T H E " O F F I C I A L "
================= =============== =============== ======== ========
\\ . . . . . . .\\ //. . . . . . .\\ //. . . . . . .\\ \\. . .\\// . . //
||. . ._____. . .|| ||. . ._____. . .|| ||. . ._____. . .|| || . . .\/ . . .||
|| . .|| ||. . || || . .|| ||. . || || . .|| ||. . || ||. . . . . . . ||
||. . || || . .|| ||. . || || . .|| ||. . || || . .|| || . | . . . . .||
|| . .|| ||. _-|| ||-_ .|| ||. . || || . .|| ||. _-|| ||-_.|\ . . . . ||
||. . || ||-' || || `-|| || . .|| ||. . || ||-' || || `|\_ . .|. .||
|| . _|| || || || || ||_ . || || . _|| || || || |\ `-_/| . ||
||_-' || .|/ || || \|. || `-_|| ||_-' || .|/ || || | \ / |-_.||
|| ||_-' || || `-_|| || || ||_-' || || | \ / | `||
|| `' || || `' || || `' || || | \ / | ||
|| .===' `===. .==='.`===. .===' /==. | \/ | ||
|| .==' \_|-_ `===. .===' _|_ `===. .===' _-|/ `== \/ | ||
|| .==' _-' `-_ `=' _-' `-_ `=' _-' `-_ /| \/ | ||
|| .==' _-' %%%%% `-__\._-' %%% `-_./__-' %%% `' |. /| | ||
||.==' _-' %% %% %% %% %% `' | /==.||
==' _-' #### ####### ## %%## \/ `==
\ _-' ## ## ## ###%% `-_ /
Post-Release v5.6 - MINOR revision
Last Updated: April 17, 1994 EST
Written by: Hank Leukart (firstname.lastname@example.org)
"If it's not the `Official' DOOM FAQ, it's not a FAQ."
"DOOM: Where the sanest place... is behind a trigger."
"DOOM: Such mayhem the likes of which have never
been witnessed in this particular dimension!"
This FAQ is to aid in informing the public about the game DOOM, by id
Software. In no way should this promote your killing yourself, killing others,
or killing in any other fashion. Additionally, Hank Leukart claims NO
responsibility regarding ANY illegal activity concerning this FAQ, or
indirectly related to this FAQ. The information contained in this FAQ only
reflects id Software indirectly, and questioning id Software regarding any
information in this FAQ is not recommended.
All specific names included herein are trademarks and are so
acknowledged: id Software, DOOM, Apogee, Wolfenstein 3-D, Creative
Labs, WaveBlaster, Sound Blaster, Advanced Gravis, Gravis UltraSound (GUS),
Gravis Gamepad, Forte, Roland, Roland Sound Canvas, Pro Audio Spectrum,
IBM, Microsoft, MS-DOS, Atari, and Jaguar. Any trademarks not mentioned here
are still hypothetically acknowledged.
This article is Copyright 1993, 1994 by Hank Leukart. All rights reserved.
You are granted the following rights:
I. To make copies of this work in original form, so long as
(a) the copies are exact and complete;
(b) the copies include the copyright notice and these paragraphs
in their entirety;
(c) the copies give obvious credit to the author, Hank Leukart;
(d) the copies are in electronic form.
II. To distribute this work, or copies made under the provisions
above, so long as
(a) this is the original work and not a derivative form;
(b) you do not charge a fee for copying or for distribution;
(c) you ensure that the distributed form includes the copyright
notice, this paragraph, the disclaimer of warranty in
their entirety and credit to the author;
(d) the distributed form is not in an electronic magazine or
within computer software (prior explicit permission may be
obtained from Hank Leukart);
(e) the distributed form is the NEWEST version of the article to
the best of the knowledge of the distributor;
(f) the distributed form is electronic.
You may not distribute this work by any non-electronic media,
including but not limited to books, newsletters, magazines, manuals,
catalogs, and speech. You may not distribute this work in electronic
magazines or within computer software without prior written explicit
permission. These rights are temporary and revocable upon written, oral,
or other notice by Hank Leukart. This copyright notice shall be governed
by the laws of the state of Ohio.
If you would like additional rights beyond those granted above,
write to the author at "email@example.com" on the Internet.
*1-1* A word from Hank Leukart
[1-2] About the "Official" DOOM FAQ
*1-3* Getting the "Official" DOOM FAQ
[1-4] Adding to the FAQ
*1-5* The DOOM Mailing List
[1-7] Accurate Information
=SECTION ONE= PRELIMINARY INFORMATION
 What is DOOM?
 What makes DOOM different from Wolfenstein 3-D?
[3-1] Texture-Mapped Environment
[3-2] Non-Orthogonal Walls
[3-3] Light Diminishing/Light Sourcing
[3-4] Variable Height Floors and Ceilings
[3-5] Environment Animation and Morphing
[3-6] Palette Translation
[3-7] Multiple Players
[3-8] Smooth, Seamless Gameplay
*3-9* New Monsters and Artificial Intelligence
*3-10-1* What does BFG9000 stand for?
 Who created DOOM?
[4-1] How can I contact id Software?
 What are the difference between the different releases of DOOM?
(5-1) What is the shareware release?
(5-2) What is the mail-order release?
(5-3) What makes the three versions different?
*5-4* When will v1.3 of DOOM be released?
*5-5* What is the commercial release?
*5-6* Is the CD-ROM version of DOOM illegal?
(5-7) What is the Jaguar release?
 Where can I get DOOM?
[6-1] How can I get the shareware release?
(6-1-1) What are the file names?
*6-1-2* How can I get DOOM using FTP?
[6-1-3] How can I get DOOM using AFS?
[6-1-4] How can I get DOOM on a BBS?
(6-2) How can I get the mail-order release?
[6-3] How can I get the commercial release?
(6-4) How can I get the DOOM Specs for creating add-on utilities?
(6-5) Where can I get the serial play source code?
*6-6* What books about DOOM are available?
 What is needed to run DOOM?
[7-1] What is REQUIRED to run DOOM?
[7-2] What sound cards does DOOM support?
[7-3] What game controllers does DOOM support?
 How can I multiple players gameplay in DOOM?
[8-1] How does the multi-player gameplay work?
[8-1-1] How does pausing, saving, and loading work?
[8-1-2] What are the different uniform colors for?
[8-1-3] How does a player see what others are doing?
(8-1-4) How do players communicate using Chat Mode?
[8-1-5] How do the weapons work?
[8-1-6] What happens when a player dies?
[8-1-7] Can players exchange supplies?
[8-2] What exactly is "DeathMatch" mode?
[8-3] How does DOOM work with networks?
(8-3-1) What are the command line parameters for DOOM?
(8-3-2) How can I use DOOM on Novell Netware Lite?
[8-3-3] How can I use DOOM on other types of networks?
*8-3-4* How can I set up a small inexpensive DOOM network?
(8-4) How can I play DOOM by serial link?
*8-5* How can I play DOOM over the Internet?
=SECTION TWO= CHEATS AND SPOILERS
 How can I cheat in DOOM?
*9-1* What are the DOOM cheat codes?
*9-2* What is the "famous" secret in the SETUP.EXE program?
*9-3* How do I use the "devparm" parameter?
*9-3-1* What do the dots that appear in development mode mean?
 Can someone tell me how to...?
[10-1] Where are the DOOM secret levels?
[10-1-1] Knee-Deep in the Dead?
*10-1-2* The Shores of Hell
*10-2* Where are the secret doors in DOOM?
*10-2-1* Knee-Deep in the Dead
*10-2-2* The Shores of Hell
*10-3* When should I use each weapon?
[10-4] Where can I get the chain saw on episode one?
(10-5) How powerful is the ammunition?
*10-6* How many enemies are in the entire game?
*10-6-1* Knee Deep in the Dead
*10-6-2* The Shores of Hell
(10-7) How many shots does it take to kill each enemy?
=SECTION THREE= DOOM ADD-ON SOFTWARE
*11* What is DOOM add-on software and where can I get it?
 What cheating utilities have been made for DOOM?
[12-1] DMSAVED v1.01
[12-2] DOOMEdit v4.1
[12-3] DOOMED v1.2
[12-4] DOOM: The Cheat 2
[12-5] DOOMSAFE v1.02
[12-6] DSGEDIT v3.0
[12-7] EDITGAME v1.1
 What add-on utilities allow me to alter DOOM?
[13-1] BSP v1.1
[13-2] DEU v5.0
[13-3] DMapEdit v1.1
[13-4] DMAUD v1.1
[13-4-1] DMFE v0.0.1
[13-5] DMGRAPH v1.0
[13-6] DOOMCAD v4.0
[13-7] DOOMDump v0.1
[13-8] DOOM Editor: The Real Thing v2.50b3
[13-10] DOPE v1.02
[13-11] Jumble v3.0
[13-12] MDE: My DOOM Editor v0.90b
[13-13] Move Level v1.0
[13-14] NodeNav v0.8
[13-15] RanDOOM v1.55
[13-16] Renegade Graphics DOOMED v1.0
[13-18] VERDA v0.20
[13-19] WAD Extended Tools v1.0
[13-20] WAD Hacker v2.0
[13-21] WADMASTER v0.5
[13-23] Wads_Up v1.0
[13-24] WAD Tools v1.0
 What add-on data files exist for DOOM?
[14-1-1] Barney DOOM
[14-1-2] Barney DOOM 3-D
[14-1-5] Gory IMP Graphics v2.0
[14-1-6] Pacman DOOM
[14-3-2] AWSUM Sounds v100.2
[14-3-16] DOOM Wicked Sounds
[14-3-20] Great DOOM Sounds
[14-3-21] Homers' DOOM
[14-3-22] James' Brown DOOM
[14-3-24] Not For Kids
[14-3-25] Sally's DOOM
[14-3-27] Star Wars v1.1
 What other miscellaneous DOOM add-ons exist?
[15-1] BNUDOOM v1.26
[15-2] The DOOM Hall of Fame: Collectors Edition
[15-3] DOOM Launcher for OS/2 v1.1
[15-4] DOOMLOAD v2.01a
[15-5] DOOM Master v2.0
[15-6] DOOMenu v2.0
[15-7] DOOMODEM v1.0
[15-8] DOOM Modem Contact List R7
[15-10] DOOM Serial Connection Manager v1.05b
[15-11] DOOM Utilities v0.1
[15-12] DOOM WAD Manager v1.05b
[15-15] The Ultimate DOOM Maps
[15-16] The Unofficial DOOM Specs v1.3
 Future add-on software
*16-1* Add-on software wish list
*16-2* Add-on software in the making
=SECTION FOUR= TROUBLESHOOTING
 Why won't DOOM work correctly?
[17-1] How can I use SMARTDRV.EXE with DOOM?
[17-2] Why am I getting an "OUT OF MEMORY" error with DOOM?
[17-3] Why does DOOM crash when I start it?
[17-4] How can I run DOOM under OS/2?
 Why won't my sound card work with DOOM?
[18-1] Why won't my Sound Blaster v1.0 or v1.5 work with DOOM?
(18-2) Why won't my Sound Blaster Pro work with DOOM?
[18-3] Why won't my Gravis UltraSound work with DOOM?
*18-4* Why does the game crash when using my Gravis UltraSound?
(18-5) Why won't my Pro Audio Spectrum 16 work with DOOM?
(18-6) Why won't my ATI Stereo-F/X work with DOOM?
 Miscellaneous DOOM problems
(19-1) Why won't my mouse work with DOOM?
(19-1-1) Why does my mouse start moving itself during play?
[19-1-2] Why won't my two button mouse work with DOOM?
(19-1-3) Why won't my IBM PS/2 mouse work with DOOM?
*19-2* Why does netDOOM seem to crash at certain times?
*19-3* Why won't my modem work with DOOM?
(19-4) Why is my network slowing down when using DOOM?
*19-5* Why won't the v1.2 patch install correctly?
[19-6] DOOM is too easy
[19-7] DOOM is too hard
[19-8] I get motion sickness when play DOOM
=SECTION FIVE= MISCELLANEOUS
*20* DOOM: Opening a door to hell
*21* Other literature available from Hank Leukart
 Revision History
[23-1] Pre-Game-Release FAQs
[23-2] Post-Game-Release FAQs
CHAPTER *1*: Introduction
*1-1*: A word from Hank Leukart
Well, it has been another two months, but it's back! After a lot
of hard work from DOOM add-on developers, some decent utilities have been
created. Map editors, sound editors, graphics editors, cheating utilities,
DOOM shells, serial drivers, and new DOOM levels have all been released!
There are hundreds of them, but don't despair. This FAQ has a very complete
catalog of DOOM add-ons, including places to get them. Here are just a few
I recommend checking out.
I have been playing DOOM for a long time now, and still am not
bored of it. However, for people who have gotten tired of it (or people
just looking for something new), I recommend checking out "hockey10.zip"
by Seth Cohn. This amazing DOOM patch and PWAD creates a unique
multi-player death hockey (yes, I said "death hockey") game for DOOM.
This is hours of excitement.
The DOOM Hall of Fame: Collectors Edition is just that -- a
classic. If you are looking for a great collection of LMPs, this is for
you. It contains a LMP for every level that reveals all the secrets, plus
some very strange LMPs. "When you finish watching these, you will not
only be a veteran at the techniques and secrets of DOOM, but you will also
have seen some of the most spectacular near-death battles this side of
Are you looking for a person to play multi-player DOOM with? If
so, look no longer. Jeff Forsyth's DOOM Modem Contact List can help you
find a partner. Check out Chapter  for more information.
These are just a few of the best add-on software available for
DOOM. There is lots more, check out the add-on section of this FAQ.
Anyway, until next time, have fun, and above all, "keep on DOOMing!"
[1-2]: About the "Official" DOOM FAQ
Welcome to the post-release v5.6 of the "Official" DOOM FAQ. What
does that mean? Post-release is after the game is released, version 5.6 is a
minor revision written after 5.5, "Official" means absolutely nothing,
DOOM is the name of the game, and FAQs are [F]requently [A]sked [Q]uestions.
Here's how revision classification works. If a new version of
the FAQ only has a small amount of information changed or added, the version
number is increased by 0.1. This is called a "minor revision." If a new
version of the FAQ has a substantial amount of new information changed or
added, the version number is increased by 0.5. This is called a "standard
revision." If a new version of the FAQ has a huge amount of added or changed
information, major parts of the FAQ are rearranged, or major parts of the FAQ
are rewritten, then the version number is increased by 1.0. This is called a
You may be wondering why chapter numbers are enclosed in either
's, ()'s, or **'s. The definition of these is as follows:
: Chapters enclosed in brackets mean that the information
contained in the chapter has not been updated in this or the
(): Chapters enclosed in parenthesis mean that the information
contained in the chapter has not been updated since the previous
**: Chapters enclosed in asterisks means that the information
contained in the chapter is new or has been updated for the
current version of the FAQ you are reading.
*1-3*: Getting the "Official" DOOM FAQ
I am sorry to announce that my DOOM Mailing List has been
cancelled, due to numerous problems. Anyone who has had a subscription to
the list in the past will no longer receive updates, and no new
subscriptions are permitted. There is a new mailing list, however. See
Chapter [1-5] for more information.
The "Official" DOOM FAQ can still be requested from me, however. My
Internet E-mail address is "firstname.lastname@example.org." Please make the
subject of your E-mail "DOOM FAQ Request."
The "Official" DOOM FAQ is posted every two weeks (or earlier
if a new version is released) on the following Usenet groups.
The "Subject:" line of the post will be "'Official' DOOM FAQ v??.??"
where "??.??" is the version number of the FAQ.
New releases of the "Official" DOOM FAQ are uploaded to the
following Internet FTP sites.
(1) ftp.uwp.edu IN DIR /pub/incoming/id
IN DIR /pub/msdos/games/id/home-brew/doom
(2) ocf.unt.edu IN DIR /pub/incoming
IN DIR /pub/doom/text
(3) wuarchive.wustl.edu IN DIR /pub/msdos_uploads/games/doomstuff
The file name of the upload will be "doom??.faq" where "??" is the
version number of the FAQ. This filename is for FTP sites only. BBS
filenames are below.
New releases of the "Official" DOOM FAQ are uploaded to Software
Creations BBS (and other BBSs) under the file name "dmfaq??.zip" where "??"
is the version number of the FAQ.
Software Creations BBS:
(a) (508)-365-2359 2400 baud
(b) (508)-368-7036 9600-14.4k v.32bis
(c) (508)-368-4137 14.4-16.8k HST/DS
ATTENTION: ALL BBSes, Compuserve, America Online, GEnie, and all
other information services. PLEASE conform to the naming standard of the
"Official" DOOM FAQ when placing this file on your system. The file name
should be "dmfaq??.zip" where the "??" is the version number of the FAQ or
"dmfaq??.txt" if the FAQ is a text file instead of PKZIPped.
[1-4]: Adding to the FAQ
If you want something added to the FAQ, please send E-mail to
"email@example.com" (no quotes), explaining what your addition is.
It will be reviewed, and if accepted, added to the next FAQ version. In
the E-mail, please supply your name and E-mail address.
Please note that all submissions to the FAQ become the property of
the author (Hank Leukart) and that they may or may not be acknowleged.
By submitting to the FAQ, you grant permission for use of your submission
in any future publications of the FAQ in any media. The author reserves
the right to omit information from a submission or delete the submission
*1-5*: The DOOM Mailing List
The DOOM Mailing List is run by an automatic server. To subscribe,
send mail to "firstname.lastname@example.org" with "sub DOOML "
IN THE BODY of the message. DO NOT put a subject on this message. To post
to the mailing list, send mail to "DOOML@cedar.univie.ac.at". If you are
having trouble using this, send mail to "email@example.com" with
the word "HELP" IN THE BODY of the message. Again, put not subject on the
message. If you are having problems with the server, mail
"firstname.lastname@example.org" with your problem.
I'd like to thank id Software for creating such a GREAT
game! It definitely exceeds expectations. I'd also like to thank them
for helping me out, and getting involved with on-line users. I'd like to
thank the following on-line users for the following reasons:
John Romero (email@example.com)
- For putting up with me! (wait, I gotta put up with him too!) :)
David Taylor (firstname.lastname@example.org)
- Telling me who he was, putting up with me, and answering questions
Jay Wilbur (email@example.com)
- His great on-line attention, small island travel arrangements :)
Christoph Anderson (firstname.lastname@example.org) - Enemy count info
Marco Arriaga (email@example.com) - Novell Netware Lite information
Barry Bloom (firstname.lastname@example.org) - Modem Initialization Strings
Steve Bonds (email@example.com) - IPX FAQ information
Vesselin Bontchev (firstname.lastname@example.org) - Major help
on grammatic and
Larry J. Brackney (email@example.com) - Jaguar Specs
Scott Browser (firstname.lastname@example.org) - Information on SMARTDRV
Jason Brunette (email@example.com) - Command line parameters
Kevin Burfitt (firstname.lastname@example.org) - Command line parameters
Tom Cannon (email@example.com) - Location of the chain saw
TC Cheng (tc@po.EECS.Berkeley.edu) - PAS information
David Datta (datta.cs.uwp.edu) - Copyright notice/DOOM distribution
Seth Delackner (firstname.lastname@example.org) - Command line parameters
Vinc Duran (email@example.com) - ATI Stereo F/X information
Joakim Erdfelt (firstname.lastname@example.org) - Great DOOM Utilities, and help
with the FAQ
John Van Essen (email@example.com) - DOOM Mini FAQ
Matt Fell (firstname.lastname@example.org) - DOOM Spec writer
Mark Harrop (email@example.com) - Information classification
Jarkko Tapio Heinonen (firstname.lastname@example.org) - Small grammar help
Fred Homewood (email@example.com) - Novell Network Lite info
Henry Liang (firstname.lastname@example.org) - IHHD information
Ian CR Mapleson (email@example.com) - PS/2 Mouse information
Samer Meshreki (firstname.lastname@example.org) - Gravis UltraSound information
Christian Metcalfe (email@example.com) - Weapon shot conversions
Michael Millard (firstname.lastname@example.org) - Making sure the FAQ got
"Motop" (email@example.com) - Network card supply
John Thomas Lemke (firstname.lastname@example.org) - Frames per second info
Elias Papavassilopoulos (email@example.com) - Cheat codes and parameters
Charlie Ray (firstname.lastname@example.org) - DOOM: Opening a door to hell
Tobey Reed (email@example.com) - DOOM v1.2 information
Owen Salava (firstname.lastname@example.org) - Keeping my nose to the grind-
stone and making sure my
mailbox is filled
Stanley Stasiak (email@example.com) - Motion sickness/secrets
Wouter Slegers (firstname.lastname@example.org) - DOOM Secrets FAQ information
Stephen Sprunk (email@example.com) - Modem information
Stephen Stibler (firstname.lastname@example.org) - Two button mouse information
Ajaipal S. Tanwar (email@example.com) - Secret level information
Aaron Fredrick Tiensivu (firstname.lastname@example.org) - Command line parameters
Frans P. de Vries (email@example.com) - The cool ASCII DOOM logo and
lots of grammatic help
Forgive me if I am missing anyone, so many people have helped me!
