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- -----------------------------------------------------------------------------
- T H E " O F F I C I A L " *-D-*-*-O-*-*-O-*-*-M-* F A Q
- Pre-Release v2.0 - MAJOR revision
- Written by: Hank Leukart (ap641@cleveland.freenet.edu)
- "The first EVER FAQ release BEFORE the game release!"
- "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 AND COPYRIGHT:
- -------------------------
-
- This FAQ is to aid in informing the public about the upcoming
- 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.
- All specific names included herein are trademarks and are so
- acknowledged: id Software, DOOM, Apogee, Wolfenstein 3-D, SoundBlaster,
- Gravis, Gravis UltraSound (GUS), Forte, Roland, Roland Sound Canvas,
- Pro Audio Spectrum, IBM, Microsoft, MS-DOS. Any trademarks not mentioned
- here are still hypothetically acknowledged.
- I, Hank Leukart, the author of the "Official" DOOM FAQ, hereby
- state that anyone wishing to reproduce the "Official" DOOM FAQ in part
- or in full in any electronic or written form, must receive explicit
- permission from the author via E-mail (ap641@cleveland.freenet.edu) and
- acknowledge the author in the reproduction. Only the NEWEST "Official"
- DOOM FAQ may be reproduced.
-
- ------------------
- 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,
- giving minor credit to you. In the E-mail, please supply your name
- and E-mail address.
-
- ---------
- CONTENTS:
- ---------
-
- [1] Introduction
- [1-1] About the "Official" DOOM FAQ
- [1-2] Getting the "Official" DOOM FAQ
- [1-3] Acknowledgments
- [1-4] Accurate Information
- [2] What is DOOM?
- [3] Who is creating DOOM?
- [4] When is the release date of DOOM?
- [5] Where can I get DOOM and related software?
- [5-1] Where can I get DOOM?
- [5-2] Where can I get DOOM hints?
- [5-3] Where can I get DOOM screen shots?
- [5-4] Where can I get a working demo of DOOM?
- [6] DOOM Marketing
- [6-1] How will DOOM be marketed?
- [6-2] How much will DOOM cost?
- [7] What will I need to run DOOM?
- [8] What makes DOOM different from Wolfenstein 3-D?
- [8-1] Texture-Mapped Environment
- [8-2] Non-Orthogonal Walls
- [8-3] Light Diminishing/Light Sourcing
- [8-4] Variable Height Floors and Ceilings
- [8-5] Environment Animation and Morphing
- [8-6] Palette Translation
- [8-7] Multiple Players
- [8-8] Smooth, Seamless Gameplay
- [8-9] Monster Artificial Intelligence
- [8-10] Weapons
- [9] How will 2-4 player action work in DOOM?
- [10] How can I contact id Software?
- [11] DOOM iNsAnItY
- [11-1] A word from Douglas J. Bottoms
- [11-2] Top Ten Things To Do While Waiting for DOOM
- [11-3] Top Ten Things Being Removed From DOOM During Delay
- [11-4] Top Ten Reasons DOOM Was Delayed
- [12] Conclusion
- [13] Revision History
- [13-1] Pre-Game-Release FAQs
- [13-2] Post-Game-Release FAQs
-
- -----------------------
- CHAPTER 1: Introduction
- -----------------------
-
- [1-1]: About the "Official" DOOM FAQ
- ====================================
- Well, here it is, pre-release v2.0 of the "Official" DOOM FAQ.
- What does that mean? Pre-release is before the game is released, version 2.0
- is a major revision written after 1.0, "Official" means absolutely
- nothing, DOOM is the name of the game, and FAQs are [F]requently
- [A]sked [Q]uestions.
- Version 2.0 of the FAQ adds a lot of updated information. This
- is because FAQ v1.0 was only created from the DOOM press release and
- Usenet "hearsay." After v1.0 was released, id contacted me, and
- offered to help with new releases. So, here it is. This may or may not
- be the last "Official" DOOM FAQ before the game is released, I'm not sure.
