Doom (1993 video game) and Talk:Automatic scorer: Difference between pages

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I am "the expert" for Automatic Scorers
 
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I worked for Brunswick from 1972 through 1978 as an Electrical Engineer developing the Automatic Scorer. I removed the citation request and the reference tag since I am very familiar with the subject and would be considered "the expert." I still have electronic schematics that are dated 1973 and 1974 which I would be glad to furnish by e-mail to anyone that requests them. I was in direct contact with the top executives in Brunswick during this time. I helped install the first Automatic Scorers ever installed throughout the United States. Since I was in the development stages of the Automatic Scorer I am very familiar with the dates. If you need further on this I believe I can furnish, if I knew exactly the request.--[[User:Doug Coldwell|Doug]] <sup>[[User talk:Doug Coldwell|<font color="darkblue">talk</font>]]</sup> 18:39, 29 June 2007 (UTC)
 
 
 
{{otheruses}}
{{Infobox CVG| title = Doom
|image = [[Image:Doom-boxart.jpg|200px|center|The Doom title artwork, painted by Don Ivan Punchatz, depicts the lone hero, a space marine, fighting demonic creatures.]]
|developer = [[id Software]]
|publisher = [[id Software]]
|designer =
|engine = The [[Doom engine]]
|released = [[December 10]], [[1993]]
|genre = [[First-person shooter]]
|modes = [[Single player]]<br>[[Multiplayer]] (cooperative)<br>Multiplayer ([[deathmatch]])
|ratings = [[ESRB]]: Mature (M), Teen (T) (for [[Game Boy Advance]] version), [[BBFC]]: 15 (except for [[Game Boy Advance]] release)
|platforms = [[IBM PC compatible|PC]] ([[MS-DOS]]), various
|media = 3 1/2 [[floppy disk]], [[compact disc]]
|requirements =
|input =
}}
'''''Doom'''''<sup>[[#Notes|1]]</sup> is a [[1993]] [[computer game]] developed by [[id Software]], and one of the most seminal titles in the [[first-person shooter]] genre. Combining immersive [[3D computer graphics|3D graphics]] with graphic [[violence]], it became both controversial and immensely popular; the [[shareware]] version is estimated to have been played by 15 million people. Beyond defining many gameplay elements of first-person shooters, ''Doom'' established a subculture in popularizing [[multiplayer|networked gaming]], and [[WAD]]s, expansions created by players themselves. The game's success influenced the mid-[[1990s]] boom of first-person shooters to the
[[Image:free6logo.gif|kylie gives a mean bj!!!]]
degree that these games are sometimes known as "[[Doom clone|''Doom'' clones]]".
 
The ''Doom'' franchise was continued with ''[[Doom II: Hell on Earth]]'' ([[1994]]) and numerous [[expansion pack]]s, including ''[[The Ultimate Doom]]'' ([[1995]]), ''[[Master Levels for Doom II]]'' ([[1995]]), and ''[[Final Doom]]'' ([[1996]]). Originally released for [[personal computer|PC]]/[[DOS]], these games have subsequently been [[porting|ported]] to various other platforms, including eight different [[game console]]s. The series lost appeal as the [[Doom engine|''Doom'' game engine]] became obsolete after the mid-1990s, but was revived with the [[2004]] release of ''[[Doom 3]]'', a retelling of the original game using new technology.
 
==Game overview==
 
[[Image:Doom_ingame_1.png|right|framed|''Episode I: Knee-Deep in the Dead'' takes place in the [[military base]] on [[Phobos (moon)|Phobos]]. In this image the player is currently using the [[chainsaw]], a powerful [[melée]]-only weapon. Pools of [[toxic waste]] are visible on both sides, and a [[zombie|zombified]] [[marine]] approaches.]]
 
The player takes the role of a nameless [[space marine]] (although in the Doom novels his name is Flynn Taggart) who has been deported to [[Mars (planet)|Mars]] for assaulting a senior officer after being ordered to kill unarmed civilians. He is forced to work for the ''Union Aerospace Corporation'' ([[Union_Aerospace_Corporation|UAC]]), whose biggest supplier&mdash;the military&mdash;is performing secret experiments with [[teleportation]] between the moons of Mars, [[Phobos (moon)|Phobos]] and [[Deimos (moon)|Deimos]]. Suddenly, something goes wrong and creatures from [[Hell]] start coming out of the teleportation gates. A defensive reponse from base security fails to halt the invasion. All personnel are killed or turned into zombies, and the moon bases are swiftly overrun, with either very few or no survivors. A UAC team from Mars is sent out to investigate the incident, but soon [[radio]] contact ceases and only one human is left alive&#8212;the player, whose task is to make it out alive.
 