Finally, I'd like to thank everyone who reads this FAQ, you
are what the FAQ is for!
[1-7]: Accurate Information
An attempt has been made to make the information in this FAQ as
accurate as possible. Unfortunately, due to the fact that the game
was recently released, and updates, add-ons, and new information are being
worked on each second, it's hard to keep up. I had to stop myself from
adding to the FAQ, because if I didn't it would have never been released!
The original press release dated from January 1993 listed a few things that
didn't go in the final game. Some of those things were impossible to do
after rewriting the 3-D engine 4 times over (for speed and size); other
things just made no sense with the rest of the design. Trust id Software.
They know what they are doing. DOOM is one great game!
=SECTION ONE= PRELIMINARY INFORMATION
CHAPTER : What is DOOM?
DOOM is a three dimensional, virtual reality type action game
created by id Software. In some ways, it is similar to Wolfenstein 3-D
(id Software, Apogee).
In DOOM, you're a space marine, one of Earth's toughest, hardened in
combat and trained for action. Three years ago you assaulted a superior
officer for ordering his soldiers to fire upon civilians. He and his body
cast were shipped to Pearl Harbor, while you were transferred to Mars, home
of the Union Aerospace Corporation.
The UAC is a multi-planetary conglomerate with radioactive waste
facilities on Mars and its two moons, Phobos and Deimos. With no action for
fifty million miles, your day consisted of suckin' dust and watchin'
restricted flicks in the rec room.
For the last four years the military, UAC's biggest supplier, has
used the remote facilities on Phobos and Deimos to conduct various
secret projects, including research on inter-dimensional space travel.
So far they have been able to open gateways between Phobos and Deimos,
throwing a few gadgets into one and watching them come out the other.
Recently however, the gateways have grown dangerously unstable.
Military "volunteers" entering them have either disappeared or been
stricken with a strange form of insanity--babbling vulgarities,
bludgeoning anything that breathes, and finally suffering an untimely
death of full-body explosion. Matching heads with torsos to send home
to the folks became a full-time job. Latest military reports state
that the research is suffering a small setback, but everything is
A few hours ago, Mars received a garbled message from Phobos. "We
require immediate military support. Something fraggin' evil is coming
out of the gateways! Computer systems have gone berserk!" The rest
was incoherent. Soon afterwards, Deimos simply vanished from the sky.
Since then, attempts to establish contact with either moon have been
You and your buddies, the only combat troop for fifty million miles
were sent up pronto to Phobos. You were ordered to secure the perimeter of
the base while the rest of the team went inside. For several hours, your
radio picked up the sounds of combat: guns firing, men yelling orders,
screams, bones cracking, then finally silence. Seems your buddies are dead.
Things aren't looking too good. You'll never navigate off the
planet on your own. Plus, all the heavy weapons have been taken by
the assault team leaving you only with a pistol. If only you could get your
hands around a plasma rifle or even a shotgun you could take a few down on
your way out. Whatever killed your buddies deserves a couple of pellets in
the forehead. Securing your helmet, you exit the landing pod. Hopefully you
can find more substantial firepower somewhere within the station. As you
walk through the main entrance of the base, you hear animal-like growls
echoing throughout the distant corridors. They know you're here. There's no
turning back now.
CHAPTER : What makes DOOM different from Wolfenstein 3-D?
[3-1]: Texture-Mapped Environment
DOOM offers the most realistic environment to date on the PC.
Texture-mapping, the process of rendering fully-drawn art and scanned
textures on the walls, floors, and ceilings of an environment, makes the
world much more real, thus bringing the player more into the game experience.
Others have attempted this, but DOOM's texture mapping is fast, accurate,
and seamless. Texture-mapping the floors and ceilings is a big improvement
over Wolfenstein 3-D. With their new advanced graphic development
techniques, allowing game art to be generated five times faster, id brings
new meaning to "state-of-the-art".
[3-2]: Non-Orthogonal Walls
In other games (such as Wolfenstein 3-D), walls were always joined
at ninety degrees to each other, and were always eight feet thick. DOOM's
walls are at many angles, and at many thickness. Walls have see-through
areas, like windows. This allows more natural construction of levels. If
you can draw it on paper, you can see it in the game.
[3-3]: Light Diminishing/Light Sourcing
Another touch adding realism is light diminishing. With
distance, your surroundings become enshrouded in darkness. This
makes areas seem huge and intensifies the experience. This also creates some
amazing effects; sometimes the lights go out, and you'll have to look for a
light switch or light amplification visors. Light sourcing allows lamps and
lights to illuminate hallways, explosions to light up areas, and strobe
lights to briefly reveal things near them. These features will make the game
[3-4]: Variable Height Floors and Ceilings
Floors and ceilings can be of any height, allowing for stairs,
poles, altars, plus low hallways and high caves-allowing a great
variety for rooms and halls.
In DOOM, monsters can be shot on levels that are higher or lower than
you are. All you have to do is aim laterally, and DOOM will do the rest!
[3-5]: Environment Animation and Morphing
In DOOM, the world reacts to you. Many surfaces animate.
A glowing wall-plate may change in appearance when you touch it. Radioactive
ooze could seethe and bubble.
In earlier versions of the FAQ, I talked about environment animation
and morphing. id Software removed information terminals, access stations,
and wall weapon damaging. DOOM does include "crushing ceilings," however.
[3-6]: Palette Translation
In earlier versions of the FAQ, I talked about many different
types of palette translation. Most of the palette translation has been
removed from DOOM. The only palette translations that are currently
implemented in DOOM are for multi-player mode (other players are in
different colors), invincibility mode and a few other special effects.
[3-7]: Multiple Players
Up to four players can play over a local network, or two players
can play by modem or serial link. DOOM v1.2 supports modem play.
You can see the other player in the environment, communicate with him or her,
and in certain situations you can switch to their view. This feature, added
to the 3-D realism, makes DOOM a very powerful cooperative game and its
release a landmark event in the software industry. This is the first game to
really exploit the power of LANs and modems to their full potential. In
1994, id Software fully expects to be the number one cause of decreased
productivity in businesses around the world. See Chapter  for more
information on multi-playing.
[3-8]: Smooth, Seamless Gameplay
The environment in DOOM is frightening, but the player can be at
ease when playing. Much effort has been spent on the development end to
provide the smoothest control on the user end. And the frame rate (the rate
at which the screen is updated) is high, so you move smoothly from room to
room, turning and acting as you wish, unhampered by the slow jerky motion of
most 3-D games. On a 386sx, the game runs well, and on a 486/33, the normal
mode frame rate is faster as fast as some television. This allows for the
most important and enjoyable aspect of gameplay: immersion.
*3-9*: New Monsters and Artificial Intelligence
Wolfenstein 3-D is basically made up of a lot of closed rooms. When
you open a door, the guards get a chance to see you and opening the door
connects your sound area to the revealed room's sound area, so a gunshot will
be heard in both places. Guards in both places will respond to this kind of
action. In DOOM it's much more complex. DOOM isn't made up of a bunch of
rooms; it's a cohesive world. You might blast your shotgun and the sound
could travel through a window or slime-river tunnel to another entirely
different area and piss-off some monsters. Then, they'll come looking for
you! Opening doors, going down stairs, wading through slime, etc. You are
still able to get the drop on them from behind, just like in Wolfenstein
3-D -- but you have to be sneakier about it.
There is a huge amount of new enemies in DOOM. Here is a list:
FORMER HUMANS (dudes in filth-covered combat suits): Just a few days
ago, you were probably swapping war stories with one of these guys. Now it's
time to swap some lead upside their head. They are the weakest of all
FORMER HUMAN SERGEANTS (dudes in black armor, also filthy): Same as
above, but much meaner and tougher. These walking shotguns provide you with
a few extra holes if you're not careful!
IMPS (brown thorny hominids): You thought an imp was cute little
dude in a red suit with a pitchfork. Where did these brown bastards come
from? They heave balls o' fire down your throat and take several bullets to
die. It's time to find a weapon better than that pistol if you're going to
face more than one of these S.O.B.s.
DEMONS (pink horrors, vaguely humanoid): Sorta like a shaved
gorilla, except with horns, a big head, lots of teeth, and harder to kill.
Don't get too close or they'll rip your fraggin' head off.
SPECTRES (vague, half-formed shapes): Great. Just what you needed.
An invisible (nearly) Demon.
* LOST SOULS (flying skulls): Dumb. Tough. Flies. On fire. Flying
skills with a hot temper. They like to go for a screaming head-on
* CACODEMONS (gigantic floating one-eyes heads): They float in the
air, belch ball-lightning, and boast one Hell of a big mouth. You're toast
if you get too close to these monstrosities.
BARONS OF HELL (you'll know `em when you see `em): Tough as a dump
truck and nearly as big, these goliaths are the worst thing on two legs since
Tyrannosaurus Rex. Watch out for the green plasma they fling at you.
* CYBERDEMONS: When you get to the end of the second episode, you'll
* SPIDERDEMONS (huge robotic spiders): They make you wish you never
were playing DOOM in the first place. Watch for them at the end of the
*: Not found in the shareware version
Here's a list of weapons that are in DOOM. Don't try using these at
(2) Chain Saw
(5) Chain Gun
(6) Rocket Launcher
(7) Plasma Rifle *
(8) BFG9000 *
* = Denotes a weapon not implemented in the shareware version.
*3-10-1*: What does BFG9000 stand for?
Being the most powerful weapon, the only thing BFG9000 could stand
for would be "Big Fraggin' Gun." :)
CHAPTER : Who created DOOM?
DOOM was created by id Software, and is also published by
Id Software is made up of the following dedicated people:
- John Romero Coder -
- John Carmack Coder -
- Dave Taylor Coder -
- Adrian Carmack Artist -
- Kevin Cloud Artist -
- Jay Wilbur CEO -
- Sandy Peterson Designer -
- Shawn Green Tech Support -
- Robert Prince Music -
Note: Apogee has NOTHING to do with DOOM.
[4-1]: How can I contact id Software?
id Software can be contacted via the Internet. If you would like to
ask any questions about DOOM (that are not answered in here), send E-mail to
"firstname.lastname@example.org." Id Software can also be reached at their 800 number.
The number is (800)-ID-GAMES. This number is for ordering games ONLY. This
number is not for technical support or inquiries.
: What are the differences between the different releases of DOOM?
(5-1): What is the shareware release?
The shareware version of DOOM only includes one of the three missions
of DOOM. Each mission contains eight levels and a secret level. The
shareware version contains network support and modem support. The shareware
version does NOT include the Plasma Rifle and the BFG9000 weapons.
On December 10th, 1993, v1.0 was released. On December 16th, 1993, v1.1 was
released. Finally, on February 17th, 1994, id released v1.2 of DOOM. This
version fixes many bugs and adds new features, including modem support.
(5-2): What is the mail-order release?
The mail-order release of DOOM includes all three missions of DOOM.
Each mission contains eight levels and a secret level. This version includes
all weapons. All mail-order releases ordered before February 17th, 1994
are v1.1. It is recommended that you upgrade to v1.2 if you wish modem
support and Nightmare mode.
(5-3): What makes the three versions different?
Three different versions of DOOM have been released: v1.0 (which
has the v0.99 operating system), v1.1, and v1.2. Version 1.0 was the initial
December 10th, 1993 release. Version 1.1 was the first upgrade of DOOM,
released on December 16th, 1993. Although this version fixed many bugs and
compatibility problems, it introduced many new ones. The recently released
v1.2 has these changes:
o Serial-link and modem support for two player games
o Removal of broadcast packets: directed network packets
o Native PAS-16 support
o A new NIGHTMARE difficulty mode in which:
+ All missile weapons fire twice as fast
+ Enemies move twice as fast
+ Enemies shoot 3 times as often
+ Monsters respawn eight seconds after death
+ Cheat keys deactivated
o DOOMDATA directory requirement removed
o Mouse and joystick control in the menus
o Better joystick calibration and fixed joystick control
o Ability to run under Windows
o Cyberman(tm) support
o Saved game bug corrected
o Reoccuring Z_Malloc bug corrected for many systems
o v1.2 will now return to lightning speed
o Ten macros allowing you to easily send messages during multiplay
o New command line parameters
o v1.0 and v1.1 saved games no longer work on v1.2
o New bugs! Keep watch for v1.3 of DOOM.
All mail-order releases ordered before February 17th, 1994 are
v1.1. It is highly recommended that you upgrade to v1.2. Anyone who
ordered v1.1 through id's (800)-ID-GAMES phone number will receive v1.2
free by mail.
*5-4*: When will v1.3 of DOOM be released?
Here's an excerpt of an id press release.
"We're close. The important parts of the sound code were totally
rewritten for stability, especially in net games. Our results
so far have been very promising. However, the GUS code was
totally removed and needs to be rewritten as well. As soon as
we get that finished and Doom tested, we'll send it out. Best
estimate is a couple of weeks. v1.3 also integrates fixes
submitted by y'all to make the serial and net code more compatible
and work faster. There were a couple of savegame bugs fixed and
a minor sky texture mapping bug fixed. It also has a new map
reload feature for the map editor types out there so that you
can test a level immediately after developing it without restarting."
*5-5*: What is the commercial release?
The commercial version of DOOM will not be released until the middle
or late in 1994. This version will contain more levels, more features, more
graphics, and more sounds. A completely new digital sound engine is also
being considered for this release. Compare the commercial release of DOOM to
Wolfenstein 3-D's Spear of Destiny. This release will NOT duplicate any
levels in either the shareware or mail-order releases.
*5-6*: Is the CD-ROM version of DOOM illegal?
id Software has NOT released a CD-ROM version of DOOM. If you
bought a CD-ROM with the registered version of DOOM on it (it is registered
if it contains all three episode), then it is illegal. However, if you
own a CD-ROM with the shareware version (the shareware version only has one
episode) it is NOT illegal. If you own a DOOM CD-ROM, please call
(800)-XXX-PIR8 to report the distributor you purchased the CD from. If you
live outside the United States, send E-mail to id Software, at
(5-6): What is the Jaguar release?
Shawn Green of ID Software has been gracious enough to indulge a
nearly constant barrage of questions concerning the upcoming Jaguar version
of DOOM. The Jaguar is a 32-bit game catridge system.
* Comlynx will be supported. (2 Player: Jag to Jag communications)
* The game will be presented in 16 bit color (possibly - see next item).
* The final frame rate is expected to clock in at around 15-20 FPS.
If ID reverts to 8-bit color (as in the PC version) 20 FPS is definite.
The advantage is a little bit faster frame rate.
The disadvantage is loss of color depth.
* The game will have digital music and (digitized?) sound effects.
* Game levels will be slightly different than the PC version.
ID will take the best 20 levels from the PC version (all three
episodes) and perform minor optimizations for speed. Included
in the twenty levels will be a secret level.
* JagDoom will support automatic regeneration of monsters. (After the
enemy dies, he comes back again. And again. And again. Etc..)
* Save Games will come in the form of a password. All of the stats will be
saved except for the location within a level. Upon restoring game stats
from a saved game, you will be placed at the beginning of the level.
* NO RELEASE DATE HAS BEEN MENTIONED. Folks, don't
bother the ID people about a release date. They have a VARIETY
of projects on the burner, and will get JagDoom out as soon as
they are able. Shawn says "A Summer release is feasible."
* NO PRICE HAS BEEN MENTIONED. Cart memory is NOT cheap, and I'm
sure this is a constraint that ID is struggling with as they work
on the Jag version.
Once again, I want to caution that this is PRELIMINARY information.
The DOOM engine is running on a Jag development system, but it has a
long way to go before it's ready to ship for manufacturing. The info
presented here reflects how the game may LIKELY end up, but cart cost
is (sadly) a major concern when the game is being finalized.
CHAPTER : Where can I get DOOM?
Note: Unless you are an official id Software Beta-Tester, any Beta
version that you may have in your possession is a violation of U.S. federal
copyright laws. Additionally, it is illegal to make copies of the registered
release of DOOM. Violation of these laws can result in fines of up to
$250,000 and jail terms of up to 5 years. If you are in possession of a Beta
version, it is suggested that you delete your copy immediately.
[6-1]: How can I get the shareware release?
(6-1-1): What are the file names?
DOOM is released in two formats, a two file 1.44mb format, and a one
file 2mb format. The 2mb format is released under the name
"doom1_2.zip". The 1.44mb file names are "doom1_2a.zip" and "doom1_2b.zip."
If you got DOOM before February 17th, 1994, it is recommended
that you upgrade to v1.2 if you wish for modem play and Nightmare mode.
A patch under the file name "dm1_2spt.zip" is available to upgrade the
v1.1 shareware version to v1.2. If your shareware copy is v1.0, you must
first upgrade to v1.1 with the "doom11pt.zip." A patch under the file
name "dm1_2rpt.zip" is available to upgrade the v1.1 registered version to
v1.2. Additionally, a file named "altdoom1.zip" is available for those
people who's computers do not work with the DOOM DOS Extenders.
*6-1-2*: How can I get DOOM using FTP?
Here is a list of sites DOOM is on. Choose the one closest to you
for fastest delivery.
cactus.org: /incoming (will be moved to /pub/IHHD/multi-player)
ftp.cc.umanitoba.ca: /wolf3d/incoming (will be moved to pub/doom)
lemming.uvm.edu: /incoming (only the patch from 1.1 to 1.2)
[6-1-3]: How can I get DOOM using AFS?
DOOM can get received from the following AFS site.
[6-1-4]: How can I get DOOM on a BBS?
DOOM is on id Software's official BBS, Software Creations. DOOM is
located in the id Software directory. Choose the appropriate phone number
for your modem.
(a) (508)-365-2359 2400 baud
(b) (508)-368-7036 9600-14.4k v.32bis
(c) (508)-368-4137 14.4-16.8k HST/DS
(6-2): How can I get the mail-order release?
The mail-order release of DOOM is available directly from id
Software. To order, call id Software's order number, (800)-ID-GAMES.
