Music
An underestimated aspect of Doom, Bobby Prince's score adds an entirely new dimension to the game. Those with 16-bit soundcards cannot fully appreciate the effort that went into the creation of the Doom music; therefore, we have available for download here every Doom and Doom 2 song in .MP2 format, recorded by Michael Massay on a Roland SCC1 sound card. You think you've heard Doom music? Think again.
If you do not have a .MP2/3 player, go here. People with a 16-bit sound card and at least a Pentium 66 can try out the Yamaha SYG20 Soft Synthesizer, which emulates the sound quality of a 32-bit sound card. Also, the Doom music can be purchased in CD form, with sonically enhanced tracks and additional live instrumentation, here.
And if you ever happen to get tired of the original tracks (but how could you), or if you're looking for some fresh blood to feed your demons, we have a nice little Remix section for your revival pleasure. Many of the individual remixes are mirrored here. This section is maintained by Bloodshedder.
Doom - Doom 2 - Remix
Level |
Filesize |
Name |
MIDI |
Description |
E1M1
|
759 KB
|
At Doom's Gate
|
d_e1m1
|
The id Software development team originally wanted me to do nothing but metal songs for DOOM. I did not think that this type of music would be appropriate throughout the game, but I roughed out several original songs and also created MIDI sequences of some cover material. This was before any level design and was before most of the artwork had been created. As the game came together, the guys at id saw that this type of music was not appropriate for many of the levels in DOOM. Thinking that this would be the case, I had also roughed out a lot of ambient moody background music, much of which ended up in the game. This song was one of the first of its type that I wrote. I heard it as being on a level that went by real fast. As it turns out, John Romero (who placed all of the songs on the levels) decided it was a perfect song for the first level.
|
E1M2
|
1230 KB
|
The Imp's Song
|
d_e1m2
|
|
E1M3
|
2148 KB
|
Dark Halls
|
d_e1m3
|
|
E1M4
|
1350 KB
|
Kitchen Ace (And Taking Names)
|
d_e1m4
|
|
E1M5
|
1303 KB
|
Suspense
|
d_e1m5
|
|
E1M6
|
671 KB
|
On The Hunt
|
d_e1m6
|
|
E1M7
|
1186 KB
|
Demons On The Prey
|
d_e1m7
|
|
E1M8
|
1207 KB
|
Sign Of Evil
|
d_e1m8
|
|
E1M9
|
1074 KB
|
Hiding The Secrets
|
d_e1m9
|
|
E2M1
|
1196 KB
|
I Sawed The Demons
|
d_e2m1
|
|
E2M2
|
1201 KB
|
The Demons From Adrian's Pen
|
d_e2m2
|
This song was inspired by watching Adrian Carmack, the lead artist at id Software, while he was touching up the artwork on the Spider Boss in Doom. Adrian conceived the demons in Doom. He starts out doing a pencil sketch. The sketch is then either transferred into computer art by hand or it is made into a model which is then digitized. The digitizing of the model sounds simple, but there is much that has to be done before digitized artwork can be used. A good "bit level artist" is worth his/her weight in gold when it comes to superior game art work.
Starting about 1 minute and 12 seconds into the song you will hear a musical technique that helps to keep a song interesting without being obvious. What the composer does is change the feel of the downbeat. There are many ways to do this, but in this case, I started playing the bass drum/snare drum parts an 8th note later than it had been played up to that time. This makes the music feel like it is pushing ahead while seeming to rotate or turn around. It's almost the same thing as causing a car to start spinning out of control. At 1 minute 36 seconds, the "car" all of a sudden jerks back out of the spin.
|
E2M3
|
1585 KB
|
Intermission From DOOM
|
d_e2m3
|
Also the Doom intermission music.
|
E2M4
|
1994 KB
|
They're Going To Get You
|
d_e2m4
|
|
E2M6
|
1391 KB
|
Sinister
|
d_e2m6
|
|
E2M7
|
830 KB
|
Waltz of the Demons
|
d_e2m7
|
|
E2M8
|
1393 KB
|
Nobody Told Me About id
|
d_e2m8
|
|
E3M1
|
762 KB
|
Untitled
|
d_e3m1
|
|
E3M2
|
933 KB
|
Donna To The Rescue
|
d_e3m2
|
|
E3M3
|
974 KB
|
Deep Into The Code
|
d_e3m3
|
If everyone at id Software worked as long and hard as John Carmack, id Software would be absolutely untouchable by any competition. Everyone else at id Software would answer this by saying that they have a life outside of developing games! John would answer that he does too, but he'd rather be programming all of the time :)
The reason I bring this up is that while I was at id during the development of DOOM, I stayed in the office many, many hours myself (after all, that's where all of my transplanted music toys were located). As a result of long hours at the office, John and I were often there at the same wee hours of the night. John would only leave his office to nab a coke or run to the mens' room -- that is except when he had something special programmed and wanted someone to see it. Those kinds of things happen a lot around John, too. He is always coming up with some cool addition to his engines.
Many times in those wee hours, I would come to a point where I couldn't make positive progress toward completing a song or a sound effect. I would go out into the then main room where a pool table sat and just roll the balls around the table. I could look into John's office and he would be sitting there in a world of his own, oblivious to anything else going on. When I worked on this song, I took a break at the pool table and saw John working away. That's when the name of this song hit me.
|
E3M8
|
771 KB
|
Facing The Spider
|
d_e3m8
|
|
Endgame Music
|
505 KB
|
|
d_bunny
|
|
Title Music
|
65 KB
|
|
d_intro
|
|
Victory Music
|
1524 KB
|
|
d_victor
|
|
|