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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
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
Last edited by Marnetmar on 03-30-14 at 08:10