This number is for ORDERING ONLY, not for inquiries or technical support.
The mail-order version of DOOM costs $40.00. If you live out of the United
States, you can still order DOOM by an out-of-country shareware
If you ordered DOOM before February 17th, 1994, it is recommended
that you upgrade to v1.2. See Chapter [6-1-1] for more information.
Anyone who ordered DOOM before February 17th, 1994, from the
(800)-ID-GAMES phone number will receive a copy of v1.2 by mail. If you
live out of the United States and purchased DOOM, you can receive a copy
of v1.2, free, from your local shareware distributor.
[6-3]: How can I get the commercial release?
The commercial release of DOOM will not be available until the middle
of or late 1994. The price has not been set as yet.
It will be available by mail-order directly from id Software, or at
your local software store. (assuming your software store is local) :)
(6-4): How can I get the DOOM Specs for creating add-on utilities?
The DOOM Specs have not been released yet, but will be released in
the near future. These specs will basically be for disassembling the wad and
reassembling it. You can turn pictures into patches, for example. id
Software will probably release the format for maps as well. The actual map
editor is written in NextStep, so they won't be releasing that.
However, the Unofficial DOOM Specs, written by Matt Fell and
distributed by myself are available. See Chapter [15-17] for more information.
(6-5): Where can I get the serial play source code?
The serial play source code is available on the FTP site
"ftp.uwp.edu" in the directory "/pub/msdos/games/id" under the filename
*6-6*: What books about DOOM are available?
The following books about DOOM should be available soon.
Killer DOOM: Tips & Tricks by Brady Publishing
Author: Robert Waring
Price : $9.95
Order : (800)-428-5331
The Official DOOM Survival Guide
Author: Jonathan Mao Mendoza
Price : $9.95
Order : (800)-ID-GAMES
CHAPTER : What is needed to run DOOM?
[7-1]: What is REQUIRED to run DOOM?
DOOM requires a 386sx IBM compatible computer running MS-DOS v3.3 or
higher, VGA (320x200x256) graphics, and 4mb of RAM. The shareware version of
DOOM needs about 4.8mb of hard drive space. The mail-order version needs
about 12mb of hard drive space.
DOOM will be ported to the Atari Jaguar. A Linux/X port
and Irix/X ports are also planned.
[7-2]: What sound cards does DOOM support?
DOOM supports general MIDI, Adlib, Sound Blaster, Sound Blaster Pro,
Sound Blaster 16, Roland Sound Canvas, Gravis UltraSound, WaveBlaster, Pro
Audio Spectrum 16, and compatibles.
[7-3]: What game controllers does DOOM support?
DOOM supports keyboard, mouse, joystick, and trackball (functioning
as a mouse).
DOOM also supports the Gravis Gamepad and Logitech Cyberman.
CHAPTER : How can I use multiple players in DOOM?
DOOM supports 2-4 players in a multi-player mode. DOOM is
playable over networks, modems and by serial link.
Note: For playing the registered DOOM over networks or by modem, EACH user
MUST BUY his/her own individual copy of the game.
[8-1]: How does the multi-player gameplay work?
In DOOM, players are able to see each other, and watch each other
jerk in pain as they are hit during the game. Players are able to watch
others get hurt, die, and move throughout the labyrinth. DOOM allows
players to play together, working as a team. In this cooperative mode,
players can see each other on an "automap" and switch to each other's view.
DOOM also allows players to play against each other, in DeathMatch mode.
[8-1-1]: How does pausing, saving, and loading work?
In DOOM, some things change when playing with more than one player.
When you activate the Options menu or submenus, the game KEEPS
RUNNING so that other players can continue with the action. So, it is best
to find a safe place before adjusting screen size, sound, etc.
A player may pause the game by pressing the PAUSE key, but any other
player can unpause the game by pressing the PAUSE key again. Make sure it is
okay with your buddies before taking a breather.
When you do a save game during network/modem play, it saves on every
player's system in the save game slot you select, writing over whatever was
there. Before saving the game, players should agree on a safe slot to save
You cannot load a saved game while playing a multi-player game. To
load a game, everyone must quit from the current game and restart the game
from a saved game. To start a game from a saved game, you can either
select it from the SETUP program or identify it as a command line parameter.
[8-1-2]: What are the different uniform colors for?
In network/modem games, each player's uniform is a different color.
The color of your character is the color behind your face on the status bar.
The colors are BROWN, INDIGO (black), GREEN, and RED.
These are used to identify between players during game play, and
to chat with others using Chat Mode.
[8-1-3]: How does a player see what others are doing?
If you're playing in cooperative mode, press F12 to toggle through
the other players' viewpoint(s). Press any other key to return to your
view. You still retain your own status bar at the bottom, and if your view
reddens from pain it is YOU, not your partner, who has been hit.
(8-1-4): How do players communicate using Chat Mode?
In a multi-player game you can communicate with other players in the
Chat Mode. To enter into Chat Mode and broadcast a message to all the other
players, press the letter "T". A cursor will appear where your messaging is
normally placed. To broadcast to a specific player, instead of pressing
"T", you'll need to press the first letter of the player's color: (B)rown,
(I)ndigo, (G)reen, and (R)ed. For example, to send a message to the brown
character, you would press the letter "B".
In DOOM v1.2, a macro capability has been added. After defining
ten macros in SETUP.EXE, pressing the player color, and then
"ALT-" will send a macro.
[8-1-5]: How do the weapons work?
When a player runs over a weapon, he picks it up, but the weapon
remains in the game for other players to take. Shotguns dropped by former
human sergeants are removed from the game after being picked up or smashed.
[8-1-6]: What happens when a player dies?
If you die and restart in the level, previously taken items and
destroyed monsters don't reappear. Even though you've died, other players
have survived. However, this also means the level will eventually run dry of
monsters and ammunition. You'll have to decide when the level is played out.
[8-1-7]: Can players exchange supplies?
Players cannot exchange supplies.
In Cooperative mode, each player begins in the same area. In
DeathMatch mode the players begin in completely different areas--if you want
to see your buddy you'll need to hunt him down. Plus, each time you die,
you'll start in one of several random locations.
Unlike in single-player or Cooperative mode gameplay, in DeathMatch
mode the players start at each location with the keys necessary for opening
any locked door in that area.
In DeathMatch mode the ARMS section on the status bar is replaced
with "FRAG." The FRAG section displays the number of times you've killed
In Cooperative mode the Automap works the same way it does in
single-player mode. Each player is represented by a different color arrow.
In DeathMatch mode you won't receive the pleasure of seeing your opponents on
the map. Just like the monsters, your friends could be just around the
corner, and you won't know it until you face them.
[8-2]: What exactly is "DeathMatch" mode?
DOOM has a "DeathMatch" mode where every player is out for
himself. At the beginning, the level is infested with enemies and power-ups.
In this mode, players can't see the other players in the Automap, nor switch
to their view. Players are not able to view other's health in the mode,
because of the disadvantage this can cause.
[8-3]: How does DOOM work with networks?
DOOM supports the IPX (Novell Netware) protocol in the initial
shareware version. Using this network support, DOOM can be played in a
workplace type environment.
To start network mode:
(1) Launch DOOM from the SETUP program, by going to the directory in
which you installed DOOM, typing SETUP, and pressing the ENTER key. Unlike
playing DOOM in single player mode, DOOM in multi-player mode must be run
either from the SETUP program or by using the command line parameters.
(2) The SETUP program allows you to configure the information that
is necessary for the multi-player game. The SETUP is simple to use.
(3) Start the game!
(8-3-1): What are the command line parameters for DOOM?
-LOADGAME allows you to start DOOM from a specified save game. Instead of
using the saved game name, simply enter the number that corresponds to the
slot you saved the game to on the SAVE GAME screen (starting with 0)
-loadgame <# of the game>
-DEATHMATCH starts DOOM as a DeathMatch game. If you don't enter DEATHMATCH
as a command line parameter, DOOM will default to Cooperative mode.
-SKILL sets the skill level (1-4) you wish to play.
-skill <# of skill level>
-EPISODE sets the episode (1-3) you wish to play. The default episode is
Episode One, Knee-Deep in the Dead.
-episode <# of the episode>
-CONFIG allows you to use your configuration file from any directory you
-config ex. -config f:\doom\data\myconfig.cfg
-NOMONSTERS allows you to start playing with NO MONSTERS running around!
This is great for DeathMatch where, really, the monsters just get in the
-RESPAWN tells DOOM that, yes, you are a badass, and yes, you want all the
monsters to respawn 8 seconds after you kill them. The NIGHTMARE skill
level already does this. Not that using -respawn and -nomonsters at the
same time is a dumb thing to do.
(8-3-2): How can I use DOOM on Novell Netware Lite?
Here is information on how to play DOOM on a Novell Netware Lite
network. Novell does not approve of or recommend the following drivers.
HOST/CLIENT (1) Load the LSL. (LSL.COM)
HOST/CLIENT (2) Load your card driver. (example: 3C5X9.COM)
HOST/CLIENT (3) Load your server. (SERVER.COM)
HOST/CLIENT (4) Load your client. (CLIENT.COM)
CLIENT (5) Log into the network.
CLIENT (6) Map the hosts to the hard drive. (refer to NWL Manual)
HOST (7) Run DOOM's SETUP.EXE, configure, and press F10.
CLIENT (8) Change to mapped DOOM directory, and run SETUP.EXE,
using the same options as used on the host.
(9) PLAY DOOM!
Note: It is illegal to use the Registered DOOM on only one server. You
must buy a seperate copy of the game for each player.
[8-3-3]: How can I use DOOM on other types of networks?
It does not matter what type of network you use for DOOM, whether it
is Lantastic, Windows for Workgroups or other networks. netDOOM uses the
cards at such a low level that it does not need the network services. It
only needs the ODI/IPX drivers.
This being the case, netDOOM works fine with any Ethernet or any
other cabling system. Naturally, you can not use any normal network services
at the same time.
There are a number of ways of getting IPX working with a given
ethernet card. One is to use a dedicated IPX driver for the card,
another is to run an IPX converter over some other standard such as
NDIS, ODI, or the packet driver standard. If one method fails to
work, try another one! I have had good reliability with the IPX
over Packet driver method, though it can sometimes be a challenge
to get it running... If you are already using Novell, then the IPX
over ODI might be simpler to set up, though I have found it less
Before I get going, let me plead with everyone NOT TO USE DOOM 1.1
OR 1.0 ON ANY NETWORK OTHERS ARE TRYING TO USE!! Doom 1.2 is now
available, so please use it rather than 1.1 or 1.0. DOOM 1.0 and
1.1 really screw up networks.
Now that I have all my disclaimers out of the way... :)
To use this method of installing IPX you need two files, both of
which are in the file PKTD11.ZIP, which can be had from
oak.oakland.edu as/pub/msdos/pktdrvr/pktd11.zip. I have seen some
problems with this version (11) of the drivers, however, so it
would be wise to test out the packet driver after it is loaded, or
perhaps to try one which comes direct from the ethernet card
manufacturer. (i.e. 3c5x9pd.com from ftp.3com.com)
If you have problems with these drivers, I have put together a
collection of older versions of IPX and packet drivers which seem
to work better with DOOM. This package will be uploaded to
ftp.uwp.edu as OLDIPX.ZIP. (see Chapter [14-6])
The first file is specific to your ethernet hardware. It is the
packet driver software that converts packet-driver calls to
commands your ethernet card can understand. The INSTALL.DOC file
included with the packet driver collection has details about which
cards are supported and what sort of command-line parameters are
needed for each packet driver. I always load the packet driver
using interrupt 0x60, a popular convention. These drivers will not
work well under Windows without tweaking, so read the INSTALL.DOC
file for details. There are also some useful packet utilities
included. Again details are in INSTALL.DOC. (Got the hint yet? :)
3Com 503 card on interrupt 5, I/O port 0x300, and the
internal transceiver. (twisted pair RJ-45 connector ON
THE CARD or coaxial BNC connector-- NOT the 15-pin AUI
connector) The shared memory area is automatically
determined-- but be sure to exclude the region from your
expanded memory manager, if used!
3C503.COM 0x60 0x5 0x300 1
3Com 509 card: These cards are entirely
software-configurable through the config/diagnostics on
your EtherDisk that came with the card. If you have lost
the disk, all the needed files are available from
AT&T StarLan cards: Almost like the 503 except the memory
location must be specified.
AT&T.COM 0x60 0x2 0x360 0xD000
Once the packet driver is loaded and reports things correctly
(i.e.it does not give your ethernet address as
FF:FF:FF:FF:FF:FF...) then just run PDIPX.COM to load IPX support.
The PDIPX.COM program is included with PKTD11.ZIP, but it is
contained in a .ZIP file INSIDE of PKTD11.ZIP called PDIPX103.ZIP.
Run the .COM file with no parameters.
If you have problems with an "invalid mode" when loading PDIPX, you
probably are trying to run other network software at the same time
as the Packet Driver/IPX combination. Strip down your CONFIG.SYS
and your AUTOEXEC.BAT files to those shown below. Do not load any
additional TSR's! Once this bare-bones configuration works, you
can begin adding TSR's. if your problems persist, try using the
older versions of the packet driver and IPX-to-PD converter. (They
should be on ftp.uwp.edu.)
If nothing seems to work, try running the diagnostic program
PKTWATCH.COM after getting everything set up. If your screen fills
with scrolling multicolor hexadecimal numbers then the packet
driver is working OK. If it just flashes a cursor at you, then you
have problems UNLESS you are wired directly to another computer.
Hook your computer back up to an active network and see if you can
receive anything then. If you do not have an active network
available, start DOOM on the OTHER computer while running PKTWATCH
on the original computer. Of course, the other (sending) computer
needs to have IPX set up as well.
The simplest way to get all the drivers you need loaded and to
exclude other drivers which may interfere is to create a boot disk
with the correct startup files. For example:
prompt [DOOM Setup] $p$g
a:\3c503.com 0x60 0x5 0x300 1
rem change the above according to your card.
The ONLY line that will vary with what card you have is the
"3c503.com" line. I encourage you NOT to load an EMS driver since
so many cards use shared memory and it is sometimes difficult to
ensure that the proper area, and only the proper area, is excluded.
DOOM runs just fine with XMS, and you have the added benefit of
loading DOS high to make room for things like mouse drivers. DOOM
does not NEED XMS to run, though. Also, I like to change the DOS
prompt to reflect my configuration whenever I am using a bizarre
It might be a good idea to also scan your bootable floppy for
viruses BEFORE booting the networked computer with it. (Scan it on
the NETWORKED computer, not your own...) There are a number of
common viruses spread by booting computers from infected disks.
(Stoned, Form, and Michelangelo to name a few.) Let's not give
DOOM a bad name by booting network computers from infected disks!
(btw, F-prot from oak.oakland.edu as /pub/msdos/virus/fp-211.zip is
an EXCELLENT antivirus program. )
You must make sure that all of the networked computers using DOOM are
using the same frame type.
*8-3-4*: How can I set up a small inexpensive DOOM network?
All that is required for network play is a network card for each
computer, a T-plug for each computer (usually supplied with your network
card), and some cable. A server is not nessecary. Here is a good supply of
inexpensive eight bit network cards for DOOM play.
Corporate Systems Center PHONE: (408)-734-DISK
1294 Hammerwood Avenue FAX: (408)-745-1816
Sunnyvale, CA 94089
Brand new 16-bit cards priced at only US$49.00 each. When calling,
tell your service person that you would like to run DOOM. Corporate Systems
will send you the cards mentioned here.
(8-4): How can I play DOOM by serial link?
DOOM works in two player mode by modem or null modem. The
minimum baud rate to play DOOM is 9600 bps.
Shareware versions 1.0 and 1.1 do NOT support play by modem or
serial link. It is recommended that you upgrade to v1.2 of DOOM.
Using this mode is similar to network mode.
To use a serial link connection, run the DOOM setup and choose "Run
Network/Modem/Serial Game." Then, choose the type of connection you plan
to make. Then, configure the game to your liking, and choose the connect
Note that to run null-modem game, you must have a null-modem cable
plugged into a serial port on both computers and each computer runs
SETUP.EXE with identical parameters.
If you are using a modem, you will most likely need to edit the
MODEM.CFG file in the DOOM directory. The first line of the file is an
initialization string. Pull out your modem manual, and do the following.
(1) Find the code that turns off error correction.
(2) Find the code that turns off data compression.
(3) Find the code that locks your modem at 9600 baud.
(4) Find the code that turns off all hardware and software flow
(5) Create an "AT" initialization string with all these codes and
put it into the MODEM.CFG.
To find an already created initialization string for your modem, look
in Chapter [18-3] of this FAQ. If one is not listed for your modem, you will
have to dig up your modem manual for the correct settings.
The second line is a hangup string used when you quit DOOM.
If you STILL cannot get the modems to connect, both of you should
run your favorite terminal programs, and connect with 9600, no error
correction, no data compression, and NO HARDWARE FLOW CONTROL. Then just run
SETUP.EXE with the "Already Connected" option in the configuration box.
*8-5*: How can I play DOOM over the Internet?
Enter IHHD -- the Internet Head to Head Daemon designed by Jim
Knutson. With this brilliant little piece of code, multiplayer gaming has
soared to new heights. With IHHD, you'll be able to play Head to Head
against other human opponents all over the world, with the only cost to you
being the regular prices you pay to connect to or use your Internet host.
Best of all, it's free.
First of all, your host needs to be running UNIX as its operating
system. If you aren't sure what your host is running for its operating
system, check the information given at the login prompt or send mail to
Other than that, you should be able to run IHHD with ease. Your
first order of business is to get the IHHD software. It is available via
anonymous FTP at "rex.pfc.mit.edu" in the "pub/IHHD/src" directory.
To get it:
(1) FTP to rex.pfc.mit.edu ("ftp rex.pfc.mit.edu" at UNIX prompt)
(2) At the login prompt, enter "anonymous"
(3) At the password prompt, enter your E-mail address
(4) At the command prompt, type "cd pub/IHHD/src"
(5) Type "binary"
(6) Type "get dialer1.6.4.shar"
(7) Type "bye"
If you followed the above steps, you should now have the
"dialer1.6.4.shar" file in your home directory. Type "ls" at your host's
command prompt to verify its existence. If you don't see it, try the
above steps again or call for help.
Next, if you've successfully retrieved the "dialer1.6.4.shar" file
from the FTP site, you need to prepare the IHHD to run on your UNIX system.
For UNIX veterans, the "dialer1.6.4.shar" file is in fact a shar file, and
contains a makefile for easy compiling on your system. For the rest of
us, follow these steps to get the IHHD up and running:
(1) Create a directory to put the IHHD software in.
Type "mkdir IHHD" at the command prompt.
(2) Move the IHHD file to the new directory.
Type "mv dialer1.6.4.shar IHHD"
(3) Go to the IHHD directory.
Type "cd IHHD"
(4) Unpack the IHHD files.
Type "sh dialer1.6.4.shar"
(5) Compile the IHHD software to run on your system.
(6) You should now see a whole mess of files in the IHHD directory.
The important filenames you're looking for should be:
(7) If you've got these, you're cool. Otherwise, try the above
steps again, re-retrieve the "dialer1.6.4.shar" file from
"rex.fpc.mit.edu" using the instructions above, or call for help.
If everything checks out, you're ready to rumble!
Here's how you get connected using IHHD:
(1) Set up a time to play with another Internet DOOM player.
Ideally, you should use E-mail to make the prior arrangements.
Make sure you and your opponent use the same baud rate and line
settings for your modems.