===Gameplay===
{{main|Gameplay of Doom}}
 
As a [[first-person shooter]], ''Doom'' is experienced through the eyes of the main character (who spends most of his time shooting down enemies). The game has a strong exploration element, as the [[Level (computer and video games)|level]]s are usually nonlinear and there are plenty of secret areas and hidden [[power-up]]s. Progression through a level often revolves around finding keys or remote switches to open doors that enable access to new areas of the level, until an exit room (invitingly labelled with a red EXIT sign) is found. The player has to avoid pits of nukage (i.e. pits of green liquid slime) when rallying to the exit.
 
The game's eight weapons are a mix of futuristic and modern equipment, including a [[chainsaw]], a [[shotgun]], and the immensely powerful [[BFG9000]]. The enemies that the player must overcome include military personnel zombies and various [[demon]]s from Hell, such as brown, spike-covered ''imps'', the [[Minotaur]]-like ''[[Baron of Hell|Barons of Hell]]'', and grotesque ''[[Cyberdemon|Cyberdemons]]'' (Half-[[Cyborg]], half-Minotaur monstrosities). The enemies are not particularly intelligent and rely on brute force and greater numbers&mdash;sometimes twenty to one or more&mdash;to overwhelm the player. Enemies not only attack the player but also other enemies that might have damaged them by accident; skilled players will purposefully trigger this "[[monster infighting]]." Luckily, the player moves much more quickly than any of the monsters.
 
[[Image:Doom_ingame_2.png|right|framed|''Episode III: Inferno'' is set in [[Hell]]. The player has just fired the [[shotgun]] at a group of [[Imp]]s and is reloading it. He is badly injured and has only seven shells left.]]
 
{{multi-video start}}
{{multi-video item|filename=Doom single-player E3M6.ogg|title=Doom single-player gameplay demonstration|description=Video of a single-player game, in the level ''E3M6: Mount Erebus''.|format=[[Theora]]}}
{{multi-video end}}
 
===Episodes and levels===
{{main|Episodes and levels of Doom}}
 
The original ''Doom'' consists of three "episodes," each with nine levels. Only the first eight levels, of which the last is a [[boss (video game)|boss]]-battle, need to be completed to finish an episode; the ninth one is a secret level that can be accessed from within the first seven. The first episode, ''Knee-Deep in the Dead'', was released as [[shareware]], while the second and third episodes (''Shores of Hell'' and ''Inferno'', respectively) are only available in the registered and retail versions.
 
''Knee-Deep in the Dead'' takes place in the high-tech UAC bases on Phobos. ''Shores of Hell'' continues on Deimos within bases now crumbling and interwoven with beastly architecture. Deimos has been teleported into the actual universe of Hell. The transformation culminates in ''Inferno'', set in Hell, whose environments are largely built of marble, rock, wood, and flesh. The early high-tech levels have names suggesting that they are set in specific installations (e.g., ''Hangar'', ''Nuclear Plant'', and so on), although the resemblances are vague. Indeed, all of the environments portrayed in the game are fairly abstract and could be said to have a [[surrealism|surreal]] style.
 
===Multiplayer===
 
Aside from the [[single-player]] game mode, both ''Doom'' and ''Doom II'' feature two [[multiplayer]] modes playable over a [[computer network|network]]: these are "co-operative", in which two to four players team up against the legions of Hell, and "[[deathmatch]]," in which two to four players fight each other. ''Doom'' was not the first first-person shooter with a deathmatch mode&mdash;''[[MIDI Maze]]'' on the [[Atari ST]] had one in [[1987]], using the [[MIDI]] ports built into the ST to network up to four machines together. However, ''Doom'' was the first game to allow deathmatching over [[ethernet]]; furthermore, it introduced deathmatching to a wide audience and was also the first game to use the term "''deathmatch''". The deathmatch multiplayer mode became extremely popular and was further promoted by id Software's ''[[Quake]]'', released after ''Doom II'' in 1996.
 
