion packs, including "Master Levels for Doom II" (1995), and "Final Doom" (1996). Originally released for MS-DOS, the games have been ported to numerous other platforms. Once the game's source code was released in 1997, it spawned even more adaptations, as fans further ported the code to countless devices, even on machines that were not designed to run games. The series started to lose mainstream appeal as the technology of the "Doom" game engine was surpassed in the mid-1990s, although fans have continued making WADs, speedruns, and modifications to the original. The franchise again received popular attention in 2004 with the release of "Doom 3", a retelling of the original game using id Tech 4, with an associated 2005 "Doom" motion picture. A reboot of the series, simply titled "Doom" and powered by id Tech 6, was released in 2016 and focused on returning to the fast paced action of the first two games.
Clone (computing)
Since the existence of video games, clones of successful concepts and brands were common.
For instance, the influential first person shooter Doom lead in 1990s to the creation of a new genre dubbed as Doom clones. In the 2000s the open world action-adventure Grand theft auto inspired the creation of many Grand Theft Auto clones.
Doom (1993 video game)
The team agreed to pursue the "Doom" concept, and development began in November 1992. The initial development team was composed of five people: programmers John Carmack and Romero, artists Adrian Carmack and Kevin Cloud, and designer Hall. They moved offices to a dark office building, which they named "Suite 666", and drew inspiration from the noises coming from the dentist's office next door. They also decided to cut ties with Apogee Software, their previous publisher, and to instead self-publish "Doom".
Don Daglow
Don Daglow (born circa 1953) is an American computer game and video game designer, programmer and producer. He is best known for being the creator of early games from several different genres, including pioneering simulation game "Utopia" for Intellivision in 1981, role-playing game "Dungeon" in 1975, sports games including the first interactive computer baseball game "Baseball" in 1971, and the first graphical MMORPG, "Neverwinter Nights" in 1991. He founded long-standing game developer Stormfront Studios in 1988.
Duke Nukem (character)
Duke Nukem was initially created in 1987 by chief programmer Todd Replogle of Apogee Software (now 3D Realms) as the protagonist for the video game he was designing titled "Metal Future," which was set in the then-near future of "one decade later from now" in 1997. After hearing the character's name, producer and founder of Apogee, Scott Miller, suggested the game should have the same name, and he helped design the character. Artwork was produced by George Broussard, Allen H. Blum III, and Jim Norwood. Duke was not voiced, but spoke through on-screen text.
Video game controversies
On 20 April 1999, 18-year-old Eric Harris and 17-year-old Dylan Klebold killed 12 students, a teacher, and themselves in the Columbine High School massacre. The two were allegedly obsessed with the video game "Doom". Harris also created WADs for the game, and created a large mod named "Tier" which he called his "life's work". Contrary to rumor, however, neither student had made a "Doom" level mimicking the school's layout, and there is no evidence the pair practiced the massacre in "Doom".
Doom (2016 video game)
On September 13, 2017, it was announced via Nintendo Direct that "Doom" would release on Nintendo Switch during the fourth quarter of 2017. The retail Switch version differs from the other console versions in that the multiplayer component is not included in the base product, but is instead offered as a free download, whereas the SnapMap component is not included at all, both changes as a result of cartridge limitations. It was released on November 10, 2017. An update to the Switch version in February 2018 introduced the option to use the motion controls of the Joy-Cons for aiming, similar to other Switch games such as "Splatoon 2" and "".
1993 congressional hearings on video games
id Software's "Doom", a first-person shooter where the player fought hellish creatures and included graphic violence, was released on December 10, 1993, the day following the first hearing. Outside of the hearings, there was concern by parents and other organizations on the violence in this game as well. While "Doom" was not mentioned in either Senate hearing, it would come up against in 1999 following the Columbine High School massacre, where the perpetrators had described their planned attack as something straight out of "Doom". As a result, "Doom" is frequently classified along with "Mortal Kombat", "Night Trap", and "Lethal Enforcers" as early examples of violent video games highlighted by the media.
Doom 3
Chris Vrenna and Clint Walsh, known together as Tweaker, were hired to work on the theme music for "Doom 3". Walsh was credited as composer while Vrenna was credited as producer.
According to John Carmack, the lead graphics engine developer at id Software, the technology of "Doom 3" was supported by three primary features: unified lighting and shadowing, complex animations and scripting that showed real-time with fully dynamic per-pixel lighting and stencil shadowing, and GUI surfaces that add extra interactivity to the game. The key advance of the id Tech 4 graphics engine developed for "Doom 3" is the unified lighting and shadowing. Rather than computing or rendering lightmaps during map creation and saving that information in the map data, most light sources are computed in real-time. This allows lights to cast shadows even on non-static objects such as monsters and machinery, which was impossible with static non-directional lightmaps. A shortcoming of this approach is the engine's inability to render soft shadows and global illumination.
List of Doom source ports
Chocolate Doom is a source port for Windows, Linux, macOS, AmigaOS 4, MorphOS, and other modern operating systems that is designed to behave as closely as possible to the original DOS executable ("Vanilla Doom"), going as far as to duplicate bugs found in the DOS executable, even bugs that make the game crash. This involves more than just leaving the bugs in the source code. Several bugs present in the DOS version (for example, the sky bug in "") were fixed in the released "Doom" source code, so these bugs were re-created for Chocolate Doom. The first version of Chocolate Doom was released on September 7, 2005. As it is designed to be as close as possible to the DOS executable, it has no new features and lacks high resolution support. It supports OPL3 music emulation, as well as the standard MIDI output on its host operating system. It is a popular test engine for level designers, and among players who prefer unmodified Doom. By default, it simulates the behavior of doom.exe version 1.9 running under Windows 98, although it will simulate the executables from "The Ultimate Doom" or "Final Doom" if it detects their respective IWADs. The latest version of Chocolate Doom, version 3.0.0, was released on December 30, 2017.
Doom (1993 video game)
With the release of "Doom", id Software, quickly found itself making $100,000 daily. Sandy Petersen later remarked that the game "sold a couple of hundred thousand copies during its first year or so", as piracy kept its initial sales from rising higher. Experts estimate that the game sold approximately 2-3 million physical copies from its release through 1999. According to PC Data, which tracked sales in the United States, the "Doom" shareware edition sold 1.15 million copies by September 1999. The "Ultimate Doom" SKU reached sales of 787,397 units by that date. At the time, PC Data ranked them as the country's eighth- and 20th-best-selling computer games since January 1993. In addition to its sales, the game's status as shareware dramatically increased its market penetration. "PC Zone"s David McCandless wrote that the game was played by "an estimated six million people across the globe", while other sources estimate that 10–20 million people played "Doom" within 24 months of its launch.