Make sure data compression, error correction, and hardware
flow control on your modem are off. Look at the modem
initialization strings section in this FAQ for more help.
(2) When it's time to play, start your favorite terminal program
and call up your Internet host using your modem. Make sure that
your baud rate and line settings correspond to your opponent's.
(3) Login to your Internet host normally.
(4) Contact the other player by sending a short E-mail message
indicating that you are on the net and ready to play.
(5) Once you both establish that you're there and ready to go,
return to your UNIX prompt.
(6) Type "cd IHHD" to enter your IHHD directory.
(7) You may have to type "terminal download," if you do not have it
(8) Type "dialer opponent's.host" to start the IHHD connection.
For example, if you were playing against email@example.com,
you would type "dialer cactus.org" to initiate the connection.
Another way is to type "tcpdialer opponent's.host" while your
opponent types "tcpdialer -answer". Or reverse roles, where
you type "tcpdialer -answer" while your opponent types "tcpdialer
your.host". Don't ask me what the difference is; I don't know.
So, to recap, there are two methods of IHHD connection.
Method 1: dialer. You each type "dialer other.guy's.host"
Method 2: tcpdialer. One of you types "tcpdialer other.guy's.host"
while the other types "tcpdialer -answer".
(9) Regardless of which method you use to connect, type short text
messages followed by a carriage return until you see your opponent
acknowledge you. Unless you have "local echo set to ON in your
serial settings, you will not see the text you type.
(10) If you don't see you opponent after a resonable amout of time,
exit dialer or tcpdialer by pressing "CTRL-C" (i.e. hitting
the "CTRL" and "C" key simultaneously.) Contact your opponent
again by E-mail and agree to try the other method of
(11) If you're connection looks fine and your opponent has acknowledged
you and you have acknowledged him, exit your terminal program
and change to your DOOM directory. Run SETUP.EXE, and select
"Run Network/Modem/Serial Game." On the next menu, choose
"Modem." Finally, configure all of the options to your liking,
select "Already Connected," and press F10.
(12) If everything goes well, DOOM will start up and bring you to
your first game over the Internet! Congratulations, you are
now connected by IHHD. You can now proceed to play DOOM as if
you were connected via a regular phone line.
If you are having trouble getting DOOM to work with your modem, you
may want to download one of the many third-party serial drivers for DOOM.
(see Chapter )
Unfortunately, because of the nature of the Internet, delays and
warping may occur with your IHHD connection, depending on the quality of the
connection between your and your opponent's host machines. These delays
are often sporadic, and depend largely on what's going on on the Internet
at that particular times. Then again, you might just be extremely unlucky
and have a cruddy Internet connection.
To gauge the quality of the connection, try to "ping" your opponent's
computer from your host. At the UNIX prompt, type "ping -s opponent's.host".
You should get a listing of "ping times", which you may stop at any time by
pressing "CTRL-C". Try pinging some other hosts you know to get an idea of
how much ping times vary, and use this data to guesstimate the quality of the
connection between your host and your opponent's.
Another way to judge the quality of your connection is to simply look
at the other player. If he's jumping all over the place, you've got a
cruddy connection. If he's relatively smooth and steady, you've got a good
If all else fails, burn incense and sacrifice a beautiful young virgin
princess to the net.gods. No, wait. Better yet, send me a virgin. E-mail
me for an address.
=SECTION TWO= CHEATS AND SPOILERS
CHAPTER : How can I cheat in DOOM?
*9-1*: What are the DOOM cheat codes?
Here is a list of the cheat codes from DOOM. During play, just type
the codes in with the keyboard. You need not hit ENTER after the code.
After entering, a message should be displayed at the top of the screen
telling which cheat mode was activated.
idbehold Displays menu (followed by S, V, I, R, A, or L for choice)
A=Full Automap (computer map)
L=Light amplification visors
idchoppers Gives you the chain saw (long story behind the message)
idclev Warp (followed by episode number and level number)
iddqd Degreelessness mode (God mode)
iddt Toggles Automap between normal, full, and full with objects
(enter when in Automap mode)
idkfa Very Happy Ammo (full ammo, 200% armor, all weapons)
idmypos Displays your baring and coordinates in hex
idspispopd No clipping (you can walk through walls)
*9-2*: What is the "famous" secret in the SETUP.EXE program?
In the setup program, type F5 and then type the word W-A-R-P, one
letter at a time. Doing this will cause a menu to appear, allowing you to
warp to any level, and to choose the "-nomonsters" and "-respawn"
*9-3*: How do I use the "devparm" parameter?
Well, looks like all of the FAQ readers had a field day on this one!
I received a HUGE amount of E-mail on this parameter, explaining everything
anyone could find. To use this parameter, start DOOM by typing:
"doom -devparm ". Most of these parameters can
be mixed and matched to create different effects. For instance, typing
"doom -devparm -wart 1 8 -record demo01 -respawn" would record a demo
on episode one, level eight, with monster respawn. The "-devparm" parameter
is not required to play back a recorded demo, use three screen mode (v1.0,
v1.1 only), or use the "-file" parameter. Lastly, typing F1 during
development mode will allow a 256 color screen capture in PCX format.
-config Reads an alternate configuration file
-deathmatch Starts NetDoom in Deathmatch mode
-debugfile Dumps debugging info to debug.txt
-devparm Puts you in developers mode
-episode Starts on episode (1-3)
-file Allows usage of an external PWAD file
-left ** Sets up a network terminal for the "left view"
-loadgame Starts from a saved game (0-5)
-net Starts NetDoom with 1-4 players
-noblit * Speeds up game on some systems?
-nodraw * Speeds up game on some systems?
-nojoy Does not use the joystick
-nomonsters Starts the game without monsters
-nomouse Does not use the mouse
-nomusic Does not play background music
-nosfx No sound effects
-nosound No sound at all
-playdemo Plays back a recorded demo
-record Makes a demo recording until you finish or die
-recordfrom <0-5> Records a demo from a saved game
-respawn Causes enemies to respawn in non-Nightmare
-right ** Sets up a network terminal for "right view"
-skill Starts on skill level (1-5)
-timedemo Calculates the number of times the screen is
redrawn when playing a demo
-wart Adds an external file "ExMy.WAD" to filelist
-warp Warps to episode (1-3) level (1-9)
*: Can only be used with the "-timedemo" parameter.
**: If you have a network, try setting up a network game with three players.
The three terminals should have the parameters:
"doom -devparm -net 3 -left"
"doom -devparm -net 3"
"doom -devparm -net 3 -right"
Then, set up the left and right terminal monitors next to the middle
monitor, in a virtual-reality type configuration. When you turn your
head, you see the screen turned 90 degrees! This ONLY works with
versions 1.0 or 1.1 of DOOM.
If anyone has any idea what the "unknown" or question marked
parameters do, send me some E-mail!
*9-3-1*: What do the dots that appear in development mode mean?
The dots represent the game's animation rate: the frames per
second. The formula to convert dots to frames per second is:
CHAPTER 10: Can someone tell me how to...?
This chapter is full of spoilers for people who are "stuck" in the
[10-1]: Where are the DOOM secret levels?
[10-1-1]: Knee-Deep in the Dead
You must be on level three to access the secret level in DOOM.
First, there is a room with an elevator with armor on it in the northwest
corner of the map. Press the red button in this room. This opens a corridor
in the room where you can see a glowing sphere. The room it leads to has
some lighted alcoves. Walk up the stairs. You should be able to hear a
mechanical sound. This is the sound of two alcoves being lowered. The map
looks similar to this drawing. (I love the beauty of ASCII art)
Alcove 1 /\ /\
/ /\ \
/ / \ \
/ /\/ \ \
\ \ / /
/\ \ / /
\/ \ \/ \
Alcove 2 \ /\ \
\/ \ \
Walking into this room normally, the alcoves rise before you can see
them. But, if you run up the stairs to one of the alcoves fast enough,
you can get in it and rise to a secret door. Alcove 2 leads to the
blue glowing sphere. Alcove 1 leads to an island surrounded by ooze.
You can get a rocket launcher here. In alcove 1, follow the ooze down
the tunnel. The tunnel leads to a switch that raises the bridge over the
opening ooze pit. A secret door is also near the switch, but the bridge
leads to the secret exit. REMEMBER TO *BOOK* TO THE ALCOVE! :)
*10-1-2*: The Shores of Hell
When you get to Command Center, walk out the elevator door, and
turn right. Walk up the stairs in the far right corner. At their top of
the stairs, enter the door to the right. Walk to the end of the hallway.
Open the door, and look to the right. Open that door and turn the switch
immediately on the right in that room. That switch raises stairs in the hall
you just left. Walk up those stairs, get through the red curtain, and get on
the transporter. Kill the lost souls in the room you are transported to
and open the hidden door there (a lion head marks it). Again use the
transporter, and you will find yourself walking towards a marked EXIT-door.
Enter and turn the switch!
If you would like to WRITE a description of how to find this
secret level FOR ME, please E-mail me.
*10-2*: Where are the secret doors in DOOM?
The following was written by the Dutch Wouter Slegers. This is
not quite complete, but is being worked on. I hope everything
is understandable! Again, thanks to Wouter Slegers for this great
piece of work.
Secrets are marked with an asterix (*), non-secrets are marked with
a plus (+), and unsolved parts are marked with a question mark (?). The
non-secret descriptions are used to help in solving levels and the unsolved
parts to make the descriptions correct and complete.
It is harder than it looks to describe various secret rooms and
doors clearly. Please E-mail me with suggestions and improvements if you
In these new descriptions, coordinates are given in <> brackets.
Your coordinates in the game can be found by typing the cheat code
"idmypos." (see Chapter [9-1]) Upon typing this, you will recieve a
baring, and the X and Y coordinates. These will be in the form
"0x" where "" is in hexadecimal. The first coordinate is
the east-west (X) coordinate, and the second is the north-south (Y)
coordinate. North is at the top of the map, east at the right, south at
the bottom, and west at the left.
*10-2-1*: Knee-Deep in the Dead
* Just after the zigzag look right for the oddly colored wall <0xBA389D6,
0xf0e054ec>. Push it for corridor to a open place with a blue armorvest.
* After you cleaned out the exit room, go back to the zigzag room and look
right for the shotgun (the tower with the Imp should be lowered now)
* For DOOM v1.2, a secret area has been added in the above secret room:
look in the SE corner <0xdeff476,0xf0effdc2> for the elevator. You'll find
some armor bonusses up there. The elevator lowers when you are at the
entrance <0xb96c465,0xf4879655> in the north, so you'll have to run fast to
E1M2: NUCLEAR PLANT:
* The small structure you face when you begin, has a secret door in the SE
corner (the lighter wall part) <0x15005a8,0x121e8ad>. Behind the door is a
room with a red switch. Pushing that switch will open a secret door in the
northern corner of the stairs in the east <0x60ada92,0x3affa0b>. You can get
outside and collect a supercharger and a chaingun.
* Behind the red door you'll see a stair twisting to the right. On the top is
an indention to your left <0xf9900144,0x3a49ddd>. If you step on it, it will
drop down. You will find enemies to your right, and you will also see (but
not be able to get) the chainsaw.
* A bit ahead you'll see a lift. Push the first panel to your left
<0xf9d0052a,0x5aa56a6>. You'll be able to kill those Imps from the ridge.
* In the southern part of the maze (to get in, pull the switch behind the pillar
in the green toxic directly to the right behind the red door <0xfdc004de,
0x446230f>), shoot the middle most western wall (the one behind the green
armor vest) <0xf79e0d81,0xfe82feac> for access to the chainsaw (push the
switch in NW to lower the pillar so you can get it).
In the same hidden area is some extra armor hidden behind the eastern wall in
the northeastern corner of the stairs <0xf82fdc62,0x151532f>.
* On to the map there seems to be a secret room directly opposite of the
door to the chainsaw. I haven't found a way to open it and also doesn't
count as a secret room. Looking within with the no-clipping cheat gave
* In the most eastern part of the maze, push the wall between the white stripes
<0x1eff099,0xfc88d4d4d3> for a backpack.
E1M3: TOXIC REFINARY:
* The strange grey wall straight ahead beyond the first door you open is a
secret drawbridge. The switch for the drawbridge is in one of the chambers
* In the room in the NW (the one that opens as soon as you push the red button
and that contains the yellow key) are TWO secret passages (the second niche
on your left <0xf3c7ca46,0xf7dfc822> and the second niche on your right
<0xf5ac3fd1,0xfac4d713>), both will open when you're on the stairs but will
close again after a (very) short while. Go to the stairs and then run like
hell as soon as you hear them lower. It'll help when you shoot the drums that
might get in the way.
* In the northern niche (leading to a rocket launcher and a green armor) is a
secret room in the SE corner (just follow the green stuff to the right).
Run fast for minimum damage. You'll see a backpack and the switch for the
drawbridge at the beginning. To the east is the exit (a lighter colored
wall part <0xf6aff87a,0xfbd990b9>) through another secret chamber
containing the chaingun.
* In the south-eastern niche (the second on the right) is a supercharger (pull
the switch on back of the pillar).
* The drawbridge should be lowered now. Cross it, but be carefull! There are
a lot of Imps lurking behind automaticaly opening doors. My tactic is to
select the chain gun, run forward and back up as soon as you hear the doors
open. Then take them out at your leisure. Note that you can also shoot some
of them them via the secret `window' in the SE <0xf9480573,0xf8b2d736>.
* In the north of the room is a corridor, follow it to find the hidden-level-
* To the north of the room with the hidden-level-switch is a elevator, push the
wall <0xfbe7f1f6,0xfaafee8c> to lower it, so you can get the rocketbox.
* Behind the blue door in the eastern corner is a secret door (the lighter
patch in the SE <0xfd6ffcd8,0xf7a33c3b>). The chainsaw, a supercharger, a
blue armor and a partial invisibility is available.
E1M9: MILITARY BASE:
You start facing a open space with a cage full of Imps in the middle. The
following rooms are described relative to that cage.
+ In the northeast is a pentagram on the floor. If you touch it, numerous
enemies will warp in. Try walking around it and then running to the
corridor. That way you can pick them off one by one.
* In the eastern room is a lift/trapdoor at the middle of the eastern wall
<0x75cf281,0x2fa03b> (the highlighted patch on the floor). To the NE are a
green armorvest and a chaingun.
* Also in the eastern room is a lift/trapdoor in the SW-corner <0x6102f19,
0xff10138d> leading to a indoor lake with the chaingun.
* The same area is accessable via the lift/trapdoor in the NE-corner
<0x3d000fe,fcd013ff> of the southern room.
* In the northern chamber, push the middle eastern wall <0x3efe3b3,0x479d0cd>.
You'll get into a chamber with several high pillars. The pillar at the far
side of the room <0x7ad637b,0x423de32> lowers when someone is on the stairs.
Just run on it, wait for it to rise, and 'jump' to the other pillars by
running fast counter clockwise.
+ To get to the end of level switch, run down the trench. To the NW is a
isle with the switch and to the south is the lift upstairs.
E1M4: COMMAND CONTROL:
* The light wall to the left in the beginning (before the door) <0x785a47f,
0x45005ef> hides a backpack.
* The south exit from the round chamber (the one with the radiation suits)
leads to a trench. Follow the trench east for the rocket launcher and a
supercharger. To get the supercharger, stand before the switch, and then
quickly push it, step a bit behind and sideways run on the already rising
platform. You only have one shot at this. Follow the trench west to get
E1M5: PHOBOS LAB:
* The chamber in the middle (behind the first stairs you encounter from the
start) has a secret chamber to the south (behind the drums) <0x15a4aa6,
0x1a0025b> with a shutgun.
* In of the east of this chamber is a toxic lake. In the SE-corner of the
toxic is a secret passage (the strangely colored wall) <0x466e20d,0x12009bc>.
There is a rocket launcher and a blue armorvest.
* In the NW behind the yellow keycard door is a chamber with two pillars and
an isle with a switch in the green stuff. In the indention in the west
<0xf8e024a0,0x34ff9c5> is a secret chamber with the antiradiation suit. The
south wall of this chamber hides another room with the chainsaw. The south
wall thereof gives away to let you outside and get the supercharger.
You can get the blue armor in the NE-corner by stepping on the northern
pillar when it's down, waiting until it rises again and then 'jumping'
* Two platforms with Imps hidden in the walls behind the yellow keycard door
act as elevator in DOOM v1.2. The southern one doesn't leed anywhere.
The northern one <0xfc2fd5ee,0x4f92783> has a secret wall to the east which
leads to a secret room with a partial invisability and a shortcut to the
darkroom (via the north). The pentagram is a teleporter back to the
* In the north eastern chamber (the one with the blue floor and the blinking
light) has a secret chamber to the SE <0x52fbab5,0x3d001f3> with a backpack,
a chaingun and a computer map.
* In the northern darkroom is a partially hidden chamber to the SW. The best
way to get there is to follow the wall left. You'll find the night vision,
which is very useful in sniping those baddies in the dark.
* In the northern darkroom the top of the /\ in the middle wall is also a
secret door, but as far as I can see this isn't really usefull (maybe for
dashing for the exit?)
This encompasses 88% of the secrets of this level.
E1M6: CENTRAL PROCESSING:
* At the first 'crossing' you encounter, look in the NW corner. There is a
partially hidden chamber <0xfd4ff0b2,0xfe5ab835> with some ammo, health and
a green armor vest. There are also some Imps there, so to be safe, shoot a
rocket in it to detonate the barrels and kill them.
* Behind the red door in the southwest is a green lake. In the NE-corner
is an anti-radiation-suit. In the 'middle' (the tunnel in the SW) is a
supercharger. In the SE-corner is a nightvision, a partial invisibility,
a blue armor and the exit from the lake.
* Just before you are by the blue door there is a secret chamber to the
south. Before you're at the blue door, there is a tower with Imps
<0x31dc6cd,0xfdc354b5>. When you reach the blue door it will lower so you
can get in. You will see an anti-radiation-suit. Push the south wall for a
backpack, a rocket launcher, a partial invisibility and a backway into the
room with the yellow key.
* In the same area as where the lowering tower is, is a corridor to the north.
As soon as you get the yellow key, it will be accessable. The twisting path
over the toxic waste will leed to a backpack and a door to the outside. There
you will see a supercharger on a pillar <0x1125332,0x6c93ef6>. The pillar
will lower as soon as someone goes near it. Step on it and as soon as it has
risen, press the wall to the west to get inside the complex again.
* In the most eastern corridor is a strangely colored wall <0xd2ffa4f,
0xf9fc115f>. Push it to get the computer map.
E1M7: COMPUTER STATION:
* In the southwest is a big pillar <0xfe5cda63,0xf7ff97d9> that will descend
when you are on the stairs east of it. Stand on top of it, wait until is
has risen sufficiantly and jump on the ledge in the NE <0xffdfe6c0,
0xf9237c97> for the computer map or the south lake in the NE corner
<0xff1e2866,0xf72ffeb0> for the chaingun and (when you leave via the secret
door to the east) a backpack. Jump in the lake in the north and run fastly
to the tunnel in the NW <0xfdf75b77f,0xfa229120>. In the west of that tunnel
is a radiation-suit and in the east behind the door with the light are some
goodies and a switch. Throwing the switch will allow you to get to the
chainsaw lateron in the room in the extreme SW <0xfacc64c4,0xf5a40aa1>.
Leave the tunnel via the north and look behind the pillar <0xfea017a9,
0xfacffbc5> in that lake for blue armor. Follow the acid to the north to the
supercharger <0xfdb37a3a,0xffa1e2e2> and leave via the east.
