In DOOM, you play one of four off-duty soldiers suddenly thrown into the middle of an interdimensional war! Stationed at a scientific research facility, your days are filled with tedium and paperwork. Today is a bit different. Wave after wave of demonic creatures are spreading through the base, killing or possessing everyone in sight. As you stand knee-deep in the dead, your duty seems clear-you must eradicate the enemy and find out where they're coming from. When you find out the
truth, your sense of reality may be shattered!
The game takes up to four players through a futuristic world, where they may cooperate or compete to beat the invading creatures. It boasts a much more active environment than Id's previous effort, Wolfenstein 3-D, while retaining the pulse-pounding action and excitement. DOOM features a fantastic fully texture-mapped environment, a host of technical tour de forces to surprise the eyes, multiple player option, and smooth gameplay on any 386 or better.
Id has added the ability to have animated messages on the walls, information terminals, access stations, and more. The environment can act on you, and you can act on the environment. If you shoot the walls, they get damaged, and stay damaged. Not only does this add realism, but provides a crude method for marking your path, like violent bread crumbs.
Another touch adding realism is light diminishing. With distance, your surroundings become enshrouded in darkness. This makes areas seem huge and intensifies the experience. Light sourcing allows lamps and lights to illuminate hallways, explosions to light up areas, and strobe lights to briefly reveal things near them. These two features will make the game frighteningly real.
Wolfenstein's walls were always at ninety degrees to each other, and were always eight feet thick. DOOM's walls can be at any angle, and be of any thickness. Walls can have see-through areas, change shape, and animate. This allows more natural construction of levels. If you can draw it on paper, you can see it in the game. Floors and ceilings can also be of any height, allowing for stairs, poles, altars, plus low hallways and high caves, allowing a great variety for rooms and halls.
DOOM not only achieves smooth, seamless gameplay with a high framerate and smooth control on the user end, but with the addition of outdoor areas. In DOOM, you can go in and out of buildings, look into other rooms through windows, and even traverse the entire overworld on foot or via monorail through an advanced, never-before seen hub system!
John Carmack, Id's Technical Director, is very excited about DOOM: Wolfenstein is primitive compared to DOOM. We're doing DOOM the right way this time. I've had some very good insights and optimizations that will make the DOOM engine perform at a great frame rate. The game runs fine on a 386sx, and on a 486/33, we're talking 35 frames per second, fully texture-mapped at normal detail, for a large area of the screen. That's the fastest texture-mapping around-period.
Texture mapping, for those not following the game magazines, is a technique that allows the program to place fully-drawn art on the walls of a 3-D maze. Combined with other techniques, texture mapping looked realistic enough in Wolfenstein 3-D that people wrote Id complaining of motion sickness. In DOOM, the environment is going to look even more realistic. Please make the necessary preparations.
The first episode of DOOM will be shareware. When you register, you'll receive the next five episodes, which feature a journey into another dimension, filled to its hellish horizon with fire and flesh. Wage war against the infernal onslaught with machine guns, missile launchers, and mysterious supernatural weapons. Decide the fate of two universes as you battle to survive! Succeed and you will be humanity's heroes; fail and you will spell its doom.
Hugo Farias: Programming, Mapping, Graphics, Project Director
Jeffrey Shark: Style direction, Quality Control, Mapping
Daniel Langegger: Mapping
Captain Toenail: Mapping
Leo Hendricks: Music
Bringing to you a new project!
This is a big project, so we are in searching of anyone who could help us.
Most important now are mappers, and artists, this is due to the high scale of the project.
If you want to help, just send me a PM.
Or if you want more detalis visit the forum thread: Forum.zdoom.org
The project is not mine, i receive permission from the author to post it here.
Hope you could help us, please leave a comment!
Attention this is a complete correct list of the levels that will be in episode one.
Episode 1 : "Evil Unleashed" or "All Hell Breaks Loose"
Also known as: This mod isn't dead(yet)!
Modified powerups from doom:
New powerups (From the doom bible):
IF you want to help, don't doubt about commenting or sending us a message
We're pleased to announce that... some good news are coming. Some of you may already know, as it accidentally slipped through. You can expect us to make a lot of announcements in the (really, really) near future *wink*
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