Doom WAD
The idea of making "Doom" easily modifiable was primarily backed by Carmack, a well-known supporter of copyleft and the hacker ideal of people sharing and building upon each other's work, and by John Romero, who had hacked games in his youth and wanted to allow other gamers to do the same. Not everybody in the id Software crew was happy with this development, however; some, including Jay Wilbur and Kevin Cloud, objected due to legal concerns and in the belief that it would not be of any benefit to the company's business.
Doom Eternal
Publisher Bethesda Softworks announced the game at Electronic Entertainment Expo 2018, with the first gameplay footage being unveiled at QuakeCon 2018. The game is set to be released for Microsoft Windows, PlayStation 4, Nintendo Switch and Xbox One.
DRL (video game)
DRL (formerly DoomRL), short for Doom, the Roguelike, is a roguelike video game developed by ChaosForge based on the first-person shooters "Doom" and "Doom II". It's been in-development since 2002 and released for Microsoft Windows, Linux and OS X. Following a cease and desist notice from "Doom" trademark owner, ZeniMax Media, the game's name was changed to "DRL" in 2016.
Doom: The Boardgame
Doom: The Boardgame is an adventure board game for two to four players (two to five in the 2016 edition) designed by Kevin Wilson and published by Fantasy Flight Games in 2004. The game is a based on the "Doom" series of first-person shooter computer games, though it resembles "Doom 3" more than it does the first two "Doom" video games.
Doom (1993 video game)
In "Doom", players assume the role of an unnamed space marine, who became popularly known as "Doomguy", fighting his way through hordes of invading demons from Hell. With one-third of the game (nine levels) distributed as shareware, "Doom" was played by an estimated 15–20 million people within two years of its release, popularizing both the business model of online distribution and the mode of gameplay, and spawning a gaming subculture. In addition to popularizing the first-person shooter genre, it pioneered immersive 3D graphics, networked multiplayer gaming, and support for customized additions and modifications via packaged files in a data archive known as "WADs". As a sign of its effect on the industry, first-person shooter games from the genre's boom in the 1990s, helped in no small part by the game's release, became known simply as ""Doom" clones". Its graphic violence, as well as satanic imagery, made "Doom" the subject of considerable controversy.
Doom (2016 video game)
John Carmack, co-founder of and then lead developer at id Software, indicated that "Doom 4" was in development at QuakeCon on August 3, 2007. It was announced in May 2008. id Software CEO Todd Hollenshead suggested that like "", the game would take place on Earth. Carmack stated that it would feature gameplay more akin to the original "Doom" games rather than the survival horror gameplay of "Doom 3".
In 2008, Carmack claimed that Doom 4 would look "three times better" than "Rage" even though it was intended to run at 30 frames per second on Xbox 360 and PlayStation 3, rather than the 60 that "Rage" was targeting. It was planned to run at 60 frames per second on Windows with state-of-the-art hardware. Carmack also stated that the game was running on the id Tech 5 game engine. In 2009, he revealed that the multiplayer component was being developed separately and would run at 60 frames per second. He stated in 2011 that "you can't have 30 guys crawling all over you at 60 frames per second at this graphics technology level because it's painful."
Official versions of Doom
In 2010, the game was pulled from the Xbox Live Marketplace because Activision, the game's publisher, no longer has the rights to maintain the game on the Marketplace, but as of January 20, 2012, it has been republished by Bethesda Softworks, the same company that published the Xbox Live Arcade version of "".
John Romero
Romero worked at id Software from its inception in 1991 until 1996. He was involved in the creation of several milestone games, including "Commander Keen", "Wolfenstein 3D", "Doom", "" and "Quake". He served as executive producer (and game designer) on "Heretic" and "". He designed most of the first episode of "Doom", a fourth of the levels in "Quake", and half the levels in the "Commander Keen" and "Wolfenstein 3D: Spear of Destiny". He wrote many of the tools used at id Software to create their games, including DoomEd (level editor), QuakeEd (level editor), DM (for deathmatch launching), DWANGO client (to connect the game to DWANGO's servers), TED5 (level editor for the "Commander Keen" series, "Wolfenstein 3D: Spear of Destiny"), IGRAB (for grabbing assets and putting them in WAD files), the installers for all the games up to and including "Quake", the SETUP program used to configure the games, and several others. In his keynote speech at WeAreDevelopers Conference 2017, Romero named this period Turbo Mode, in which he emphasizes having created 28 games, in 5.5 years with a team consisting of fewer than 10 developers.
Doom (2016 video game)
"Doom"s multiplayer was developed in conjunction with Certain Affinity. SnapMap was developed in conjunction with Escalation Studios and designed to be powerful, to give players the opportunity to create their own content as part of the "Doom" and id legacies, and target those who have no experience or expertise in traditional modding.
Tim Willits
Willits has stated in numerous interviews that he was inspired to make video games when he downloaded a shareware version of "Doom". He played the first room of Level 1, thinking that was the entire demo, then, discovering a door that led the player to the other rooms. It was that moment when the door opened, Willits was transported into making video games. Willits required assistance with developing doors in future levels and games. He joined id Software in 1995 after impressing the owners and development team with Doom levels he forged in his spare time and distributed free over the Internet. Willits has worked on "Strife", "The Ultimate Doom", "Quake", "Quake II", "Quake III Arena", "" and "Doom 3".
Nonviolent video game
In the aftermath of the Columbine High School massacre, a $5 billion lawsuit was filed in 2001 against a number of video game companies and id Software, the makers of the purportedly violent video game, "Doom" by victims of the tragedy. Also named in the suit were Acclaim Entertainment, Activision, Capcom, Eidos Interactive, GT Interactive Software, Interplay Entertainment, Nintendo, Sony Computer Entertainment, Square Co., Midway Games, Apogee Software, Atari Corporation, Meow Media, and Sega. Violent video games mentioned by name included "Doom", "Quake", "Redneck Rampage", and "Duke Nukem". The suit was dismissed by Judge Babcock in March 2002 in a ruling suggesting that a decision against the game makers would have a chilling effect on free speech. Babcock noted that "it is manifest that there is social utility in expressive and imaginative forms of entertainment, even if they contain violence."