* After you get the blue key in the northwest, two hidden areas will open to
free Imps and former humans. The secret room in the middle of the map
<0x1319742,0xfa50049c> has a false wall to the east which leads to
outside so you can get a partial invisibility.
E1M8: PHOBOS ANAMOLY:
* The only secret room <0x1cfdaa6,0x17bdce1> is in the east in the corridor
leading to the first door and contains a supercharger.
+ Note that there is a map in the east of your starting point.
*10-2-2*: The Shores of Hell
E2M1: DEIMOS ANAMOLY:
* The SE-corner <0x63aba49,0xfdd82d07> of big room in middle (the one with
the windows to the east, the south and the west) turns into a teleporter to
the plasma-gun after you pull the switch <0x4e7f923,0xfee0883b> on the outer
west side and push the button on the west side of the little wall that rises
out of the floor (the east switch opens the passage to the red key).
* In the SW is a indention <0x31cb145,0xfb50105e> with two skull-switches.
Press the eastern skull-switch first for access to a teleporter to a
corridor filled with bonusses in the north.
* Behind the red door <0x186bb69,0xfd97f0a8> is a blue mega armor and the
E2M2: CONTAINMENT AREA:
* If you walk along the south border of the storage area (the one with all
those boxes), you'll bump into a box <0xff9751f6,0xb101ab0> which will lower
if you are north of it, to reveal some shotgun ammo.
* In the south east quadrant are three circles with parts of the floor going
up and down. The northern one has a secret corridor <0x82ff4df,0x22fd506>
in the north leading to the blue door in the north, filled with
* In the SW area (with three corridors with the blue lights on the ground and
ceiling) is a partially hidden corridor <0xff85ce0a,0x6b92713> in the NW
corner of the most western corridor. When you try to get the backpack, the
wall behind you will close and the wall in front of you will lower, reveiling
some Imps. The door behind you will open after a while. The SE corner
<0x2afe532,0x7011ab87> (the black-colored wall) is the secret door to a small
chamber. The SE corner <0x3682291,0x6ebaa52> of that small chamber (the wall
with the small green light) hides a corridor <0x4afeea4,9x667fa8e> back to
non-hidden territory (the lightly colored wall). The most south part of the
corridor <0x414d0b4,0x5d0039e> (the black wall part) gives away to a
* In the south middle quadrant is a room <0x1baafb3,0x1d7344b> with two
pillars, one kaki, one with tubes (to get there leave the three corridors
with the blue lights via the way you came in. Turn right and first left.
The room on your left [east] is the one you seek). The west (kaki) pillar
<0x31dc5c4,0x2901565> has a switch on the north side, with which you can
lower the eastern pillar to get the plasma gun.
* In the south middle quadrant is a corridor with skullcrushing doors. To
get by them, run forward as soon as they start to go up. Take them one at
a time. The middle one <0x3f4c349,0xff1006b4> (third one from either side)
has a secret passage in the north ridge, leading to the chainsaw. When you
get it lost souls will try to get you from hidden rooms in the south and
* The room <0x6ec4d6b,0x3a0ad08> with the yellow keycard in the south middle
has a bridge hidden under the red blood, following blue lights on the
ceiling, just walk forward and back again fast to make them rise.
* The western room behind the yellow door <0x456db4c,0xdc9ca53> contains the
chaingun, just flip the switch!
* In the eastern room <0x852f5ab,0xdadd4d9> behind the yellow door you'll see
three rooms to your right and three auto-rising pillars to the north. You
can get the backpack on the middle pillar by running over the pillar when it
starts to rise or lateron. The switch on the eastern pillar <0x95f38f8,
0x11901ab9> opens the middle door containing the rocket launcher. Flip the
switch on the middle pillar <0x85ba244,0x11900694> for the south chamber
(with ammo) and the one on the west pillar <0x75fa7ef,0x11900ad> for the
north chamber (containing a rocketbox). It's best to pull all switches after
each other. Note that the pillars lower as soon as you enter one of the
rooms, so you can't open any doors after that! (but you can get the
? In the room where you find the blue keycard is a secret chamber to the NE
<0x9e4f2bb,0x5affb22> according to the map. I can't find a way to open it.
It contains a supercharger and a switch opening the door, however the switch
seems to be on the wrong side (I used the no clipping-cheat to test this).
This encompasses 91% of the secrets on this level.
* In the most SW corner of the map is a corridor <0xfba6989a,0xfed0450f> to the
room with the blue key containing the plasma gun. To get the plasma gun,
jump in the red blood and run north (right) fast.
* In the middle south is a room with a five-sided green lake. The wall
<0x2847ab9,0xfe90013e> to the south east (the part with between the light
lines) offers a shortcut.
* In the south east is a partially hidden cage with Imps. You can enter
via the NW corner <0x2effa57,0x951b16> to get the backpack.
* Follow the corridor behind the blue door through the open area and the room
with all those pillars and blinking light to the green toxic stuff. If you
go around the corner <0x52fff7d,0x313783c> in the SE, you will find a
radiation suit. In the middle of the eastern wall <0x6729d81,0x42cd91e> of
the green stuff is a corridor to a room with the supercharger in the NE
This encompasses 83% of the secrets on this level.
E2M4: DEIMOS ANAMOLY:
* In the middle of the south wall <0xfd743e02,0xf5510517> of the beginning room
(directly opposite to the TL's to the north), hides a room with the shotgun.
* Take the teleporter to big room. In the north is a elevator. Press the
head left of it to go up. You'll see a green armor and a computermap.
To get them push the little red pillar <0xadc846c,0xfebfff01> with the skull
on it in the NE corner.
* To the north of the big O formed by green toxic waste is a secret door
<0x59bf44d,0xfb6fe831>. It seems to open if you have walked via the corridor
<0x75b231a,0xf6c3a683> in the SE of the big O. There is a supercharger and
radiation suit. (Don't forget the partial invisibility south to the entrance)
* To the west of the big O with green toxic waste is a corridor with a T to the
north <0x213d209,0xf9a64b57>. To the east of that corridor is a secret wall
<0x27fad41,0xfab20726> with a partial invisibility and a chaingun. Shoot the
wall to get them.
* In the great round corridor in north, behind the blue door: In the east is a
`dent' <0x4ed2810,0xff5f15c1> in the ring. This is a trapdoor with a secret
door to the east and leeds to a plasma gun and a teleport to the middle of
the great round corridor.
* In the great round corridor in the north: follow NE corridor to a room with
- The small door <0x62ffe68,0x3b6bde> in the SW leeds to a small green lake.
The SW corner has a blue armorvest behind some drums.
- In NE corner <0x815a37c,0x2c8c810> behind the lava is a secret door.
Warning! the SE branch of the corridor behind it leeds to a crushing ceiling.
Outrun it and push the green patch <0xa6ffd1d,0x64560a> in the east for the
exit. The SW branch lets you go back to the lavaroom.
* In the south middle behind the place where you find the blue keycard, is a
small twisty path <0x3550d3b,0xf5c84264> high above the acid. In the SW
part of the toxic <0x35019f4,0xf510358a> is a berserker.
* After you open the door to the exit, look back and get the supercharger
+ Note: for those of you still searching for that damn switch so you can get
to the exit: go in the lake and then towards the exit. The switch is on the
right wall of the teleporter left of the exitdoor.
This encompasses 90% of the secrets on this level.
E2M5: COMMAND CENTER:
* The room where the first door leeds to has two secret rooms in the space
between the room and the stairs. The doors <0xfb80ba93,0x7dbd7cc>
<0xf8373cba,0x7e031f5> are facing the south and will open automaticly to
reveile Imps and ammo.
* The ridges <0xfca60096,0x3febfc5> <0xf71000d0,0x3e622b8> of the green lakes
of the big room south of the begin both leed back to normal territory.
* In the SW is a roughly (--) shaped room. In the room NW of the middle
of this (--) is a switch <0xf3efdd28,0x1367f57> which activates a stair so
you can walk through the fake fire <0xf29412f7,0x18d236d> in the NW corner.
The teleporter there takes you to an area infested with lost souls. The west
wall <0xf4690f4,0x496136d> with the head leads to another room with
transporter. That transporter takes you to the switch <0xfe9fb836,0x92ff44b>
for the secret level.
* In the room east to the room in the south middle with the room to the N,E,
and W and a view to the circular stairway in the south, is a secret door
<0xfbaff1cb,0xae3ad8> in the NE corner (near the cozy head-fire) hiding the
* In the centre of the circular stairway is a anti-radiation suit guarded by
a demon. The door <0xf94949db,0xfe6d93d0> to it will open as soon as
you are at the top of the stairs <0xfa165eed,0xfdd56896>.
* The south door directly after the circular stairway leeds to two corridors.
The eastbound corridor is the way to the exit, the westbound leads to C
formed green lake in the west. In the north of that lake is a door
<0xf1a21e52,0xfe94f08f> (behind the ammo clip). Follow it to a baron of hell
in a cage. North of that you will see a long corridor with three doors to
the east. The northern and southern doors lead to a ledge around the lake
to the east. The middle door <0xf27dc571,0x826c8a6> (the wall part with the
pentagram over the ugly head) leeds to the isle <0xf5420514,0x823f2c1> in
the middle of the lake, where you'll find a plasma gun. To activate the
bridge to the isle, you have to push the button <0xf2aff9f7,0xfd1cd93e> in
the room in the centre of the C-formed lake you passed while coming here.
BTW: If you fall in the lake, the transporter <0xf42dc0b0,0x7500bcf> in the
indention in the SW brings you back to the beginning.
This encompasses 80% of the secrets on this level.
E2M9: FORTRESS OF MYSTERY:
As far as I can see there are no secret parts in this level.
E2M6: HALLS OF THE DAMNED:
* In the SE where you find the blue keycard, two rooms with demons will open
automaticly. The SW one has a chainsaw behind the brown wall <0x6362f60,
* At least 2 parts of the mazes are `secret' but I can't determine what parts.
Look around for extra nightvision, weapons and armor.
E2M7: SPAWNING VATS:
* In the NW is a corridor with ribbles. The third indention is a corridor
leading to a very dark open patch. In the NE <0x126cccd,0x772feab> is a
switch which opens a room with a chainsaw. In the SW <0x32fff5,0x3de1cbe>
is the plasma gun.
* In the SW is a room with a radiation shield and small patches of green
acid in indentions along the walls. The SW indention <0x137b2c8,0xff25986d>
has a corridor to the south leading to a chamber with a rocket launcher and
a teleporter. The teleporter will get you to a red door, with a switch
<0xffe013c6,0xfd1015b7> behind it. Pushing that switch will open a secret
room in the beginning-room <0x5d894b7,0x76751d7> (SE corner) with a
E2M8: TOWER OF BABEL:
There are no secrets on this level.
E3M1: HELL KEEP
* The small grey chamber before the exit has a secret room <0xfc900da5,
0x7606912> in west containing the rocketlauncher.
E3M2: SLOUGH OF DESPAIR:
* To get a chaingun, follow the wall to your right (west) to the chaingun
behind the wall. The wall will lower when you walk over the red patch
<0x6b010ab,0x75220b7> to its west side.
? The second `finger' from the east has some cages with former sergants. To
get into those cages, walk over the red triangle <0x3fa278b,0x817fa0c>.
The floors of the cages lowers and a wall behind you will come down.
Unfortunatly I can't figure out what triggers the lowering of the pillar to
the red triangle described above, or whether it is operative in a normal
game.. It was lowered in a deathmatch game, but as I was kind of busy looking
for my brother then, I didn't look what caused it...
* The plasma gun is hidden in the western part <0x2072324,0x4ecdc0e> of the
pillar you see when you stand with your back to the second `finger' from the
* Directly north of the beginning is a great open place with 4 pillars.
Pressing the switch <0xfea95756,0xaff327> in the north will lower the middle
pillar <0xfe921ce9,0xfef4c1db>, so you can get the shotgun.
* To get to the rooms with the windows to the room in the beginning, go
north and take both the east and the west stairs, and then south.
* A little north of the middle is a round green lake <0x120905e,0x1754b6d> with
a lavalike ceiling. In an indention <0x1c9c5cd,0x1c492ee> in the east is the
* In the SW is a corridor with two platforms (one in the north and in the
south). There is a small corridor in the south. When you follow it, you'll
come to a T-split. In the west (right) is an invunerability, usefull for
runnig over the lava in the east. Take the turn left (east). You should be
on the southern platform of the corridor. In the south of that platform you
can see a lava/blood maze <0xfd9760e5,0x1de4aec>. In that maze you'll find
the BFG9000 <0xff1ebaad,0xdeec44> in the SE corner and a supercharger
<0xfe3afdf3,0x2101114> in the NW corner. You can also get to the lave maze
by going directly north from the beginning, then taking the west stairs,
then following the path north.
* One of the most northern chambers (the one just before the blue door leading
to the exit) has two air shafts flanking a formation you could describe as a
coach facing north. When you stand on the coach <0xff6e17cb,0x532520e> the
wall part west of the stairs south will lower allowing you to get the map.
The wall part <0xfffcfa97,0x41c62aa> east of the stairs will lower when you
This encompasses 83% of the secrets on this level.
E3M4: HOUSE OF PAIN:
* The first room to the west from the beginning has a secret room <0xfebbbdcd,
0xc4c579> in the SE corner containing the shotgun.
* In the SW (a bit behind the blue door) is a room with a doors to the east
(the entrance), to the north (where you find the BFG9000 <0xffdaa1b0,
0xfd07e1fa> in some lava), to the west (where alot of Imps and a baron of
hell await you) and to the south. The south chamber has a secret room
<0xff49f58f,0xfae5873e> to the west filled with rockets.
* In the south middle east of the blue door is a room with a door to the north
and a small patch of blue lake on the east side. Press the wall <0x3ddce70,
0xf9d91cc3> a bit more north of that patch of blue for a green armorvest.
+ In the middle is a room with two pillars with switches on all sides.
Here is a rude ascii-chart of the scene to faciliate solving this.
[#] is a door opened by switch #
[Y] is the yellow keycard door
[R] is the red keycard door
Behind door 2: an invunerability
Behind door 3: the yellow key
Behind door Y: the red key
+--+ | |
| +-------+ +--+
+-------------+ +  [Y] |
|  | ---+---+--+ rest of the level...
| --------+--+   | .
|  | +-+[R]+--+ |
| --------+--+ | | |
| 0 4 | | |
| 3  1 7  5 | ++ +-+ +-+ +
| 2 6 | +-+ +-+ +-+ <----- secret wall, press it
. +-+ for a radiation suit
* As drawn above, there is a secret wall <0x6cffeee,0xfdd03be8> in the south of
the most eastern indention. It contains a radiation suit.
This encompasses 75% of the secrets on this level.
E3M5: UNHOLY CATHEDRAL:
* Take the most western entrance to the cathedral. Push the west wall
<0xfc4e8e97,0xfc5dfd80> and get the lightamplifier <0xfad56408,0xfc1fa3ee> in
the SW corner.
* The most NW chamber (the one with the lava floor) has secret door
<0xfa4ed057,0x61933f5> to the east with a radiation suit. The transporter in
the room leeds to the middle of the map/cathedral.
* The east wall <0x2d56f0d,0x9b29c1> of the big central room of the cathedral
(the one with the four 2x2-teleporters) hides a small niche with a
supercharger and a chainsaw.
* Also the four stony structures to all sides of the middle warp-in are hollow.
The doors will automaticly open each time you warp in to the middle from
another place (from outside to inside).
* In the cathedral are four 2x2-teleport-places. The northern two are
connected to the north by a corridor. That corridor has a secret passage
<0xfd48642a,0x56afd0c> in the NW.
* The most northern room has three switches and a teleport with crushing
The SE-switch opens the secret doors in the corridors to the east and west,
enabeling you to get the rocket launcher and some rockets.
The NE-switch lowers the blue key in the NW-corner.
The NW-switch lowers the chaingun in the NE-corner.
The teleporter in the SW teleports you to the NE corner of the cathedral.
* The most eastern room (east of the exit) has a small pit, from where many
enemies will warp in. To the east of that room, behind the skull <0x787fd10,
0x2eaf2e4>, is the BFG9000.
+ For those of you wondering just which damn transporter you have to take to
get out the middle of the cathedral: it's the most southwestern of the
northwestern patch of transporters.
E3M6: MT. EREBUS:
* In the east is a cubus-formed building on a hexagon isle. The east alcove
<0xd1027ea,0xfe2234b7> is the way in. In the NW corner <0xb9d75d8,
0xfeb0d1db> is the backpack. Pushing the skull <0xbd80026,0xfe22bffe> on
the west wall lowers the wall in the SE, releasing the enemies trapped there.
Pushing the skull <0xc5fdf50,0xfe67fb05> on the north wall lowers the wall
in the NE, so you can get the radiation suit there.
* In the north is a NW-SE oriented structure with two cages with Imps at
both sides of the entrance. That structure has a secret door inside in
the middle of the NE wall <0x3a60e7c,0x356d9b4> (at the small light on the
floor) and a teleporter in the middle of the SW wall <0x281e808,0x22e23de>.
The teleporter will put you on a high structure further north. From
there you can 'jump' west and get the chainsaw. You can get out via the
transporter in the SE side <0x34a6f68,0x9bd1900> of the structure you warped
* East of the above described NW-SE oriented structure is a small _|_ formed
building on a small hill. The building contains two teleporters. The
eastern warps you on the NE ridge of the hill, where you can get the plasma
gun <0x7e352bd,0x1c1c059>. The western transporter also warps you to a ridge
(NW) of the hill, but there are only some shotgun shells there.
* The small blue building <0x941bec7,0x293e0bb> in the NE contains a radiation
suit and cacodemons.
* All compact flaming red structures contain enemies and often an invunerability
or a radiation suit. Sometimes one of the walls goes down, spilling the
enemies. However I can't find the trigger of many of them (some open when
you're near them). I don't know whether they are 'secret'.
+ The exit is in the middle west: follow the south wall over the lava, you'll
see a tunnel <0xfb186e6b,0x54a49e> going north to the blue door, and further
the exit beyond.
This encompasses 50% of the secrets on this level. In a yet undiscovered
part of this level should be the warp to E3M9: Warrens.
E3M7: GATE TO LIMBO:
* Beyond the northern blue door is a maze of small lava tunnels. In the SE
corner <0x7a37332,0x5bec063> of this maze is the BFG9000 and a transporter
to the SW quadrant of the map. In the NW is a transporter <0xff7323ef,
0x824218c> warping to the SW quadrant, the red key <0xfe3f638e,0x6fd04ca>
and a red door.
? Behind the red door is a switch, but I haven't pinpointed the door it opens.
+ There are several pillars in the various lava-lakes with red doors, all
(0) In the most SW lake is in the north a pillar <0xf9e908db,0xfc8d60ac>. It
warps you to a room where you can see the yellow door. In the same room
is also a switch <0xfcaffa88,0x45f8a18> on the east wall, pushing it
activates a bridge in room (1).
(1) In the middle (big) lake is also a pillar <19c3b9d,362e08> with a
transporter. It warps you to the room west of the above room.
In this room is also a yellow door, in it is a switch that activates the
bridge to the pillar in the middle of a lake (.
- In the most northern lake are two pillars (east/west). The western pillar
has a transporter to the SW ridge looking out over the
middle pillar..... The switch opens a door???
The eastern pillar <2d380df,57aafc9> leads to the ridge east, with the
- SE: 31ff6e7,faea6d2e> NE of tower, with plasma gun.