- I guess it just depends on how quickly new information arrives.
- Well, I hope you enjoy this, it's supposed to hold you over
- until the actual game release. :)
-
- [1-2]: Getting the "Official" DOOM FAQ
- ======================================
- If you'd like, you can contact me via E-mail to get on the
- "Official" DOOM FAQ mailing list. After contacting me, you
- will then be automatically sent the "Official" DOOM FAQ at every new
- release via E-mail. My InterNet E-mail address is "ap641@cleveland.freenet.edu."
- Please make the subject of your E-mail "DOOM mailing list."
-
- 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.
-
- The "Official" DOOM FAQ is uploaded every two weeks (or earlier
- if a new version is released) on the following FTP sites.
-
- (1) ftp.uwp.edu IN DIRECTORY /pub/incoming/id
- IN DIRECTORY /pub/msdos/games/id
- (2) wuarchive.wustl.edu IN DIRECTORY /pub/msdos_uploads/games
-
- The file name of the upload will be "doom??.faq" where "??" is the
- version number of the FAQ.
-
- [1-3]: Acknowledgments
- ======================
- I'd like to thank id software for becoming involved with their
- on-line users and with me and this FAQ. They have been a big help,
- and without their game, this FAQ could not exist!
- I'd like to thank all the on-line users featured in "DOOM iNsAnItY"
- for allowing me to use their hilarious posts in the FAQ.
- I'd like to thank all the other game companies making DOOM
- look-a-likes, for helping us wait it out. :)
- Finally, I'd like to thank everyone who reads this FAQ, you
- are what the FAQ is for!
-
- [1-4]: 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
- has not been released yet, and that id is still making major changes
- to the game format make it very hard to keep the FAQ as updated as possible.
- Id Software and I want to give as much accurate information to the
- public as possible pertaining to DOOM. Flexibility and deadlines are
- also some of id Software's top priorities. Because of this, it becomes
- very difficult to keep from making major changes to the game layout.
- Id Software does not want to break any game promises, but "if something
- [they] said they would put into the game causes it to slow down, it gets
- pulled." Lastly, just keep in mind that anything and everything is
- subject to change, and that by the time you read this, the information
- may not be perfect.
-
- ------------------------
- 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 are a space marine suddenly flung into Hell!
- Scientists stationed at a moon base constructed for investigate a
- mysterious anomaly have discovered more than they bargained for!
- Suddenly, waves of grotesque demons race through the base. By the time
- you hear the alarm, it is already too late. Everyone else on the base is
- dead or transformed into insane mutants. Cock your pistol (or one of
- your other 8 weapons) and prepare to meet the enemy. You must break
- through ... or DIE!
-
- --------------------------------
- CHAPTER 3: Who is creating DOOM?
- --------------------------------
-
- DOOM was created by id Software, and will also be published by
- id Software.
-
- Note: Apogee has NOTHING to do with DOOM.
-
- --------------------------------------------
- CHAPTER 4: When is the release date of DOOM?
- --------------------------------------------
-
- DOOM was first said to be released in "the third quarter of 1993."
- id Software has now delayed the release date until December 10th, 1993.
- They said that they needed to delay the release to ensure a quality product.
- Also, they said part of the delay has been caused by putting the DOOM work
- aside while they worked on a Super Nintendo version of Wolfenstein 3-D.
-
- -----------------------------------------------------
- CHAPTER 5: Where can I get DOOM and related software?
- -----------------------------------------------------
-
- [5-1]: Where can I get DOOM?
- ============================
-
- DOOM will be available via anonymous FTP on id's official
- FTP site, "ftp.uwp.edu", in the /pub/msdos/games/id directory.
- DOOM will be available via the Software Creations BBS.
- The phone number of Software Creations is (508)-368-7036.
- Lastly, the shareware version of DOOM will be available
- from id Software for a minimal shipping and handling charge.
