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`'' ``'
Post-Release v5.5 - STANDARD revision
Last Updated: February 24, 1994 EST
Written by: Hank Leukart (ap641@cleveland.freenet.edu)
"If it's not the `Official' DOOM FAQ, it's not a FAQ."
"DOOM: Where the sanest place... is behind a trigger."
"DOOM: Such mayhem the likes of which have never
been witnessed in this particular dimension!"
-----------------------------------------------------------------------------
----------
DISCLAIMER
----------
This FAQ is to aid in informing the public about the game DOOM, by id
Software. In no way should this promote your killing yourself, killing others,
or killing in any other fashion. Additionally, Hank Leukart claims NO
responsibility regarding ANY illegal activity concerning this FAQ, or
indirectly related to this FAQ. The information contained in this FAQ only
reflects id Software indirectly, and questioning id Software regarding any
information in this FAQ is not recommended.
---------------------
TRADEMARK INFORMATION
---------------------
All specific names included herein are trademarks and are so
acknowledged: id Software, DOOM, Apogee, Wolfenstein 3-D, Creative
Labs, WaveBlaster, Sound Blaster, Advanced Gravis, Gravis UltraSound (GUS),
Gravis Gamepad, Forte, Roland, Roland Sound Canvas, Pro Audio Spectrum,
IBM, Microsoft, MS-DOS, Atari, and Jaguar. Any trademarks not mentioned here
are still hypothetically acknowledged.
----------------
COPYRIGHT NOTICE
----------------
This article is Copyright 1993 by Hank Leukart. All rights reserved.
You are granted the following rights:
I. To make copies of this work in original form, so long as
(a) the copies are exact and complete;
(b) the copies include the copyright notice and these paragraphs
in their entirety;
(c) the copies give obvious credit to the author, Hank Leukart;
(d) the copies are in electronic form.
II. To distribute this work, or copies made under the provisions
above, so long as
(a) this is the original work and not a derivative form;
(b) you do not charge a fee for copying or for distribution;
(c) you ensure that the distributed form includes the copyright
notice, this paragraph, the disclaimer of warranty in
their entirety and credit to the author;
(d) the distributed form is not in an electronic magazine or
within computer software (prior explicit permission may be
obtained from Hank Leukart);
(e) the distributed form is the NEWEST version of the article;
(f) the distributed form is electronic.
You may not distribute this work by any non-electronic media,
including but not limited to books, newsletters, magazines, manuals,
catalogs, and speech. You may not distribute this work in electronic
magazines, or within computer software without prior written explicit
permission. These rights are temporary and revocable upon written, oral,
or other notice by Hank Leukart. This copyright notice shall be governed
by the laws of the state of Ohio.
If you would like additional rights beyond those granted above,
write to the author at "ap641@cleveland.freenet.edu" on the Internet.
---------
CONTENTS:
---------
*1* Introduction
*1-1* A word from Hank Leukart
[1-2] About the "Official" DOOM FAQ
*1-3* Getting the "Official" DOOM FAQ
[1-4] Adding to the FAQ
[1-5] Acknowledgments
[1-6] Accurate Information
=SECTION ONE= PRELIMINARY INFORMATION
[2] What is DOOM?
[3] What makes DOOM different from Wolfenstein 3-D?
[3-1] Texture-Mapped Environment
[3-2] Non-Orthogonal Walls
[3-3] Light Diminishing/Light Sourcing
[3-4] Variable Height Floors and Ceilings
[3-5] Environment Animation and Morphing
[3-6] Palette Translation
[3-7] Multiple Players
[3-8] Smooth, Seamless Gameplay
[3-9] New Monsters and Artificial Intelligence
[3-10] Weapons
*3-10-1* What does BFG9000 stand for?
[4] Who created DOOM?
[4-1] How can I contact id Software?
*5* What are the difference between the different releases of DOOM?
*5-1* What is the shareware release?
*5-2* What is the mail-order release?
*5-3* What makes the three versions different?
[5-4] What is the commercial release?
*5-5* What is the Jaguar release?
*6* Where can I get DOOM?
*6-1* How can I get the shareware release?
*6-1-1* What are the file names?
[6-1-2] How can I get DOOM using FTP?
[6-1-3] How can I get DOOM using AFS?
[6-1-4] How can I get DOOM on a BBS?
*6-2* How can I get the mail-order release?
[6-3] How can I get the commercial release?
*6-4* How can I get the DOOM Specs for creating add-on utilities?
*6-5* Where can I get the serial play source code?
[7] What is needed to run DOOM?
[7-1] What is REQUIRED to run DOOM?
[7-2] What sound cards does DOOM support?
[7-3] What game controllers does DOOM support?
*8* How can I multiple players gameplay in DOOM?
[8-1] How does the multi-player gameplay work?
[8-1-1] How does pausing, saving, and loading work?
[8-1-2] What are the different uniform colors for?
[8-1-3] How does a player see what others are doing?
*8-1-4* How do players communicate using Chat Mode?
[8-1-5] How do the weapoms work?
[8-1-6] What happens when a player dies?
[8-1-7] Can players exchange supplies?
[8-1-8] Miscellaneous
[8-2] What exactly is "DeathMatch" mode?
[8-3] How does DOOM work with networks?
*8-3-1* What are the command line parameters for DOOM?
*8-3-2* How can I use DOOM on Novell Netware Lite?
*8-3-3* How can I use DOOM on other types of networks?
*8-3-4* How can I set up a small inexpensive DOOM network?
*8-4* How can I play DOOM by serial link?
*8-5* How can I play DOOM over the Internet?
*8-5-1* How can I play DOOM over the Internet at 14.4k?
=SECTION TWO= CHEATS AND SPOILERS
*9* How can I cheat in DOOM?
[9-1] What are the DOOM cheat codes?
*9-2* How do I use the "devparm" parameter?
*9-2-1* What do the dots that appear in development mode mean?
[10] Can someone tell me how to...?
[10-1] Where are the DOOM secret levels?
[10-1-1] Knee-Deep in the Dead?
[10-1-2] The Shores of Hell
[10-1-3] Inferno
*10-2* Where are the secret doors in DOOM?
*10-2-1* Knee-Deep in the Dead
*10-2-2* The Shores of Hell
*10-1-3* Inferno
[10-3] When should I use each weapon?
[10-4] Where can I get the chain saw on episode one?
*10-5* How powerful is the ammunition?
*10-6* How many shots does it take to kill each enemy?
=SECTION THREE= DOOM ADD-ON SOFTWARE
*11* What is DOOM add-on software and where can I get it?
*12* What cheat utilities have been made for DOOM?
[12-1] DOOMEdit v4.1
[12-2] DOOMED v0.9
[12-3] DOOM: The Cheat 2
[12-4] DOOMSAFE v1.02
[12-5] DSGEDIT v3.0
[12-6] EDITGAME v1.1
[12-7] DOOM Editor: The Real Thing v2.1
*13* What add-on software allows me to alter DOOM?
[13-1] DMAUD v1.0
[13-1-1] DMFE v0.0.1
[13-1-2] DMSILLY
[13-1-3] Sally's DOOM
[13-1-4] DOOM-Sounds
[13-1-5] DMMMISC
[13-1-6] DMNSND1.ZIP
[13-1-7] DMNSND2.ZIP
[13-1-8] DMNSNC3.ZIP
[13-1-9] DMPYTHON.ZIP
[13-1-10] DMWIERD.ZIP
[13-1-11] DOOM-ASH.ZIP
[13-1-12] DOOMWAVS.ZIP
[13-1-13] Great DOOM Sounds
[13-1-14] Not For Kids
[13-2] DMGRAPH v0.2
[13-2-1] Barney DOOM
[13-3] WAD Tools v1.0
[13-4] NEWDEU v4.1
[13-5] VERDA v0.11
[13-6] DOPE v1.02
[13-7] Jumble v3.0
[13-8] RanDOOM v1.55
[13-9] Renegade Graphics DOOMED v0.9a
*14* What other miscellaneous DOOM add-ons exist?
[14-1] DOOMLOAD v1.3
[14-2] DOOMODEM v1.0
[14-3] SDOOM v1.2
[14-4] DOOM Utilities v0.1
[14-5] DOOMPICS.ZIP
[14-6] OLDIPX.ZIP
[14-7] Unofficial DOOM Specs v1.1
[14-8] The Ultimate DOOM Maps
*15* Future add-on software
[15-1] Add-on software wish list
*15-2* Add-on software in the making
=SECTION FOUR= TROUBLESHOOTING
*16* Why won't DOOM work correctly?
[16-1] How can I use SMARTDRV.EXE with DOOM?
[16-2] Why am I getting an "OUT OF MEMORY" error with DOOM?
[16-3] Why does DOOM crash when I start it?
[16-4] How can I run DOOM under OS/2?
*16-5* Why does DOOM access the disk so much?
*17* Why won't my sound card work with DOOM?
[17-1] Why won't my Sound Blaster v1.0 or v1.5 work with DOOM?
*17-2* Why won't my Sound Blaster Pro work with DOOM?
[17-3] Why won't my Gravis UltraSound work with DOOM?
*17-4* Why won't my Pro Audio Spectrum 16 work with DOOM?
*17-5* Why won't my ATI Stereo-F/X work with DOOM?
*18* Miscellaneous DOOM problems
*18-1* Why won't my mouse work with DOOM?
*18-1-1* Why does my mouse start moving itself during play?
[18-1-2] Why won't my two button mouse work with DOOM?
*18-1-3* Why won't my IBM PS/2 mouse work with DOOM?
*18-2* Why does netDOOM seem to crash at certain times?
*18-3* Why won't my modem work with DOOM?
*18-4* Why is my network slowing down when using DOOM?
*18-5* Why won't the v1.2 patch install correctly?
[18-6] DOOM is too easy
[18-7] DOOM is too hard
[18-8] I get motion sickness when play DOOM
[19] You know you have been play DOOM too long when...
[20] Conclusion
[21] Revision History
[21-1] Pre-Game-Release FAQs
[21-2] Post-Game-Release FAQs
-------------------------
CHAPTER *1*: Introduction
-------------------------
*1-1*: A word from Hank Leukart
===============================
It has been more than two months since the last release of the FAQ,
and there is a lot of good reasons. I promised to have a FAQ out at around
the same time that DOOM v1.2 was released, but DOOM v1.2 was delayed for
about a month and a half. I had a hard drive crash, and all of the work I
had previously done on v5.5 of the FAQ was gone. My E-mail box keeps
overflowing, and at the rate the information is coming in, there would not
be ANY way for me to release the FAQ if I had not drawn the line somewhere.
Anyway, here it is, the "Official" DOOM FAQ v5.5.
DOOM iNsAnItY was removed (sorry) due to size complaints, but the
last edition of DOOM iNsAnItY has been released with this FAQ. Look for it
in the file "dinsan55.txt" on the Internet or "dinsan55.zip" on BBSs. DOOM
v1.2 has been released, which has caused one huge problem: modem support.
After weeding through hundreds of messages, and with the help of a few
others, a list of modem strings that work with DOOM is included in this
FAQ. I hope one of them works for you! "Keep on DOOMing!"
[1-2]: About the "Official" DOOM FAQ
====================================
Welcome to the post-release v5.5 of the "Official" DOOM FAQ. What
does that mean? Post-release is after the game is released, version 5.5 is a
standard revision written after 5.0, "Official" means absolutely nothing,
DOOM is the name of the game, and FAQs are [F]requently [A]sked [Q]uestions.
Here's how revision classification works. If a new version of
the FAQ only has a small amount of information changed or added, the version
number is increased by 0.1. This is called a "minor revision." If a new
version of the FAQ has a substantial amount of new information changed or
added, the version number is increased by 0.5. This is called a "standard
revision." If a new version of the FAQ has a huge amount of added or changed
information, major parts of the FAQ are rearranged, or major parts of the FAQ
are rewritten, then the version number is increased by 1.0. This is called a
"major revision." Keep in mind this rule does not apply to v5.0 since I
wanted to make a significant change in version number, without starting at
v1.0 again.
You may be wondering why chapter numbers are enclosed in either
[]'s, ()'s, or **'s. The definition of these is as follows:
[]: Chapters enclosed in brackets mean that the information
contained in the chapter has not been updated in this or the
previous FAQ.
(): Chapters enclosed in parenthesis mean that the information
contained in the chapter has not been updated since the previous
FAQ.
**: Chapters enclosed in asterisks means that the information
contained in the chapter is new or has been updated for the
current version of the FAQ you are reading.
*1-3*: Getting the "Official" DOOM FAQ
======================================
I am sorry to announce that the DOOM Mailing List has been
cancelled, due to numerous problems. Anyone who has had a subscription to
the list in the past will no longer receive updates, and no new
subscriptions are NOT permitted.
However, a NEW mailing list has been created, but is not
maintained by myself. It is run by an automatic listserver. To subscribe,
send mail to "listserv@cedar.univie.ac.at" with "sub DOOML <your address>"
IN THE BODY of the message. DO NOT put a subject on this message. To post
to the mailing list, send mail to "DOOML@cedar.univie.ac.at". If you are
having trouble using this, send mail to "listserv@cedar.univie.ac.at" with
the word "HELP" IN THE BODY of the message. Again, put not subject on the
message. If you are having problems with the server, mail
"savage@cedar.univie.ac.at" with your problem.
The "Official" DOOM FAQ can still be requested from me, however. My
Internet E-mail address is "ap641@cleveland.freenet.edu." Please make the
subject of your E-mail "DOOM FAQ Request."
The "Official" DOOM FAQ is posted every two weeks (or earlier
if a new version is released) on the following Usenet groups.
(1) comp.sys.ibm.pc.games.action
(2) comp.sys.ibm.pc.games.announce
(3) comp.sys.ibm.pc.games.misc
The "Subject:" line of the post will be "'Official' DOOM FAQ v??.??"
where "??.??" is the version number of the FAQ.
New releases of the "Official" DOOM FAQ are uploaded to the
following Internet FTP sites.
(1) ftp.uwp.edu IN DIR /pub/incoming/id
IN DIR /pub/msdos/games/id/home-brew/doom
(2) wuarchive.wustl.edu IN DIR /pub/msdos_uploads/games/doomstuff
The file name of the upload will be "doom??.faq" where "??" is the
version number of the FAQ.
New releases of the "Official" DOOM FAQ are uploaded to Software
Creations BBS (and other BBSs) under the file name "dmfaq??.zip" where "??"
is the version number of the FAQ.
Software Creations BBS:
(a) (508)-365-2359 2400 baud
(b) (508)-368-7036 9600-14.4k v.32bis
(c) (508)-368-4137 14.4-16.8k HST/DS
[1-4]: Adding to the FAQ
========================
If you want something added to the FAQ, please send E-mail to
"ap641@cleveland.freenet.edu" (no quotes), explaining what your addition is.
It will be reviewed, and if accepted, added to the next FAQ version,
giving minor credit to you. In the E-mail, please supply your name
and E-mail address.
*1-5*: Acknowledgments
======================
I'd like to thank id Software for creating such a GREAT
game! It definitely exceeds expectations. I'd also like to thank them
for helping me out, and getting involved with on-line users. I'd like to
thank the following on-line users for the following reasons:
John Romero (help@idsoftware.com)
- For putting up with me! (wait, I gotta put up with him too!) :)
Jay Wilbur (help@idsoftware.com)
- His great on-line attention, small island travel arrangements :)
David Taylor (help@idsoftware.com)
- Telling me who he was, putting up with me, and answering questions
Wouter Slegers (wsbusr3@urc.tue.nl) - DOOM Secrets FAQ information
Barry Bloom (barry@noc.unt.edu) - Modem Initialization Strings
Mark Harrop (harrop@telecom.jorn.gov.au) - Information classification
Philip Verdieck (phil@sonosam.wisdom.bubble.org) - You know you have been
playing DOOM too long
when...