==Technology==
{{main|Doom engine}}
 
''Doom''<nowiki>'</nowiki>s primary distinguishing feature was its realism, enabled by features such as its [[3D computer graphics|3D graphics]] and stereo sound; the ''Doom'' experience provided a level of immersion that had not previously existed in a computer game. The game's graphics were in 1993 unparalleled by other [[real-time computing|real-time]]-rendered games running on consumer-level hardware. ''Doom''<nowiki>'</nowiki>s main advances over ''Wolfenstein 3D'' in graphics technology were:
* Height differences (all rooms in ''Wolfenstein 3D'' were at the same altitude);
* Non-[[perpendicular]] walls (all walls in ''Wolfenstein 3D'' ran along a rectangular grid);
* Full [[texture mapping]] of all surfaces (in ''Wolfenstein 3D'', floors and ceilings were not texture mapped); and,
* Varying light levels (all areas in ''Wolfenstein 3D'' were fully lit at the same brightness).
 
The height differences, diagonal walls and texture mapping allowed levels to feature more detailed and convincing environments than previous [[game engine]]s had made possible. The variable lighting, while contributing to the game's visual authenticity by allowing effects such as highlights and shadows, perhaps most importantly added to the game's atmosphere and even gameplay; the use of darkness as a means of frightening or confusing the player was an unseen element in games.
 
In contrast to the static levels of ''Wolfenstein 3D'', those in ''Doom'' were highly interactive: platforms could lower and rise, ceilings could come down crushing the player, floors could raise sequentially to form staircases, bridges could raise and lower. The life-like feeling of the environment was enhanced further by the stereo sound system, which made it possible to roughly tell the direction and distance of a sound's origin. The player was kept on guard by the grunts and gnarls of monsters, and would receive occasional clues to finding secret areas in the form of sounds of hidden doors opening remotely. Monsters can also become aware of the player's presence by hearing distant gunshots.
 
The [[Doom engine]], programmed primarily by [[John Carmack]], had to make use of several tricks for these features to run smoothly on 1993's home computers. Most significantly, ''Doom'' levels are not truly three-dimensional; they are internally represented on a [[plane (mathematics)|plane]], with height differences added separately (as of 2004, a similar trick is still used by many games to create huge outdoor environments). This leads to several limitations: it is, for example, not possible for a ''Doom'' level to have one room over another. This two-dimensional representation does, however, have the benefit that rendering can be done very quickly, using a [[Binary space partitioning|binary space partitioning]] method.
 
==Impact and controversy==
 
By 1993, id Software was already renowned for ''[[Wolfenstein 3D]]'', which by common definition is considered the first PC first-person shooter. ''Doom'' exceeded its predecessor in terms of popularity as well as critical reception and influence on the industry, and is today widely regarded as one of the most influential games of all time, laying a foundation for the popularity and further development of 3D [[action game]]s during the rest of the [[1990s]].
 
[[Image:Doom clone vs first person shooter.png|thumb|235px|The phrase "[[Doom clone]]" was initially popular to describe the style of gameplay, but after [[1996]] was gradually replaced by the more generic and descriptive "[[first person shooter]]".]]
 
Dozens of new first-person shooter titles appeared following ''Doom''<nowiki>'</nowiki>s release, and they were often referred to as "[[Doom clone]]s" rather than "first person shooters". Some of these were certainly "clones"&mdash;hastily assembled and quickly forgotten about&mdash;others explored new grounds of the genre and were highly acclaimed. ''Doom''<nowiki>'</nowiki>s principal rivals were [[Apogee Software|Apogee]]'s ''[[Rise of the Triad]]'' and [[Origin Systems]]' ''[[System Shock]]''. When, three years later, [[3D Realms]] released ''[[Duke Nukem 3D]]'', a tongue-in-cheek sci-fi shooter based on [[Ken Silverman]]'s technologically-similar [[Build engine|''Build'' engine]], id Software had nearly finished [[Quake]], its next-generation game.
 
In 1994, ''Doom'' was awarded Game of the Year by both [[PC Gamer]] and [[Computer Gaming World]]. It also received the Award for Technical Excellence from [[PC Magazine]], and the Best Action Adventure Game award by the [[Academy of Interactive Arts & Sciences]]. In the magazine's ten-year anniversary issue (April 2004), PC Gamer proclaimed ''Doom'' the most influential game of all time. ''Doom'' was also was voted the "[[Computer and video games that have been considered the greatest ever|#1 game of all time]]" in a poll among over 100 game developers and journalists conducted by [[GameSpy]] in [[July]] [[2001]] [http://archive.gamespy.com/articles/july01/top50index/].
 