- id Software's phone number is (800)-ID-GAMES in the USA, 24 hours a day,
- 7 days a week. Next-Day-Air is available, as are other shipping methods,
- so as to "shorten the delay of the demise of numerous demons."
- Customers not in the USA will be directed to call licensed id
- Software distributors to order DOOM. The complete list of international
- distributors will be in the game.
- DOOM will only be available after December 10th, 1993.
-
- [5-2]: Where can I get related DOOM hints?
- ==========================================
- Shortly after release, the Official DOOM Hint Book and Hint Disk
- will be available, price to be announced.
-
- [5-3]: Where can I get DOOM screen shots?
- =========================================
-
- DOOM screen shots are available at the same FTP site (ftp.uwp.edu)
- and directory (/pub/msdos/games/id). The screen shot file names are
- as follows:
-
- (1) doom01.zip
- (2) doom02.zip
- (3) doom03.zip
- (4) doom04.zip
- (5) doomscn5.zip
-
- [5-4]: Where can I get a working demo of DOOM?
- ==============================================
-
- Currently, there is NO working demo of DOOM. However, there are
- screen shots of DOOM. (see Chapter [5-2]) The FIRST known release of DOOM
- is explained in Chapter [5-1].
-
- Note: ANY working demo/beta of DOOM that you have played is COMPLETELY
- illegal (unless you are a beta tester). If you own a copy, delete it
- IMMEDIATELY.
-
- -------------------------
- CHAPTER 6: DOOM Marketing
- -------------------------
-
- [6-1]: How will DOOM be marketed?
- =================================
- The first episode of DOOM will be shareware (8 levels + secret),
- and will be available to the general public. Two additional episodes
- will be available immediately after release, which feature a "journey
- to another dimension." These additional episodes will sold by mail
- order from id Software.
- A commercial episode will be released sometime in 1994.
-
- [6-2]: How much will DOOM cost?
- ===============================
- The registered version of DOOM will cost $40.00 (US Currency) plus
- a minimal shipping and handling charge.
-
- ----------------------------------------
- CHAPTER 7: What will I need to run DOOM?
- ----------------------------------------
-
- DOOM will require a 386sx IBM compatible computer running DOS, VGA
- (320x200x256) graphics, and 2mb of RAM. DOOM will support the Adlib,
- SoundBlaster, SoundBlaster Pro, SoundBlaster 16, Roland Sound Canvas,
- and the Pro Audio Spectrum (in native mode).
-
- You will be happy to know that id is working hand-in-hand with
- both Gravis and Forte to make sure the game supports the GUS in native
- mode. "If it can be done, we will do it!" says Jay Wilbur of id
- Software. (jay@idsoftware.com)
- Jay Wilbur speaks on the topic of GUS 3D support:
-
- "Size limitations for the shareware version and new technology
- on the horizon (for newer, cooler games) are the reasons we may not put
- the GUS 3D support in. The amount of sounds it requires would eat too
- much disk space for us to handle. Listen, we want to support the GUS
- as much as you want us to support the GUS.
- Our sound code guy has committed to getting the board up and
- running. Gravis and Forte have provided resources beyond the call of
- duty to help us get the board up and running. We want to get the
- board up and running.
- The fact remains that something outside our control (code size,
- our inexperience with the board and deadlines, etc.) may (possibly,
- perhaps, unlikely but maybe) prevent us from providing native support.
- If that happens, nobody will be sadder than us. We will miss bundling
- opportunities with Gravis, sales opportunities with GUS users, etc.
- This is not a pleasant thought for us.
- Please try to understand our position. We want to support the GUS
- as much, perhaps even more, than you do. We will do everything in our
- power to put the support in. If everything works out (and it looks like
- it will--the game is running with native GUS support in right now) the
- code will be in. If the code is not in, please don't come and try to kill
- us, we did everything we could to make it happen."