Elias Papavassilopoulos (ep104@cus.cam.ac.uk) - Cheat codes and parameters
Aaron Fredrick Tiensivu (tiensivu@student.msu.edu) - Command line parameters
Seth Delackner (dax@crl.com) - Command line parameters
David Datta (datta.cs.uwp.edu) - Copyright notice/DOOM distribution
John Thomas Lemke (jtl10@ciao.cc.columbia.edu) - Frames per second info
Kevin Burfitt (zaph@torps.apana.org.au) - Command line parameters
Ajaipal S. Tanwar (tanwar@utxvms.cc.utexas.edu) - Secret level information
Christian Metcalfe (uk05624@mik.uky.edu) - Weapon shot conversions
Tom Cannon (inkblot@leland.stanford.edu) - Location of the chain saw
Scott Browser (browersr@cnsvax.uwec.edu) - Information on SMARTDRV
Samer Meshreki (meshreki@udel.edu) - Gravis UltraSound information
Stephen Stibler (stibler@watson.ibm.com) - Two button mouse information
Stanley Stasiak (stasiak@tartarus.uwa.edu.au) - Motion sickness/secrets
John Van Essen (vanes002@maroon.tc.umn.edu) - SMARTDRV information
"Motop" (ekschult@vela.acs.oakland.edu) - Network card supply
Jarkko Tapio Heinonen (jtheinon@cc.helsinki.fi) - Small grammar help
Tobey Reed (treed@world.std.com) - DOOM v1.2 information
Marco Arriaga (marco@fidev.pwcm.com) - Novell Netware Lite information
Vinc Duran (vincd@ile.com) - ATI Stereo F/X information
Jason Brunette (stimpy2129@aol.com) - Command line parameters
Ian CR Mapleson (mapleson@cee.hw.ac.uk) - PS/2 Mouse information
Steve Bonds (sbonds@jarthur.claremont.edu) - IPX FAQ information
Larry J. Brackney (brackney@ecn.purdue.edu) - Jaguar Specs
Stephen Sprunk (ssprunk@nox.cs.du.edu) - Modem information
TC Cheng (tc@po.EECS.Berkeley.edu) - PAS information
Matt Fell (matt.burnett@acebbs.com) - DOOM Spec writer
Michael Millard (michael.millard@swcbbs.com) - Making sure the FAQ got
finished :)
Owen Salava (osalava@vaxsrv2.royalroads.ca) - Keeping my nose to the grind-
stone and making sure my
mailbox is filled <g>
Joakim Erdfelt (joakim.erdfelt@swsbbs.com) - Great DOOM Utilities, and help
with the FAQ
Forgive me if I am missing anyone, so many people have helped me!
Thank you!
Finally, I'd like to thank everyone who reads this FAQ, you
are what the FAQ is for!
[1-6]: Accurate Information
===========================
An attempt has been made to make the information in this FAQ as
accurate as possible. Unfortunately, due to the fact that the game
was recently released, and updates, add-ons, and new information are being
worked on each second, it's hard to keep up. I had to stop myself from
adding to the FAQ, because if I didn't it would have never been released!
The original press release dated from January 1993 listed a few things that
didn't go in the final game. Some of those things were impossible to do
after rewriting the 3-D engine 4 times over (for speed and size); other
things just made no sense with the rest of the design. Trust id Software.
They know what they are doing. DOOM is one great game!
=====================================
=SECTION ONE= PRELIMINARY INFORMATION
=====================================
--------------------------
CHAPTER [2]: What is DOOM?
--------------------------
DOOM is a three dimensional, virtual reality type action game
created by id Software. In some ways, it is similar to Wolfenstein 3-D
(id Software, Apogee).
In DOOM, you're a space marine, one of Earth's toughest, hardened in
combat and trained for action. Three years ago you assaulted a superior
officer for ordering his soldiers to fire upon civilians. He and his body
cast were shipped to Pearl Harbor, while you were transferred to Mars, home
of the Union Aerospace Corporation.
The UAC is a multi-planetary conglomerate with radioactive waste
facilities on Mars and its two moons, Phobos and Deimos. With no action for
fifty million miles, your day consisted of suckin' dust and watchin'
restricted flicks in the rec room.
For the last four years the military, UAC's biggest supplier, has
used the remote facilities on Phobos and Deimos to conduct various
secret projects, including research on inter-dimensional space travel.
So far they have been able to open gateways between Phobos and Deimos,
throwing a few gadgets into one and watching them come out the other.
Recently however, the gateways have grown dangerously unstable.
Military "volunteers" entering them have either disappeared or been
stricken with a strange form of insanity--babbling vulgarities,
bludgeoning anything that breathes, and finally suffering an untimely
death of full-body explosion. Matching heads with torsos to send home
to the folks became a full-time job. Latest military reports state
that the research is suffering a small setback, but everything is
under control.
A few hours ago, Mars received a garbled message from Phobos. "We
require immediate military support. Something fraggin' evil is coming
out of the gateways! Computer systems have gone berserk!" The rest
was incoherent. Soon afterwards, Deimos simply vanished from the sky.
Since then, attempts to establish contact with either moon have been
unsuccessful.
You and your buddies, the only combat troop for fifty million miles
were sent up pronto to Phobos. You were ordered to secure the perimeter of
the base while the rest of the team went inside. For several hours, your
radio picked up the sounds of combat: guns firing, men yelling orders,
screams, bones cracking, then finally silence. Seems your buddies are dead.
Things aren't looking too good. You'll never navigate off the
planet on your own. Plus, all the heavy weapons have been taken by
the assault team leaving you only with a pistol. If only you could get your
hands around a plasma rifle or even a shotgun you could take a few down on
your way out. Whatever killed your buddies deserves a couple of pellets in
the forehead. Securing your helmet, you exit the landing pod. Hopefully you
can find more substantial firepower somewhere within the station. As you
walk through the main entrance of the base, you hear animal-like growls
echoing throughout the distant corridors. They know you're here. There's no
turning back now.
------------------------------------------------------------
CHAPTER [3]: What makes DOOM different from Wolfenstein 3-D?
------------------------------------------------------------
[3-1]: Texture-Mapped Environment
=================================
DOOM offers the most realistic environment to date on the PC.
Texture-mapping, the process of rendering fully-drawn art and scanned
textures on the walls, floors, and ceilings of an environment, makes the
world much more real, thus bringing the player more into the game experience.
Others have attempted this, but DOOM's texture mapping is fast, accurate,
and seamless. Texture-mapping the floors and ceilings is a big improvement
over Wolfenstein 3-D. With their new advanced graphic development
techniques, allowing game art to be generated five times faster, id brings
new meaning to "state-of-the-art".
[3-2]: Non-Orthogonal Walls
===========================
In other games (such as Wolfenstein 3-D), walls were always joined
at ninety degrees to each other, and were always eight feet thick. DOOM's
walls are at many angles, and at many thickness. Walls have see-through
areas, like windows. This allows more natural construction of levels. If
you can draw it on paper, you can see it in the game.
[3-3]: Light Diminishing/Light Sourcing
=======================================
Another touch adding realism is light diminishing. With
distance, your surroundings become enshrouded in darkness. This
makes areas seem huge and intensifies the experience. This also creates some
amazing effects; sometimes the lights go out, and you'll have to look for a
light switch or light amplification visors. Light sourcing allows lamps and
lights to illuminate hallways, explosions to light up areas, and strobe
lights to briefly reveal things near them. These features will make the game
frighteningly real.
[3-4]: Variable Height Floors and Ceilings
==========================================
Floors and ceilings can be of any height, allowing for stairs,
poles, altars, plus low hallways and high caves-allowing a great
variety for rooms and halls.
In DOOM, monsters can be shot on levels that are higher or lower than
you are. All you have to do is aim laterally, and DOOM will do the rest!
[3-5]: Environment Animation and Morphing
=========================================
In DOOM, the world reacts to you. Many surfaces animate.
A glowing wall-plate may change in appearance when you touch it. Radioactive
ooze could seethe and bubble.
In earlier versions of the FAQ, I talked about environment animation
and morphing. Id Software removed information terminals, access stations,
and wall weapon damaging. DOOM does include "crushing ceilings," however.
[3-6]: Palette Translation
==========================
In earlier versions of the FAQ, I talked about many different
types of palette translation. Most of the palette translation has been
removed from DOOM. The only palette translations that are currently
implemented in DOOM are for multi-player mode (other players are in
different colors), invincibility mode and a few other special effects.
[3-7]: Multiple Players
=======================
Up to four players can play over a local network, or two players
can play by modem or serial link. Shareware versions 1.0 and 1.1 do not
include modem and serial link support. Later versions will support this.
You can see the other player in the environment, communicate with him or her,
and in certain situations you can switch to their view. This feature, added
to the 3-D realism, makes DOOM a very powerful cooperative game and its
release a landmark event in the software industry. This is the first game to
really exploit the power of LANs and modems to their full potential. In
1994, we fully expect to be the number one cause of decreased productivity
in businesses around the world. See Chapter [8] for more information on
multi-playing.
[3-8]: Smooth, Seamless Gameplay
================================
The environment in DOOM is frightening, but the player can be at
ease when playing. Much effort has been spent on the development end to
provide the smoothest control on the user end. And the frame rate (the rate
at which the screen is updated) is high, so you move smoothly from room to
room, turning and acting as you wish, unhampered by the slow jerky motion of
most 3-D games. On a 386sx, the game runs well, and on a 486/33, the normal
mode frame rate is faster than movies or television. This allows for the
most important and enjoyable aspect of gameplay: immersion.
[3-9]: New Monsters and Artificial Intelligence
===============================================
Wolfenstein 3-D is basically made up of a lot of closed rooms. When
you open a door, the guards get a chance to see you and opening the door
connects your sound area to the revealed room's sound area, so a gunshot will
be heard in both places. Guards in both places will respond to this kind of
action. In DOOM it's much more complex. DOOM isn't made up of a bunch of
rooms; it's a cohesive world. You might blast your shotgun and the sound
could travel through a window or slime-river tunnel to another entirely
different area and piss-off some monsters. Then, they'll come looking for
you! Opening doors, going down stairs, wading through slime, etc. You'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.
There is a huge amount of new enemies in DOOM. Here is a list:
FORMER HUMANS (dudes in filth-covered combat suits): Just a few days
ago, you were probably swapping war stories with one of these guys. Now it's
time to swap some lead upside their head.
FORMER HUMAN SERGEANTS (dudes in black armor, also filthy): Same as
above, but much meaner and tougher. These walking shotguns provide you with
a few extra holes if you're not careful!
IMPS (brown thorny hominids): You thought an imp was cute little
dude in a red suit with a pitchfork. Where did these brown bastards come
from? They heave balls o' fire down your throat and take several bullets to
die. It's time to find a weapon better than that pistol if you're going to
face more than one of these S.O.B.s.
DEMONS (pink horrors, vaguely humanoid): Sorta like a shaved
gorilla, except with horns, a big head, lots of teeth, and harder to kill.
Don't get too close or they'll rip your fraggin' head off.
SPECTRES (vague, half-formed shapes): Great. Just what you needed.
An invisible (nearly) monster.
* LOST SOULS (flying skulls): Dumb. Tough. Flies. On fire. 'Nuff
said. :)
* CACODEMONS (gigantic floating one-eyes heads): They float in the
air, belch ball-lightning, and boast one Hell of a big mouth. You're toast
if you get too close to these monstrosities.
BARONS OF HELL (you'll know `em when you see `em): Tough as a dump
truck and nearly as big, these goliaths are the worst thing on two legs since
Tyrannosaurus Rex.
*: Not found in the shareware version
[3-10]: Weapons
===============
Here's a list of weapons that are in DOOM. Don't try using these at
home. :)
(1) Fist
(2) Chain Saw
(3) Pistol
(4) Shotgun
(5) Chain Gun
(6) Rocket Launcher
(7) Plasma Rifle *
(8) BFG9000 *
* = Denotes a weapon not implemented in the shareware version.
*3-10-1*: What does BFG9000 stand for?
--------------------------------------
One can only guess. :)
------------------------------
CHAPTER [4]: Who created DOOM?
------------------------------
DOOM was created by id Software, and is also published by
id Software.
Id Software is made up of the following dedicated people:
- John Romero Coder -
- John Carmack Coder -
- Dave Taylor Coder -
- Adrian Carmack Artist -
- Kevin Cloud Artist -
- Jay Wilbur CEO -
- Sandy Peterson Designer -
- Shawn Green Tech Support -
- Robert Prince Music -
Note: Apogee has NOTHING to do with DOOM.
[4-1]: How can I contact id Software?
=====================================
Id Software can be contacted via the Internet. If you would like to
ask any questions about DOOM (that are not answered in here), send E-mail to
"help@idsoftware.com." Id Software can also be reached at their 800 number.
The number is (800)-ID-GAMES. This number is for ordering games ONLY. This
number is not for technical support or inquiries.
---------------------------------------------------------------------
*5*: What are the differences between the different releases of DOOM?
---------------------------------------------------------------------
*5-1*: What is the shareware release?
=====================================
The shareware version of DOOM only includes one of the three missions
of DOOM. Each mission contains eight levels and a secret level. The
shareware version contains network support and modem support. The shareware
version does NOT include the Plasma Rifle and the BFG9000 weapons.
On December 10th, 1993, v1.0 was released. On December 16th, 1993, v1.1 was
released. Finally, on February 17th, 1994, id released v1.2 of DOOM. This
version fixes many bugs and adds new features, including modem support.
*5-2*: What is the mail-order release?
======================================
The mail-order release of DOOM includes all three missions of DOOM.
Each mission contains eight levels and a secret level. This version includes
all weapons. All mail-order releases ordered before February 17th, 1994
are v1.1. It is highly recommended that you upgrade to v1.2.
*5-3*: What makes the three versions different?
===============================================
Three different version of DOOM have been released: v1.0, v1.1, and
v1.2. Version 1.0 was the initial December 10th, 1993 release. Version 1.1
was the first upgrade of DOOM, released on December 16th, 1993. Although
this version fixed many bugs and compatibility problems, it introduced many
new ones. The recently released v1.2 has these changes:
o Serial-link and modem support for two player games
o Removal of broadcast packets: directed network packets
o Native PAS-16 support
o A new NIGHTMARE difficulty mode in which:
+ All missile weapons fire twice as fast
+ Enemies move twice as fast
+ Enemies shoot 3 times as often
+ Monsters respawn eight seconds after death
o DOOMDATA directory requirement removed
o Mouse and joystick control in the menus
o Better joystick calibration and fixed joystick control
o Perfect gameplay under Windows
o Cyberman(tm) support
o Saved game bug corrected
o Reoccuring Z_Malloc bug corrected
o v1.2 will now return to lightning speed
o Ten macros allowing you to easily send messages during multiplay
o New command line parameters
All mail-order releases ordered before February 17th, 1994 are
v1.1. It is highly recommended that you upgrade to v1.2. Anyone who
ordered v1.1 through id's (800)-ID-GAMES phone number will receive v1.2
free by mail.
[5-4]: What is the commercial release?