Id Software
Eighteen months after their release of "Wolfenstein 3D", on December 10, 1993, id Software released "Doom" which would again set new standards for graphic quality and graphic violence in computer gaming. "Doom" featured a sci-fi/horror setting with graphic quality that had never been seen on personal computers or even video game consoles. "Doom" became a cultural phenomenon and its violent theme would eventually launch a new wave of criticism decrying the dangers of violence in video games. "Doom" was ported to numerous platforms, inspired many knock-offs, and was eventually followed by the technically similar "". id Software made its mark in video game history with the shareware release of "Doom", and eventually revisited the theme of this game in 2004 with their release of "Doom 3". John Carmack said in an interview at QuakeCon 2007 that there will be a "Doom 4". It began development on May 7, 2008. "Doom", the fourth installation and a reboot of the Doom series, was released on Microsoft Windows, PlayStation 4, and Xbox One on May 13, 2016, and was later released on Nintendo Switch on November 10, 2017. In June 2018, the sequel to the 2016 reboot, "Doom Eternal" was officially announced at E3 2018 with a teaser trailer, followed by a gameplay reveal at QuakeCon in August 2018.
Doom (1993 video game)
Early in development, rifts in the team began to appear. At the end of November Hall delivered a design document, which he named the "Doom Bible", that described the plot, backstory, and design goals for the project. His design was a science fiction horror concept wherein scientists on the Moon open a portal that aliens emerge from. Over a series of levels the player discovers that the aliens are demons while hell steadily infects the level design over the course of the game. John Carmack not only disliked the idea but dismissed the idea of having a story at all: "Story in a game is like story in a porn movie; it's expected to be there, but it's not that important." Rather than a deep story, he wanted to focus on the technological innovations of the game, dropping the levels and episodes of "Wolfenstein" in favor of a fast, continuous world. Tom disliked the idea, but the rest of the team sided with Carmack. Hall spent the next few weeks reworking the "Doom Bible" to work with Carmack's technological ideas. Hall was forced to rework it again in December, however, after the team decided that they were unable to create a single, seamless world with the hardware limitations of the time, which contradicted much of the document.
Official versions of Doom
"Doom" was ported to Solaris in late 1994, and was designed to run with game files from "Doom" 1.8. In the readme, the port is credited to "Dave Taylor and the rest of the folks at id Software". It runs on Solaris 2.4 and later. The distribution contained two versions: one for regular X11, and another for Sun DGA.
Doom WAD
John Carmack, lead programmer at id Software, designed the "Doom" internals from the ground up to allow players to extend the game. For that reason, game data such as levels, graphics, sound effects, and music are stored separately from the game engine, in "WAD files". This allowed players to make their own data without making any modifications to the engine. According to "Doom"s initial design document, WAD stands for "Where's All the Data?".
Doom RPG
Doom RPG is a mobile phone game developed by id Software and Fountainhead Entertainment. It combines the "Doom" first-person shooter franchise with role-playing video game elements. The storyline incorporates many similar events of "Doom 3", but involves different characters than those in the third game.
Development of Doom
The initial concept for the game was proposed in the fall of 1992, after the release of "Wolfenstein 3D" and its sequel "Spear of Destiny". Lead programmer John Carmack was working on creating an improved 3D game engine from those games, and the company wanted to have its next game take advantage of his designs. Several ideas were proposed, including a new game in their "Commander Keen" series, but John Carmack successfully proposed a game about using technology to fight demons, inspired by the "Dungeons & Dragons" campaigns the team played, to be titled "Doom". The initial months of development were spent on prototypes, while Hall created several iterations of the "Doom Bible", a design document for his vision of the game and its story; after id released a grandiose press release touting features that the team had not yet begun working on, the "Doom Bible" was rejected in favor of a plot-less game with no design document at all.
Gregor Punchatz
Gregor Punchatz (born 1967) is an artist hired by id Software to create sculptures for the Arch-Vile, Mancubus, Revenant and Spider Mastermind monsters for the "Doom" video game series. He built these models using steel armatures and foam latex.
Doom (1993 video game)
"Doom" was programmed largely in the ANSI C programming language, with a few elements done in assembly language. Development was done on NeXT computers running the NeXTSTEP operating system. The data used by the game engine, including both level designs and graphics files, are all stored in WAD files, short for "Where's All the Data". This allows for any part of the game's design to be easily changed without needing to adjust the engine code. Carmack designed this system specifically to enable fans to be able to easily modify the game; he had been impressed by the modifications made by fans of "Wolfenstein 3D", and wanted to support that with an easily swappable file structure along with releasing the map editor online.
Development of Doom
At the start of 1993, id put out a press release by Hall, touting Buddy's story about fighting off demons while "knee-deep in the dead", trying to eliminate the demons and find out what caused them to appear. The press release proclaimed the new game features that John Carmack had created, as well as other features, including multiplayer gaming features, that had not yet been started on by the team or even designed. The company told "Computer Gaming World" that "Doom" would be ""Wolfenstein" times a million!" Early versions of the game were built to match the "Doom Bible"; a "pre-alpha" version of the first level included the other characters at a table and movable rolling chairs based on ones at the id office. Initial versions of the game also retained "arcade" elements present in "Wolfenstein 3D", like score points and score items, but those were removed early in development as they felt unrealistic and not in keeping with the tone of the game. Other elements, such as a complex user interface, an inventory system, a secondary shield protection, and lives were modified and slowly removed over the course of development.
Soon, however, the "Doom Bible" as a whole was rejected: Romero wanted a game even "more brutal and fast" than "Wolfenstein", which did not leave room for the character-driven plot Hall had created. Additionally, the team did not feel that they needed a design document at all, as they had not created one for prior games; the "Doom Bible" was discarded altogether. Several ideas were retained, including starting off in a military base, as well as some locations, items, and monsters, but the story was dropped and most of the game design was removed as the team felt it emphasized realism over entertaining gameplay. Some elements, such as weapons, a hub system of maps, and monorails later appeared in later "Doom" or id games. Work continued on the game, and a demo of the game was shown to "Computer Gaming World" in the spring of 1993, who raved about it. John Carmack and Romero, however, disliked Hall's military base-inspired level design. Romero especially felt that while John Carmack had originally asked for realistic levels as they would make the game engine run quickly, that Hall's level designs were uninspiring. He felt that the boxy, flat levels were too similar to "Wolfenstein"s design, and did not show off everything the engine could do. He began to create his own, more abstract levels for the game, beginning with a curving staircase into a large open area in what became the second level of the final game, which the rest of the team felt was much better.
