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WIF: A Standard for Text-Based Interchange of DOOM WAD Files

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About This File

This is the first stab at a formal specification for a text-based WAD interchange format. It starts where id's DWD leaves off, and hopefully has plenty of room for the things WAD editor writers want.

WADs written in this way could be uploaded to the Net without loss of data, merged together in interesting ways, manipulated by a broader range of processing programs (like an ordinary text editor), and commented in-WAD much more fully than is possible today.

I urge all interested parties to read this over and send me any comments you might have.

By the way, if 12 pages seems like a lot for a simple little spec, it's because this is intended to nail it down definitively, so that even if we all go off and do other things, a WAD author three years from now could look and say, That's compliant or that's not. This is how Internet RFC's work, and that's what this WIF spec is patterned after.


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Unknown date

  
This is one of those interesting but completely redundant things that will be archived until the end of time, although it is redundant and meaningless; it's a spec for a text-based, human-readable Doom editing format that could easily be transmitted as ASCII. It also has provision for what we nowadays called prefabs. The English is of a good standard, but the spec obviously went the way of DWD, which is to say nowhere.

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Unknown date

  
Over 15 years later, we are still trying to do this with UDMF. What a forward-thinker the author must have been!

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  • File Reviews

    • By Ajora · Posted
      This is a solid contender for being the absolute best Megawad that I've ever played. 
    • By NuMetalManiak · Posted
      I...did not review this, okay. well, it's blue and it's pretty decent and setpiece-y. get used to ribbiks' style and this one is just like all his other maps, very well-designed and fun to play. just watch out for MAP03's final area.
    • By NuMetalManiak · Posted
      it's one of those classic 90's wads you can probably just sift through, but it's not that good. plenty of inescapable pits, some awful level progression, and some actually trollish crusher placement lie within this one.
    • By Budoka · Posted
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    • By dylux · Posted
      BACK TO SATURN X E1: GET OUT OF MY STATIONS REVIEW:   The Good:   - Stunning visuals   - Great monster placement   - Lots of (clever) secrets and they are rewarding   - Enough ammo to keep you going   - The names of the Maps LOL!   - Loads of fun   - Awesome music!   The Bad:   - Not long enough. LOL! I loved it so much, I didn't want it to end!   In Short: I've actually played this fantastic WAD at least 6 or 7 times. Why? This is my second favorite WAD of all time, only bested by its successor, BTSX Episode 2: Fountain of Sparks. I remember the very first time I played it a couple of years ago like it was yesterday. How many times can you say that (in a good way) about a game?   I remember being completely blown away by the architectural designs at the time. I even remember giggling as I sunk in the ocean on the final Map, only to read something like "To Be Continued..." and thinking, "Awww....it's over." But I admit that, like everyone else, I had loads of fun with this.    There is lack of a "customary" final boss (I wasn't certain if this was a "Good" or "Bad" element of the game, hence why it's in neither category above - it really will depend on the player so I kept it neutral). But don't let that deter you! The final "stage" in the last (playable) Map is as memorable as it is wicked, and it'll keep you on your toes just like any other customary boss!   Play this WAD if it's the only WAD you ever play. Definite replay value.   Well deserved Cacoward. Thanks, Team, for making it!   5 out of 5 stars with me.  ~ dylux
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