======================================
The commercial version of DOOM will not be released until the middle
or late in 1994. This version will contain more levels, more features, more
graphics, and more sounds. Compare the commercial release of DOOM to
Wolfenstein 3-D's Spear of Destiny. This release will NOT duplicate any
levels in either the shareware or mail-order releases.
*5-5*: What is the Jaguar release?
==================================
Shawn Green of ID Software has been gracious enough to indulge a
nearly constant barrage of questions concerning the upcoming Jaguar version
of DOOM. The Jaguar is a 32-bit game catridge system.
* Comlynx will be supported. (2 Player: Jag to Jag communications)
* The game will be presented in 16 bit color (possibly - see next item).
* The final frame rate is expected to clock in at around 15-20 FPS.
If ID reverts to 8-bit color (as in the PC version) 20 FPS is definite.
The advantage is a little bit faster frame rate.
The disadvantage is loss of color depth.
* The game will have digital music and (digitized?) sound effects.
* Game levels will be slightly different than the PC version.
ID will take the best 20 levels from the PC version (all three
episodes) and perform minor optimizations for speed. Included
in the twenty levels will be a secret level.
* JagDoom will support automatic regeneration of monsters. (After the
enemy dies, he comes back again. And again. And again. Etc..)
* Save Games will come in the form of a password. All of the stats will be
saved except for the location within a level. Upon restoring game stats
from a saved game, you will be placed at the beginning of the level.
* NO RELEASE DATE HAS BEEN MENTIONED. Folks, don't
bother the ID people about a release date. They have a VARIETY
of projects on the burner, and will get JagDoom out as soon as
they are able. Shawn says "A Summer release is feasible."
* NO PRICE HAS BEEN MENTIONED. Cart memory is NOT cheap, and I'm
sure this is a constraint that ID is struggling with as they work
on the Jag version.
Once again, I want to caution that this is PRELIMINARY information.
The DOOM engine is running on a Jag development system, but it has a
long way to go before it's ready to ship for manufacturing. The info
presented here reflects how the game may LIKELY end up, but cart cost
is (sadly) a major concern when the game is being finalized.
----------------------------------
CHAPTER *6*: Where can I get DOOM?
----------------------------------
Note: Unless you are an official id Software Beta-Tester, any Beta
version that you may have in your possession is a violation of U.S. federal
copyright laws. Violation of these laws can result in fines of up to
$250,000 and jail terms of up to 5 years. If you are in possession of a Beta
version, it is suggested that you delete your copy immediately.
*6-1*: How can I get the shareware release?
===========================================
*6-1-1*: What are the file names?
---------------------------------
DOOM is released in two formats, a two file 1.44mb format, and a one
file 2mb format. The 2mb format is released under the name
"doom1_2.zip". The 1.44mb file names are "doom1_2a.zip" and "doom1_2b.zip."
If you got DOOM before February 17th, 1994, it is highly recommended
that you upgrade to v1.2. A patch under the file name "dm1_2spt.zip" is
available to upgrade the v1.1 shareware version to v1.2. If your shareware
copy is v1.0, you must first upgrade to v1.1 with the "doom11pt.zip." A
patch under the file name "dm1_2rpt.zip" is available to upgrade the v1.1
registered version to v1.2. Additionally, a file named "altdoom1.zip" is
available for those people who's computers do not work with the DOOM DOS
Extenders.
[6-1-2]: How can I get DOOM using FTP?
--------------------------------------
Here is a list of sites DOOM is on. Choose the one closest to you
for fastest delivery.
andyspc.rh.uchicago.edu: /pub
archive.orst.edu: pub/tmp (will be moved to pub/gaming/doom)
cactus.org: /pub/incoming (will be moved to /pub/IHHD/multi-player)
charm.tn.cornell.edu: /pub/incoming (will be moved to /pub/DOOM)
cs.huji.ac.il: /incoming (will be moved to /pub/msdos/id)
cs.nyu.edu: /pub/uploads
cscns.com: /ftp/pub/uploads
ftp.cc.umanitoba.ca: /wolf3d/incoming (will be moved to pub/doom)
ftp.cdrom.com: /pub/games/incoming
ftp.csus.edu: /incoming (move to /pub/id)
ftp.demon.co.uk: /incoming (will be moved to /pub/ibmpc/games)
ftp.sheridanc.on.ca: /incoming
ftp.sun.ac.za: /pub/Contrib (will be moved to /pub/msdos/id)
ftp.uml.edu: /msdos/Games/ID
ftp.uni-kl.de: /pub/incoming/pc
ftp.uni-oldenburg.de: /pub/incoming/dos
ftp.urz.uni-heidelberg.de: /incoming
ftp.uu.net: /tmp
ftp.uwp.edu: /pub/incoming/id (will be moved to /pub/msdos/games/id)
ftp.funet.fi: /pub/msdos/games/id
info.brad.ac.uk: /incoming/kylie
lemming.uvm.edu: /incoming
sell.tamu.edu: /incoming/doom
vincent1.iastate.edu: /incoming (login as "anonymous.void")
wuarchive.wustl.edu: /pub/MSDOS_UPLOADS/games/doom
zen.btc.uwe.ac.uk: /pub/doom
[6-1-3]: How can I get DOOM using AFS?
--------------------------------------
DOOM can get received from the following AFS site.
/afs/andrew.cmu.edu/usr23/dsa3/ftp
[6-1-4]: How can I get DOOM on a BBS?
-------------------------------------
DOOM is on id Software's official BBS, Software Creations. DOOM is
located in the id Software directory. Choose the appropriate phone number
for your modem.
(a) (508)-365-2359 2400 baud
(b) (508)-368-7036 9600-14.4k v.32bis
(c) (508)-368-4137 14.4-16.8k HST/DS
*6-2*: How can I get the mail-order release?
============================================
The mail-order release of DOOM is available directly from id
Software. To order, call id Software's order number, (800)-ID-GAMES.
This number is for ORDERING ONLY, not for inquiries or technical support.
The mail-order version of DOOM costs $40.00. If you live out of the United
States, you can still order DOOM by an out-of-country shareware
distributor.
If you ordered DOOM before February 17th, 1994, it is highly
recommended that you upgrade to v1.2. See Chapter [6-1-1] for more
information. Anyone who ordered DOOM before February 17th, 1994, from the
(800)-ID-GAMES phone number will receive a copy of v1.2 by mail. If you
live out of the United States, you can receive a copy of v1.2, free, from
your local shareware distributor.
[6-3]: How can I get the commercial release?
============================================
The commercial release of DOOM will not be available until the middle
of or late 1994. The price has not been set as yet.
It will be available by mail-order directly from id Software, or at
your local software store. (assuming your software store is local) :)
*6-4*: How can I get the DOOM Specs for creating add-on utilities?
==================================================================
The DOOM Specs have not been released yet, but will be released in
the near future. These specs will basically be for disassembling the wad and
reassembling it. You can turn pictures into patches, for example. Id
Software will probably release the format for maps as well. The actual map
editor is written in NextStep, so they won't be releasing that.
However, the Unofficial DOOM Specs, written by Matt Fell and
released by myself are available. See Chapter [14-7] for more information.
*6-5*: Where can I get the serial play source code?
===================================================
The serial play source code is available on the FTP site
"ftp.uwp.edu" in the directory "/pub/msdos/games/id" under the filename
"sersrc.zip."
----------------------------------------
CHAPTER [7]: What is needed to run DOOM?
----------------------------------------
[7-1]: What is REQUIRED to run DOOM?
====================================
DOOM requires a 386sx IBM compatible computer running MS-DOS v5.0 or
higher, VGA (320x200x256) graphics, and 4mb of RAM. The shareware version of
DOOM needs about 4.8mb of hard drive space. The mail-order version needs
about 12mb of hard drive space.
DOOM will also be ported to the Atari Jaguar. No other ports are
planned at this time that id Software "can talk about."
[7-2]: What sound cards does DOOM support?
=========================================
DOOM supports general MIDI, Adlib, Sound Blaster, Sound Blaster Pro,
Sound Blaster 16, Roland Sound Canvas, Gravis UltraSound, WaveBlaster and
Pro Audio Spectrum 16.
[7-3]: What game controllers does DOOM support?
===============================================
DOOM supports keyboard, mouse, joystick, and trackball (functioning
as a mouse).
DOOM also supports the Gravis Gamepad and Logitech Cyberman.
----------------------------------------------------
CHAPTER *8*: How can I use multiple players in DOOM?
----------------------------------------------------
DOOM supports 2-4 players in a multi-player mode. DOOM is
playable over networks, modems and by serial link.
Note: For playing the registered DOOM over networks or by modem, EACH user
MUST BUY his/her own individual copy of the game.
[8-1]: How does the multi-player gameplay work?
===============================================
In DOOM, players are able to see each other, and watch each other
jerk in pain as they are hit during the game. Players are able to watch
others get hurt, die, and move throughout the labyrinth. DOOM allows
players to play together, working as a team. In this cooperative mode,
players can see each other on an "automap" and switch to each other's view.
DOOM also allows players to play against each other, in DeathMatch mode.
[8-1-1]: How does pausing, saving, and loading work?
====================================================
In DOOM, some things change when playing with more than one player.
When you activate the Options menu or submenus, the game KEEPS
RUNNING so that other players can continue with the action. So, it is best
to find a safe place before adjusting screen size, sound, etc.
A player may pause the game by pressing the PAUSE key, but any other
player can unpause the game by pressing the PAUSE key again. Make sure it is
okay with your buddies before taking a breather.
When you do a save game during network/modem play, it saves on every
player's system in the save game slot you select, writing over whatever was
there. Before saving the game, players should agree on a safe slot to save
it in.
You cannot load a saved game while playing a multi-player game. To
load a game, everyone must quit from the current game and restart the game
from a saved game. To start a game from a saved game, you can either
select it from the SETUP program or identify it as a command line parameter.
[8-1-2]: What are the different uniform colors for?
---------------------------------------------------
In network/modem games, each player's uniform is a different color.
The color of your character is the color behind your face on the status bar.
The colors are BROWN, INDIGO (black), GREEN, and RED.
These are used to identify between players during game play, and
to chat with others using Chat Mode.
[8-1-3]: How does a player see what others are doing?
-----------------------------------------------------
If you're playing in cooperative mode, press F12 to toggle through
the other players' viewpoint(s). Press any other key to return to your
view. You still retain your own status bar at the bottom, and if your view
reddens from pain it is YOU, not your partner, who has been hit.
*8-1-4*: How do players communicate using Chat Mode?
----------------------------------------------------
In a multi-player game you can communicate with other players in the
Chat Mode. To enter into Chat Mode and broadcast a message to all the other
players, press the letter "T". A cursor will appear where your messaging is
normally placed. To broadcast to a specific player, instead of pressing
"T", you'll need to press the first letter of the player's color: (B)rown,
(I)ndigo, (G)reen, and (R)ed. For example, to send a message to the brown
character, you would press the letter "B".
In DOOM v1.2, a macro capability has been added. After defining
ten macros in SETUP.EXE, pressing the player color, and then
"ALT-<macro number>" will send a macro.
[8-1-5]: How do the weapons work?
---------------------------------
When a player runs over a weapon, he picks it up, but the weapon
remains in the game for other players to take. Shotguns dropped by former
human sergeants are removed from the game after being picked up or smashed.
[8-1-6]: What happens when a player dies?
-----------------------------------------
If you die and restart in the level, previously taken items and
destroyed monsters don't reappear. Even though you've died, other players
have survived. However, this also means the level will eventually run dry of
monsters and ammunition. You'll have to decide when the level is played out.
[8-1-7]: Can players exchange supplies?
---------------------------------------
Players cannot exchange supplies.
[8-1-8]: Miscellaneous
----------------------
In Cooperative mode, each player begins in the same area. In
DeathMatch mode the players begin in completely different areas--if you want
to see your buddy you'll need to hunt him down. Plus, each time you die,
you'll start in one of several random locations.
Unlike in single-player or Cooperative mode gameplay, in DeathMatch
mode the players start at each location with the keys necessary for opening
any locked door in that area.
In DeathMatch mode the ARMS section on the status bar is replaced
with "FRAG." The FRAG section displays the number of times you've killed
your opponents.
In Cooperative mode the Automap works the same way it does in
single-player mode. Each player is represented by a different color arrow.
In DeathMatch mode you won't receive the pleasure of seeing your opponents on
the map. Just like the monsters, your friends could be just around the
corner, and you won't know it until you face them.
[8-2]: What exactly is "DeathMatch" mode?
=========================================
DOOM has a "DeathMatch" mode where every player is out for
himself. At the beginning, the level is infested with enemies and power-ups.
Everyone must kill all the demons to ready the battlefield for the player
vs. player manhunt (my favorite gaming word). In this mode, players can't
see the other players in the Automap, nor switch to their view. Players are
not able to view other's health in the mode, because of the disadvantage this
can cause.
[8-3]: How does DOOM work with networks?
========================================
DOOM supports the IPX (Novell Netware) protocol in the initial
shareware version. Using this network support, DOOM can be played in a
workplace type environment.
To start network mode:
(1) Launch DOOM from the SETUP program, by going to the directory in
which you installed DOOM, typing SETUP, and pressing the ENTER key. Unlike
playing DOOM in single player mode, DOOM in multi-player mode must be run
either from the SETUP program or by using the command line parameters.
(2) The SETUP program allows you to configure the information that
is necessary for the multi-player game. The SETUP is simple to use.
(3) Start the game!
*8-3-1*: What are the command line parameters for DOOM?
-------------------------------------------------------
-LOADGAME allows you to start DOOM from a specified save game. Instead of
using the saved game name, simply enter the number that corresponds to the
slot you saved the game to on the SAVE GAME screen
-loadgame <# of the game>
-DEATHMATCH starts DOOM as a DeathMatch game. If you don't enter DEATHMATCH
as a command line parameter, DOOM will default to Cooperative mode.
-deathmatch
-SKILL sets the skill level (1-4) you wish to play.
-skill <# of skill level>
-EPISODE sets the episode (1-3) you wish to play. The default episode is
Episode One, Knee-Deep in the Dead.
-episode <# of the episode>
-CONFIG allows you to use your configuration file from any directory you
choose.
-config <pathname> ex. -config f:\doom\data\myconfig.cfg
-NOMONSTERS allows you to start playing with NO MONSTERS running around!
This is great for DeathMatch where, really, the monsters just get in the
way.
-nomonsters
-RESPAWN tells DOOM that, yes, you are a badass, and yes, you want all the
monsters to respawn 8 seconds after you kill them. The NIGHTMARE skill
level already does this. Not that using -respawn and -nomonsters at the
same time is a dumb thing to do.
-respawn
*8-3-2*: How can I use DOOM on Novell Netware Lite?
---------------------------------------------------
Here is information on how to play DOOM on a Novell Netware Lite
network.
HOST/CLIENT (1) Load the LSL. (LSL.COM)
HOST/CLIENT (2) Load your card driver. (example: 3C5X9.COM)
HOST/CLIENT (3) Load your server. (SERVER.COM)
HOST/CLIENT (4) Load your client. (CLIENT.COM)
CLIENT (5) Log into the network.
CLIENT (6) Map the hosts to the hard drive. (refer to NWL Manual)
HOST (7) Run DOOM's SETUP.EXE, configure, and press F10.
CLIENT (8) Change to mapped DOOM directory, and run DOOM, using the
same options as used on the host.
(9) PLAY DOOM!
*8-3-3*: How can I use DOOM on other types of networks?