Official versions of Doom
"Doom" was ported to IRIX during the summer of 1994 by Dave D. Taylor. It was designed to run on IRIX 5.2 and later. IRIX "Doom" was originally based on the unreleased MS-DOS version 1.5, though later updates were based on versions 1.6 and 1.8. No effort was made to take advantage of SGI's advanced graphics hardware, and like many other ports the game was rendered entirely in software.
First-person shooter
"Doom", released as shareware in 1993, refined "Wolfenstein 3D's" template by adding improved textures, variations in height (e.g., stairs the player's character could climb) and effects such as flickering lights and patches of total darkness, creating a more believable 3D environment than "Wolfenstein 3D's" more monotonous and simplistic levels. "Doom" allowed competitive matches between multiple players, termed "deathmatches," and the game was responsible for the word's subsequent entry into the video gaming lexicon. According to creator John Romero, the game's deathmatch concept was inspired by the competitive multiplayer of fighting games. "Doom" became so popular that its multiplayer features began to cause problems for companies whose networks were used to play the game.
Chex Quest
The development of "Chex Quest" differed from traditional video game development in that the basic game engine had already been created and the bulk of the creation process consisted of aesthetic changes made to the music and artwork from "The Ultimate Doom". For budgetary reasons, Id Software was contacted and an inexpensive license was obtained for the "Doom" engine which was considered obsolete in light of Id's recently released "Quake". "Chex Quest" was the first foray into professional game development for lead artist Charles Jacobi and programmer Scott Holman, though both had previously modded "Doom" levels in the past. In an interview with PC Gamer magazine in 2009, Jacobi stated that the biggest reason for the lasting success of "Chex Quest" has been that it is still essentially a disguised version of "Doom" with basically unaltered game dynamics. Indeed, the game has been recognized for having a sense of humor about its identity and origins.
Doom II RPG
Doom II RPG is a first-person shooter role-playing video game, the sequel to "Doom RPG". It was released for mobile phones on November 23, 2009 and for iPhones on February 8, 2010. It uses the "Wolfenstein RPG" engine and was developed by id partners Fountainhead Entertainment via the merger id Mobile.
Doom (1993 video game)
"Doom" has appeared in several forms in addition to video games, including a "Doom" comic book, four novels by Dafydd Ab Hugh and Brad Linaweaver (loosely based on events and locations in the games), a and a live-action film starring Karl Urban and The Rock released in 2005. The game's development and impact on popular culture is also the subject of the book "" by David Kushner.
Doom (1993 video game)
In 2016, John Romero created and published two new Doom levels - E1M4b (""Phobo's Mission Control"") and E1M8b (""Tech Gone Bad"").
Linux gaming
The beginning of Linux as a gaming platform for commercial video games is widely credited to have begun in 1994 when Dave D. Taylor ported the game "Doom" to Linux, as well as many other systems, during his spare time. From there he would also help found the development studio "Crack dot Com", which released the video game" Abuse", with the game's Linux port even being published by Linux vendor Red Hat. id Software, the original developers of "Doom", also continued to release their products for Linux. Their game "Quake" was ported to Linux in 1996, once again by Dave D. Taylor working in his free time. Later id products continued to be ported by David Kirsch and Timothee Besset, a practice that continued until the studio's acquisition by ZeniMax Media in 2009. In 1991 DUX Software contracted Don Hopkins to port "SimCity" to Unix, which he later ported to Linux and eventually released as open source for the OLPC XO Laptop. Other early commercial Linux games included "Hopkins FBI", an adventure game released in 1998 by MP Entertainment, and "Inner Worlds" in 1996, which was released for and developed on Linux. In 1998, two programmers from Origin ported "Ultima Online" to Linux. A website called The Linux Game Tome began to catalog games created for or ported to Linux in 1995.
Doom (1993 video game)
In 2009, GameTrailers ranked "Doom" as number one "breakthrough PC game". That year "Game Informer" put "Doom" sixth on the magazine's list of the games of all time, stating that it gave "the genre the kick start it needed to rule the gaming landscape two decades later." "Game Informer" staff also put it sixth on their 2001 list of the 100 best games ever. IGN included "Doom" at 2nd place in the "Top 100 Video Game Shooters of all Time", just behind "Half-Life", citing the game's "feel of running and gunning", memorable weapons and enemies, pure and simple fun and its spreading on nearly every gaming platform in existence.
Doom WAD
Immediately after the initial shareware release of "Doom" on December 10, 1993, enthusiasts began working on various tools to modify the game. On January 26, 1994, Brendon Wyber released the first public domain version of the Doom Editing Utility (DEU) program on the Internet, a program created by "Doom" fans which made it possible to create entirely new levels. DEU continued development until May 21 of the same year. It was made possible by Matt Fell's release of the Unofficial "Doom" specifications. Shortly thereafter, "Doom" enthusiasts became involved with further enhancing DEU. Raphaël Quinet spearheaded the program development efforts and overall project release, while Steve Bareman lead the documentation effort and creation of the DEU Tutorial. More than 30 other people also helped with the effort and their names appear in the README.1ST file included with the program distribution. Yadex, a fork of DEU 5.21 for Unix systems running X, was later released under the GNU/GPL license. (Carmack additionally released the source code for the utilities used to create the game, but these were programmed in Objective-C, for NeXT workstations, and were therefore not directly usable for most people, who were PC users.)
Doom (2016 video game)
id Software replaced Certain Affinity to work on the game's multiplayer for Microsoft Windows after the game's launch and promised to fix its issues and introduced new features such as private matches, custom game settings and an enhanced cheat detection system. At E3 2016 on June 12, Bethesda Softworks announced its division, Bethesda VR, and that it was working on virtual reality support for the newly released "Doom", set for release on an unspecified date. Also at E3 2016 on that day, Bethesda Softworks and id Software announced the game's free demo, which was initially going to last for only a week but was extended indefinitely. They also announced new multiplayer downloadable content titled "Unto the Evil", whose features include three maps and a new demon called the "Harvester", gun, equipment item, taunts, and armor sets. The DLC was released on August 4, 2016. Patches for "Doom" were released after the game's release; these patches introduced a new photo mode, classic weapon pose, and support for the Vulkan API. The Vulkan patch is expected to enable playable framerates on older hardware. Subsequent benchmarks show up to 66% improvement in the frame rates on AMD graphics cards, with minor changes in the performance of Nvidia cards.