- In the NW lake is in the north a pillar <0xfe1aff7a,0x4093707> containing a
transporter. It warps you to the yellow door.
+ Not a real secret room, but in case you are wondering: the room in the middle
contains a plasma gun and a blue armorvest.
+ This level is very similar to E3M1, but is much more difficult.
* Just like in Hell Keep, there is a rocketlauncher just in the west of the
small grey chamber <0xfd20a96c,0x76057af> in the NW.
+ Note that many of the hidden rooms full of enemies (the rooms that open when
you go over the transporter-lookalike in the NW) contain weapons and other
goodies. Most beneficial of those is the BFG9000 in the SW corner of the
lake (west behind the entrance).
NOTE: Many levels do not have complete secret door descriptions. You may want
to check out the DOOM maps. If you are willing to write a complete
description on all of the doors on a level, please E-mail me.
*10-3*: When should I use each weapon?
FIST: Never use unless you have Berserk. This is really cool, but not as
good as the chain saw.
CHAIN SAW: Good for tight corners. Rips apart the Demons and Spectres.
This is probably the beast weapon for non-shooting enemies. The chain saw
also works wonders on Cacodemons. They turn away when you start to chop
them, and cannot fire.
PISTOL: Average weapon. Does damage to the Former Humans, but the shotgun is
preferred. Only to be used when in dire need of ammo.
SHOTGUN: This is probably the best all around weapon. Use this much of
the time as it is very powerful. Its only problem is that its rapid fire
is not very fast. Very useful in "mazes" where enemies are very close but
not in large amounts.
CHAINGUN: This weapon takes a fair amount of time to kill enemies. Good
for a lot of monsters in a row. Also very useful for Imps and Demons,
because the chain gun can keep them from firing back.
ROCKET LAUNCHER: Good for occasional long shots at many enemies in one
place. Be careful, however, this weapon can hurt you as well if the
rocket bursts at close range. Very useful in DeathMatch mode. :)
PLASMA RIFLE: Rapid fires very quickly. Hurts some enemies a lot, and
others not as much. Tends to block the view, which is very dangerous when
you have a large amount of enemies coming toward.
BFG9000: The most powerful weapon. Kills almost ANY enemy in one shot,
but uses a lot of energy cells and rapid fire is very slow.
[10-4]: Where can I get the chain saw on episode one?
The chain saw can be found on level two of mission one. Here's how
to get it.
(1) Hit the switch surrounded by the acid.
(2) Go through the door that the switch opened. This will take you to a
(3) On the WEST side of the maze, look for a secret door. Listen for the
sound the character makes when looking for a door. When you find a
section of wall where he doesn't make the sound, shoot the wall. (or
punch the wall with your fist to save ammo)
(4) Follow the passage which was opened.
(5) Activate the red button in the large room.
(10-5): How powerful is the ammunition?
1 Ammo = 1 point of damage
1 Shotgun = 7 points (fires 7 pellets at 1 point per pellet)
(not every pellet will hit every target)
1 Berserk = 10 points
1 Cell (Plasma Rifle) = 2 points
1 Rocket = * 20 points
1 BFG9000 = * 50 points
*: Rockets and BFG9000 shots have an area effect. The direct hit values
are given above.
*10-6*: How many enemies are in the entire game?
Episode 1 2 3 Total
Humans 214 60 37 = 311
Sergeants 281 54 91 = 426
Imps 277 275 167 = 719
Demons 90 158 141 = 389
Spectres 63 15 36 = 114
Lost Souls 0 113 129 = 242
Cacodemons 0 50 76 = 126
Barons of Hell 2 18 18 = 38
Cyberdemons 0 1 1 = 2
Spiderdemon 0 0 1 = 1
TOTAL 927 744 697 = 2368
The following charts display the amount of enemies per level and
per episode, in Ultra-Violence mode.
*10-6-1*: Knee Deep in the Dead
Level 1 2 3 4 5 6 7 8 9
Humans 9 53 28 22 28 22 47 0 5
Sergeants 16 8 47 16 46 57 56 6 29
Imps 4 18 47 36 31 57 39 5 40
Demons 0 0 7 11 12 20 7 18 15
Spectres 0 0 2 0 14 22 1 10 14
Barons of Hell 0 0 0 0 0 0 0 2 0
*10-6-2*: Shores of Hell
Level 1 2 3 4 5 6 7 8 9
Humans 15 0 18 2 14 11 0 0 0
Sergeants 10 0 1 6 22 11 4 0 0
Imps 14 82 27 27 40 39 46 0 0
Demons 11 19 17 17 26 35 33 0 0
Spectres 1 2 2 2 0 3 5 0 0
Lost Souls 0 12 14 11 26 30 0 20 0
Cacodemons 3 0 6 11 6 9 5 0 10
Barons of Hell 0 1 4 4 3 2 0 0 4
Cyberdemon 0 0 0 0 0 0 0 1 0
Level 1 2 3 4 5 6 7 8 9
Humans 0 6 0 22 0 7 2 0 0
Sergeants 0 11 1 18 0 18 9 0 34
Imps 18 0 34 26 35 36 0 0 18
Demons 5 8 14 53 33 6 17 0 5
Spectres 0 11 4 5 2 4 0 0 10
Lost Souls 0 36 14 21 13 32 9 0 4
Cacodemons 3 8 2 13 6 22 9 2 11
Barons of Hell 0 0 2 3 5 1 1 1 5
Cyberdemon 0 0 0 0 0 0 0 0 1
Spiderdemon 0 0 0 0 0 0 0 1 0
(10-7): How many shots does it take to kill each enemy?
Here is a chart that show that amount of each kind of ammunition it
takes to kill enemies. This chart pertains to Ultra-Violence mode.
| Chapter [10-7] Chart |
| Ultra-Violence Mode |
| Monster | AMMO | SHOT | ROCK | CELL | 9000 |
| Human | 2 | 1 | 1 | 1 | 1 |
| Sergeant| 3 | 1 | 1 | 2 | 1 |
| Imp | 6 | 1 | 1 | 3 | 1 |
| Demon | 14 | 3 | 1 | 7 | 1 |
| Spectre | 14 | 3 | 1 | 7 | 1 |
| Souls | 10 | 2 | 1 | 5 | 1 |
| Cacodmn.| 36 | 6 | 2 | 18 | 1 |
| Barons | 100 | 15 | 5 | 50 | 1 |
| Cyberdm.| 400 | 58 | 20 | 200 | 4 |
| Spider | 300 | 43 | 15 | 150 | 3 |
Note: This chart pertains to direct hits only. Missed shots increase the
amount of ammunition required to kill any enemy.
=SECTION THREE= DOOM ADD-ON SOFTWARE
CHAPTER *11*: What is DOOM add-on software and where can I get it?
DOOM add-on software is software, not made by id Software, that
modifies, changes, or helps you with your game when playing DOOM. Some
examples are cheating utilities, map editors, and sound editors. This
software is in no way endorsed by id, and neither id Software nor myself
take any responsibility for any problems you have with this software. DO
NOT contact id regarding any of this software. Most of this software will
not work on the shareware version of DOOM, by request from id Software.
Most of this software is available from these sites unless specified
FTP (1) ftp.uwp.edu /pub/msdos/games/id/home-brew/doom
FTP (2) wuarchive.wustl.edu /pub/MSDOS_UPLOADS/games/doomstuff
FTP (3) ocf.unt.edu /pub/doom/(directory_name_here)
BBS (4) Software Creations (508)-365-2359 (2400 baud)
(508)-368-7036 (9600-14.4k v.32bis)
(508)-368-4137 (14.4k16.8k HST/DS)
CHAPTER *12*: What cheating utilities have been made for DOOM?
This chapter describes utilities that have been created to help
people cheat at DOOM.
[12-1] DMSAVED v1.01
A saved game editor. Offers some options not available on other
editors. Only works on v1.1 saved games.
Bob Manen (firstname.lastname@example.org)
Site (3): save_edit/dmsav101.arj
[12-1]: DOOMEdit v4.1
A saved game editor. This works on ALL version of DOOM, including
v1.2. Have fun!
The Harrison Hackers:
email@example.com (mysterious person)
Site (2): dmedit41.zip
Site (3): save_edit/dmedit41.zip
[12-2]: DOOMED v1.2
A very good saved game editor, allowing a large variety of
Arun Bhalla (firstname.lastname@example.org)
Site (2): doomed12.zip
Site (3): save_edit/doomed12.zip
[12-3]: DOOM: The Cheat 2
A saved game editor. Currently only works on DOOM v1.1. No
upgrade information is known.
Joe Snow (Nuclear Meltdown BBS: (508)-234-5777: User #3)
Site (1): dmcheat2.zip
[12-4]: DOOMSAFE v1.02
DOOMSAFE version 1.02 is a safe DOOM save file editor. Supports
keyboard and mouse, DOOM v0.99, v1.1, and v1.2 savefiles, and provides easy
access to options not available in the normal game and/or other editors.
Ramco van de Woestijne (Unknown address)
Site (1): doomsb12.zip
Site (2): doomsb12.zip
[12-5]: DSGEDIT v3.0
A saved game editor. This editor also works on NetDOOM games.
Currently only works on DOOM v1.0 and v1.1. Upgrade information is unknown.
David Daraniero (CompuServe: 71005,2557)
Site (1): dsgedit.zip
[12-6]: EDITGAME v1.1
A saved game editor for DOOM. EDITGAME v1.1 only works on DOOM
v1.1. Upgrade information is unknown.
Brad Mettee (email@example.com)
Site (1): edtgme11.zip
CHAPTER *13*: What add-on software allows me to alter DOOM?
[13-1]: BSP v1.1
A 100% working nodes builder which builds the correct BSP nodes and
blockmap data for any WAD file.
Colin Reed (firstname.lastname@example.org)
Site (3): wad_edit/bsp11x.zip
[13-2]: DEU v5.0
A map editor to create brand new levels for DOOM or edit existing
ones. Includes manual, tutorial, and complete source code. Handles nodes
Raphael Quinet (email@example.com)
Site (2): deu50.zip
Site (3): wad_edit/deu50.zip
[13-3]: DMapEdit v2.1
A DOOM map editor which allows editing of things and level
structure. Has trouble handling segs and nodes.
Site (2): dmaped21.zip
Site (3): wad_edit/dmaped21.zip
[13-4]: DMAUD v1.1
DMAUD will store sounds into or extract sounds from DOOM.WAD
files distributed with DOOM versions 1.0, 1.1, and 1.2. In addition, DMAUD
will play the sound if a SoundBlaster compatible sound card is present.
DMAUD v1.1 supports PPM and GIF graphics formats and also has option to
create PWAD files.
Input files can be any format (.AU, .VOC, .WAV, .SND, etc) and any
sample rate; they will be converted as necessary.
Bill Neisius (firstname.lastname@example.org)
Site (2): dmaud11.zip
Site (3): sounds/dmaud11.zip
[13-4-1]: DMFE v0.0.1
DMFE provides a simple front-end to Bill Neisius' excellent utility,
DMAUD, which allows you to alter the sound files used in DOOM.
Douglas Reedy (email@example.com)
Site (1): dmfe001.zip
[13-5]: DMGRAPH v1.0
Allows importing and exporting of graphics for DOOM. v1.0 allows
usage of PPM or GIF graphic files in 320x200x256 format.
Bill Neisius (firstname.lastname@example.org)
Site (2): dmgrap10.zip
Site (3): wad_edit/dmgrap10.zip
[13-6]: DOOMCAD v4.0
DOOMCAD is a "state-of-the-art" DOOM map editor for Windows.
Allows creations of levels from scratch, three dimensional previewing,
drag-and-drop editing, and fairly good handling of nodes.
Matt Tagliaferri (email@example.com)
Site (2): doomvb40.zip
Site (3): wad_edit/doomvb40.zip
[13-7]: DOOMDump v0.1
Dumps WAD files to text.
Steve Simpson (firstname.lastname@example.org)
Site (3): wad_edit/doomdump.zip
[13-8]: DOOM Editor - The Real Thing v2.50b3
A DOOM map editor which allows map changes, bitmap viewing, and
sound importing and exporting. Very little knowledge of DOOM WAD structure
needed. Requires Windows v3.1.
Unknown name (email@example.com)
Site (2): DE_250B4.zip
Site (3): wad_edit/DE_250B4.zip
A collection of two utilities: SND.EXE allows a sound to be put
into a PWAD file. CAT.EXE allows two PWAD files to be merged into a third.
Unknown Name (firstname.lastname@example.org)
Site (2): doomtool.zip
Site (3): wad_edit/doomtool.zip
[13-10]: DOPE v1.2
DOPE is a DOOM Object Placement Editor. This program will allow
you to completely edit object placement in all levels.
Chris Carollo (email@example.com)
Site (2): dope12.zip
[13-11]: Jumble v3.0
JUMBLE is a DOOM item randomizer; it randomly places, objects,
enemies, and powerups in new locations.
Some useful features include savable configuration files, object
weighting, removal of items, retention of items, and netDOOM compatibility.
Also reads RanDOOM v1.x *.W files.
The optional add-on archive includes many different already created
*.JBL files for immediate playability.
Site (1): jumble30.zip and jumble3s.zip
Site (2): jumble30.zip and jumble3s.zip
Site (3): random/jumble30.zip and random/jumble3s.zip
Site (4): jumble30.zip and jumble3s.zip
[13-12]: MDE: My DOOM Editor v0.90b
Allows modification of DOOM levels, including object placement,
light levels, floor and ceiling heights, secret areas, acid damage,
blinking lights, crushing ceilings, moving platforms, teleports, and more.
Not a complete level structure editor.
Patrick Steele (Unknown address)
Site (2): mde90b1.zip
Site (3): wad_edit/mde90b1.zip
[13-13]: Move Level v1.0
Move Level allows modification of the episode and mission number
in a DOOM PWAD file.
Steve Stimpson (firstname.lastname@example.org)
Site (3): wad_edit/movelev.zip
[13-14]: NodeNav v0.8
Allows observation of the geometry of the nodes structure for a
particular DOOM level.
Frank Palazzolo (email@example.com)
Site (2): nodenav.zip
Site (3): wad_edit/nodenav.zip
[13-15]: RanDOOM v1.6
RanDOOM is a utility which will randomize the placement of
objects in the DOOM playfield. Additionally, RanDOOM has some smarts and
fixes major problems that other randomizers have. RanDOOM allows you to
tailor its randomizing to your personal taste. RanDOOM has the capability
to randomize and create PWAD files as well.
Scott Coleman: ASRE Software (firstname.lastname@example.org)
Site (2): rdoom16.zip
Site (3): random/rdoom16.zip
[13-16]: Renegade Graphics DOOMED v1.0
Allows advanced DOOM map editing. Allows modification and
creation of PWAD files.
Site (3): wad_edit/rgdmed10.zip
Renegade Graphics BBS: (615)-337-9198
Allows modification of the episode and mission number in a DOOM
ASRE Software (email@example.com)
Site (3): wad_edit/renwad.zip
[13-19]: VERDA v0.20
With VERDA, you can move THINGs around the map and change them
to other things. You can change LINE triggers, SIDE image selection,
SECTOR image selection, floor heights, ceiling heights, sector actions
(raising/lowering, etc.), and properties (acid/blinking lights, etc.) You
can graphically see which lines trigger which sectors, and change this.
You can display the NODE information graphically, but it cannot currently
Mike Carter (firstname.lastname@example.org)
Site (3): verda020.zip
Site (3): wad_edit/verda020.zip
[13-20]: WAD Extended Tools v1.0
Allows viewing and hex editing of WAD resources such as pictures,
textures, color maps, and more.
Unknown Name (email@example.com)
Site (3): wad_edit/ewt.zip
[13-21]: WAD Hacker v2.0
WAD Hacker is a DOOM WAD file resource viewer. Allows viewing of
all graphical resources. BMPs can be generated from any graphic and PWAD
files can be produced from any level.
Roger Hayes (firstname.lastname@example.org)
Site (3): wad_edit/wadhak.zip
[13-22]: WADMASTER v0.5
Allows adding and removing of THINGS in DOOM levels. Also displays
NODES, SSECTORS, and SEGS.
Site (2): wdmstr05.zip
Site (3): wad_edit/wdmstr05.zip
WADNAME is a utility which will display the episode and mission
number of all replacement levels contained in a given WAD file.
ASRE Software (email@example.com)
Site (3): wad_edit/wadname.zip
[13-24]: Wads_Up v1.0
Wads_Up is basically a THING editor. It allows you to move
objects, graphics, enemies, around a level.
Gary Whitehead (firstname.lastname@example.org)
Site (3): wad_edit/wadsup10.zip
[13-25]: WAD Tools v1.0
WAD Tools is a freeware program to be used with id Software's
phenomenal action game, DOOM. It is designed to let any curious
individual peruse the contents of the DOOM WAD file. Anyway, WAD
Tools will let you do any number of operations on the resources in
the WAD file. You can view it in hex mode, or if it's a graphic
resource, you can view it in 320x200x256 VGA mode. You can also
export it to a file (an LBM if it's a graphic resource), or replace
it by importing a file. And, if you're really brave, you can export
all the resources in the WAD file to individual files.
Jeff Miller (email@example.com)
Site (1): wt100.zip
Site (2): wt100.zip
CHAPTER *14*: What add-on data files exist for DOOM?
[14-2-1]: Barney DOOM
At last! The TRUE EVIL genius behind DOOM is revealed to be
Barney and his Sponge Minions! This graphicial patch for DOOM changes
DOOM's enemies to pictures of that beloved dinosaur, Barney.
Bill Neisius (firstname.lastname@example.org)
Site (2): bdoom.zip
Site (3): graphics/bdoom.zip
[14-1-2]: Barney DOOM 3-D
The original Barney DOOM only utilized one graphic to portray
Barney, making him very "flat." Barney DOOM 3-D uses many different
graphics created with 3-D Studio, making him look much more realistic and
David Lobser (email@example.com)
Site (3): graphics/BARNEY3D.ZIP
Adds DOOM logos to your Windows system.
Site (3): graphics/doom4win.zip
A FLI animation using a morphing technique to display many of the
enemies in DOOM.
Site (3): graphics/doommorf.zip
[14-1-5]: Gory IMP Graphics v2.0
Replacement graphics for the Imp enemy. Makes the death of that
beloved creature a little more gory.
Greg Grimsby (unknown)
Site (2): imp_grfx.zip
Site (3): graphics/imp_grfx.zip
[14-1-6]: Pacman DOOM
The latest arrivals from the Inter-Dimensional Gateways: yes, the
Pacmen have invaded DOOM. "There's no turning back now."
Bill Neisius (firstname.lastname@example.org)
Site (3): graphics/pacdoom.zip
Here is a list of every PWAD (new mission for DOOM) that I have
found on the Internet. Be warned that most use graphics from the
registered version, making many non-shareware compatible. To use these
PWAD files, run DOOM with the following command line:
"DOOM -FILE .WAD -WART "
All of these PWADs are available from:
Site (3): wads/episode1
Note: Missions marked with a "D" are for DEATHMATCH mode only.