-------------------------------------------------------
It does not matter what type of network you use for DOOM, whether it
is Lantastic, Windows for Workgroups or other networks. netDOOM uses the
cards at such a low level that it does not need the network services. It
only needs the ODI/IPX drivers.
This being the case, netDOOM works fine with any Ethernet or any
other cabling system. Naturally, you can not use any normal network services
at the same time.
There are a number of ways of getting IPX working with a given
ethernet card. One is to use a dedicated IPX driver for the card,
another is to run an IPX converter over some other standard such as
NDIS, ODI, or the packet driver standard. If one method fails to
work, try another one! I have had good reliability with the IPX
over Packet driver method, though it can sometimes be a challenge
to get it running... If you are already using Novell, then the IPX
over ODI might be simpler to set up, though I have found it less
reliable.
Before I get going, let me plead with everyone NOT TO USE DOOM 1.1
OR 1.0 ON ANY NETWORK OTHERS ARE TRYING TO USE!! Doom 1.2 is now
available, so please use it rather than 1.1 or 1.0. DOOM 1.0 and
1.1 really screw up networks.
Now that I have all my disclaimers out of the way... :)
To use this method of installing IPX you need two files, both of
which are in the file PKTD11.ZIP, which can be had from
oak.oakland.edu as/pub/msdos/pktdrvr/pktd11.zip. I have seen some
problems with this version (11) of the drivers, however, so it
would be wise to test out the packet driver after it is loaded, or
perhaps to try one which comes direct from the ethernet card
manufacturer. (i.e. 3c5x9pd.com from ftp.3com.com)
If you have problems with these drivers, I have put together a
collection of older versions of IPX and packet drivers which seem
to work better with DOOM. This package will be uploaded to
ftp.uwp.edu as OLDIPX.ZIP. (see Chapter [14-6])
The first file is specific to your ethernet hardware. It is the
packet driver software that converts packet-driver calls to
commands your ethernet card can understand. The INSTALL.DOC file
included with the packet driver collection has details about which
cards are supported and what sort of command-line parameters are
needed for each packet driver. I always load the packet driver
using interrupt 0x60, a popular convention. These drivers will not
work well under Windows without tweaking, so read the INSTALL.DOC
file for details. There are also some useful packet utilities
included. Again details are in INSTALL.DOC. (Got the hint yet? :)
EXAMPLES:
3Com 503 card on interrupt 5, I/O port 0x300, and the
internal transceiver. (twisted pair RJ-45 connector ON
THE CARD or coaxial BNC connector-- NOT the 15-pin AUI
connector) The shared memory area is automatically
determined-- but be sure to exclude the region from your
expanded memory manager, if used!
3C503.COM 0x60 0x5 0x300 1
3Com 509 card: These cards are entirely
software-configurable through the config/diagnostics on
your EtherDisk that came with the card. If you have lost
the disk, all the needed files are available from
ftp.3com.com.
3C509.COM 0x60
AT&T StarLan cards: Almost like the 503 except the memory
location must be specified.
AT&T.COM 0x60 0x2 0x360 0xD000
Once the packet driver is loaded and reports things correctly
(i.e.it does not give your ethernet address as
FF:FF:FF:FF:FF:FF...) then just run PDIPX.COM to load IPX support.
The PDIPX.COM program is included with PKTD11.ZIP, but it is
contained in a .ZIP file INSIDE of PKTD11.ZIP called PDIPX103.ZIP.
Run the .COM file with no parameters.
If you have problems with an "invalid mode" when loading PDIPX, you
probably are trying to run other network software at the same time
as the Packet Driver/IPX combination. Strip down your CONFIG.SYS
and your AUTOEXEC.BAT files to those shown below. Do not load any
additional TSR's! Once this bare-bones configuration works, you
can begin adding TSR's. if your problems persist, try using the
older versions of the packet driver and IPX-to-PD converter. (They
should be on ftp.uwp.edu.)
If nothing seems to work, try running the diagnostic program
PKTWATCH.COM after getting everything set up. If your screen fills
with scrolling multicolor hexadecimal numbers then the packet
driver is working OK. If it just flashes a cursor at you, then you
have problems UNLESS you are wired directly to another computer.
Hook your computer back up to an active network and see if you can
receive anything then. If you do not have an active network
available, start DOOM on the OTHER computer while running PKTWATCH
on the original computer. Of course, the other (sending) computer
needs to have IPX set up as well.
The simplest way to get all the drivers you need loaded and to
exclude other drivers which may interfere is to create a boot disk
with the correct startup files. For example:
CONFIG.SYS
device=a:\himem.sys
dos=high,noumb
files=30
buffers=30
AUTOEXEC.BAT
prompt [DOOM Setup] $p$g
a:\3c503.com 0x60 0x5 0x300 1
rem change the above according to your card.
a:\pdipx.com
The ONLY line that will vary with what card you have is the
"3c503.com" line. I encourage you NOT to load an EMS driver since
so many cards use shared memory and it is sometimes difficult to
ensure that the proper area, and only the proper area, is excluded.
DOOM runs just fine with XMS, and you have the added benefit of
loading DOS high to make room for things like mouse drivers. DOOM
does not NEED XMS to run, though. Also, I like to change the DOS
prompt to reflect my configuration whenever I am using a bizarre
setup.
It might be a good idea to also scan your bootable floppy for
viruses BEFORE booting the networked computer with it. (Scan it on
the NETWORKED computer, not your own...) There are a number of
common viruses spread by booting computers from infected disks.
(Stoned, Form, and Michelangelo to name a few.) Let's not give
DOOM a bad name by booting network computers from infected disks!
(btw, F-prot from oak.oakland.edu as /pub/msdos/virus/fp-211.zip is
an EXCELLENT antivirus program. <plug>)
You must make sure that all of the networked computers using DOOM are
using the same frame type.
*8-3-4*: How can I set up a small inexpensive DOOM network?
-----------------------------------------------------------
All that is required for network play is four network cards and some
cable. A server is not nessecary. Here is a good supply of inexpensive
eight bit network cards for DOOM play.
Corporate Systems Center PHONE: (408)-734-DISK
1294 Hammerwood Avenue FAX: (408)-745-1816
Sunnyvale, CA 94089
"Novell Compatible 8 Bit Coax Ethernet cards at unheard of prices!"
Four brand new cards priced at only $99.00 U.S.
*8-4*: How can I play DOOM by serial link?
==========================================
DOOM works in two player mode by modem or null modem. The
minimum baud rate to play DOOM is 9600 bps.
Shareware versions 1.0 and 1.1 do NOT support play by modem or
serial link. It is recommended that you upgrade to v1.2 of DOOM.
Using this mode is similar to network mode.
To use a serial link connection, run the DOOM setup and choose "Run
Network/Modem/Serial Game." Then, choose the type of connection you plan
to make. Then, configure the game to your liking, and choose the connect
method.
Note that to run null-modem game, you must have a null-modem cable
plugged into a serial port on both computers and each computer runs
SETUP.EXE with identical parameters.
If you are using a modem, you will most likely need to edit the
MODEM.CFG file in the DOOM directory. The first line of the file is an
initialization string. Pull out your modem manual, and do the following.
(1) Find the code that turns off error correction.
(2) Find the code that turns off data compression.
(3) Find the code that locks your modem at 9600 baud.
(4) Find the code that turns off all hardware and software flow
control.
(5) Create an "AT" initialization string with all these codes and
put it into the MODEM.CFG.
To find an already created initialization string for your modem, look
in Chapter [18-3] of this FAQ. If one is not listed for your modem, you will
have to dig up your modem manual for the correct settings.
The second line is a hangup strings used when you quit DOOM.
If you STILL cannot get the modems to connect, both of you should
run your favorite terminal programs, and connect with 9600, no error
correction, no data compression, and NO HARDWARE FLOW CONTROL. Then just run
SETUP.EXE with the "Alreay Connected" option in the configuration box.
*8-5*: How can I play DOOM over the Internet?
=============================================
Enter IHHD -- the Internet Head to Head Daemon designed by Jim
Knutson. With this brilliant little piece of code, multiplayer gaming has
soared to new heights. With IHHD, you'll be able to play Head to Head
against other human opponents all over the world, with the only cost to you
being the regular prices you pay to connect to or use your Internet host.
Best of all, it's free.
First of all, your host needs to be running UNIX as its operating
system. If you aren't sure what your host is running for its operating
system, check the information given at the login prompt or send mail to
your administrator.
Other than that, you should be able to run IHHD with ease. Your
first order of business is to get the IHHD software. It is available via
anonymous FTP at "cactus.org" in the "pub/IHHD" directory.
To get it:
(1) FTP to cactus.org (Type "ftp cactus.org" at the UNIX prompt)
(2) At the login prompt, enter "anonymous"
(3) At the password prompt, enter your E-mail address
(4) At the command prompt, type "cd pub/IHHD"
(5) Type "binary"
(6) Type "get IHHD.1.6.4.shar"
(7) Type "quit"
If you followed the above steps, you should now have the
IHHD.1.6.4.shar file in your home directory. Type "ls" at your host's
command prompt to verify its existence. If you don't see it, try the
above steps again or call for help.
Next, if you've successfully retrieved the "IHHD.1.6.4.shar" file
from "cactus.org," you need to prepare the IHHD to run on your UNIX system.
For UNIX veterans, the "IHHD.1.6.4.shar" file is in fact a shar file, and
contains a makefile for easy compiling on your system. For the rest of
us, follow these steps to get the IHHD up and running:
(1) Create a directory to put the IHHD software in.
Type "mkdir IHHD" at the command prompt.
(2) Move the IHHD file to the new directory.
Type "mv IHHD.1.6.4.shar ~/IHHD"
(3) Go to the IHHD directory.
Type "cd IHHD"
(4) Unpack the IHHD files.
Type "sh IHHD.1.6.4.shar"
(5) Compile the IHHD software to run on your system.
Type "make"
(6) You should now see a whole mess of files in the IHHD directory.
The important filenames you're looking for should be:
"dialer"
"tcpdialer"
"tcpanswer"
"call"
"showlog"
(7) If you've got these, you're cool. Otherwise, try the above
steps again, re-retrieve the "IHHD.1.6.4.shar" file from
"cactus.org" using the instructions above, or call for help.
If everything checks out, you're ready to rumble!
Here's how you get connected using IHHD:
(1) Set up a time to play with another Internet AW player.
Ideally, you should use E-mail to make the prior arrangements.
Make sure you and your opponent use the same baud rate and line
settings for your modems.
Make sure data compression on your modem is off, if you have such
a feature. Look at the modem initialization strings section in
this FAQ for more help.
(2) When it's time to play, start your favorite terminal program
and call up your Internet host using your modem. Make sure that
your baud rate and line settings correspond to your opponent's.
(3) Login to your Internet host normally.
(4) Contact the other player by sending a short E-mail message
indicating that you are on the net and ready to play.
(5) Once you both establish that you're there and ready to go,
return to your UNIX prompt.
(6) Type "cd IHHD" to enter your IHHD directory.
(7) You may have to type "terminal download," if you do not have it
activated already.
(8) Type "dialer opponent's.host" to start the IHHD connection.
For example, if you were playing against knuston@cactus.org,
you would type "dialer cactus.org" to initiate the connection.
Another way is to type "tcpdialer opponent's.host" while your
opponent types "tcpdialer -answer". Or reverse roles, where
you type "tcpdialer -answer" while your opponent types "tcpdialer
your.host". Don't ask me what the difference is; I don't know.
So, to recap, there are two methods of IHHD connection.
Method 1: dialer. You each type "dialer other.guy's.host"
Method 2: tcpdialer. One of you types "tcpdialer other.guy's.host"
while the other types "tcpdialer -answer".
(9) Regardless of which method you use to connect, type short text
messages followed by a carriage return until you see your opponent
acknowledge you.
(10) If you don't see you opponent after a resonable amout of time,
exit dialer or tcpdialer by pressing "CTRL-C" (i.e. hitting
the "ctrl" and "c" key simultaneously.) Contact your opponent
again by E-mail and agree to try the other method of
connecting.
(11) If you're connection looks fine and your opponent has acknowledged
you and you have acknowledged him, exit your terminal program
and change to your DOOM directory. Run SETUP.EXE, and select
"Run Network/Modem/Serial Game." On the next menu, choose
"Modem." Finally, configure all of the options to your liking,
select "Already Connected," and press F10.
(12) If everything goes well, DOOM will start up and bring you to
your first game over the Internet! Congratulations, you are
now connected by IHHD. You can now proceed to play DOOM as if
you were connected via a regular phone line.
If you are having trouble getting DOOM to work with your modem, you
may want to download S4DOOM12.ZIP (see Chapter [14-3] to help you with the
connection.
Unfortunately, because of the nature of the Internet, delays and
warping may occur with your IHHD connection, depending on the quality of the
connection between your and your opponent's host machines. These delays
are often sporadic, and depend largely on what's going on on the Internet
at that particular times. Then again, you might just be extremely unlucky
and have a cruddy Internet connection.
To gauge the quality of the connection, try to "ping" your opponent's
computer from your host. At the UNIX prompt, type "ping -s opponent's.host".
You should get a listing of "ping times", which you may stop at any time by
pressing "CTRL-C". Try pinging some other hosts you know to get an idea of
how much ping times vary, and use this data to guesstimate the quality of the
connection between your host and your opponent's.
Also, while you're flying via an IHHD connection, try hitting "ESC-Q"
to see the ratio of acknowledged packets versus rejected packets. Of course,
the less rejected packets you get, the better.
Another way to judge the quality of your connection is to simply look
at the other player. If he's jumping all over the place, you've got a
cruddy connection. If he's relatively smooth and steady, you've got a good
connection.
If all else fails, burn incense and sacrifice a beautiful young virgin
princess to the net.gods. No, wait. Better yet, send me a virgin. E-mail
me for an address.
*8-5-1*: How can I play DOOM over the Internet at 14.4k?
--------------------------------------------------------
Here is the best and only way to get DOOM to run at 14.4k baud over
the IHHD (Internet-Head-to-Head-Daemon). You may want to grab S4DOOM12.ZIP
to help you with modem connections. (see Chapter [14-3])
You must have a good modem INIT string that works with DOOM.
Look in the modem initialization chapter of this FAQ (Chapter [18-3]) for an
init string that may work with your modem. Otherwise, you may have to
experiment. Before trying 14.4k, test this at 9600 first.
Then, once you've played DOOM at 9600 baud over IHHD, then you can
start fiddling with 14.4k to get a faster and smoother play action.
First, if you got S4DOOM12.ZIP, unzip it into your DOOM directory.
Then edit SDOOM.BAT and search and replace all "9600"'s to "19200"'s. You
may want to make a backup of this file for 9600 baud play.
Enter your terminal program and change your modem settings to
be 19200,N81. Continue from step (3) in Chapter [8-5] to connect. If you
got S4DOOM12.ZIP, run SDOOM.BAT instead of SETUP.EXE in step (11).
A good test to see if you are connected correctly with the other
player is to try to send a file about 50-100k with Zmodem to the person that
is connected with you over IHHD. A few CRC errors are expected due to
such high speeds and no hardware error correction. However, it should
be able to get at least halfway through. My point is, if the transfer
does not get any blocks sent, then DOOM is certainly not going to work right.
=================================
=SECTION TWO= CHEATS AND SPOILERS
=================================
-------------------------------------
CHAPTER *9*: How can I cheat in DOOM?
-------------------------------------
[9-1]: What are the DOOM cheat codes?
=====================================
Here is a list of the cheat codes from DOOM. During play, just type
the codes in with the keyboard. You need not hit ENTER after the code.