The game sold a total of 1.5 million copies. While a large number, this was not extraordinary&mdash;for comparison, the contemporary [[adventure game#Graphical adventure games|graphical adventure game]] ''[[Myst]]'' sold a record-breaking 9 million. A better measure of ''Doom''<nowiki>'</nowiki>s popularity is the distribution of the shareware version, which is estimated to have been downloaded and played by 15-20 million people. Notoriously, there are some reports that ''Doom'' at a point was a serious threat to productivity and that networks were clogged by deathmatches and shareware downloads. The problems led some, including [[Intel]] and [[Carnegie Mellon University]], to form policies specifically disallowing ''Doom''-playing during work hours.
 
''Doom'' was and remains notorious for its high levels of violence, gore, and Satanic imagery, which have generated much controversy from a broad range of groups. It was also notorious for early versions that contained a hidden swastika on one level, that was removed in later versions. It has been criticized numerous times by [[Christianity|Christian]] organizations for its diabolic undertones and was dubbed a "mass murder simulator" by critic and [[Killology Research Group]] founder [[Dave Grossman (author)|Lt. Col. David Grossman]]. ''Doom'' prompted fears that the then-emerging [[virtual reality]] technology could be used to simulate extremely realistic killing and in [[1994]] led to unsuccessful attempts by [[Washington]] [[State Senator|state senator]] [[Phil Talmadge]] to introduce compulsory licensing of VR use. The game again sparked controversy throughout a period of [[school massacre|school shooting]]s in the [[United States]] when it was found that several of the students involved in shootings, including [[Columbine High School massacre|Columbine High School]] shooters [[Eric Harris and Dylan Klebold]], were avid players of the game. A false rumor also spread that Harris had used ''Doom'' to practice for the shootings (see: [[Harris levels]]).
 
==Development and release history==
 
[[Image:Adrian Carmack.jpg|thumb|250px|The ''Doom'' monsters were digitized from clay models. Here, [[Adrian Carmack]] sculpts the [[Baron of Hell]].]]
 
The team behind ''Doom'' consisted of:
* [[John Carmack]] - engine programming
* [[John Romero]] - [[level design]] (most of the first episode), additional programming (including work on the [[level editor]], [[DoomEd]])
* [[Sandy Petersen]] - level design (episodes two and three)
* [[Adrian Carmack]] - artwork
* [[Kevin Cloud]] - artwork
* [[Robert Prince]] - [[video game music|music]] and [[sound effect]]s
* [[Dave Taylor]] - additional programming (the status bar, integration of the sound library, [[cheat code]]s, the network [[chat]] system, [[software port|porting]] the game to various [[operating system]]s)
* [[Mike Abrash]] - additional programming
* [[Paul Radek]] - sound code
* [[Tom Hall]] - early design work, including several drafts for levels that were later overhauled by Sandy Petersen
* [[American McGee]]
 
''Doom'' was inspired by many sources, including the ''[[Alien (movie)|Alien]]'' and ''[[Evil Dead]]'' series of movies. Many parallels exist between ''Doom'' and those series; including similarities between [[Weyland-Yutani|The Company]] of the ''Alien'' universe and the UAC of ''Doom''<nowiki>'</nowiki>s, and the idea of entering an infested base severely outnumbered. ''Doom''<nowiki>'</nowiki>s primary influence from ''Evil Dead'' shows up in the form of zombies, and the use by the protagonist of each of both a shotgun and chainsaw. The game was also influenced to some degree by the literary works of author [[H. P. Lovecraft]]. This, however, was more subtle although the use of Lovecraftian symbols on the teleporter gate textures are a direct reference. The use of demons as the primary enemy in ''Doom'' could also have very well been a result of his works.
The final section, ''Inferno'', is clearly influenced by the first canticle of the ''[[Divine Comedy]]'' by [[Dante Alighieri|Dante]].
 
As witnessed by creative director [[Tom Hall]]'s "''Doom bible''" design document, written in late [[1992]], ''Doom'' was originally intended to be very different from ''Wolfenstein 3D'' in gameplay, although most of his suggestions, such as a developed story, complex characters, interactivity and cut-scenes were ignored by John Carmack, who conceived ''Doom'' as a straight shooter. Most of these ideas were implemented during the decade following ''Doom'' release in other FPS games.
 