EPISODE MISSION \
FILENAME AUTHOR AUTHOR'S E-MAIL ADDRESS DEATHMATCH
11inhell.zip Josh Phallus email@example.com E1M1 D
23castle.zip Aaron Auseth firstname.lastname@example.org E1M1
666.zip Steve Last email@example.com E1M1
DeWadz1.zip Unknown Unknown E1M1
ambush.zip Mattias Widmark firstname.lastname@example.org E1M1
arena.exe Tony Hayes email@example.com E1M1D
beholder.zip Alex Cannon firstname.lastname@example.org E2M1
bobworld.zip Bob Last email@example.com E2M1
brian3l1.zip Brian Last Unknown E3M1
cjme2m1.zip Chris Last firstname.lastname@example.org E1M1
cross.zip Alistair Brown email@example.com E1M1
daemon.zip Cameron Newham firstname.lastname@example.org E1M1D
daemon2.zip Cameron Newham email@example.com E1M1D
darkness.zip Pasi Nikkanen firstname.lastname@example.org E1M1D
deadly21.zip Ken Tam email@example.com E2M1D
death.zip Unknown Unknown E1M1
death2.wad Unknown Unknown E1M1
diamond.exe Unknown Unknown E1M1/M1
dmatch.zip Unknown firstname.lastname@example.org E1M1
dmatch11.wad Raja Shekar email@example.com E1M1D
dylan1.zip Dylan Last firstname.lastname@example.org E1M1
e1l1ar.zip Unknown email@example.com E1M1
e1l1kp.wad Karl Peters firstname.lastname@example.org E1M1
e1l5ko1.zip Ken Ordes email@example.com E1M5
e1m1bc1.arj Billy Chow firstname.lastname@example.org E1M1
e1m1cyb.wad David Lobser email@example.com E1M1
e1m1dal.zip David Lobser firstname.lastname@example.org E1M1D
e1m1edb.zip Unknown email@example.com E1M1
e1m1osk3.arj Osku Salerma firstname.lastname@example.org E1M1D
e1m1osku.arj Osku Salerma email@example.com E1M1D
e1m5_djs.zip David Shaw firstname.lastname@example.org E1M5
e2m1ed.zip Ed Last email@example.com E2M1
e2m2bce.wad Brendy Ebel firstname.lastname@example.org E2M2
e2m8pat.zip P. Mahoney email@example.com E2M8
e2m9mh.wad Mike H. Unknown E2M9
e3wadskh.zip Kevin Haley firstname.lastname@example.org E3M2/M3/M5/M6
episode4.zip Kevin Ordes email@example.com E4M?
ew-e1l1.zip Eugen Woiwod firstname.lastname@example.org E1M1
flash.zip J.D. Frazer email@example.com E1M1
fy1a.zip Unknown firstname.lastname@example.org E1M1/M2
hhwad1.arj Unknown Unknown E1M1
hockey10.zip Seth Cohn email@example.com E1M1D
hunte1m1.zip Unknown Unknown E1M1D
hunte1m2.zip Unknown Unknown E1M2D
jadml1m1.zip Curtis Turner firstname.lastname@example.org E1M1D
jeff-1-2.zip Jeff Sobotka email@example.com E1M2D
jeg.zip Jeremy Last firstname.lastname@example.org E1M1/M2
jf-e1l1.zip Josh Last email@example.com E1M1D
kent2.wad Kent Last firstname.lastname@example.org E1M1
legend1.exe Tony Hayes email@example.com E1M1
levpack.zip Unknown firstname.lastname@example.org E1M1/M2/M4
lewis21e.zip Lewis Beard email@example.com E2M1
lit-e2m1.zip Chris Hopkins firstname.lastname@example.org E2M1
megawatt.zip Unknown Unknown E1M1
netbeast.wad Chris Schultz email@example.com E1M1
newhits1.zip Many authors Many authors E1M?
pet.zip Craig Wendland firstname.lastname@example.org E1M2
pet2.zip Craig Wendland email@example.com E1M1
sc.zip Christian Antkow firstname.lastname@example.org E1M1
scream.zip Cameron Newham email@example.com E1M1
shadwad.zip Sergey Ishchenko firstname.lastname@example.org E1M1
ss-e1l2.zip Stanley Stasiak email@example.com E2M1
stones.zip Michael Kelsey firstname.lastname@example.org E1M1
sw-e1l1.zip Stan Warman email@example.com E1M1/M2
temple11.zip Mark Mackey firstname.lastname@example.org E1M1
thinkwad.zip Denis Auroux email@example.com E1M1/M2
tlhwads.exe Tony Hayes firstname.lastname@example.org E2M1/M2
tncross.zip "Valis" Unknown E1M1D
tncross2.zip "Valis" Unknown E1M1D
tnspires.zip Unknown Unknown E2M1
toe.wad Unknown email@example.com E1M1
ttadom11.zip "TTA" Unknown E1M1
[14-2-1]: PWAD Authoring Template v1.1
For all of you PWAD authors out there, here is the "Official" PWAD
authoring template. When you release your PWAD, please fill this form out
and place it in the information file you create about your PWAD.
Title : .
Author : Your name here
Email Address :
Misc. Author Info :
Description : Set the mood here
Additional Credits to :
* Play Information *
Episode and Level # : ExMx (,ExMx,...)
Single Player : Yes/No
Cooperative 2-4 Player : Yes/No
Deathmatch 2-4 Player : Yes/No
Difficulty Settings : Yes/Not implemented
New Sounds : Yes/No
New Graphics : Yes/No
* Construction *
Base : New level from scratch/Modified ExMx/xxx.WAD
Build Time :
Editor(s) used :
Known Bugs :
* Copyright / Permissions *
Authors (MAY/may NOT) use this level as a base to build additional
(One of the following)
You MAY distribute this WAD, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
You MAY not distribute this WAD file in any format.
You may do whatever you want with this file.
* Where to get this WAD *
Here is a catalog of various sound collections available for DOOM.
Bill Neisius' DMAUD v1.1 or similar utility is needed to import most of
these into DOOM.
A second set of sounds for DOOM from the movie Aliens.
Site (3): sounds/aliens2.zip
[14-3-2]: AWSUM Sounds v100.2
A collection of some of the best DOOM sounds from many other DOOM
Christian Reed (firstname.lastname@example.org)
Site (2): awsdm1-2.zip
Site (3): sounds/awsdm1-2.zip
A collection of "realistic and frightening" sounds for DOOM.
Chris Hayashida (email@example.com)
Site (3): sounds/dm_chris.zip
A collection of explicit and controversial sounds for DOOM. May
offend some users.
Site (2): dm_gheto.zip
Site (3): sounds/dm_gheto.zip
A collection of DOOM sounds taken from the movie Aliens.
Site (3): sounds/dmaliens.zip
Miscellaneous sounds for DOOM, including samples from Star Wars,
Richard Nixon, Pac Man, and Ren and Stimpy. DMAUD is required to use these
Site (1): dmmisc.zip
Site (3): sounds/dmmisc.zip
A collection of new sounds for DOOM. They are: Aliens pulse
rifle, Evil Dead's Ash saying "Groovy," and the Predator clicking sound.
Daniel Kennett (firstname.lastname@example.org)
Site (1): dmnsnd1.zip
Site (3): sounds/dmnsnd1.zip
A collection of sounds taken from The Simpsons for DOOM. Homer
says "WooHoo!" when you pick up a weapon, "Doh!" when you fall or
try to open a locked door, and yelps in pain when you take damage.
Site (1): dmnsnd2.zip
Site (3): sounds/dmnsnd2.zip
A collection of new sounds for DOOM. Includes a new pistol and
chain gun sound, a new fireball sound, new death screams, and the Predator
Site (1): dmnsnd3.zip
Site (3): sounds/dmnsnd3.zip
A collection of 49 new sounds for DOOM. Many samples were taken
from Monty Python and the Holy Grail. Others were taken from DMSILLY.ZIP.
Adam Isgreen and Andre Vrignaud (email@example.com)
Site (1): dmpython.zip
Site (3): sounds/dmpython.zip
A collection of new sounds for DOOM. The second file contains a
PWAD file to insert the sounds from "DMSILLY.ZIP" into DOOM.
Name Unknown (firstname.lastname@example.org)
Site (1): dmsilly.zip (standard)
Site (2): dmsilly1.zip (PWAD)
Site (3): sounds/dmsilly.zip and sounds/dmsilly1.zip (PWAD)
A collection of 36 new sounds for DOOM. These samples were taken
from many different sources.
Scott Schuricht (email@example.com)
Site (1): dmwierd.zip
Site (3): dmwierd.zip
A collection of DOOM sounds taken from various movies, TV shows,
songs, and sound effect CDs.
Stephen Pandke (firstname.lastname@example.org)
Site (2): dmzound1.zip
Site (3): sounds/dmzounds.zip
A collection of new sounds for DOOM. These samples were taken from
Army of Darkness and Evil Dead II. "ash-doom.zip" contains a PWAD for
Brian Olson (email@example.com)
Site (1): doom-ash.zip
Site (3): sounds/doom-ash.zip and sounds/ash-doom.zip (PWAD)
A Windows program that will play the sounds from DOOM. Requires a
Windows sound card driver.
Michael Albers (firstname.lastname@example.org)
Site (2): doomsnds.zip
[14-3-16]: DOOM Wicked Sounds
A sound collection for DOOM.
Site (3): sounds/doomwkd.zip
An assortment of new sounds for DOOM. Requires DMAUD.
Site (1): doomwavs.zip
Site (2): doomwavs.zip
A collection of the original DOOM sounds for use with the DOOM
Site (3): sounds/dsmdoom.zip
A collection of DOOM sounds taken from the movie "Terminator."
Site (3): sounds/dsmterm.zip
[14-3-20]: Great DOOM Sounds
An assortment of new sounds for DOOM. Requires DMAUD.
Site (1): Great.Doom.Sounds.zip
Site (3): greatds.zip
[14-3-21]: Homers' DOOM
A collection of sounds taken from "The Simpsons" for DOOM.
Dave Sawford and Andrew Gerrard (email@example.com)
Site (2): homerdm1.zip and homerdm2.zip
Site (3): sounds/homerdm2.zip and sounds/homer.zip (PWAD file)
[14-3-22]: James' Brown DOOM
A collection of DOOM sounds taken from several James Brown CDs.
Steven Fox (firstname.lastname@example.org)
Site (3): sounds/jb-doom.zip
A collection of sounds for DOOM.
Site (2): mydoom10.zip
Site (3): sounds/mydoom10.zip
[14-3-24]: Not For Kids
A collection of raunchy and controversial sounds for DOOM. May
offend some players. Requires DMAUD.
Name Unknown (email@example.com)
Site (1): not-4-kids.zip
Site (3): sounds/not4kids.zip and sounds/not-4-kids.V2.0.exe
[14-3-25]: Sally's DOOM
An audio patch file for DOOM derived from "When Harry Met Sally"
Site (1): dmsally.zip
Site (3): sounds/dmsally.zip
A collection of sounds for DOOM taken from "Star Trek" TV series
Pete Hesse (firstname.lastname@example.org)
Site (3): sounds/st-snds.zip
[14-3-27]: Star Wars v1.1
A collection of DOOM sounds taken from the movie Star Wars.
Name Unknown (email@example.com)
Site (3): sounds/dmstrwr1.zip
A collection of sound for DOOM taken from Howard Stern. Includes
both a PWAD and the actual sounds.
Site (3): sounds/sternwad.zip
A collection of sounds for DOOM taken from the Three Stooges.
Phil Robinson (firstname.lastname@example.org)
Site (3): sounds/stooges.zip
A collection of sounds for DOOM taken from the movie "Star Wars."
Site (3): sounds/swfxpwad.zip
A collection of sounds for DOOM taken from the movie "Terminator 2."
Site (2): t2sounds.zip
Site (3): sounds/t2sounds.zip
CHAPTER *15*: What other miscellaneous DOOM add-ons exist?
[15-1]: BNUDOOM v1.26
A DOOM serial driver replacement utilizing a fossil driver. Allows
modem-modem connections with modem speeds up to 115K with full error
correction and hardware flow control, non-standard IRQ setups, voice to
modem connections (no need to wait for RING in this case - goes straight to
on-line to get the handshaking going), option NOT to drop DTR after a game
has ended in order to restart the game without losing the connection, and
more. If you are having trouble with your modem and DOOM, this is for you.
David Nugent (address@here)
Site (3): multi_doom/BNUDM126.ZIP
[15-2]: The DOOM Hall of Fame: Collectors Edition
This package contains a compilation of the most visually
entertaining (not to mention highly educational) .LMP files that you will
ever see. When you finish watching these you will not only be a veteran at
the techniques and secrets of DOOM, but you will also have seen some of the
most spectacular near-death battles this side of Phobos.
Included with this package are:
- LMP's of ALL the levels, with ALL the secrets and ALL Kills.
- The famous Hall of Fame .LMPs!
- Unbelievable RanDOOM .LMPs!
- LMP's created with different PWADs .wad files.
- ALFRED, The Automatic LMP File Recorder and Developer, to make
viewing and recording as simple as firing a shotgun.
Michael Houston (email@example.com)
Site (3): lmp/lmpvol1.exe and lmp/lmpvol2.exe
[15-3]: DOOM Launcher for OS/2 v1.1
This program will create a REXX exec on-the-fly that will launch
the DOOM v1.2 registered version with appropriate DOS SETTINGS and
PARAMETERS to allow you to play DOOM under OS/2 2.1 in one of 3 ways:
Stand alone, via Modem, and network. This program supports all known
command line options for the DOOM.EXE, SERSETUP.EXE, and IPXSETUP.EXE
Kevin Royalty (firstname.lastname@example.org)
Site (3): /pub/doom/misc
[15-4]: DOOMLOAD v2.01a
A replacement for DOOM's SETUP.EXE which allows quick net and modem
play, "Sudden Death" play, play-logging for Novel networks, LMP recording
and playback, and more.
Christian Antkow (email@example.com)
Site (2): doomld2.zip
Site (3): multi_doom/doomld2.zip
[15-5]: DOOM Master v2.0
The "ultimate" DOOM shell/launcher, handling everything from
network to modem play, all DOOM conifgurations, and even has CD-ROM audio
Joe Wilcox (firstname.lastname@example.org)
Site (4): dm200.zip
[15-6]: DOOMenu v2.0
DOOMenu is a utility which allows IPX network, modem, and
null-modem play quickly and easily. DOOMenu allows you to choose
coorperative or deathmatch with respawn or monsters on or off. It can load
a save game, or use an external WAD file. It will ask you for the skill,
episode, episode map, number to dial, and whether to disable call waiting.
It can store up to 9 different default phone numbers for speed dialing.
Site (3): multi_doom/doomenu2.zip
[15-7]: DOOMODEM v1.0
Changes the default port addresses and IRQs for SERSETUP in DOOM
v1.2, allowing modems with different configurations to play with others.
Joshua Lehan (email@example.com)
Site (2): doomodem.zip
[15-8]: DOOM Modem Contact List R7
The purpose of this list is to act as a directory of DOOM Modem
players to help DOOMers connect with each other. If you are seeking a
fellow player, simply locate someone near you on this list and send
If you would like to be added to the list, send E-mail with the
subject "DMCL - Add me" to 73743,431 on CompuServe, or
"firstname.lastname@example.org" on the Internet. Please provide the following
1) State/Province/Country (For North America, please use the state/province
2 character postal abbreviation.)
2) Area Code
3) NNX - This is the first 3 digits of your phone number, also known as
your exchange. (Not required for European addresses)
6) Game play preference (D=Deathmatch/C=Cooperative/E=Either)
7) E-Mail Address
Example: Canada, ON, 416, 631, Jeff Forsyth, Toronto, E, 73743,431
Jeff Forsyth (CompuServe: 73743,431)
Site (3): text/dmcl7.txt
A series of DOOM pictures, including death scenes, barrels, and
a close up of a rocket. These graphics are in PCX format.
Edgar Roman (email@example.com)
Site (2): doompics.zip
[15-10]: DOOM Serial Connection Manager v1.06b
DOOM Serial Connection Manager is an alternative to using SETUP.EXE
or command line parameters to set up serial connections. It allows you to
change many more options than with SETUP, and allows you to save up to 40
Sharvari Bhatt (firstname.lastname@example.org)
Site (2): dscm106b.zip
Site (3): multi_doom/dscm106b.zip
[15-11]: DOOM Utilities v0.1
Allows you to view DOOM maps. Includes such features as zoom, pan,
and multiple episode support.
Bill Kirby (email@example.com)
Site (1): dmutil01.zip
[15-12]: DOOM WAD Manager v1.05b
DOOM WAD Manager is a program that allows you to organize and work
with all of your DOOM PWAD levels. You can catalog your PWAD and IWAD
files, change the level a PWAD modifies, and run DOOM with a single IWAD
or PWAD to try them out.
Sharvari Bhatt (firstname.lastname@example.org)
Site (2): dwm105b.zip
Site (3): misc/dwm105b.zip
Converts DOOM's MUS music files to MIDI and MIDI files to MUS. Now
all we need is to be able to import and export the music!
id Software (email@example.com)
Site (1): mus2midi.exe
These are some files which may be useful in getting DOOM running over
a TCP/IP network. Included is an older version of a 3Com Etherlink III
packet driver from 3Com, which has been found to be more reliable than
the newer version from the Crynwr collection. Also included is an older
version of the Crynwr collection, which includes a number of useful
utilities that were taken out of the newer version. An old version of an
IPX-to-PD converter is also included, which seems to run much better with
DOOM than the new version by Intel.
Other files include a copy of the DOOM IPX FAQ.
Steve Bonds (firstname.lastname@example.org)
Site (1): oldipx.zip
Site (3): multi_doom/oldipx.zip
A DOOM SERSETUP.EXE replacement which allows many baud rates,
fixes all serial bugs, chat functions, statistics display, warping, and
Russell Gilbert (email@example.com)
Site (2): ser4.zip
Site (3): multi_doom/ser4.zip
[15-16]: The Ultimate DOOM Maps
1024x768x256 GIF maps of all DOOM levels.
Hap Campbell (firstname.lastname@example.org)
Site (2): ultmaps1.zip
[15-17]: Unofficial DOOM Specs v1.3
Technical information about the DOOM .WAD file for programmers.
Includes complete explanation of all components of the .WAD file,
Matt Burnett (email@example.com)
Hank Leukart (Distribution: firstname.lastname@example.org)
Site (1): dmspec13.txt
Site (2): dmspec13.txt
Site (3): text/dmspec13.txt
Site (4): dmspec13.zip
CHAPTER : Future add-on software
*16-1*: Add-on software wish list
Attention programmers! Here is a wish list, created by the DOOM
players, of add-on software that should be made for DOOM. If you would
like to make an addition to this list, please send me E-mail. Additionally,
if you are planning on creating one of these utilities, tell me, and I'll move
it to the "Add-on software in the making" chapter.
o DOOM MIDI music editor
*16-2*: Add-on software in the making
This chapter tells about add-on software which is being currently
worked on. If you are working on something that is not in here, please send
me E-mail so I can put it in. In this section, you can also request help on
creating some add-on software.
Author: Ghent (email@example.com)
Status: Looking for programming project. If anyone would like help
from an experienced programmer for a DOOM project, E-mail
COMING FROM EMPTY PRODUCTIONS (firstname.lastname@example.org):
Note: These projects have been delayed for an unknown amount of time.
JADE - Just Another DOOM Editor.
640x480x256 color VESA standard support.
Level editor with Mouse support.
- FEATURES / Special Effects -
- Map transformations :
MIRROR BEND RIPPLE
SKEW STRETCH TIGHTWAD
SQUASH BUBBLE "AutoMake"
- Integrated JUMBLE.
- Perspective View of Level. (Possibly with Texture mapping)
LGD - Looking Glass Doom
Part of the JADE release.
will mirror, some, but not all Maps inside of DOOM.
GREAT for the seasoned player.