After entering, a message should be displayed at the top of the screen
telling which cheat mode was activated.
iddqd Degreelessness mode (God mode)
idkfa Very Happy Ammo (full ammo, 200% armor, all weapons)
idspispopd No clipping (you can walk through walls)
idbehold Displays menu (followed by S, V, I, R, A, or L for choice)
idclev Warp (followed by episode number and level number)
idmypos Displays your coordinates in hex
idchoppers Gives you the chain saw (long story behind the message)
iddt Toggles Automap between normal, full, and full with objects
(enter when looking at the Automap)
*9-2*: How do I use the "devparm" parameter?
============================================
Well, looks like all of the FAQ readers had a field day on this one!
I received a HUGE amount of E-mail on this parameter, explaining everything
anyone could find. To use this parameter, start DOOM by typing:
"doom -devparm <parameter> <more parameters>". Most of these parameters can
be mixed and matched to create different effects. For instance, typing
"doom -devparm -wart 1 8 -record demo01 -timedemo" would record a demo
on episode one, level eight, in slow motion. The "-devparm" parameter is
not required to play back a recorded demo, use three screen mode, or use
the "-file" parameter. Lastly, typing F1 during development mode will
allow a 256 color screen capture in PCX format.
-devparm Puts you in developers mode
-wart <episode> <level> Adds an external file "ExMy.WAD" to filelist
-warp <episode> <level> Warps to episode (1-3) level (1-9)
-skill <skill level> Starts on skill level (1-4)
-episode <episode> Starts on episode (1-3)
-loadgame <game number> Starts from a saved game (1-6)
-file <name w/ .LMP/.WAD> Adds external WAD/LMP files to the filelist
-playback <name w/o .LMP> Plays back a recorded demo
-playdemo <name w/o .LMP> Plays back a recorded demo - Difference?
-record <name w/o .LMP> Makes a demo recording until you finish or die
-timedemo <name w/o .LMP> Calculates the number of times the screen is
redrawn when playing a demo.
-noview ** Turns of screen and displays game-tics
-nodraw ** Speeds up game on some systems?
-noblit ** Speeds up game on some systems?
-left * Sets up a network terminal for the "left view"
-right * Sets up a network terminal for the "right view"
-watch <parameter> Used in network play?
-drone <player number> Creates a drone of another player
-recordfrom <1-6> <demo name> Records a demo from a saved game
-config Reads an alternate configuration file
-debugfile <parameter> Dumps all debugging info to debug<parm>.txt
-file Adds a filename to the .WAD file
*: If you have a network, try setting up a network game with three players.
The three terminals should have the parameters:
"doom -devparm -net 3 -left"
"doom -devparm -net 3"
"doom -devparm -net 3 -right"
Then, set up the left and right terminal monitors next to the middle
monitor, in a virtual-reality type configuration. When you turn your
head, you see the screen turned 90 degrees! Interesting way to play.
**: Can only be used with the "-timedemo" parameter.
If anyone has any idea what the "unknown" or question marked
parameters do, send me some E-mail!
*9-2-1*: What do the dots that appear in development mode mean?
---------------------------------------------------------------
The dots represent the game's animation rate: the frames per
second. The formula to convert dots to frames per second is:
70
--------------------
<NUMBER OF DOTS> + 1
------------------------------------------
CHAPTER 10: Can someone tell me how to...?
------------------------------------------
This chapter is full of spoilers for people who are "stuck" in the
game. Enjoy!
[10-1]: Where are the DOOM secret levels?
=========================================
[10-1-1]: Knee-Deep in the Dead
-------------------------------
You must be on level three to access the secret level in DOOM.
First, there is a room with an elevator with armor on it in the northwest
corner of the map. Press the red button in this room. This opens a corridor
in the room where you can see a glowing sphere. The room it leads to has
some lighted alcoves. Walk up the stairs. You should be able to hear a
mechanical sound. This is the sound of two alcoves being lowered. The map
looks similar to this drawing. (I love the beauty of ASCII art)
Alcove 1 /\ /\
\/ \
/ /\ \
/ / \ \
/ /\/ \ \
\ \ / /
/\ \ / /
\/ \ \/ \
Alcove 2 \ /\ \
\/ \ \
\ \
\ x
ENTRANCE
Walking into this room normally, the alcoves rise before you can see
them. But, if you run up the stairs to one of the alcoves fast enough,
you can get in it and rise to a secret door. Alcove 2 leads to the
blue glowing sphere. Alcove 1 leads to an island surrounded by ooze.
You can get a rocket launcher here. In alcove 1, follow the ooze down
the tunnel. The tunnel leads to a switch that raises the bridge over the
opening ooze pit. A secret door is also near the switch, but the bridge
leads to the secret exit. REMEMBER TO *BOOK* TO THE ALCOVE! :)
[10-1-2]: The Shores of Hell
----------------------------
If you would like to write a complete description of the secret
level on this mission, E-mail me.
[10-1-3]: Inferno
-----------------
If you would like to write a complete description of the secret
level on this mission, E-mail me.
*10-2*: Where are the secret doors in DOOM?
===========================================
The following was written by the Dutch Wouter Slegers. This is
not quite complete, because work was discontinued. There were some dutch
comments, and I have done my best to "decode" them. I hope everything
is understandable! And again, thanks to Wouter Slegers for this great
piece of work.
*10-2-1*: Knee-Deep in the Dead
-------------------------------
BEGINNING:
* Just after the zigzag look right for the oddly colored wall. Push it for
armor.
* After you cleaned out the exit room, go back to the zigzag room and look
right for the shotgun.
* For DOOM v1.2, a secret area has been added next to the nukage zigzag.
NUCLEAR PLANT:
* To the east there is a secret door in the northern corner of the stairs.
However, it appears to be one-way (from outside to the inside only).
* Directly behind the red door, follow the turn right. You'll see an
indention to your left. If you step on it, it will move away. You will
find aliens to your right, and you will also see the chainsaw.
* A bit ahead you'll see a lift. Push the first panel to your left. You'll
be able to kill those Imps from the ridge.
* In the maze (south part), shoot the middle most western wall (the one
behind the green armor) for access to the chainsaw. (push the switch in NW
to get it). Some extra armor is hidden behind the eastern wall in the
northeastern corner of the stairs.
* In the maze (south part), push the wall between the white stripes for a
backpack and rocket launcher.
TOXIC REFINARY:
* Directly in front of you is a secret door. The switch for the drawbridge
is in one of the chambers described below.
* In the NW are TWO secret passages (the second niche on your left and on
your right), both will open when you're on the stairs but will close again
after a short while. Go to the stairs and then run like hell.
* In the northern (rocket launcher) is a secret room in the right corner (in
the green stuff). Run fast for minimum damage. You'll see the switch for
the drawbridge at the beginning. To the east is the exit (a lighter
colored wall part) through another secret chamber containing the chaingun.
* In the south-eastern is a supercharger (pull the switch on the pillar).
* The drawbridge should be lowered now. Cross it, but be carefull! There are
a lot of aliens lurking behind automaticaly opening doors. My tactic is to
select the chain gun, run forward and back up as soon as you hear the doors
open. Then take them out at your leisure.
* In the north is a corridor, follow it to find the hidden-level-switch.
* To the north is a elevator, push the wall.
* Behind the blue door in the eastern corner is a secret door. The chainsaw,
a supercharger and a partial invisibility is available.
MILITARY BASE:
* In the northeast is a pentagram on the floor. If you touch it, numerous
enemies will warp in. Try walking around it and then running to the
corridor. That way you can pick them off one by one.
* In the east there is a lift at the eastern wall. Goodies are at your left.
* Also in the east is a lift/trapdoor in the SW-corner.
* The same area is accessable via the lift/trapdoor in the NE-corner in the
south.
* In the north, push the wall in the east. You'll get into a chamber with
several high pillars. The pillar at the far side of the room lowers when
someone is on the stairs. Just run on it, wait for it to rise, and 'jump'
to the other pillars by running fast counter clockwise.
* To get to the end of level switch, run down the trench. To the left is a
isle with the switch and to the right is the lift upstairs.
COMMAND CONTROL:
* The light wall to the left in the beginning (before the door) hides a
backpack.
* Two platforms with Imps behind the yellow keycard door act as elevator in
DOOM v1.2. The right one leads to a secret room and shortcut to the
darkroom.
* The south exit from the round chamber (the one with the radiation suits)
leads to a trench. Follow the trench east for the rocket launcher and a
supercharger. Go west to get out.
PHOVOS LAB:
* The chamber in the middle (behind the first stairs) has a secret chamber
to the north (behind the drums).
* Go right. In the SE-corner of the acid is a secret passage (the other
colored wall). There is a rocket launcher and blue armor.
* In the NW is a chamber with two pillars and an isle with a switch in the
green stuff. In the indention in the west is a secret chamber with the
antiradiation suit. The south wall of this chamber hides the chainsaw and
that south wall gives away to let you outside and get the supercharger.
You can get the blue armor in the NE-corner by stepping on the northern
pillar when it's down, waiting until it rises again and then 'jumping'
over.
* In the north eastern chamber (the one with the blue floor and the blinking
light) has a secret chamber to the south with a backpack and computer map.
* In the northern chamber is a partially hidden chamber to the SW. The best
way to get there is to follow the wall left. You'll find the night vision,
which is very useful in sniping those baddies in the dark.
* In the northern chamber the top of the /\ in the middle is also a secret
door, but as far as I can see this isn't really usefull (maybe for dashing
for the exit?)
CENTRAL PROCESSING:
* At the first 'crossing' you encounter, look in the NE corner. There is a
partially hidden chamber with some ammo, health and a green armor. There
are also some fireballs there, so to be safe, shoot a rocket in it to
detonate the barrels and kill them.
* Just before you are by the blue door there is a secret chamber to the
south. Before you're at the blue door, there's be a tower. When you reach
the blue door it will lower so you can get in. It has a secret door in the
south. You'll find a backpack, a radiation suit, and partial
invisibility.
* In the same area to the north is a corridor. It will open when you get the
yellow key.
* Behind the red door in the southwest is a green lake. In the NE-corner
is an anti-radiation-suit. In the 'middle' (SW) is a assortment of
armor. In the SE-corner is a nightvision, a partial invisibility and the
exit.
* In the most eastern corridor is a colored wall. Push it to get the
computer map.
COMPUTER STATION:
* In the southwest is a pillar that will descend when you are on the stairs
to the east of it. Go stand on top of it to jump on the ledge in the NE
for the computer map and in the southeast for the chaingun and a backpack.
Jump in the lake in the north and run fastly to the tunnel in the NW. In
the west of that tunnel is a radiation-suit and in the east are some
goodies and a switch. Throwing the switch will allow you to get to the
chainsaw in the southeast. Leave the tunnel via the north and look behind
the pillar in that lake for blue armor. Follow the acid to the north to the
supercharger and leave via the east.
* After you get the blue key in the northwest, two doors will open with
aliens. The one in the middle has a false wall to the east which leads to
the outside and to partial invisibility.
PHOBOS ANAMOLY:
* The only secret room is in the east in the corridor leading to the first
door. Note that there is a map in the east.
*10-2-2*: The Shores of Hell
----------------------------
DEIMOS ANAMOLY:
* In the SW is a indention with two skull-switches. Press the eastern first
for access to a teleporter to a corridor filled with bonusses in the north.
* The SE-corner of big room in middle (the one with the windows to the east,
the south and the west) turns into a teleporter to the plasma-gun after you
pull the switch on the outer west side and push the button on the west side
of the little wall that rises out of the floor. (the east switch opens the
passage to the red key).
* Behind the red door is a blue mega armor and the computer map.
CONTAINMENT AREA:
* If you walk along the south border of the storage area (the one with all
those boxes), you'll bump into a box which will lower to reveal some
shotgun ammo.
* In the south east quadrant are three circles with parts going up and down.
The north one has a secret corridor in the north leading to the blue door
in the north, filled with life-bonusses.
* In the SW area (with three corridors with the blue lights on the ground and
ceiling) is a partially hidden corridor in the NW corner of the most western
corridor. When you try to get the backpack, the way behind you will close and
the wall in front of you will lower, spilling some fireballs. The door behind
you will open after a while. The SE corner (the black-colored wall) gives
access to a small chamber. The SE corner of that small chamber (the wall with
the small green light) hides a corridor back to non-hidden territory. The
most south part of that corridor (the black wall part) gives away to a
computermap.
* In the south middle quadrant is a room with two pillars, one kaki, one
with tubes (to get there leave the three corridors with the blue lights
via the way you came in. Turn right and first left. The room on your left
[east] is the one you seek). The west (kaki) pillar has a switch on the
north side, with which you can lower the eastern pillar to get the plasma
gun.
* In the south middle quadrant is a corridor with skullcrushing doors. To
get by them, run forward as soon as they start to go up. Take them one at
a time. The middle one (third from either side) has a secret passage in the
north ridge, leading to the chainsaw. When you get it the flaming skulls
will try to get you from hidden rooms in the south and east.
* The yellow key in the south middle has a bridge following blue lights, just
walk there and back fast.
* The western room behind the yellow door contains the chaingun, just flip
the switch!
* In the eastern room behind the yellow door you'll see three rooms to your
right and three pillars will rise in the north. The eastern pillar opens
the middle door containing the rocket launcher. Flip the middle switch-
in the south chamber and the west switch in north chamber. Pull all
switches after each other. The other rooms contain aliens.
This encompasses 91% of the secrets on this level.
REFINERY:
* The first room in the east contains a radiation suit, chaingun, and
goodies.
* In the SW is a corridor to the room with the blue key containing the
plasma gun. To get there leave the blue room and turn right twice. Walk
straight ahead until you see a red blood lake. Jump in and run north
(right) fast.
* In the south east is a partially hidden cage with fireballs. You can enter
via the NW corner to get the backpack.
* Follow the corridor behind the blue door through the open area and the room
with all those pillars and blinking light to the green toxic stuff. If you
go around the corner in the SE, you will find a radiation suit. In the
middle of the eastern wall of the green stuff is a corridor to a room with
the supercharger in the NE corner.
This encompasses 83% of the secrets on this level.
DEIMOS ANAMOLY:
* In the middle of the south wall of the beginning room (before it widens),
illuminated by light, hides a shotgun.
* Take the teleporter to big room. In the north is a elevator. Press the
head left of it to go up. You'll see a green armor and a computermap.
To get them push in the NE corner.
* To the north of the big O formed green toxic waste is a secret door open if
you do not use the west exit. There is a supercharger and radiation
suit.
* To the west of the big O with green toxic waste is a corridor with a T to the
north. To the east of that corridor is a secret wall with a partial
invisibility and a chaingun. Shoot the wall to get them.
* In the great round corridor in north: In the east is a dent in the ring. This
is a trapdoor with a secret door to the east and leeds to a plasma gun and a
teleport to the middle of the great round corridor.
* In the great round corridor in the north: follow NE corridor to a room with
lava. In NE corner behind the lava is a secret door. Warning! the SE branch
of that way leeds to a crushing ceiling. Outrun it and push green wallpatch
in the east for the exit. The SW branch lets you go back to the lavaroom.
The SW door of that lavaroom leeds to a mega armor surrounded by drums (in
the SW corner of the toxic waste).
* In the south middle is a small high path above the acid. In the SW is a
berserker.
* Before you exit, look back and get the supercharger
This encompasses 80% of the secrets on this level.