-
- The shareware episode of DOOM MAY EXCEED 1.44mb in compressed form,
- and the "commercial" episodes (together) will be somewhere in the
- neighborhood of 10mb, uncompressed.
-
- ----------------------------------------------------------
- CHAPTER 8: What makes DOOM different from Wolfenstein 3-D?
- ----------------------------------------------------------
-
- Parts of this list of DOOM's features were taken from the
- January 1, 1993 and August 24, 1993 DOOM press releases.
-
- [8-1]: 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. 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".
-
- [8-2]: 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 can be at any angle, and be of any thickness. Walls can have
- see-through areas, change shape, and animate. This allows more natural
- construction of levels. If you can draw it on paper, you can
- see it in the game.
-
- [8-3]: 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 may also
- require you to search for a light switch! Light sourcing allows lamps
- and lights to illuminate hallways, explosions to light up areas, and strobe
- lights to briefly reveal things near them. These two features will make
- the game frighteningly real.
-
- [8-4]: 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.
-
- [8-5]: Environment Animation and Morphing
- =========================================
- In DOOM, the world reacts to you. Many surfaces can 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 has removed information terminals,
- access stations, and wall weapon damaging. Additionally, rooms will no
- longer close in on you, and walls will not have animated messages. See
- Chapter [1-4] for more information on features removed from DOOM.
-
- [8-6]: 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) and invincibility mode. See Chapter [1-4] for more
- information on features that are removed from DOOM.
-
- [8-7]: Multiple Players
- =======================
- Up to four players can play over a local network, or two players
- can play by modem or serial link. 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 1993, we fully expect to be
- the number one cause of decreased productivity in businesses
- around the world.
- See Chapter 9 for more information on multi-playing.
-
- [8-8]: 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 than movies or
- television. This allows for the most important and enjoyable
- aspect of gameplay-immersion.
- Recently, id began optimizing DOOM to run best on 486 and Pentium
- systems. Because of this, DOOM won't run as beautifully on a 386 as
- first thought. However, id is thinking of keeping 386-optimized code
- in the game as a selectable option. Another id idea is developing an
- alternate set of levels that will optimize performance on 386 systems,
- but the actual code wouldn't change.
- Lastly, id is "looking into" adding a VESA SVGA page-flip mode
- that will be "mostly-compatible with a lot of" SVGA board and will
- speed up performance. This would not be the default mode, and would NOT
- work on ALL systems.
-
- [8-9]: Monster 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'll still be able to get the drop on them
- from behind, just like in Wolfenstein 3-D -- but you have to be
- sneakier about it.
-
- [8-10]: Weapons
- ===============
- Here's a list of weapons that will be included in DOOM. Don't
- try using these at home. :)
-
- (1) Fist
- (2) Chain Saw
- (3) Pistol
- (4) Shotgun
- (5) Chain Gun
- (6) Missile Launcher
- (7) Plasma Gun
- (8) BFG9000
-
- ---------------------------------------------------
- CHAPTER 9: How will 2-4 player action work in DOOM?
- ---------------------------------------------------
-
- DOOM will support Novell Netware/IPX in the initial shareware
- version. TCP/IP and other protocols will be supported in a later version
- soon after DOOM's release. Using this network support, DOOM could be
- played in a workplace type environment.
- DOOM will also work in two player mode by modem or serial
- link.
- In DOOM, players will be able to see each other, and watch
- each other jerk in pain as they are hit during the game. Players
- will be able to watch others get hurt, die, and move throughout
- the labyrinth. DOOM will allow 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 has a "DeathMatch" mode where every player is out for
- himself. At the beginning, the level will be infested with enemies
- and power-ups. Everyone must kill all the demons to ready the battlefield
- for the player vs. player manhunt (my favorite gaming word). In this mode,
- players will not be able to see the other players in the automap, nor switch
- to their view. Players will not be able to view other's health in the
- mode, because of the disadvantage this can cause.
