Level |
Size |
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
|
None
|
E1M3
|
2148 KB
|
Dark Halls
|
d_e1m3
|
None
|
E1M4
|
1350 KB
|
Kitchen Ace (And Taking Names)
|
d_e1m4
|
None
|
E1M5
|
1303 KB
|
Suspense
|
d_e1m5
|
None
|
E1M6
|
671 KB
|
On The Hunt
|
d_e1m6
|
None
|
E1M7
|
1186 KB
|
Demons On The Prey
|
d_e1m7
|
None
|
E1M8
|
1207 KB
|
Sign Of Evil
|
d_e1m8
|
None
|
E1M9
|
1074 KB
|
Hiding The Secrets
|
d_e1m9
|
None
|
E2M1
|
1196 KB
|
I Sawed The Demons
|
d_e2m1
|
None
|
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
|
None
|
E2M6
|
1391 KB
|
Sinister
|
d_e2m6
|
None
|
E2M7
|
830 KB
|
Waltz Of The Demons
|
d_e2m7
|
None
|
E2M8
|
1393 KB
|
Nobody Told Me About id
|
d_e2m8
|
None
|
E3M1
|
762 KB
|
Untitled
|
d_e3m1
|
None
|
E3M2
|
933 KB
|
Donna To The Rescue
|
d_e3m2
|
None
|
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
|
None
|
Map01
|
1818 KB
|
Running From Evil
|
d_runnin
|
None
|
Map02
|
2306 KB
|
The Healer Stalks
|
d_stalks
|
None
|
Map03
|
1815 KB
|
Countdown To Death
|
d_countd
|
None
|
Map04
|
1272 KB
|
Between Levels
|
d_betwee
|
None
|
Map05
|
2053 KB
|
DOOM
|
d_doom
|
None
|
Map06
|
3297 KB
|
In The Dark
|
d_the_da
|
None
|
Map07
|
2039 KB
|
Shawn's Got The Shotgun
|
d_shawn
|
None
|
Map08
|
2374 KB
|
The Dave D. Taylor Blues
|
d_ddtblu
|
Between DOOM and DOOM II, I worked with John Carmack and Dave Taylor at id to help port Wolfenstein to a video game platform. At that time Dave was doing the sound code for the port and I was designing the instrument samples and tweaking the MIDI files to keep the number of notes to a minimum. Somewhere along the line, Dave mentioned something about a blues song and it stuck in my mind. When I wrote the music for DOOM II, that idea became a song which I named in honor of Dave.
Dave has since left id Software to go with his own company, Crack Dot Com. That is the company that developed Abuse which is now distributed by Origin.
This song follows the "classical" blues chord progression, which is 12 bars long. The chord progression is as follows (a slash separates each measure and each measure has four beats):
I / I / I / I /
IV / IV / I / I /
V7 / IV / I / I /
In the key of E, the I would be an E, the IV would be an A and the V7 would be B7.
Listen for the echo on the rhythm guitar. This is one of the first songs where I experimented with doing a MIDI echo. The idea is to play a note and hold it. Then you play the same note over and over again, reducing the volume of each succeeding note. The results are an echo that is almost as good as those played through digital reverberation/echo units. It sounds like some of the original analog tape echo units of the 60's.
The lead for this song gets pretty wierd starting at about 3 minutes 37 seconds, but I love the dissonance it causes. It is the same dissonance I felt the first time I played DOOM -- a feeling of almost standing up straight while almost falling on one's butt at the same time.
|
Map09
|
2214 KB
|
Into Sandy's City
|
d_in_cit
|
When I was composing the songs for DOOM, I did not get to see any finished levels. In the case of DOOM II, there were some levels that changed very little from the very early days of development. One of these was what I called "Sandy's City" because it was a level designed by Sandy Peterson. Everyone loved playing that level and I decided that I had to write a song that sounded sorta "city-like." This song was the result. Originally I had a piano playing the part that the harpsichord is playing but no one at id liked the idea of a piano in any of the music. As a joke, I changed the patch to the harpsichord. I expected everyone to voice opposition, but everyone seemed to like it -- so, I left it in!
Sandy's City level made it into DOOM II, but there were several changes (made to raise the frame rate, I think). To me, the changes made the level less fun to play (but it's still a great level, especially for deathmatch).
|
Map10
|
2083 KB
|
The Demon's Dead
|
d_dead
|
None
|
Map18
|
2420 KB
|
Waiting For Romero To Play
|
d_romero
|
This song was easily named. You wouldn't believe how people in the id Software offices used to line up to watch John Romero play DOOM. Long before the sound effects were in the game, John would provide his own, and he was good at making a lot of sound effects with his mouth. But, the reason that people lined up to watch him play was that he put everything he had into playing the game. If it was a deathmatch, look out! John threw a constant barrage of taunts, screams and other sounds at the opposing players. One day I noticed how quiet things got while people were gathering to watch and I decided to do some pensive music to go with such times. Thus, the song became "Waiting For Romero To Play."
John has now left id Software to form his own company. There are better players at id, but none of them will ever have people lining up in anticipation of watching them play as John did. I know that id Software will sorely miss the manic energy that John Romero provided.
|
Map20
|
2206 KB
|
Message For The Archvile
|
d_messag
|
None
|
Map23
|
788 KB
|
Bye Bye American Pie
|
d_ampie
|
None
|
Map25
|
916 KB
|
Adrian's Asleep
|
d_adrian
|
None
|
Map28
|
2234 KB
|
Getting Too Tense
|
d_tense
|
None
|
Map30
|
2205 KB
|
Opening To Hell
|
d_openin
|
None
|
Map31
|
1177 KB
|
Evil Incarnate
|
d_evil
|
This song was originally written for Wolfenstein which only supported FM synthesizers. In order to get into the mood for it, I rented a movie about the infamous "Doctor of Auschwitz" and watched it until I was totally infuriated. This song was the result of the feeling of evil that came over me thinking about the terrible things the Nazis did.
During the development of DOOM II, a decision was made (by John Romero, I think) to include at least one Wolfenstein level. This song had been one of John Carmack's favorites in Wolfenstein, so I translated the FM file to a general MIDI file. The FM version had an instrument that sounded like footsteps (for soldiers marching), and I had to try to find a similar sound among the 128 standard instruments that make up the general MIDI standard. It turned out that the gunshot patch (general MIDI instruments include several sound effects) would work if I played a very low octave note for a relatively short time. One would call this "using an instrument patch by abusing it." The problem with doing this is that not all sound cards have the same effect when you abuse individual instruments. Such is the case here. On some wavetable synths, these "footsteps" last long enough that you begin to hear the richochet part of the gunshot. On the Roland Sound Canvas and the Yamaha MU-80, it does sound like many soldiers marching. Such incompatibilities and quirks are the price one pays for trying to make something do what it was not really intended to do.
|
Map32
|
642 KB
|
The Ultimate Challenge/The Ultimate Conquest
|
d_ultima
|
None
|
Doom Title Music
|
65 KB
|
?
|
d_intro
|
None
|
Doom Victory Music
|
1524 KB
|
?
|
d_victor
|
None
|
Doom Endgame
|
505 KB
|
?
|
d_bunny
|
None
|
Doom 2 Title Music
|
135 KB
|
?
|
d_dm2ttl
|
None
|
Doom 2 Intermission Music
|
1399 KB
|
?
|
d_dm2int
|
None
|
Doom 2 Endgame
|
2276 KB
|
?
|
d_read_m
|
None
|
E1M8
|
2718 KB
|
E1M8 Recreation
|
Jeremiah Sypult of G0D5G1F7
|
None
|