COMMAND CENTER:
* The room where the first door leeds to has two secret rooms in the space
between the room and the stairs. The doors are in the south and will open
automaticly to reveile aliens and ammo.
* The ridge in the east of the room (in the middle south) leeds to a green
armor and some baddies.
* The ridge in the west is also travelable.
* In the SW is a roughly (--) shaped room. In the W room is a switch which
allows you to walk through the fake fire in the NW corner. The teleporter
takes you to a firehead infested area. The wall with the head leads
to another room with transporter. That transporter takes you to the
switch for the secret level.
* The south middle quadrant is behind a big pillar and door.
Go through it to a room with doors in all directions. Take the east. In
that room is a secret door in the NE corner (near the cozy head-fire) for a
chainsaw.
* A raditaion suit is guarded by a minitaur in the room in the trap
circular staircase.
* In the north is a long green toxic corridor leading to C formed green lake
in the west. In the north of that lake is a door (behind the clip).
Follow it to a green minotaur. Further north is a lake with a pillar in
the middle on which there is a plasma gun.
This encompasses 90% of the secrets on this level.
FORTRESS OF MYSTERY:
Secrets in this level are unknown.
HALLS OF THE DAMNED:
* SE corner behind the brown wall there is some ammo.
This encompasses 66% of the secrets.
SPAWNING VATS:
* In the SW is a room with a radiation shield ans small patches of green
acid in indentions along the walls. The SW indention has a corridor to
the south leading to a chamber with a teleporter. The teleporter will get
you to a red door, with a switch behind it. Pushing that switch will open
a secret room in the beginning-room (SE corner). The red key is in the
middle south on a pillar in the south VAC-chamber at the east
blue-corridor.
* In the NW is a room with enemies. The third indention is a corridor
leading to a very dark open patch. In the NE is a switch to some ammo
and in the SW is the plasma gun.
TOWER OF BABEL:
Secrets in this level are unknown.
*10-2-3*: Inferno
-----------------
HELL KEEP
* Behind the door to hell follow the road left. When you come out of the
tunnel the wall to the SE is fake, and leads to lava and blood. A
shotgun may be found around here.
* In the north after the long corridor to the west is a small room with
grey walls behind a big chamber with lava like walls and small
pedestals. The small chamber has a rocket launcher in the west.
SLOUGH OF DESPAIR:
* To get a chaingun, follow the wall to your right (west) to the chaingun
behind the wall. The wall will lower when you walk over the red patch to
its west side.
* The second finger from the east has some cages with enemies. To get into
those cages, walk over the red triangle. The floors of the cages lowers
and a wall behind you will come down.
* The plasma gun is hidden in the western part of the pillar you see when you
stand with your back to the second finger from the west.
PANDEMONIUM:
* The BFG9000 is in the SE of the lava in the middle. (the lava is
accessable from the room from where you oversee the east-west oriented
corridor.)
* One of the most northern chambers has two air shafts next to a formation
you could describe as a coach facing north. When you stand on it the
wall part west of the stairs south will lower allowing you to get the
map. The wall part east of the stairs will lower when you push it.
This encompasses 83% of the secrets on this level.
HOUSE OF PAIN:
* In the area with the bloodriver and the drums in the west, there is a
ammo dump behind the east wall in the SE corner.
This encompasses 25% of the secrets on this level.
UNHOLY CATHEDRAL:
* In the cathedral are four 2x2-teleport-places. The northern two are
connected to the north by a corridor. That corridor has a secret passage
in the NW.
* In the east is the room to the exit (in the north) and a door to the
east. The east door leeds to a room where many enemies warp in. To the
east of that room, behind the skull, is the BFG9000.
This encompasses 50% of the secrets on this level.
MT. EREBUS:
* In the north is a NW-SE oriented structure with two cages with Imps at
both sides of the entrance. That structure has a secret door inside in
the middle of the NE wall and a teleporter in the middle of the SW wall.
The teleporter will put you on a high structure further north. From
there you can 'jump' and get the chainsaw.
* The exit is north of the beginning-point behind a blue door.
This encompasses 50% of the secrets on this level.
GATE TO LIMBO:
* The central blood lake with the pillar surrounded by medikits is hollow
and the red door leeds to a yellow door. That yellow door opens the door
you can see in the NE. To get to that door take the teleporter behind the
red door in the NW lake.
* In the SW is a great blood lake. Behind the big piller in the NW of it is
a red door leading to a teleporter. Go into the teleporter for some
goodies.
* In the NW is also a bloodlake with a red door leading via a transporter
to the yellow door behind the exit.
* The middle north (blood lake north of central lake with pillar) has
radiation suits in the SE corner and red doors in the north of both
pillars.
* The western red door leads via a teleporter to a switch. Push it to
lower the edge so you can get the yellow key. The eastern red door also
leads you to the same area.
This encompasses 75% of the secrets on this level.
NOTE: Many levels do not have complete secret door descriptions. You may want
to check out the DOOM maps. If you are willing to write a complete
description on all of the doors on a level, please E-mail me.
[10-3]: When should I use each weapon?
======================================
FIST: Never use unless you have Berserk. This is really cool, but not as
good as the chain saw.
CHAIN SAW: Good for tight corners. Rips apart the Demons and Spectres.
This is probably the beast weapon for non-shooting enemies.
PISTOL: Average weapon. Does damage to the Former Humans, but the shotgun is
preferred.
SHOTGUN: This is probably the best all around weapon. Use this much of
the time as it is very powerful. Its only problem is that its rapid fire
is not very fast.
CHAINGUN: Weak weapon for most enemies because it takes a fair amount of
time to kill them. Good for a lot of monsters in a row.
ROCKET LAUNCHER: Good for occasional long shots at many enemies in one
place. Be careful, however, this weapon can hurt you as well if the
rocket bursts at close range.
PLASMA RIFLE: Rapid fires very quickly. Hurts some enemies a lot, and
others not as much.
BFG9000: The most powerful weapon. Kills almost ANY enemy in one shot,
but uses a lot of energy cells and rapid fire is very slow.
[10-4]: Where can I get the chain saw on episode one?
=====================================================
The chain saw can be found on level two of mission one. Here's how
to get it.
(1) Hit the switch surrounded by the acid.
(2) Go through the door that the switch opened. This will take you to a
"computer maze."
(3) On the WEST side of the maze, look for a secret door. Listen for the
sound the character makes when looking for a door. When you find a
section of wall where he doesn't make the sound, shoot the wall.
(4) Follow the passage which was opened.
(5) Activate the red button in the large room.
*10-5*: How powerful is the ammunition?
=======================================
1 Ammo = 1 point of damage
1 Shotgun = 7 points (fires 7 pellets at 1 point per pellet)
(not every pellet will hit every target)
1 Berserk = 10 points
1 Cell (Plasma Rifle) = 2 points
1 Rocket = * 20 points
1 BFG9000 = * 50 points
*: Rockets and BFG9000 shots have an area effect. The direct hit values
are given above.
*10-6*: How many shots does it take to kill each enemy?
=======================================================
Here is a chart that show that amount of each kind of ammunition it
takes to kill enemies. This chart pertains to Ultra-Violence mode.
.--------------------------------------------.
| Chapter [10-6] Chart |
| Ultra-Violence Mode |
|--------------------------------------------|
| Monster | AMMO | SHOT | ROCK | CELL | 9000 |
|--------------------------------------------|
| Human | 2 | 1 | 1 | 1 | 1 |
| Sergent | 3 | 1 | 1 | 2 | 1 |
| Imp | 6 | 1 | 1 | 3 | 1 |
| Demon | 14 | 3 | 1 | 7 | 1 |
| Spectre | 14 | 3 | 1 | 7 | 1 |
| Souls | 10 | 2 | 1 | 5 | 1 |
| Caco. | 36 | 6 | 2 | 18 | 1 |
| Barons | 100 | 15 | 5 | 50 | 1 |
| BOSS-2 | 400 | 58 | 20 | 200 | 4 |
| BOSS-3 | 300 | 43 | 15 | 150 | 3 |
`--------------------------------------------'
Note: This chart pertains to direct hits only. Missed shots increase the
amount of ammunition required to kill any enemy.
====================================
=SECTION THREE= DOOM ADD-ON SOFTWARE
====================================
------------------------------------------------------------------
CHAPTER *11*: What is DOOM add-on software and where can I get it?
------------------------------------------------------------------
DOOM add-on software is software, not made by id Software, that
modifies, changes, or helps you with your game when playing DOOM. Some
examples are cheating utilities, map editors, and sound editors. This
software is in no way endorsed by id, and neither id Software nor myself
take any responsibility for any problems you have with this software. DO
NOT contact id regarding any of this software. Most of this software will
not work on the shareware version of DOOM, by request from id Software.
Most of this software is available from these sites unless specified
otherwise.
FTP (1) ftp.uwp.edu /pub/msdos/games/id/home-brew/doom
/pub/incoming/id
FTP (2) wuarchive.wustl.edu /pub/MSDOS_UPLOADS/games/doomstuff
BBS (3) Software Creations (508)-365-2359 (2400 baud)
(508)-368-7036 (9600-14.4k v.32bis)
(508)-368-4137 (14.4k16.8k HST/DS)
--------------------------------------------------------------
CHAPTER *12*: What cheating utilities have been made for DOOM?
--------------------------------------------------------------
This chapter describes utilities that have been created to help
people cheat at DOOM.
[12-1]: DOOMEdit v4.1
=====================
DESCRIPTION:
A saved game editor. This works on ALL version of DOOM, including
v1.2. Have fun!
CREATED BY:
The Harrison Hackers:
kaseeley@sage.cc.purdue.edu (programmer)
burdicdj@mentor.cc.purdue.edu (middle-man-all-round-great-guy-
with-the-know-how)
blabus@sage.cc.purdue.edu (semi-beta-tester)
equis@sage.cc.purdue.edu (beta-tester)
fisheric@mentor.cc.purdue.edu (mysterious person)
AVAILABLE AT:
Site (2): dmedit41.zip
[12-2]: DOOMED v0.9
====================
DESCRIPTION:
A saved game editor. Currently only works on DOOM v1.0 and v1.1.
Watch for a v1.2 upgrade soon.
CREATED BY:
Arun Bhalla (abhalla@aol.com)
AVAILABLE AT:
Site (1): doomed09.zip
[12-3]: DOOM: The Cheat 2
=========================
DESCRIPTION:
A saved game editor. Currently only works on DOOM v1.1. No
upgrade information is known.
CREATED BY:
Joe Snow (Nuclear Meltdown BBS: (508)-234-5777: User #3)
AVAILABLE AT:
Site (1): dmcheat2.zip
[12-4]: DOOMSAFE v1.02
======================
DESCRIPTION:
DOOMSAFE version 1.02 is a safe DOOM save file editor. Supports
keyboard and mouse, DOOM v0.99, v1.1, and v1.2 savefiles, and provides easy
access to options not available in the normal game and/or other editors.
CREATED BY:
Ramco van de Woestijne (email@address.here)
AVAILABLE AT:
Site (1): doomsb12.zip
Site (2): doomsb12.zip
[12-5]: DSGEDIT v3.0
====================
DESCRIPTION:
A saved game editor. This editor also works on NetDOOM games.
Currently only works on DOOM v1.0 and v1.1. Upgrade information is unknown.
CREATED BY:
David Daraniero (CompuServe: 71005,2557)
AVAILABLE AT:
Site (1): dsgedit.zip
[12-6]: EDITGAME v1.1
=====================
DESCRIPTION:
A saved game editor for DOOM. EDITGAME v1.1 only works on DOOM
v1.1. Upgrade information is unknown.
CREATED BY:
Brad Mettee (bmattee@simon.jhh.jhu.edu)
AVAILABLE AT:
Site (1): edtgme11.zip
[12-7]: DOOM Editor: The Real Thing v2.1
========================================
DESCRIPTION:
Finally, all the control you wanted in editing DOOM. Play, extract,
and replace sounds, edit walls, view all bitmaps including assembly of
textures, change the look of walls, floors, and ceilings, reposition
objects, change objects, and more! Works only on v1.1 of DOOM. Upgrade
information unknown.
CREATED BY:
Name Unknown (pringler@cuug.ab.ca)
AVAILABLE AT:
Site (2): doomed21.zip
-----------------------------------------------------------
CHAPTER *13*: What add-on software allows me to alter DOOM?
-----------------------------------------------------------
[13-1]: DMAUD v1.0
==================
DESCRIPTION:
DMAUD will store sounds into or extract sounds from DOOM1.WAD
files distributed with DOOM versions 1.0, 1.1, and 1.2. In addition, DMAUD
will play the sound if a SoundBlaster compatible sound card is present.
Please be sure to make a backup copy of the original DOOM1.WAD file.
Input files can be any format (.AU, .VOC, .WAV, .SND, etc) and any
sample rate; they will be converted as necessary.
CREATED BY:
Bill Neisius (bill@solaria.hac.com)
AVAILABLE AT:
Site (2): dmaud10.zip
Site (3): dmaud10.zip
[13-1-1]: DMFE v0.0.1
---------------------
DESCRIPTION:
DMFE provides a simple front-end to Bill Neisius' excellent utility,
DMAUD, which allows you to alter the sound files used in DOOM.
CREATED BY:
Douglas Reedy (welch@zaphod.mps.ohio-state.edu)
AVAILABLE AT:
Site (1): dmfe001.zip
[13-1-2]: DMSILLY
-----------------
DESCRIPTION:
This file holds 49 new sounds for DOOM and requires Bill Neisius'
DMAUD.EXE to work.
CREATED BY:
Name Unknown (dchouina@sobeco.ca)
AVAILABLE AT:
Site (1): dmsilly.zip
[13-1-3]: Sally's DOOM
----------------------
DESCRIPTION:
An audio patch file for DOOM derived from "When Harry Met Sally"
sound clips.
CREATED BY:
"Duran Duran"
AVAILABLE AT:
Site (1): dmsally.zip
[13-1-4]: DOOM-Sounds
---------------------
DESCRIPTION:
A Windows program that will play the sounds from DOOM. Requires a
Windows sound card driver.
CREATED BY:
Michael Albers (mal@netcom.com)
AVAILABLE AT:
Site (2): doomsnds.zip
[13-1-5]: DMMISC
----------------
DESCRIPTION:
Miscellaneous sounds for DOOM, including samples from Star Wars,
Richard Nixon, Pac Man, and Ren and Stimpy. DMAUD is required to use these
sound files.
CREATED BY:
"Asthmahound"
AVAILABLE AT:
Site (1): dmmisc.zip
[13-1-6]: DMNSND1.ZIP
---------------------
DESCRIPTION:
A collection of new sounds for DOOM. They are: Aliens pulse
rifle, Evil Dead's Ash saying "Groovy," and the Predator clicking sound.
CREATED BY:
Daniel Kennett (dkennett@sfu.ca)
AVAILABLE AT:
Site (1): dmnsnd1.zip
[13-1-7]: DMNSND2.ZIP
---------------------
DESCRIPTION:
A collection of sounds taken from The Simpsons for DOOM. Homer
says "WooHoo!" when you pick up a weapon, "Doh!" when you fall or
try to open a locked door, and yelps in pain when you take damage.
CREATED BY:
"Shriker" (gills@qucdn.queensu.ca)
AVAILABLE AT:
Site (1): dmnsnd2.zip
[13-1-8]: DMNSND3.ZIP
---------------------
DESCRIPTION:
A collection of new sounds for DOOM. Includes a new pistol and
chain gun sound, a new fireball sound, new death screams, and the Predator
clicking sound.