First-person shooter
"Doom" has been considered the most important first-person shooter ever made. It was highly influential not only on subsequent shooter games but on video gaming in general, and has been available on almost every video gaming system since. Multiplayer gaming, which is now integral to the first-person shooter genre, was first achieved successfully on a large scale with "Doom". While its combination of gory violence, dark humor and hellish imagery garnered acclaim from critics, these attributes also generated criticism from religious groups, with other commentators labelling the game a "murder simulator." There was further controversy when it emerged that the perpetrators of the Columbine High School massacre were fans of the game; the families of several victims later unsuccessfully attempted to sue numerous video game companies - among them id Software - which the families claimed inspired the massacre. In 1994, Raven Software released "Heretic", which used a modified version of the "Doom" engine that allowed for vertical aiming, an inventory system to store and select items, and gibs.
Doomguy
The Doomguy, commonly known as the Marine and referred to as the Doom Slayer in the rebooted portion of the series, is the unnamed player character in the "Doom" video game franchise of first-person shooters created by id Software, and its sequels and spin-off media. He is a space marine dressed in green combat armor who does not speak onscreen.
Doom (2016 video game)
According to Stratton and Martin, movement is the game's most important pillar. To help keep movement fast, weapon reloading was excluded and levels were designed to discourage players from hiding. On January 25, Stratton confirmed the game's feature of non-linear exploration and stated that combat is the game's focus and that the difficulty of the game was raised with the aim of creating an ultimate first-person shooter. On March 31, 2016, the release date of the "Doom" beta, a cinematic trailer directed by Joe Kosinski was created to evoke the game's three core pillars: incessant combat, terrifying demons, and powerful guns.
Doom 3
Early in "Doom 3"s development, Trent Reznor of the band Nine Inch Nails, a fan of the "Doom" games, was set to compose the music and sound effects to "Doom 3". However, due to "time, money and bad management", none of Trent Reznor's sound effects or music made the final product. Eventually, Nine Inch Nails' former drummer, Chris Vrenna, produced and fellow Tweaker band member Clint Walsh composed the game's theme song.
Doom (1993 video game)
Within hours of "Doom"s release, university networks were banning "Doom" multiplayer games, as a rush of players overwhelmed their systems. After being alerted by network administrators the morning after release that the game's deathmatch network connection setup was crippling some computer networks, John Carmack quickly released a patch to change it, though many administrators had to implement "Doom"-specific rules to keep their networks from crashing due to the overwhelming traffic. The game became a major problem at workplaces, both occupying the time of employees and clogging computer networks. Intel, Lotus Development, and Carnegie Mellon University were among many organizations reported to form policies specifically disallowing "Doom"-playing during work hours. At the Microsoft campus, "Doom" was by one account equal to a "religious phenomenon". Doom was #1 on "Computer Gaming World"s "Playing Lately?" survey for February 1994. One reader said that "No other game even compares to the addictiveness of NetDoom with four devious players! ... The only game I've stayed up 72+ straight hours to play", while another reported that "Linking four people together for a game of Doom is the quickest way to destroy a productive, boring evening of work".
In late 1995, "Doom" was estimated to be installed on more computers worldwide than Microsoft's new operating system Windows 95, despite million-dollar advertising campaigns for Windows 95. The game's popularity caused Microsoft to hire id Software to port Doom to Windows with the WinG API, and Bill Gates briefly consider buying the company. Microsoft developed a Windows 95 port of "Doom" to promote the operating system as a gaming platform. The development team in this effort was led by then-employee Gabe Newell. One Windows 95 promotional video had Bill Gates digitally superimposed into the game.
Doom (1993 video game)
In 2001, "Doom" was voted the number one game of all time in a poll among over 100 game developers and journalists conducted by GameSpy.
Doom (1993 video game)
The popularity of "Doom" led to the development of an expanded version, "The Ultimate Doom" (1995), which includes a fourth episode. Additionally, numerous ports of the game have been released by other companies. An unofficial port of "Doom" to Linux was released by id programmer Dave Taylor in 1994; it was hosted by id but not supported or made official. Official ports of "Doom" were released for AmigaOS in 1993, 32X, Atari Jaguar, and Mac OS in 1994, Super Nintendo Entertainment System, PlayStation, and Windows in 1995, 3DO in 1996, Sega Saturn in 1997, Game Boy Advance in 2001, Xbox 360 in 2006, iOS in 2009, and PlayStation 3 in 2012. Some of these were bestsellers even many years after the initial release. "Doom" has additionally been ported unofficially to numerous platforms; so many ports exist, including esotera such as smart thermostats and oscilloscopes, that variations on "It runs "Doom"" or "Can it run "Doom"?" are long-running phrases.
Doom (2016 video game)
Initial reception of the QuakeCon 2014 trailer accumulated considerable acclaim among fans, and initial reception of the E3 2015 trailer was also positive, despite receiving criticisms by some critics, who considered the game to be too violent. Pete Hines from Bethesda Softworks responded by saying that the game is designed to allow players to apply violence on demons instead of humans. Hines added that, "if you're not into violent, bloody games... "Doom" probably not a game for you."
Doom (2016 video game)
On February 19, 2014, Bethesda revealed that access to a beta version of "Doom 4", titled "Doom", would be available for those who pre-ordered "" on any of the supportable platforms. Those players were also eligible for selection to participate in the game's multiplayer-only limited alpha, which ran between December 3 and 6, 2015. The beta began on March 31, 2016, and ended on April 3. It was followed by an open beta, which started on April 15, 2016, and ended on April 17. "Doom" was released for Microsoft Windows, PlayStation 4, and Xbox One on May 13, 2016, worldwide; an exception was Japan, where it was released on May 19. It is also the first game of the "Doom" franchise to be released as uncensored in Germany. Bethesda partnered with Schmidt Peterson Motorsports for a special promotion that had Mikhail Aleshin driving a "Doom"-styled car at the Indianapolis 500 racing competition.