Over the course of its development, the game underwent significant changes. Following the first official release, several upgrades that addressed bugs and added new features were released. id Software has later on, due to public interest, also released some of the game's early [[alpha version]]s and an early press release version:
 
* 0.2 alpha ([[February 4]], [[1993]]): consisted of a single, highly primitive level
* 0.4 alpha ([[April 2]] 1993): featured a few more levels
* 0.5 pre-beta ([[May 22]] 1993)
* Press release ([[October 4]] 1993): contained three levels similar to the final game, was programmed to stop working after [[October 31]]
 
''See also'': [[SPISPOPD]]
 
==Versions and related products==
 
===Versions===
{{main|Versions and ports of Doom}}
 
''Doom'' was released for many systems and consoles, including the following: [[DOS]], [[Microsoft Windows]], [[QNX]], [[Irix]], [[NEXTSTEP]], [[Linux]], [[Apple Macintosh]], [[Super Nintendo Entertainment System|Super NES]], [[Sega 32X]], Sony [[PlayStation]], [[Game Boy Advance]], [[Atari Jaguar]], [[Sega Saturn]], [[Nintendo 64]], [[3DO Interactive Multiplayer|3DO]], and [[Xbox]] (included with ''[[Doom 3]]''). An [[Arcade game|arcade]] version using a "virtual reality headset" (an [[Liquid crystal display|LCD]] screen an inch (25 mm) from the player's face) also existed. Some of these ports differ considerably from the original version. For example, the graphics in the Super NES version had to be degraded due to performance concerns, and the Nintendo 64 version, titled ''[[Doom 64]]'', is in most respects a separate game, with redesigned graphics and an entirely different set of levels.
 
The [[source code]] of ''Doom'' was published by [[id Software]] in [[1997]] under a [[proprietary license]]. The game was then ported to various other [[operating system]]s; in late [[1999]], the source code was re-released under the terms of the [[GNU General Public License]], and several unofficial [[Doom source port]]s based on this source have been developed by fans. Most ports contain considerable changes to the game, including bug fixes, the removal of engine limitations, and various new features.
 
[[Image:DOOM2_ingame_1.png|right|framed|In this screenshot from ''Doom II: Hell on Earth'', the player has just fired the double-barrelled shotgun, thus exploding a chaingun-equipped zombie.]]
 
===Sequels===
A sequel to ''Doom'', titled ''[[Doom II|Doom II: Hell on Earth]]'', was released on [[October 10]] [[1994]]. ''Doom II'' consisted of thirty regular levels, plus two "secret" levels, which nearly duplicated episode 1 level 1 and episode 1 level 9 of ''Wolfenstein 3D'' (These levels even went as far as to include the S.S. soldiers from the original [[Wolfenstein]] game). The engine and gameplay were the same as ''Doom'', with an additional weapon (the ''super shotgun'') and new monsters added. The two secret levels were missing from the version marketed in [[Germany]] because they depicted [[Nazi]] symbols, illegal under German law (see the article on ''[[Wolfenstein 3D]]'' for more information).
 
Due to its heavy graphic violence, ''Doom II'', like the original ''Doom'', received an [[ESRB]] rating of "M", with the exception of the Game Boy Advance port, which was rated "T". The game also marked id's departure from the [[shareware]] marketing strategy, releasing this game through [[Activision]]. ''Doom II'' has sold for over $100 million (''Masters of Doom'', page 210), with a total of over two million copies.
 
In [[1995]], a new version of ''Doom'' was published; titled ''The Ultimate Doom'', this release included the three original episodes as well as a new, fourth one, named "Thy Flesh Consumed". Registered users of the original ''Doom'' release were allowed to upgrade freely to this, in effect making it a free update of the original game. Another year later, in [[1996]], two new 32-level episodes for ''Doom II'' were released: "''The Plutonia Experiment''" and "''TNT: Evilution''", collectively known as ''[[Final Doom]]'', both developed for id Software by [[TeamTNT]]. None of these were available as shareware; like ''Doom II'', they were only sold as commercial versions.
 