CREATED BY:
"Shriker" (gills@qucdn.queenu.ca)
AVAILABLE AT:
Site (1): dmnsnd3.zip
[13-1-9]: DMPYTHON.ZIP
----------------------
DESCRIPTION:
A collection of 49 new sounds for DOOM. Many samples were taken
from Monty Python and the Holy Grail. Others were taken from DMSILLY.ZIP.
CREATED BY:
Adam Isgreen and Andre Vrignaud (andrev@aol.com)
AVAILABLE AT:
Site (1): dmpython.zip
[13-1-10]: DMWIERD.ZIP
----------------------
DESCRIPTION:
A collection of 36 new sounds for DOOM. These samples were taken
from many different sources.
CREATED BY:
Scott Schuricht (schurich@mn.ecn.purdue.edu)
AVAILABLE AT:
Site (1): dmwierd.zip
[13-1-11]: DOOM-ASH.ZIP
-----------------------
DESCRIPTION:
A collection of new sounds for DOOM. These samples were taken from
Army of Darkness and Evil Dead II.
CREATED BY:
Brian Olson (olso0389@maroon.tc.umn.edu)
AVAILABLE AT:
Site (1): doom-ash.zip
[13-1-12]: DOOMWAVS.ZIP
-----------------------
DESCRIPTION:
An assortment of new sounds for DOOM. Requires DMAUD.
CREATED BY:
"Halitosis"
AVAILABLE AT:
Site (1): doomwavs.zip
Site (2): doomwavs.zip
[13-1-13]: Great DOOM Sounds
----------------------------
DESCRIPTION:
An assortment of new sounds for DOOM. Requires DMAUD.
CREATED BY:
Unknown
AVAILABLE AT:
Site (1): Great.Doom.Sounds.zip
[13-1-14]: Not For Kids
-----------------------
DESCRIPTION:
A collection of raunchy and controversial sounds for DOOM. May
offend some players. Requires DMAUD.
CREATED BY:
Name Unknown (cluster@neosoft.com)
AVAILABLE AT:
Site (1): not-4-kids.zip
[13-2]: DMGRAPH v0.2
====================
DESCRIPTION:
DMGRAPH will store graphics into or extract graphics from the DOOM
.WAD file, in Portable PixelMap format. Graphics must have a resolution of
320x200 or less.
CREATED BY:
Bill Neisius (bill@solaria.hac.com)
AVAILABLE AT:
Site (2): dmgrap02.zip
[13-2-1]: Barney DOOM
---------------------
DESCRIPTION:
At last! The TRUE EVIL genius behind DOOM is revealed to be
Barney and his Sponge Minions! This graphicial patch for DOOM changes
DOOM's enemies to pictures of that beloved dinosaur, Barney.
CREATED BY:
Bill Neisius (bill@solaria.hac.com)
AVAILABLE AT:
Site (2): bdoom.zip
[13-3]: WAD Tools v1.0
======================
DESCRIPTION:
WAD Tools is a freeware program to be used with id Software's
phenomenal action game, DOOM. It is designed to let any curious
individual peruse the contents of the DOOM WAD file. Anyway, WAD
Tools will let you do any number of operations on the resources in
the WAD file. You can view it in hex mode, or if it's a graphic
resource, you can view it in 320x200x256 VGA mode. You can also
export it to a file (an LBM if it's a graphic resource), or replace
it by importing a file. And, if you're really brave, you can export
all the resources in the WAD file to individual files.
CREATED BY:
Jeff Miller (atomicus@indirect.com)
AVAILABLE AT:
Site (1): wt100.zip
Site (2): wt100.zip
[13-4]: NEWDEU v4.1
===================
DESCRIPTION:
Allows you to move things around in DOOM. Also allows you to
change floor and ceiling heights and textures, the light levels, and change
an acid sector into a normal sector.
CREATED BY:
Raphael Quinet (quinet@montefiore.ulg.ac.be)
AVAILABLE AT:
Site (2): newdeu41.zip
[13-5]: VERDA v0.11
===================
DESCRIPTION:
VERDA can be used to view various pieces of map information on both
the shareware and the registered versions of the WAD file. VERDA can also
move things around on a map in the registered version. However, in keeping
with the wishes of id Software, it will not modify a shareware WAD file.
Watch for a v0.13 upgrade VERY soon.
CREATED BY:
Mike Carter (verda@swri.edu)
Robert Fenske
Bob Robinson
AVAILABLE AT:
Site (2): verda011.zip
[13-6]: DOPE v1.02
==================
DESCRIPTION:
DOPE is a DOOM Object Placement Editor. This program will allow
you to completely edit object placement in all levels. Currently, this
editor only works on v1.1 of DOOM. Upgrade information is unknown.
CREATED BY:
Chris Carollo (ccarollo@magnus.acs.ohio-state.edu)
AVAILABLE AT:
Site (1): dope102.zip
[13-7]: Jumble v3.0
===================
DESCRIPTION:
JUMBLE is a DOOM item randomizer; it randomly places, objects,
enemies, and powerups in new locations.
Some useful features include savable configuration files, object
weighting, removal of items, retention of items, and netDOOM compatibility.
Also reads RanDOOM v1.x *.W files.
The optional add-on archive includes many different already created
*.JBL files for immediate playability.
CREATED BY:
<Empty> Productions (joakim.erdfelt@swsbbs.com)
AVAILABLE AT:
Site (1): jumble30.zip and jumble3s.zip
Site (2): jumble30.zip and jumble3s.zip
Site (3): jumble30.zip and jumble3s.zip
[13-8]: RanDOOM v1.55
=====================
DESCRIPTION:
RanDOOM is a utility which will randomize the placement of
objects in the DOOM playfield. Additionally, RanDOOM has some smarts and
fixes major problems that other randomizers have. RanDOOM allows you to
tailor its randomizing to your personal taste.
CREATED BY:
Scott Coleman: ASRE Software (tmkk@uiuc.edu)
AVAILABLE AT:
Site (2): rdoom155.zip
[13-9]: Renegade Graphics DOOMED v0.9a
======================================
DESCRIPTION:
Allows primitive altering of DOOM maps. Currently only works on
v1.1 of DOOM. No upgrade information is known. Allows modification and
creation of PWAD files.
CREATED BY:
AVAILABLE AT:
Site (2): rgdmed9a.zip
Renegade Graphics BBS: (615)-337-9198
----------------------------------------------------------
CHAPTER *14*: What other miscellaneous DOOM add-ons exist?
----------------------------------------------------------
[14-1]: DOOMLOAD v1.3
=====================
DESCRIPTION:
DOOMLOAD is intended to be run instead of the SETUP program should
you wish to play network games or even single player games. DOOMLOAD is
intended to make setting up network games easier as well as making playing
more fun for network users and single players by adding a "Sudden Death"
feature which plops you on a random level and episode.
DOOMLOAD currently is written for the DOOM v1.1 setup program. It
does not utilize all new features on DOOM v1.2. Upgrade information is
unknown.
CREATED BY:
Christian Antkow (available on Software Creations BBS)
AVAILABLE AT:
Site (1): doomld13.zip
Site (3): doomld13.zip
[14-2]: DOOMODEM v1.0
=====================
DESCRIPTION:
Changes the default port addresses and IRQs for SERSETUP in DOOM
v1.2, allowing modems with different configurations to play with others.
CREATED BY:
Joshua Lehan (jlehan@galaxy.csc.calpoly.edu)
AVAILABLE AT:
Site (2): doomodem.zip
[14-3]: SDOOM v1.2
==================
DESCRIPTION:
A package which helps in getting DOOM serial mode to work smoothly.
If you cannot get modem play to work correctly, this is for you!
CREATED BY:
"Gooseman" (gooseman@satan.vmsmail.ethz.ch)
AVAILABLE AT:
Site (2): s4doom12.zip
[14-4]: DOOM Utilities v0.1
===========================
DESCRIPTION:
Allows you to view DOOM maps. Includes such features as zoom, pan,
and multiple episode support.
CREATED BY:
Bill Kirby (bkirby@netcom.com)
AVAILABLE AT:
Site (1): dmutil01.zip
[14-5]: DOOMPICS.ZIP
====================
DESCRIPTION:
A series of DOOM pictures, including death scenes, barrels, and
a close up of a rocket. These graphics are in PCX format.
CREATED BY:
Edgar Roman (eroman@dante.nmsu.edu)
AVAILABLE AT:
Site (2): doompics.zip
[14-6]: OLDIPX.ZIP
==================
DESCRIPTION:
These are some files which may be useful in getting DOOM running over
a TCP/IP network. Included is an older version of a 3Com Etherlink III
packet driver from 3Com, which has been found to be more reliable than
the newer version from the Crynwr collection. Also included is an older
version of the Crynwr collection, which includes a number of useful
utilities that were taken out of the newer version. An old version of an
IPX-to-PD converter is also included, which seems to run much better with
DOOM than the new version by Intel.
Other files include a copy of the DOOM IPX FAQ.
CREATED BY:
Steve Bonds (sbonds@jarthur.claremont.edu)
AVAILABLE AT:
Site (1): oldipx.zip
[14-7]: Unofficial DOOM Specs v1.1
==================================
DESCRIPTION:
Technical information about the DOOM .WAD file for programmers.
CREATED BY:
Matt Burnett (matt.fell@acebbs.com)
Hank Leukart (Distribution: ap641@cleveland.freenet.edu)
AVAILABLE AT:
Site (1): dmspec11.txt
Site (2): dmspec11.txt
Site (3): dmspec11.zip
[14-8]: The Ultimate DOOM Maps
==============================
DESCRIPTION:
1024x768x256 GIF maps of all DOOM levels.
CREATED BY:
Hap Campbell (hsc5m@watt.seas.virginia.edu)
AVAILABLE AT:
Site (2): ultmaps1.zip, ultmaps2.zip, ultmaps3.zip
------------------------------------
CHAPTER *15*: Future add-on software
------------------------------------
[15-1]: Add-on software wish list
=================================
Attention programmers! Here is a wish list, created by the DOOM
players, of add-on software that should be made for DOOM. If you would
like to make an addition to this list, please send me E-mail. Additionally,
if you are planning on creating one of these utilities, tell me, and I'll move
it to the "Add-on software in the making" chapter.
*15-2*: Add-on software in the making
=====================================
This chapter tells about add-on software which is being currently
worked on. If you are working on something that is not in here, please send
me E-mail so I can put it in. In this section, you can also request help on
creating some add-on software.
o A cheat TSR for network play
STATUS: Not started
HELP NEEDED: Yes
WHOM TO CONTACT: Steven Dossett
(ccsld@sun1.mcsr.olemiss.edu)
COMING SOON FROM EMPTY PRODUCTIONS (joakim.erdfelt@swsbbs.com):
JADE - Just Another DOOM Editor.
640x480x256 color VESA standard support.
Level editor with Mouse support.
- FEATURES / Special Effects -
- Map transformations :
MIRROR BEND RIPPLE
SKEW STRETCH TIGHTWAD
SQUASH BUBBLE "AutoMake"
- Integrated JUMBLE.
- Perspective View of Level. (Possibly with Texture mapping)
LGD - Looking Glass Doom
Part of the JADE release.
will mirror, some, but not all Maps inside of DOOM.
GREAT for the seasoned player.
SUDS - Screwed Up DOOM Sounds
Sorta the SOUND version of the original JUMBLE program
MMP - Music Management Program
Manage the musical scores in DOOM.
replace them with your own MIDI selections
A DOOM Graphics editor. - For Enemies, Walls, Floors, Weapons, etc..
==============================
=SECTION FOUR= TROUBLESHOOTING
==============================
--------------------------------------------
CHAPTER *16*: Why won't DOOM work correctly?
--------------------------------------------
This chapter helps you if you cannot game the game to function as it
should.
[16-1]: How can I use SMARTDRV.EXE with DOOM?
=============================================
Some people have been complaining about problems with DOOM and
SMARTDRV.EXE. DOOM is not completely compatible with SMARTDRV.EXE, but
here is how you can get it to work. Try putting the following command in
your CONFIG.SYS (This will not work in the AUTOEXEC.BAT):
DEVICE=C:\DOS\SMARTDRV.EXE DOUBLE_BUFFER
The double buffering uses memory differently than the normal
SMARTDRV.EXE commands. This command will take up 2k of conventional RAM and
cannot be loaded into high memory. This has been tested on two machines that
did not work with SMARTDRV.EXE, and this corrected the problem.
[16-2]: Why am I getting an "OUT OF MEMORY" error with DOOM?
============================================================
If you are receiving an "OUT OF MEMORY" error when attempting to run
DOOM, you might want to attempt any of the following:
(1) DOOM requires at least 4mb of RAM. Check to make sure you have
at least this amount.
(2) If you are using MS-DOS 6.0, try holding down the LEFT SHIFT key
during bootup. This will stop all your TSRs from loading. Remember to
reinstall your mouse driver, however.
(3) If you are using MS-DOS 5.0, rename your AUTOEXEC.BAT to stop all
your TSRs from booting.
(4) If you are using MS-DOS 6.0, try running MEMMAKER to free up more
RAM at bootup time.
(5) Try running DOOM without using HIMEM and EMM386. If you are
using a different memory manager, try removing it instead.
[16-3]: Why does DOOM crash when I start it?
============================================
Your motherboard may not be compatible with the DOS extender that
DOOM uses. Try getting DOOM v1.1. If that still does not work, try running
DOOM with one of the DOS extenders in the file "altdoom1.zip". See Chapter
[6] for more information on how to get these files.
[16-4]: How can I run DOOM under OS/2?
======================================
People have been having a lot of trouble getting DOOM v1.2 to work
under OS/2. id Software is working on a way to allow it to work.
*16-5*: Why does DOOM access the disk so much?
==============================================
To run with enough memory to eliminate disk accesses while in a
mission for the smoothest play possible requires 3600K free XMS if
no soundcard is used, or 4200 free XMS if a soundcard is used.
To run with enough disk cache to eliminate disk accesses while in a
mission for the smoothest play possible requires a 1000K disk cache
if no soundcard is used, or 1600K if a soundcard is used.
One way to achieve this is to have this command in your AUTOEXEC.BAT
file that caches reads from drive C (assuming that's where DOOM resides),
does *not* delay writes, and establishes a 1600K disk cache:
SMARTDRV C 1600
A bigger cache is certainly allowable, but in any event, the free
XMS *after* installing SMARTDRV must still be at least 2800K. If not, you
must reduce the SMARTDRV cache size until 2800K free XMS is available.
-----------------------------------------------------
CHAPTER *17*: Why won't my sound card work with DOOM?
-----------------------------------------------------
This chapter helps fix problems with various sound cards in DOOM.
[17-1]: Why won't my Sound Blaster v1.0 or v1.5 work with DOOM?
===============================================================
The v1.0 shareware release of DOOM does not work correctly with
earlier versions of the Sound Blaster. It is recommended that you receive
v1.2 of DOOM to fix this problem. Information on getting this upgrade is
available in Chapter [6].
If you insist on using v1.0 of DOOM, here is two different ways to
fix your problem, although they are not guaranteed to work on all computers.
(1) If you have a turbo button on your computer, turn it off. Run
DOOM, and when the title screen appears, turn it back on.
(2) Disable the internal cache.
*17-2*: Why won't my Sound Blaster Pro work with DOOM?
======================================================
If you are using an older graphics card that supports HiColor (16
bit graphics) you may have trouble getting this to work correctly. The
only recommendation is to borrow a friend's graphics card.