- With InterNet access, a 56K line, and only a few router hops,
- you should be able to run DOOM over the InterNet. An InterNet server is
- being planned to handle many DOOM players at once, but this is not a
- definite, and cannot be designed until the release of DOOM. "I'll get to
- work on it as soon as the game comes out =)", says Saqib A Qureshi.
- (qureshi@ug.cs.dal.ca)
- The shareware version of DOOM *will* support multi-players.
-
- ------------------------------------------
- CHAPTER 10: 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 inquires.
-
- -------------------------
- CHAPTER 11: DOOM iNsAnItY
- -------------------------
-
- This chapter features humor about DOOM, written by ANYONE who's
- willing to try (or maybe even on accident). Anyway, here they are.
-
- [11-1]: A word from Douglas J. Bottoms
- ======================================
- FOREWORD: Here's the first addition to DOOM iNsAnItY!
- This was posted on comp.sys.ibm.pc.games.action on Thursday,
- October 21, 1993. He speaks on a new game idea: id programmers
- as bad guys in DOOM.
-
- ----------
- Subject: NEW GAME! id programmers as bad guys in DOOM!
- From: Douglas J. Bottoms <DBottoms@Lilly.Com>
- Date: Thu Oct 21 10:00:02 1993
-
- That's it!! I new twist on the game!!! The DOOM good guys are idle
- gaming buffs who have finally cracked and can no longer wait for the
- release of the only game that will make ALL OTHER games seem like PONG!
- Blind Wolfenstein will no longer simmer the anger! They go slap-happy and
- grab their multidimensional boots and gloves (with snazzy smooth shading)
- and go to the id programmers' dungeon/lair. It will be a slaughter!
- Pixilated programmers, peeved project leaders, panting personnel...the
- works. The big bosses could be just that, the big bosses, especially the
- one who just made a press release that DOOM would be delayed another few
- months (this is make believe, of course - (squint) you aren't going to
- delay the release (pant, pant); look into my eyes (o)(o) (imagine
- reversing sound) and repeat after me, "I must release DOOM soon. I must
- program, eat, sleep day and night." Mu who ha ha ha!).
-
- Excuse my sanity. I get a bit zany when I get thinking about the soon to
- be released game that will resolve the U.S.' Deficit and save the rats
- from being beheaded on the space shuttle. I see the sun raising...
-
- The thoughts expressed here are entirely my own and do not necessarily
- reflect the thoughts of any other individual or group affiliated with Eli
- Lilly and Company.
- ----------
-
- [11-2]: Top Ten Things to Do While Waiting for DOOM
- ===================================================
- FOREWORD: This was posted by an unknown source at an unknown
- location, on August 27, 1993. If you know who the writer is, please
- send me some E-mail so I can give appropriate credit.
-
- ----------
- Well, here we are waiting another 2-3 months [for DOOM]. What else
- can we do?
-
- 1) Search the InterNet for Beta Version.
- 2) See if we can go through Wolfenstein 3-D with our eyes closed.
- 3) Use MapEdit/WolfEdit to make Wolfenstein 3-D "look like" DOOM.
- 4) Find out where the id "lab" is and "encourage" them.
- 5) Watch the new 90210 episode!
- 6) See if Blake Stone or Rampage will be any good.
- 7) Upload the Lemmings Demo as "DOOM10.ZIP" and see what happens.
- 8) Get girlfriends and drop them on 12/10/93, unless they like DOOM and
- have a computer with a modem.
- 9) Or lastly, look at DOOM slides and "pretend" we are playing.
- ----------
-
- [11-3]: Top Ten Things Being Removed From DOOM During Delay
- ===========================================================
- FOREWORD: This was posted by an unknown source at an unknown
- location, on August 31, 1993. If you know who the writer is, please
- send me some E-mail so I can give appropriate credit.
-
- ----------
- The DOOM Delay of `93 might be worse than we first thought! Here is
- a list of things that I heard were being taken out of DOOM.