''[[Doom 3]]'' was released on [[August 3]] [[2004]]; the game uses an advanced [[game engine]] and is said to be a retelling of the original ''Doom'' rather than a conventional sequel. Prior to its release, a special 2-CD was issued containing ''Ultimate Doom'', ''Doom II'' and ''Final Doom'', along with a trailer for the new game.
 
===Games using the Doom engine===
The game engine was licensed to several other companies as well, who released their own games based on it, including ''[[Heretic (computer game)|Heretic]]'', ''[[HeXen]]'', ''[[Strife]]'' and ''[[HacX]]''. There is also a ''Doom''-based game released by a breakfast cereal maker as a product tie-in called [[Chex Quest]], in which the player becomes a Chex Cereal soldier, annihilating Flemoids and snot-based enemies and rescuing fellow soldiers in a four area adventure. id Software created a completely new [[3D]] engine, then released the successor to ''Doom'': ''[[Quake computer game|Quake]]'', in [[1996]]. ''Quake''<nowiki>'</nowiki>s success mirrored that of ''Doom'' for the remainder of the [[1990s]], though it was the last id Software's game to dominate the FPS market, as ''[[Quake II]]'' and ''[[Quake III]]'' were accompanied by very successful ''[[Unreal]]'' and ''[[Unreal|Unreal Tournament]]'' by [[Epic Games|Epic]].
 
The [[United States Marine Corps]] also released ''Marine Doom'' (based on ''Doom II'' <sup>[http://www.ugo.com/channels/games/features/doom3/thankful.asp]</sup> ) to [http://www.dodgamecommunity.com/modules.php?op=modload&name=News&file=article&sid=31 "teach teamwork, coordination and decision-making"]. Although limited in its scope due to technology, it was used as a [http://www.gcn.com/archives/gcn/1997/june16/dod.htm valid training method at the time].
 
===Spin-offs===
A set of four novels about ''Doom'' were written with permission of id by [[Dafydd Ab Hugh]] and [[Brad Linaweaver]]. The books, listed in order, are titled ''Knee Deep in the Dead'', ''Hell on Earth'', ''Infernal Sky'', and ''Endgame''. All were published between [[June]] [[1995]] and [[January]] [[1996]] by [[Pocket Books]].
 
Additionally, a comic book was issued in [[May]] [[1996]], produced by Tom Grindberg of [[Marvel Comics]] as a giveaway for a video game convention, and original art from that project was put up for auction on [[eBay]] in [[April]] of [[2004]].
 
On [[January 31]] of [[2005]], ''[[Doom: The Board Game]]'' was released. [[board games|It]] resembles the classic game [[Space Hulk]]. [http://www.fantasyflightgames.com/doomproducts.html]
 
There is also a [[Doom (movie)|movie based on ''Doom'']] currently in post-production. [[The Rock (entertainer)|The Rock]] stars as Sarge and one of the characters is named Dr. Carmack, an obvious nod to id Software employee [[John Carmack]].
 
Strategy guides released in printed editions include:
* Robert Waring: ''Killer Doom: Tips & Tricks'', Brady Publishing
* Jonathan Mao Mendoza: ''The Official Doom Survival Guide'', ISBN 0-7821-1546-2
* Rick Barba: ''Doom Battlebook: Secrets of the Games series'', Prima Publishing, ISBN 1-55958-651-6
 
===Homages===
 
*''Doom'', as well as ''Labyrinth of Death'' (&#1051;&#1072;&#1073;&#1080;&#1088;&#1080;&#1085;&#1090; &#1057;&#1084;&#1077;&#1088;&#1090;&#1080;), a fictional [[virtual reality]] multiplayer game inspired by ''Doom'' ideas and images, is extensively featured in the "Labyrinth of Reflections" trilogy by [[Russia]]n author [[Sergey Lukyanenko]].
 
*''[[Duke Nukem 3D]]'' contains a [[satire|satirical]] reference to ''Doom''.
 
==Fan activity==
 
===WADs===
{{main|Doom WADs}}
 
Since the first [[level editor]]s for the game appeared in 1994, several thousands of custom levels and miscellaneous modifications &mdash; [[WAD file]]s &mdash; have been created. The ''idgames'' [[FTP]] archive contains over 12000 files, and most likely only represents a fraction of all that has been made. Also, since John Carmack, one of the lead designers at ID, released the Doom source code in 1997, many ports to the game's engine (called sourceports) came into creation, ranging from engines that aim to bring Doom's graphical standard closer to modern games, engines that aim to create wide new aspects of gameplay features, and some that simply aim to recreate the doom experience as closely as possible to the original. With these sourceports, people have been been able to make WADs(doom's data file format) which not only can change the textures, sprites, sounds, and maps of doom, but also create completely new atmosphere and gameplay aesthetics.
 