Doom (2016 video game)
"Doom" was released to positive reception regarding the fast-paced gameplay, single-player campaign, visuals and soundtrack whereas criticism was predominantly toward the multiplayer mode. Many critics believed that "Doom" was a successful return to form for the series. Following the wide release, the game received scores of 85/100 for PC and PlayStation 4 and 87/100 for the Xbox One on Metacritic. The Nintendo Switch edition, released in November 2017, was also positively received by professional reviewers, garnering a 79/100 on Metacritic: most reviewers praised the job of the port, also conceding that it's not as well optimized as it was for previous consoles. The final version of the game received very positive reviews from users on Steam. It also received praise from other video game creators, including Cliff Bleszinski and Greg Kasavin, who said that the game answers questions that other modern shooters do not answer.
Cyberdemon
In the action role-playing game "Doom RPG", the Cyberdemon is created by an occultist scientist Kronos. In "Wolfenstein RPG", the Cyberdemon appears as the Harbinger of Doom, summoned by the Nazis at Castle Wolfenstein during World War II. American commando William "B.J." Blazkowicz defeats it using the Spear of Destiny, destroying its right leg and left arm, and the Harbinger vows that it would have a rematch with Blazkowicz's descendent in the future, which happens when Stan Blazkowicz faces it in "Doom II RPG".
Doom (2016 video game)
In a 2016 video documentary by Noclip's Danny O'Dwyer, Creative Director of "Doom (2016)" Hugo Martin described the "Hell on Earth" premise as: "It was like Robert Zemeckis. See "Contact", like, if this really happened. Now let's be clear: it was awesome. But it was more realistic. It was about the global impact of a Hellish invasion." The creative director of the "Doom 4" prototype, Kevin Cloud, said in the same interview, "As far as the upper-level creative direction, that was me driving that. And honestly, again, taking it in a direction I don't think the fans would have enjoyed."
Development of Doom
The team agreed to pursue the "Doom" concept, and development began in November 1992. The initial development team was composed of five people: programmers John Carmack and John Romero, artists Adrian Carmack and Kevin Cloud, and designer Tom Hall. They moved offices to a dark office building, which they named "Suite 666", and drew inspiration from the noises coming from the dentist's office next door. They also cut ties with Apogee Software, who had given them the initial advance money for creating their first game, "Commander Keen in Invasion of the Vorticons", and through which they had published the shareware versions of their games to date. While they had a good personal relationship with owner Scott Miller, they felt that they were outgrowing the publisher. Cloud, who was involved in id's business dealings, pushed for id to take over shareware publishing duties themselves after investigating and finding that Apogee was unable to reliably handle the volume of customers buying id's games through Apogee. He convinced the others that the increased sales revenue would make up for the problems of handling their own publishing. The two companies parted amicably, and "Doom" was set to be self-published.
Doom (franchise)
The "Doom" video games consist of first-person shooters in which the player controls an unnamed space marine also referred to as "Doomguy". The player has to battle the forces of Hell, consisting of demons and the undead. In the games, the player's character will often go back and forth through hell. "Doom II: Hell on Earth" follows after the events in "Doom", the player once again assumes the role of the unnamed space marine. After returning from Hell, the player finds that Earth has also been invaded by the demons, who have killed billions of people.
Brutal Doom
Brutal Doom is a gameplay mod for the video game "Doom". Developed by the Brazilian modder Marcos Abenante, a.k.a. Sergeant_Mark_IV, it adds numerous features to the gameplay. The mod has been in development since 2010, and continues to release new updates. The most current version is v21b.
Doom (2016 video game)
The "Doom" soundtrack was composed by Mick Gordon, with additional contributions by Richard Devine. Gordon aimed to treat the game's original soundtrack with "utmost respect" while modernizing it; however, the team at id stipulated in the initial brief that they wanted "no guitars" on the soundtrack, fearing that it would make the game "feel like Bill & Ted" and that heavy metal music itself has become "a bit of a joke". Gordon's initial concept was based around the idea of Argent energy corrupting human-made devices; to mirror this in music, he fed basic waveforms - sine waves and white noise - through a complex array of effects units such as distortion and compression. While this resulted in a unique electronic sound, the game still wasn't "sounding like Doom"; Gordon then gradually started adding more and more guitar elements, which eventually resulted in the desired tone and feel for the game; Gordon used seven- and eight-string guitars to give the music a lower tone, and used a nine-string guitar for the game's main theme, a variation on Bobby Prince's "E1M1" / "At DOOM's Gate" theme; Gordon would eventually admit that using a nine-string was "kinda stupid" in its excess, and that while he eventually sold the guitar to Fredrik Thordendal from Meshuggah, "even he can't find a use for it". The soundtrack contains numerous easter eggs: some songs reference themes or sounds from older Doom games, others contain backmasking ("Jesus loves you"), images of pentagrams and the number 666 embedded into the sound via steganography. Gordon intended these as a joke, and never thought anyone would found them, but it took someone about two weeks, and it was widely covered in the media.
Doom (1993 video game)
In addition to the main single-player game mode, "Doom" features two multiplayer modes playable over a local network: "cooperative", in which two to four players team up to play through the main game, and "deathmatch", in which two to four players play against each other. Online multiplayer was later made available a year after launch through the DWANGO service. "Doom" also contains cheat codes that allow the player to be invulnerable, obtain every weapon, be able to instantly kill every monster in a particular level, and several other abilities.
Cyberdemon
The Cyberdemon is a fictional character in the "Doom" gaming-franchise by id Software, where it was introduced in the first-person shooter game "Doom" in 1993. It has appeared in several other id games, including all main-line "Doom" sequels, "Doom RPG", and "Wolfenstein RPG" as the Harbinger of Doom, along with other related media. The Cyberdemon became one of the most iconic characters of the "Doom" series along with its protagonist, the "Doomguy", and is often described as one of the most memorable bosses in video gaming history.
DOOM Inc
In 2001, Mignone launched DOOM Inc. to produce the original feature films, commercials, music videos, television and web content he creates, writes and directs. The company is best known for producing the dark drama On The Doll, and music videos for hard rock and heavy metal artists such as Slipknot, Mudvayne, System Of A Down, Suicide Silence, Avenged Sevenfold, Sepultura, Danzig, Cradle of Filth, Cavalera Conspiracy, Type O Negative, Megadeth, American Head Charge, Obituary, Superjoint Ritual, Fear Factory, Soulfly, Kittie, Otep, The Fall of Troy, Dia De Los Muertos, Inquisition, Death Angel, and Killer Be Killed as well as others. DOOM Inc's most recent production is a biopic about Vanessa del Rio.