[17-3]: Why won't my Gravis UltraSound work with DOOM?
======================================================
To get DOOM to run properly with both music and
digitized sound effects on the Gravis UltraSound, try these three steps.
(1) Set your ULTRASND environment variable.
example: SET ULTRASND=220,1,1,7,5
(2) DOOM requires that you have installed the General MIDI patch set
from the 2.06 Install Disks that came with your UltraSound (these are also
available on various FTPs and BBSs). DOOM will find your patches (using the
ULTRADIR variable) in the MIDI subdirectory. Place the following command in
your AUTOEXEC.BAT.
example: SET ULTRADIR=C:\ULTRASND
(3) You will also need to copy ULTRAMID.INI into your DOOM directory
and rename it DMXGUS.INI. (this file is also available via FTP)
*17-4*: Why won't my Pro Audio Spectrum 16 work with DOOM?
==========================================================
You may be using an older version of DOOM such as v1.0 or v1.1.
Get DOOM v1.2 for full PAS-16 support in native mode.
If the game is locking up after the "HU Init" line, there is a
solution. Make sure you are loading your PAS MVPRODD.SYS driver low.
Loading it high can cause DOOM to lock up.
*17-5*: Why won't my ATI Stereo-F/X work with DOOM?
===================================================
Turning off DMA buffering in the sound card's SFX.EXE
configuration program should fix this problem.
-----------------------------------------
CHAPTER *18*: Miscellaneous DOOM problems
-----------------------------------------
*18-1*: Why won't my mouse work with DOOM?
==========================================
*18-1-1*: Why does my mouse start moving itself during play?
------------------------------------------------------------
Older mouse drivers cause a problem for DOOM. Make sure you are
using Microsoft mouse drivers v9.x instead of v8.x. Logitech mouse drivers
v6.x work as well. The newest Logitech mouse drivers are available at the
FTP site "wuarchive.wustl.edu" in the directory
"/systems/ibmpc/msdos/mouse" under the file name "drvr624.zip."
[18-1-2]: Why won't my two button mouse work with DOOM?
-------------------------------------------------------
DOOM's SETUP.EXE program assumes that one has a three button mouse.
The left button is "fire," the right button is "forward," and the center
button is "strafe." If you run the setup program that comes with DOOM, you
can assign "strafe" to the right mouse button, and the setting for "Move
Forward" then appears to be blank. In actuality, "Move Forward" is set to be
permanently "on." This can be fixed easily. Edit the file "DEFAULT.CFG" in
your DOOMDATA directory (C:\DOOMDATA\DEFAULT.CFG by default) with any ASCII
(text) editor. The three lines of interest are: mouseb_fire, mouseb_strafe,
and mouseb_forward. The settings for these are 0 (left button), 1 (middle
button) and 2 (right button). When you ran the setup program, mouseb_forward
was assigned a value of -1. Go ahead and change this to "1", save the file
and restart DOOM. The final entries should appear as:
mouseb_fire 0
mouseb_strafe 2
mouseb_forward 1
This will allow you to shoot with the left button and strafe with the
right button.
*18-1-3*: Why won't my IBM PS/2 mouse work with DOOM?
-----------------------------------------------------
The IBM PS/2 mouse does not seem to work well with DOOM. id
Software is working on a solution to this problem. The only current
solution that has been discovered is to load DOOM under Windows. Doing
this allows the mouse to work perfectly.
*18-2*: Why does netDOOM seem to crash at certain times?
========================================================
This is a known bug, and id Software is working on a fix.
*18-3*: Why won't my modem work with DOOM?
==========================================
You may use a non-standard IRQ for your COM port. You can get the
"DOOMODEM.ZIP" utility to fix this. (see Chapter [14-2])
DOOM seems to be very picky about certain kinds of modems and the
initialization strings you use with them. Here is a list of initialization
strings that seem to work well. Many modems have more than one in this
list; if one does not work, try another one. Place these initialization
strings in the first line(s) of your MODEM.CFG file.
Boca M1440i (internal)
ATS48=0S37=9S46=136%C0%E0%M0&K0&Q0&R1&C1&D2\G0\N1N0
Boca 14.4k (internal)
AT&C0N0S37=9&K0W0&Q0S36=3S48=128%C0
Boca 14.4 Fax/Modem
AT S46=0 S37=9 N0 &Q0 &D2 &K4
Boca 14.4k (external)
AT &F S0=1 S36=0 &K0 &Q6N0S37=9 &D2
Boca 14.4k
AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
Cardinal 14.4k v.32bis, v.42bis Fax/Modem
AT &F N0 S37=9 &Q0 &D2 \N1
Digicom Systems (DSI) (softmodem)
AT Z \N0 &D2 &K0 S48=48
Digicom Systems Scout Plus
ATZ*E0*N3*M0*S0*F0&D2
Gateway Telepath
AT &F S37=9 %C0 &K0 &Q6 \G0
Gateway Telepath 14.4k
AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
Gateway Telepath I
AT S0=1 &N6 &K0 &M0
Gateway Telepath II
AT S0=1 S37=9 %C0 &Q0 &K0
Generic v.32bis 14.4k Fax/Modem
AT \N0 %C0 B8
Generic 14.4k Fax/Modem
AT S46=0 S37=9 N0 &Q0 &D2 %C0 \G0 &K0
GVC 14.4k (internal)
AT &F B8 \Q0
Hayes 28.8k V.FAST Modem
AT &Q6 &K S37=9 N %C0 \N0
Infotel 144I:
AT&Q0 S37=9 N0 &D2
Intel 14.4k
AT \N0 %C0 \Q0 B8
Intel 14.4k (internal)
AT Z B8 Q1 \C0 \N1 %C0 \V "H
Microcom QX/4232bis
AT %C0 \N0
Netcomm M7F
AT &E &K0 B0 \V0 X4 &D2 \N1 \Q0 #J0 #Q9 %C0
Nokia ECM 4896M Trellis V.32.
AT Z %C0 /N0
Practical Peripherals 14400FX v.32bis
AT Z S46=0 &Q0 &D2
Practical Peripherals 14400FX v.32bis
AT S46=0 &Q0 &K0 &D2
Supra
AT &F0 S46=136 %C0
Supra (external)
AT &K &Q &D \N1
Supra 14.4k v.32bis
AT &F S46=136 &Q0 &D2
Supra 14.4k v.32bis
AT &K &Q &D \N1
Telepath 14.4k
AT &F&M0&K0&N6&H0 S0=1
USR Courier v.32bis
ATS0=1 S7=60 E1 Q0 V1 &C1 &D2 &H0 &K0 &M0 &N6 &A3
USR Courier HST/DS 16.8k
In your favorite terminal program, type "AT &F" BEFORE running
DOOM. Then, put the following initialization string in the MODEM.CFG.
Putting "AT &F" in the string does not work.
AT X4 B0 &A0 &B0 &H2 &I0 &K0 &M0 &N6a
USR DS v.32bis v.42bis (external)
AT&m0&n6&a0&r1&h0&k0&i0&s0&b1x1
USR Sporster 9600
AT&M0&K0&N6
USR Sportster 14.4k Fax/Modem
AT S0=1 S7=60 E1 QO V1 &C1 &D2 &K0 &N6 &A3
Note that this LEAVES ERROR CORRECTION ON! This may slow down the game,
and your mileage may vary.
USR Sportster 14.4k Fax/Modem (internal)
AT &F&M0&K0&N6&H0
USR Sportster 14.4k (internal)
AT &F &B1 &H0 &I0 &K0 &M0 &N6 &R1
USR Sportster 14.4k
ATS0=1S7=60E1Q0V1&C1&D2&K0&N6&A3
USR Sportster 14.4k
AT &F0 &K0 &M0 &N6 &H0 &I0 &B1 &R1
USR 14.4k
AT &F&A0&K0&M0
USR 14.4k
AT &K0 &H0 &D0 &I0 &R1
USR 14.4k Dual Standard
ATB0&R1&B1&N6Q0X4&A0&D2&H0&I0&K0&M0M1
ViVa 14.4k
AT&F&Q6\N0%C0&D2N0S37=9
Zoom 14.4k VFX
AT&Q6S37=9N0%C\N0
Zoom 14.4k VFX (at 14.4k: your mileage may vary)
AT&Q6S37=11N0%C&K0
Zoom OEM Modem
AT&Q6S37=9N0&K0
Zyxel U-1496E+
AT Z &N4 &K0
*18-4*: Why is my network slowing down when using DOOM?
=======================================================
You may have an older version of DOOM, such as v1.0 or v1.1. These
older versions utilized broadcast packets, which slow down many networks.
Upgrading to v1.2 will fix this problem, since v1.2 utilizes direct
packets.
*18-5*: Why won't the v1.2 patch install correctly?
===================================================
The DOOM v1.2 patch expects to find the ORIGINAL game in your DOOM
directory. If you replaced or altered the DOOM.EXE file with a new
version, the patch will not work.
If you are using the shareware version, you may have an older
release of v1.1. (there were two v1.1s) It is recommended that you
download the full v1.2 again.
If you are using the registered version, some distributors shipped
an older release of v1.1. It is recommended that you call your
distributor, or E-mail "help@idsoftware.com" if you ordered from id
Software for more help.
[18-6]: DOOM is too easy
========================
If you find DOOM too easy, here are some suggestions.
(1) Play on a harder difficulty level.
(2) Only save your game at the beginning of each level.
(3) Never save your game and try completing the mission.
(4) Only use your fist and pistol for the entire game.
(5) Turn down your screen contrast so you can see less.
[18-7]: DOOM is too hard
========================
If you find DOOM too hard, here are some suggestions.
(1) Play on an easier difficulty level.
(2) Save your game often.
(3) Try using some of the cheat codes or a cheating utility.
(4) Turn up your screen contrast so you can see more.
(5) Press F11 during game play for gamma correction.
[18-8]: I get motion sickness when playing DOOM
===============================================
There have been a lot of discussion about this phenomenon. In short
some people experience dizziness attributed to the game movement. There were
many theories, most along the line of motion sickness. Some also said that
the animation is too smooth so it fools your brain into believing it to be
real. Others said its too jerky and it makes you vomit like being sea sick.
Another popular theory is that lack of proper acceleration (like on-off high
speed) attribute to the nausea. I will not go into discussion of why.
Instead, I will post some steps people suggested. Remedies are not
guaranteed to work. There are many, all are experimental and some will have
opposite effects on different people. This, it seems, is a very individual
problem.
(1) Try different display sizes. Either use different size monitors
or use the screen size option to vary the display window.
(2) Try sitting closer/further from the display (don't stick your
nose in it, I don't want you to get radiation sick). Try combining this with
focusing/defocusing on the display or surroundings. This is to see if you
are being aware that you are looking at the monitor and hopefully it may
convince your brain that what you play is not really real.
(3) Try different machine speeds. If you have a turbo switch try
playing with it on/off.
(4) Try different input devices. With a mouse you can control
acceleration more accurately than with a joystick or the keyboard.
(5) Play on your friend's/colleague's computer. See if it is
better/worse.
(6) Have breaks while you play. Play in turns. Watch others play &
then play yourself.
(7) If you have Sound Blaster try playing with/without the sound. If
your sound card is stereo try playing with headphones on. Reverse the
headphones so that left becomes right.
After switching machines, many have problems adjusting too.
On a 486, things may seem "too smooth." On a 386, it may make you want to
vomit. Sometimes you just have to give time to adjust.
============================
=SECTION FIVE= MISCELLANEOUS
============================
------------------------------------------------------------------
CHAPTER [19]: You know you have been playing DOOM too long when...
------------------------------------------------------------------
DOOM is a great game! But don't let it take over your life! :)
You know you have been playing DOOM too long...
...when going to sleep you open the bedroom's door and instead of turning
lights on you fire a missile into the room.
...when you sleep with a chainsaw under your pillow,and justify it with 'you
never know what lurks in the dark'.
...when going into a room or getting off an elevator, you run in and out
quickly to see what follows you out.
...you don't worry so much about getting hurt, since you'll probably pick
up one of those blue spheres somewhere.
...watching someone come out of an elevator makes your mouse finger twitch
...when the dog growls and you dive over the couch while
reaching for a shotgun.
...when you start side-stepping into rooms.
...when you push on a wall as you walk down the hall looking for secret
entrances
...when you rush for a neon-blue down vest in K-Mart
...when you reach for your chainsaw when your wife's cold
gives her the sniffles
...when you search for a radiation suit before going into
a swimming pool
...when you instinctively target trash cans while walking
around campus/work
...when you look for sniper spots above you when getting in an elevator.
...when you can't stop squinting as you walk around your house
...when you think you can actually walk through walls
...when you start making chainsaw noises if you hear a strange noise.
...when you wish you had a chainsaw, just in case.
...when you buy a radiation suit and Infra-red goggles, just in case.
------------------------
CHAPTER [20]: Conclusion
------------------------
Phew! Well, that is all I have! I hope this FAQ proves to provide
a good resource for DOOM information. If you have any suggestions,
additions, or comments for the FAQ, send me E-mail at
"ap641@cleveland.freenet.edu". Now, I will just wait in horror as id
Software releases a press release about a new, upcoming game.
Thanks for reading the FAQ! -Hank Leukart
SUPPORT YOUR SHAREWARE COMPANIES! REGISTER YOUR SHAREWARE!
------------------------------
CHAPTER [21]: Revision History
------------------------------
[21-1]: Pre-Game-Release FAQs
=============================
v1.0: First release of the DOOM FAQ. (October 25, 1993 EST)
v1.0a: When ASCII uploading v1.0, the spacing malfunctioned. This is
the same version as 1.0, except with fixed spacing. (October 25, 1993
EST)
v2.0: First major revision of the "Official" DOOM FAQ. Id gets involved,
giving new information. The FAQ is rearranged. The FAQ is renamed
from "The DOOM FAQ" to the "The 'Official' DOOM FAQ." (November 1,
1993 EST)
v2.5: A standard revision of the "Official" DOOM FAQ. More information
comes in on what DOOM will and won't support. More DOOM iNsAnItY is
added. Information on related DOOM software is added. Information on
DOOM's music and multi-playing is added. Sorry! The "Official"
DOOM FAQ is no longer 666 lines. :) (November 13, 1993 EST)
v2.6: A minor revision of the "Official" DOOM FAQ. Grammatic and spelling
errors are corrected. The use of asterixs, parenthesis, and
brackets are used to highlight which information is new to a FAQ.
Two new additions to DOOM iNsAnItY that didn't quite make it
to the v2.5 release are added. More multi-playing information
added. (November 17, 1993 EST)
[21-2]: Post-Game-Release FAQs
==============================
v5.0: A major revision of the "Official" DOOM FAQ. DOOM is released. FAQ
is completely rewritten. FAQ tells about troubleshooting, cheating,
and add-on software. New additions to DOOM iNsAnItY. (December 18,
1993 EST)
v5.5: A standard revision of the "Official" DOOM FAQ. DOOM v1.2 is
released, and information on modem play is added. DOOM iNsAnItY is
released seperately. A complete list of add-on software, modem init
strings, and troubleshooting guidelines are added. (February 24,
1994 EST)
--
**** ** *** *** ** **** : CALL OF THE | Hank Leukart
* * * * * * * * * * * : SHADOWS | (ap641@cleveland.freenet.edu)
**** **** *** * * * **** :Apogee//Cygnus| "Official" DOOM FAQ Writer
* * * * * * ** * * :February-March| FAQ at ftp.uwp.edu and by E-mail