===Speedrunning competition===
{{main|Doom speedrunning}}
 
Devoted players have spent years creating [[speedrun]]s for ''Doom'', competing for the quickest completion times and sharing knowledge about routes through the levels and how to exploit [[computer bug|bug]]s in the Doom engine for shortcuts. Achievements include the completion of both ''Doom'' and ''Doom II'' on the ''Ultra-Violence'' difficulty setting in less than 30 minutes each. In addition, a few players have also managed to complete ''Doom II'' in a single run on the ''Nightmare!'' difficulty setting, on which monsters are twice as fast and respawn some time after they have been killed (level designer [[John Romero]] characterized the idea of such a run with "it's just gotta be impossible!" [http://www.doom2.net/compet-n/index.cgi?action=players&page=panter]). Movies of most of these runs are available from the [[COMPET-N]] website.
 
== Notes ==
 
# The title was chosen by John Carmack, who, when asked about it in an interview, answered:
::''There is a scene in "[[The Color of Money]]" where [[Tom Cruise|Tom Cruse]] ''[sic]'' shows up at a pool hall with a custom pool cue in a case. "What do you have in there?" asks someone. "Doom." replied Cruse with a cocky grin. That, and the resulting carnage, was how I viewed us springing the game on the industry.'' [http://doomworld.com/interviews/int7.shtml]
 
:The title may also be written "''DOOM''", fully capitalized; id Software themselves are inconsistent in choosing between "''Doom''" and "''DOOM''". The spelling variation "''DooM''", most probably stylised after the game's logo, is also occasionally encountered, but has fallen out of use almost completely nowadays.
 
==References==
* David Kushner: ''Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture'', Random House Publishing Group 2003, ISBN 0-3755-0524-5
 
* Unknown, [http://doomworld.com/interviews/int7.shtml Doomworld interview with John Carmack]. Retrieved [[December 4]], [[2004]]
* Romero, John (2002) [http://rome.ro/games_doom.htm Doom]. Retrieved [[December 4]], [[2004]]
* Leukart, Hank (1994) [http://www.gamers.org/docs/FAQ/doomfaq/ The "Official" Doom FAQ]. Retrieved [[December 4]], [[2004]]
* Entertainment Software Rating Board (1999-2004) [http://www.esrb.org/search_results.asp?key=doom&x=0&y=0&type=game ESRB Game Ratings Search Results]. Retrieved [[December 4]], [[2004]]
 
==External links==
{{wikiquote}}
{{wikicities|doom|The Doom Wiki}}
{{wikibooks}}
; Official product websites
* [http://www.idsoftware.com/games/doom/ ''Doom'' at id Software's official website]
* [http://www.activision.com/en_US/brand/4689f00d-2019-4646-b3ee-f262531c33d6.html ''Doom'' at Activision's official website]
 
; Content resources
* [http://5years.doomworld.com/doombible/ Tom Hall's Doom Bible] - the original design document
* [http://www.doomworld.com/10years/doomcomic/comic.php The full version of the ''Doom'' comic book]
* [http://oregonstate.edu/~lloydo/doomstory.txt Full storyline from the manual]
 
; Fan sites
* [http://www.classicdoom.com/ ClassicDoom.com] - Portal covering ''Doom'' games on many gaming platforms
* [http://www.doomworld.com/ Doomworld] - A community-driven portal with news and resources
* [http://www.newdoom.com/ NewDoom] - Another portal
* [http://www.olddoom.com/ OldDoom] - Information and resources
* [http://www.doomworld.com/idgames Doomworld's web interface to the idgames FTP archive]
* [http://www.doomworld.com/pageofdoom The Page of Doom] - a website with information about the game and its history
* [http://www.planetdoom.com/ PlanetDOOM]
 
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[[de:Doom]]
[[et:Doom]]
[[es:Doom]]
[[fi:Doom]]
[[fr:Doom]]
[[it:Doom]]
[[ja:DOOM]]
[[nl:Doom]]
[[pl:Doom]]
[[pt:Doom (jogo)]]
[[ro:Doom]]
[[sv:Doom]]
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