List of Doom source ports
The "Doom" engine's source code was released to the public on December 23, 1997. Although "Doom" was originally created for MS-DOS, the original source release was for the subsequent Linux version, due to the use of a proprietary sound library in the DOS version. The original purpose of source ports was cross-platform compatibility, but shortly after the release of the "Doom" source code, programmers were correcting old, unaddressed "Doom" bugs and deficiencies in their own source ports, and later on introducing their own modifications to enhance game features and alter gameplay.
Alternative versions of Doctor Doom
Doom (Victor Von Doom) is a Marvel Comics anti-hero featured in the Marvel 2099 comic book "Doom 2099". The character is based on Doctor Doom, created by Stan Lee and Jack Kirby. The comic was written by John Francis Moore for its first two years and by Warren Ellis for its third.
List of esports games
Doom is a series of multiplayer 1v1 and free-for-all deathmatch games developed by id Software. Doom is notable for establishing the arena-style deathmatch format, and also was partially responsible for the first online FPS community through DWANGO, an online gaming service officially endorsed and partially worked on by id Software. People also played Doom deathmatch online through other BBS services. The Ultimate DOOM and "Doom II," alongside Heretic, were played in the Deathmatch '95 tournament, sponsored by id Software, Microsoft, and DWANGO. This tournament, perhaps the first PC esports tournament of its kind, was played through the online DWANGO service. Finalists from the US and the UK were flown to Microsoft headquarters to compete in a LAN party format event, named Judgement Day. Dennis Fong, best known for his victory at the Red Annihilation tournament for "Quake", won Judgement Day, marking his first entry into esports. Doom II was also played in Cyberathlete Professional League and QuakeCon tournaments.
Development of Doom
Adrian Carmack was the lead artist for "Doom", with Kevin Cloud as an additional artist. Additionally, Don Ivan Punchatz was hired to create the package art and logo, and his son Gregor Punchatz created some of the monsters. "Doom" was the style of game that Adrian Carmack had wanted to create since id was founded, one with a dark style and demons. He and Cloud designed the monsters to be "nightmarish", and developed a new technique for animating them. The intent was to have graphics that were realistic and dark as opposed to staged or rendered, so a mixed media approach was taken to the artwork. Unlike "Wolfenstein", where Carmack had drawn every frame of animation for the Nazi enemy sprites, for "Doom" the artists sculpted models of some the enemies out of clay, and took pictures of them in stop motion from five to eight different angles so that they could be rotated realistically in-game; the images were then digitized and converted to 2D characters with a program written by John Carmack. Adrian Carmack made clay models for the player character, the Cyberdemon and the Baron of Hell, before deciding that the problems of keeping the clay consistent under lighting while moving the models through animations was too great. Later, he had practical effects specialist Gregor Punchatz build latex and metal sculptures of the Arch-Vile, Mancubus, Spider Mastermind and Revenant demons. Punchatz got the materials from hardware and hobby stores and used what he called "rubber band and chewing gum effects". The weapons were toys, with parts combined from different toys to make more guns. They scanned themselves as well, using Cloud's arm as the model for the player character's arm holding a gun, and Adrian's snakeskin boots and wounded knee for in-game textures. Romero himself was the body model used for the game's cover; while trying to work with a male model to get a reference photograph for Don Ivan Punchatz to work from, Romero became frustrated while trying to convey to him how to pose as if "the Marine was going to be attacked by an infinite amount of demons". Romero posed shirtless as a demonstration of the look he was trying for, and that photograph was the one used by Punchatz.
Development of Doom
Hall was upset with the reception to his designs and how little impact he was having as the lead designer; Romero has since claimed that Hall was also still uninterested in the "Doom" concept at all. Hall was also upset with how much he was having to fight with John Carmack in order to get what he saw as obvious gameplay improvements, such as flying enemies. He began to spend less time working in the office, and in response John Carmack proposed that he be fired from id. Romero initially resisted, as it would mean that Hall would not receive any proceeds from the game, but in July he and the other founders of id fired Hall, who went to work for Apogee. Hall was replaced in September, ten weeks before the game was released, by game designer Sandy Petersen, despite misgivings over his relative high age of 37 compared to the other early-20s employees and his religious background. The team also added a third programmer, Dave Taylor. Petersen and Romero designed the rest of the levels for "Doom", with different aims: the team felt that Petersen's designs were more technically interesting and varied, while Romero's were more aesthetically interesting. Romero's level design process was to build a level or part of a level, starting at the beginning, then play through it and iterate on the design, so that by the time he was satisfied with the flow and playability of the level he had played it "a thousand times". The first level of the game, made by Romero, was the last one created, intended to show off the new elements of the game engine. The ending screen of each level, like in "Wolfenstein 3D", displays a "par time" for the level, as set by Romero.
Doom (1993 video game)
"Doom" was influential and dozens of new first-person shooter titles appeared following "Doom" release, and they were often referred to as ""Doom" clones" rather than "first-person shooters". The term ""Doom" clone" was used to describe the style of gameplay in "Doom"-like games. While the term was initially popular, it was, after 1996, gradually replaced by "first-person shooter", and the phrase "first-person shooter" had firmly superseded ""Doom" clone" around 1998. Some of these were certainly "clones", hastily assembled and quickly forgotten, while others explored new grounds of the genre and were highly acclaimed. Many of the games closely imitated features in "Doom" such as the selection of weapons and cheat codes. "Doom" principal rivals were Apogee's "Rise of the Triad" and Looking Glass Studios' "System Shock". The popularity of "Star Wars"-themed WADs is rumored to have been the factor that prompted LucasArts to create their first-person shooter "Dark Forces".
