Since the moment that the Doom source was released Doomers have been clamouring for an Internet Doom client. Well there prayers have been anwsered, as DoomWorld has been released! The DoomWorld project is a one man operation, and that man is Jonathan Stuart.
Doomworld: How did you decide upon doing the DoomWorld Internet Client?
Doomworld: The big question is: Who are you? How long have you been involved with Doom?
Doomworld: What type of experience do you have in coding? Have you done anything related to gaming in the past that could help you with building a TCP/IP version of Doom?
Doomworld: In terms of coding, how complicated is it to build a Internet Doom? Have you used any sort of base for the project? If so what.
Doomworld: What would you see as the biggest problems that must be faced to get a high-speed game of Internet Doom (coding wise)?
Doomworld: Do you think that making an Internet Doom will help rebuild the popularity of Doom? Why do you think that it would or would not accomplish this?
Doomworld: Do you have plans on later incorporating CTFDoom or other such multi-player enhancements? Would it be possible to include something along the lines of 32-players?
Doomworld: Do you plan on using DoomWorld as a means of later moving into the gaming industry? If so, do you have plans on going into the industry as a programmer and if so, what are looking to program?
Doomworld: Are you an avid Deathmatch player? If so, given the oppurtunity what level sets would you most like to see omptimized for DoomWorld play?
Doomworld: Will there ever be a Co-op option for DoomWorld? Would this be feasible considering Doom is no where near as demanding on the PC as Quake and it's brethern.
Doomworld: Are there any planned joint utilities for DoomWorld, such as a DoomSpy? How far away from those are we if you plan on making them?
DoomWorld is such a joy to play! You must experience it yourself. You can download the most current version here.