-
- 1) Socks the Cat
- 2) Cameo by the Mario Brothers (you thought the Pac-Man Ghosts were bad)
- 3) The "Shawngreen" monster in level 3 (too scary, it went around screaming
- "Its not done yet! Not yet!")
- 4) Cindy Crawford workout in level 4
- 5) Vanilla Ice-Amy Grant theme song
- 6) "Fun with Barney" puzzle in level 2
- 7) Pin Up GIF of Sally Struthers.
- 8) "John 3:15" : various locations
- 9) "Bulges" in monsters groin area
- AND FINALLY,
- 10) The Bathroom Scenes.
- ----------
-
- [11-4]: Top Ten Reasons DOOM Was Delayed
- ========================================
- FOREWORD: This was posted by an unknown source at an unknown
- location, on September 21, 1993. If you know who the writer is, please
- send me some E-mail so I can give appropriate credit.
-
- ----------
- The following is intended to be humorous, with no ill intent
- whatsoever. I hope everyone takes it in the spirit it is given. ;)
-
- DAVE: "I have in my hand here tonight's Top 10 List from the
- home office in Sioux City, Iowa. Actually, it's a Top 15."
-
- (show the special graphics)
-
- DAVE: "Them special effects is fantastic!" (grin) "Tonight's category is:
- Top 15 reasons DOOM's release was delayed to December 10th. Here we
- go..."
-
- 15. Added near death sequence when player is shot full of holes.
-
- 14. Added networking capability via spaghetti noodles.
-
- 13. "If Origin can do it, so can we."
-
- 12. They want to ensure it won't run under Windows.
-
- 11. Currently using DOOM as negotiating tool to get Ukraine to give up nukes.
-
- 10. Fighting lawsuit from Apogee claiming DOOM is their 'intellectual
- property'. (for those Letterman fans)
-
- 9. They want to increase fourth quarter earnings.
-
- 8. The bosses wife wants to 'redecorate' the levels.
-
- 7. They want to make a politically correct version.
-
- 6. id aspires to be the next Microsoft.
-
- 5. NASA lost the source code.
-
- 4. Bill's waiting for Hillary's permission to release game. (oops,
- sorry, that's the Health Care Reform Package)
-
- 3. John's dog ate his computer.
-
- 2. Ran out of bug spray.
-
- DAVE: "And the number one reason DOOM's release was delayed..."
-
- 1. They want the game's release to be just in time for Christmas shopping.
- ----------
-
- ----------------------
- CHAPTER 12: Conclusion
- ----------------------
-
- Well, there's v2.0 of the "Official" DOOM FAQ by Hank Leukart.
- Hopefully, this version of the FAQ should have been more informative than
- the first version, since id got involved, and started helping out. Keep
- up the good work, Id! The FAQ will become MUCH more complicated after
- the game is released. There will be more chapters, and they will
- have many more sub chapters. If you know things that I don't feel free
- to suggest them via E-mail to "ap641@cleveland.freenet.edu".
- SUPPORT YOUR SHAREWARE COMPANIES! REGISTER YOUR SHAREWARE!
-
- ----------------------------
- CHAPTER 13: Revision History
- ----------------------------
-
- [13-1]: Pre-Game-Release FAQs
- =============================
-
- v1.0: First release of the DOOM FAQ. (October 25, 1993)
-
- 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)
-
- 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)
-
- [13-2]: Post-Game-Release FAQs
- ==============================
-
- To be added soon. (I hope!)
- --
- **** *** *** ** ** | THE ONLY: Hank Leukart (ap641@cleveland.freenet.edu)
- * * * * * * * * * | "Official" DOOM FAQ writer/coordinator
- * * * * * * * * * | "DOOM: Where the sanest place is behind a trigger."
- **** *** *** * * | <-- Coming soon to ftp.uwp.edu. Release: Dec 10, 1993
- ===============================================================================