Role-playing video game
Notable early RPG developers include Don Daglow for creating the first role-playing video game, "Dungeon", in 1975; Yuji Horii for creating the "Dragon Quest" series; Hironobu Sakaguchi for creating the "Final Fantasy" series; Richard Garriott for creating the "Ultima" series; and Brenda Romero for writing and design work on the "Wizardry" series. Other notable RPG developers include Bethesda Game Studios, creators of "Fallout 3", "Fallout 4", and "The Elder Scrolls" series; Ray Muzyka and Greg Zeschuk for founding BioWare; and CD Projekt, creators of "The Witcher" series and the upcoming "Cyberpunk 2077". Finally, Ryozo Tsujimoto ("Monster Hunter" series) and Katsura Hashino ("" series) were cited as "Japanese Game Developers You Should Know" by "1UP.com" in 2010.
Doom (2016 video game)
The soundtrack was widely praised and won the Best Music / Sound Design award at The Game Awards 2016; Gordon, joined by Periphery drummer Matt Halpern and "Quake II" composer Sascha Dikiciyan (aka Sonic Mayhem), performed a short medley of the soundtracks "Rip and Tear" and "BFG Division" as well as "Quake II"s "Descent Into Cerberon" live at the awards show. The soundtrack was released in September 2016. It contains 31 tracks from the game, over 2 hours of music.
DRL (video game)
The game was created by programmer Kornel Kisielewicz with Free Pascal, and uses art by Derek Yu. The developers based DRL in the popular first-person shooters "Doom" and "Doom II" universe.
Since approximately 2002 in-development with first beta versions, the latest stable release is from 2013.
Doom 3
id Software eventually went on to do another remake, this time following the series' original roots in minimal storytelling and fast-paced action. Titled "Doom" and powered by the id Tech 6, the game was released on May 13, 2016 by Bethesda Softworks for Microsoft Windows, Xbox One, and PlayStation 4 with cross-platform support in its "Snapmap" multiplayer mode. A Nintendo Switch version was released in November 2017. Development was announced in May 2008, then slated to run on the id Tech 5 engine and initially titled as "Doom 4".
Development of Doom
Over spring and summer of 1993, Carmack worked on improving the graphics engine of the game. After Romero's level designs started to cause problems with the engine, he researched and began to use binary space partitioning to quickly select the portion of a level that the player could see at any given time. Additionally, in March 1993, the company had to stop work on the game while the team spent three weeks building a Super Nintendo Entertainment System port of "Wolfenstein 3D", after the contractor who had agreed to do the port proved to have made no progress. Taylor, along with programming other features into the game, added cheat codes; some, such as 'idspispopd', were based on ideas their fans had come up with while eagerly awaiting the game. By fall, the game was nearing completion, with players eager to see it, spurred on by a leaked press demo. John Carmack began to work on the multiplayer component of the game; within two weeks he had two computers playing the same game over the internal office network. Soon, the office was playing four-player Deathmatch games.
Chaosium
In 1996 it was prematurely reported that Chaosium had secured the rights to publish a collectible card game based on the video game Doom.
Mick Gordon (composer)
In 2016, Gordon scored the science fiction first-person shooter, "Doom", a reboot of the 1993 game, developed by id Software. His score for "Doom" won a number of awards including a DICE Award for Outstanding Achievement in Original Music Composition, SXSW Gaming Award for Excellence in Musical Score, The Game Awards Best Music/Sound Design and was nominated for a BAFTA Games Award for Best Music.
Danny O'Dwyer
Danny O'Dwyer launched Noclip via a Patreon campaign and is supported through crowdfunding. NoClip's first project provided viewers with insight into the hit videogame "Rocket League". The second project covered a history of "Doom", revealing some previously unreleased footage from "Doom 4." For the third project, Danny introduced the company's first in its "Noclip Profiles" series, traveling to Ireland "to talk to John Romero about his incredible career making some of the most influential first person shooters of all time." In the fourth project, a multi-game documentary entitled Rediscovering Mystery, Noclip's YouTube page stated: "we talk to Jonathan Blow [lead designer of The Witness], Derek Yu [lead designer of Spelunky] and Jim Crawford [lead designer of Frog Fractions and Frog Fractions 2] about the challenge of retaining mystery & player discovery in the age of the internet."
Richard Devine
He made additional contributions for the videogame Doom (2016).
Doom (1993 video game)
Like they had for "Wolfenstein 3D", id hired Bobby Prince to create the music and sound effects. Romero directed Prince to make the music in techno and metal styles; many of the songs were directly inspired by songs from popular metal bands such as Alice in Chains and Pantera. Prince himself felt that more ambient music would work better for the game and produced numerous tracks in both styles in the hopes of convincing the team; Romero, however, still liked the metal tracks and put both styles in the game. Prince did not make music for specific levels, as they were composed before the levels were completed; instead, Romero assigned each track to each level late in development. Unlike the music, the sound effects for the enemies and weapons were created by Prince for specific purposes; Prince designed them based on short descriptions or concept art of a monster or weapon, and then adjusted the sound effects to match the completed animations. The sound effects for the monsters were created from animal noises, and Prince designed all the sound effects to be distinct on the limited sound hardware of the time, even when many sound effects were playing at once.
Doom (franchise)
A comic book was issued in May 1996, produced by Tom Grindberg of Marvel Comics as a giveaway for a video game convention.
Official versions of Doom
The 32X version of "Doom" was developed and published by Sega and was released on November 21, 1994. It features 17 of the 18 levels from the first two episodes, but none from episode three. This version lacks multiplayer support, does not play in a full screen, and only has the front sprites for the monsters. 10 levels are missing from the original version (twice as many missing levels as any other version of the game). A DOS prompt shows up after the credits roll if the player finishes the game either using cheats or starting from any level other than the first level, locking up the game. Similarly, the secret level cannot be accessed in these scenarios. Due to the lack of the third episode, the BFG 9000 can only be obtained through the use of cheats. Due to poor use of the Mega Drive/Genesis YM2612 sound chip, this version's soundtrack is considered inferior to that of other versions, and many of the sound effects are missing. As with most mid-90s console ports, the levels come from the Atari Jaguar version. This version does not feature the Cyberdemon, the Spider Mastermind, or the Spectre. There is a level select option that allows the player to start on any of the first fifteen levels, although there is no way to save the game or settings.
Official versions of Doom
The first version of "Doom" for Windows was released under the name "Doom 95", on August 20, 1996. It was compatible with Windows 95 and up, and was able to use WADs from the MS-DOS versions. It also allowed users to set up multiplayer games much easier than in DOS. It was included with "Final Doom". The port was project-led by Gabe Newell and other later founders of Valve Corporation.