SUDS - Screwed Up DOOM Sounds
Sorta the SOUND version of the original JUMBLE program
MMP - Music Management Program
Manage the musical scores in DOOM.
replace them with your own MIDI selections
A DOOM Graphics editor. - For Enemies, Walls, Floors, Weapons, etc..
=SECTION FOUR= TROUBLESHOOTING
CHAPTER : Why won't DOOM work correctly?
This chapter helps you if you cannot game the game to function as it
[17-1]: How can I use SMARTDRV.EXE with DOOM?
Some people have been complaining about problems with DOOM and
SMARTDRV.EXE. DOOM is not completely compatible with SMARTDRV.EXE, but
here is how you can get it to work. Try putting the following command in
your CONFIG.SYS (This will not work in the AUTOEXEC.BAT):
The double buffering uses memory differently than the normal
SMARTDRV.EXE commands. This command will take up 2k of conventional RAM and
cannot be loaded into high memory. This has been tested on two machines that
did not work with SMARTDRV.EXE, and this corrected the problem.
[17-2]: Why am I getting an "OUT OF MEMORY" error with DOOM?
If you are receiving an "OUT OF MEMORY" error when attempting to run
DOOM, you might want to attempt any of the following:
(1) DOOM requires at least 4mb of RAM. Check to make sure you have
at least this amount.
(2) If you are using MS-DOS 6.0, try holding down the LEFT SHIFT key
during bootup. This will stop all your TSRs from loading. Remember to
reinstall your mouse driver, however.
(3) If you are using MS-DOS 5.0, rename your AUTOEXEC.BAT to stop all
your TSRs from booting.
(4) If you are using MS-DOS 6.0, try running MEMMAKER to free up more
RAM at bootup time.
(5) Try running DOOM without using HIMEM and EMM386. If you are
using a different memory manager, try removing it instead.
[17-3]: Why does DOOM crash when I start it?
Your motherboard may not be compatible with the DOS extender that
DOOM uses. Try getting DOOM v1.1. If that still does not work, try running
DOOM with one of the DOS extenders in the file "altdoom1.zip". See Chapter
 for more information on how to get these files.
[17-4]: How can I run DOOM under OS/2?
People have been having a lot of trouble getting DOOM v1.2 to work
under OS/2. id Software is working on a way to allow it to work.
CHAPTER : Why won't my sound card work with DOOM?
This chapter helps fix problems with various sound cards in DOOM.
[18-1]: Why won't my Sound Blaster v1.0 or v1.5 work with DOOM?
The v1.0 shareware release of DOOM does not work correctly with
earlier versions of the Sound Blaster. It is recommended that you receive
v1.2 of DOOM to fix this problem. Information on getting this upgrade is
available in Chapter .
If you insist on using v1.0 of DOOM, here is two different ways to
fix your problem, although they are not guaranteed to work on all computers.
(1) If you have a turbo button on your computer, turn it off. Run
DOOM, and when the title screen appears, turn it back on.
(2) Disable the internal cache.
(18-2): Why won't my Sound Blaster Pro work with DOOM?
If you are using an older graphics card that supports HiColor (16
bit graphics) you may have trouble getting this to work correctly. The
only recommendation is to borrow a friend's graphics card.
[18-3]: Why won't my Gravis UltraSound work with DOOM?
To get DOOM to run properly with both music and digitized sound
effects on the Gravis UltraSound, follow these four steps.
(1) Set your ULTRASND environment variable. For versions of DOOM
before v1.2, a GF1 IRQ less than 8 must be used.
example: SET ULTRASND=220,1,1,7,5
|_______ GF1 IRQ
Note: DOOM v1.2 can use ANY vaild GF1 IRQ, including 11, 12, or 15.
(2) DOOM requires that you have installed the General MIDI patch
set from the 2.06 Install Disks that came with your UltraSound (also
available via FTP and BBS). DOOM will find your patches using the
ULTRADIR environment variable. Therefore, you must set the ULTRADIR
example: SET ULTRADIR=C:\ULTRASND
(DOOM will look in C:\ULTRASND\MIDI for the patches)
Note: Step 3 is only required for DOOM v1.0: operating system 0.99.
(3) You will need to copy ULTRAMID.INI into your DOOM directory and
rename it to DMXGUS.INI (or find and use the DMXGUS.INI file).
ULTRAMID.INI is a part of the UltraMID/AIL package (also available via FTP
(4) Run the SETUP program in the DOOM directory and select the
UltraSound for both SFX and music. Now run DOOM!
*18-4*: Why does the game crash when using my Gravis UltraSound?
DOOM v1.2 has a small bug which causes DOOM to crash on some
systems, some of the time. People have reported that these crashes
can be minimized by using an IRQ at 7 or less, and upgrading the GUS'
on-board RAM to 1024k.
(18-5): Why won't my Pro Audio Spectrum 16 work with DOOM?
You may be using an older version of DOOM such as v1.0 or v1.1.
Get DOOM v1.2 for full PAS-16 support in native mode.
If the game is locking up after the "HU Init" line, there is a
solution. Make sure you are loading your PAS MVPRODD.SYS driver low.
Loading it high can cause DOOM to lock up.
(18-6): Why won't my ATI Stereo-F/X work with DOOM?
Turning off DMA buffering in the sound card's SFX.EXE
configuration program should fix this problem.
CHAPTER : Miscellaneous DOOM problems
(19-1): Why won't my mouse work with DOOM?
(19-1-1): Why does my mouse start moving itself during play?
Older mouse drivers cause a problem for DOOM. Make sure you are
using Microsoft mouse drivers v9.x instead of v8.x. Logitech mouse drivers
v6.x work as well. The newest Logitech mouse drivers are available at the
FTP site "wuarchive.wustl.edu" in the directory
"/systems/ibmpc/msdos/mouse" under the file name "drvr???.zip" where ??? is
the version number of the drivers.
If you continue to have this problem, try playing with the keyboard
or joystick, with the mouse unplugged. DOOM has a bug that causes it to do
strange things at times. v1.3 will fix this problem
[19-1-2]: Why won't my two button mouse work with DOOM?
DOOM's SETUP.EXE program assumes that one has a three button mouse.
The left button is "fire," the right button is "forward," and the center
button is "strafe." If you run the setup program that comes with DOOM, you
can assign "strafe" to the right mouse button, and the setting for "Move
Forward" then appears to be blank. In actuality, "Move Forward" is set to be
permanently "on." This can be fixed easily. Edit the file "DEFAULT.CFG" in
your DOOMDATA directory (C:\DOOMDATA\DEFAULT.CFG by default) with any ASCII
(text) editor. The three lines of interest are: mouseb_fire, mouseb_strafe,
and mouseb_forward. The settings for these are 0 (left button), 1 (middle
button) and 2 (right button). When you ran the setup program, mouseb_forward
was assigned a value of -1. Go ahead and change this to "1", save the file
and restart DOOM. The final entries should appear as:
This will allow you to shoot with the left button and strafe with the
(19-1-3): Why won't my IBM PS/2 mouse work with DOOM?
The IBM PS/2 mouse does not seem to work well with DOOM. id
Software is working on a solution to this problem. The only current
solution that has been discovered is to load DOOM under Windows. Doing
this allows the mouse to work perfectly.
*19-2*: Why does netDOOM seem to crash at certain times?
This is a known bug, and id Software is working on a fix.
*19-3*: Why won't my modem work with DOOM?
You may use a non-standard IRQ for your COM port. You can get the
"DOOMODEM.ZIP" utility to fix this. (see Chapter [15-7])
DOOM seems to be very picky about certain kinds of modems and the
initialization strings you use with them. Here is a list of initialization
strings that seem to work well. Many modems have more than one in this
list; if one does not work, try another one. Place these initialization
strings in the first line(s) of your MODEM.CFG file.
Boca M1440i (internal)
Boca 14.4k (internal)
Boca 14.4 Fax/Modem
AT S46=0 S37=9 N0 &Q0 &D2 &K4
Boca 14.4k (external)
AT &F S0=1 S36=0 &K0 &Q6N0S37=9 &D2
AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
Cardinal 14.4k v.32bis, v.42bis Fax/Modem
AT &F N0 S37=9 &Q0 &D2 \N1
Digicom Systems (DSI) (softmodem)
AT Z \N0 &D2 &K0 S48=48
Digicom Systems Scout Plus
AT &F S37=9 %C0 &K0 &Q6 \G0
Gateway Telepath 14.4k
AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
Gateway Telepath I
AT S0=1 &N6 &K0 &M0
Gateway Telepath II
AT S0=1 S37=9 %C0 &Q0 &K0
Generic v.32bis 14.4k Fax/Modem
AT \N0 %C0 B8
Generic 14.4k Fax/Modem
AT S46=0 S37=9 N0 &Q0 &D2 %C0 \G0 &K0
GVC 14.4k (internal)
AT &F B8 \Q0
Hayes 28.8k V.FAST Modem
AT &Q6 &K S37=9 N %C0 \N0
AT&Q0 S37=9 N0 &D2
AT \N0 %C0 \Q0 B8
Intel 14.4k (internal)
AT Z B8 Q1 \C0 \N1 %C0 \V "H
AT %C0 \N0
AT &E &K0 B0 \V0 X4 &D2 \N1 \Q0 #J0 #Q9 %C0
Nokia ECM 4896M Trellis V.32.
AT Z %C0 /N0
Practical Peripherals 14400FX v.32bis
AT Z S46=0 &Q0 &D2
Practical Peripherals 14400FX v.32bis
AT S46=0 &Q0 &K0 &D2
AT &F0 S46=136 %C0
AT &K &Q &D \N1
Supra 14.4k v.32bis
AT &F S46=136 &Q0 &D2
Supra 14.4k v.32bis
AT &K &Q &D \N1
AT &F&M0&K0&N6&H0 S0=1
USR Courier v.32bis
ATS0=1 S7=60 E1 Q0 V1 &C1 &D2 &H0 &K0 &M0 &N6 &A3
USR Courier HST/DS 16.8k
In your favorite terminal program, type "AT &F" BEFORE running
DOOM. Then, put the following initialization string in the MODEM.CFG.
Putting "AT &F" in the string does not work.
AT X4 B0 &A0 &B0 &H2 &I0 &K0 &M0 &N6a
USR DS v.32bis v.42bis (external)
USR Sporster 9600
USR Sportster 14.4k Fax/Modem
AT S0=1 S7=60 E1 QO V1 &C1 &D2 &K0 &N6 &A3
Note that this LEAVES ERROR CORRECTION ON! This may slow down the game,
and your mileage may vary.
USR Sportster 14.4k Fax/Modem (internal)
USR Sportster 14.4k (internal)
AT &F &B1 &H0 &I0 &K0 &M0 &N6 &R1
USR Sportster 14.4k
USR Sportster 14.4k
AT &F0 &K0 &M0 &N6 &H0 &I0 &B1 &R1
AT &K0 &H0 &D0 &I0 &R1
USR 14.4k Dual Standard
Zoom 14.4k VFX
Zoom 14.4k VFX (at 14.4k: your mileage may vary)
Zoom OEM Modem
AT Z &N4 &K0
(19-4): Why is my network slowing down when using DOOM?
You may have an older version of DOOM, such as v1.0 or v1.1. These
older versions utilized broadcast packets, which slow down many networks.
Upgrading to v1.2 will fix this problem, since v1.2 utilizes direct
*19-5*: Why won't the v1.2 patch install correctly?
The DOOM v1.2 patch expects to find the ORIGINAL game in your DOOM
directory. If you replaced or altered the DOOM.EXE file with a new
version, the patch will not work.
If you are using the shareware version, you may have an older
release of v1.1. (there were two v1.1s) It is recommended that you
download the full v1.2 again.
If the patch complains about missing "LICENSE.DOC" and/or
"FILE_ID.DIZ," the command "PATCH -ignoremissing" can be used. However,
this will not help if the patch complains about "DOOM.EXE" or "DOOM.WAD."
If you are using the registered version, some distributors shipped
an older release of v1.1. It is recommended that you call your
distributor, or E-mail "email@example.com" if you ordered from id
Software for more help.
[19-6]: DOOM is too easy
If you find DOOM too easy, here are some suggestions.
(1) Play on a harder difficulty level.
(2) Only save your game at the beginning of each level.
(3) Never save your game and try completing the mission.
(4) Only use your fist and pistol for the entire game.
(5) Turn down your screen contrast so you can see less.
(6) Use the "-respawn" parameter upon loading DOOM to allow the
monsters to revive in other difficulty levels.
[19-7]: DOOM is too hard
If you find DOOM too hard, here are some suggestions.
(1) Play on an easier difficulty level.
(2) Save your game often.
(3) Try using some of the cheat codes or a cheating utility.
(4) Turn up your screen contrast so you can see more.
(5) Press F11 during game play for gamma correction.
[19-8]: I get motion sickness when playing DOOM
There have been a lot of discussion about this phenomenon. In short
some people experience dizziness attributed to the game movement. There were
many theories, most along the line of motion sickness. Some also said that
the animation is too smooth so it fools your brain into believing it to be
real. Others said its too jerky and it makes you vomit like being sea sick.
Another popular theory is that lack of proper acceleration (like on-off high
speed) attribute to the nausea. I will not go into discussion of why.
Instead, I will post some steps people suggested. Remedies are not
guaranteed to work. There are many, all are experimental and some will have
opposite effects on different people. This, it seems, is a very individual
(1) Try different display sizes. Either use different size monitors
or use the screen size option to vary the display window.
(2) Try sitting closer/further from the display (don't stick your
nose in it, I don't want you to get radiation sick). Try combining this with
focusing/defocusing on the display or surroundings. This is to see if you
are being aware that you are looking at the monitor and hopefully it may
convince your brain that what you play is not really real.
(3) Try different machine speeds. If you have a turbo switch try
playing with it on/off.
(4) Try different input devices. With a mouse you can control
acceleration more accurately than with a joystick or the keyboard.
(5) Play on your friend's/colleague's computer. See if it is
(6) Have breaks while you play. Play in turns. Watch others play &
then play yourself.
(7) If you have sound card, try playing with/without the sound. If
your sound card is stereo try playing with headphones on. Reverse the
headphones so that left becomes right.
After switching machines, many have problems adjusting too.
On a 486, things may seem "too smooth." On a 386, it may make you want to
vomit. Sometimes you just have to give time to adjust.
=SECTION FIVE= MISCELLANEOUS
CHAPTER *20*: DOOM: Opening a door to hell
When I was sent this by an interested DOOM player, I could not
help but put it in the FAQ! This has been slightly edited.
Riffing concept borrowed from Mystery Science Theater 3000 which is the
property of Best Brains, Inc, which had nothing to do with this post.
DOOM and its characters are borrowed from id, which also had nothing to do
with this post. This post is meant for entertainment purposes only and
is not intended as a personal attack on Jerry Falwell, Nancy Reagan, Ted
Kennedy or Mr. Ed (well, maybe a personal attack against Jerry Falwell).
Floss daily. Always look both ways before crossing the street.
With all due respect and apologies to id and Mystery Science
Theater 3000, I humbly present the following.
SCENE: The Shores of Hell, Command Center, the Marine is engaged in a
rocket battle with a Baron of Hell when an imp runs in carrying
a piece of paper.
Imp: Hey you guys, cool it. You've got to see this.
[Marine and Baron stop shooting and walk over to the imp]
Baron: What do you want.
Marine: This better be good.
Imp: Bite me. Just read this.
> From: An innocent DOOM player
> Subject: Doom : Opening a Door to Hell
> Date: Tue, 15 Mar 1994 09:54:26 GMT
> This is a warning to all players of the game DOOM! I played the game one
> Friday night
Imp: Just one?
Marine: What great self control.
Baron: What a great self abuser is more like it.
> recently and after playing for approximately 15 minutes I was attacked by
Marine: You played for 15 minutes before you were attacked by a demon!!??
What level where you playing on... please don't hurt me I'm a wuss??
Baron: Pretty much.
> And I don't mean the demons in the game; I'm talking about angels of Satan.
Marine: ..the hell?? Angels of Satan?? Isn't that kind of like good
samaritans of the IRS?
Imp: Is he talking about us?
Baron: Bite me, I'm nobody's angel.
> DOOM is a virtual reality game, like Wolf 3-D, and is capable of drawing
> people in and holding them captive; thus making them very susceptible to
> the kind of attack I experienced on Friday night.
Marine: I think cheap booze makes people susceptible to the kind of attack
Imp: Yeah, that Mad Dog will have you seeing "Angels of Satan" in no time.
> To those of you taking this warning seriously;
Baron: Both of you.
> watch out for attacks by the following demons :
Baron: Jerry Falwell
Marine: Nancy Reagan
Imp: Ted Kennedy
Baron: Mr. Ed
Baron: Well I'm sorry, but I always thought there was something a little
evil about a talking horse.
> Fear, Addiction, Aggression, and Frustration. These are the ones that
> attacked me.
Imp: War, pestilence, famine and death merely stood by and egged them on.
> My advice is this : ERASE THESE GAMES NOW!!!!
Marine: My advice is : You should really just relax.
> A further warning;
Baron: Always remember to wear clean underwear in case you're ever
attacked by a spectre.
Imp: Never stand beside a barrel when engaged in a duel with 20
> from episode two upwards, take a look at the walls and the
> floors where you walk.
Marine: If you'll look to your left you'll see the stains
left from when I toasted three spectres with just a chainsaw and 15%
health. And up ahead we have the famous room of lost souls where I
Baron: Shut up.
> Notice anything;
Marine: Dead bodies.
Marine: Acid pools.
Baron: Small pieces of bread.
> pentagrams, goats heads and other satanic symbols. The game is full of them!
Baron: You say that like it's a bad thing.
> That's all I have to say; please take it seriously!
> --An innocent DOOM player
Imp: There's something I don't understand about this rant. If he
only played for 15 minutes how did he know about all of the stuff
from episode two upwards?
Marine: Well, he never actually said he stopped playing after 15 minutes;
just that he was attacked by demons after 15 minutes.
Baron: Yeah, maybe he was so deep into the game he was able to shut out
all the distractions.
Imp: Okay, it's a stretch, but it's some sort of explanation.
However, explain for me, if you can, why he even bothered to
start the game if he's so upset by demonic symbols. It's obvious
from the readme file...
Baron: Like anyone that clueless is going to check the readme file.
Imp: ..or the FAQ...
Imp: ..that the game is full of demons, lost souls, barons of hell and
other minions of the deep.
Marine: Not to mention the fact the episodes are titled "Knee-deep in the
Dead", "The Shores of Hell" and "Inferno".
Baron: And the title screen has several images of less than pleasant things.
Imp: Exactly. If you haven't figured out by the time you start the
game that it's not for the faint of heart then you're really too
stupid to live.
Baron: Pretty much.
Marine: You know, there's another possible explanation to this post.
Baron: And what pray tell might that be?
Marine: It could be a staged protest in order to create controversy over
the game which would lead to more publicity.
Imp: You mean like when Reverend Wildmon picketed against "The Last
Temptation of Christ"...
Baron: ...or the death threats against Salman Rushdie.
Marine: Exactly. By telling people that they shouldn't do something you
immediately perk up their interest in doing that thing.
Baron: But, all of the cool people already know that Doom is the hottest
Marine: Yes, but when the commercial version comes out there will be a
whole bunch of people going into the local software store trying
to decide between "Leisure Suit Larry XXVII" and "Yet Even More
Obnoxious Lemmings". If they haven't heard of Doom they probably
won't buy it.
Imp: Good point. We should encourage the unwashed masses to buy
Doom so the guys at id will make buckets of money and be
encouraged to continue writing games.
Baron: Well, thanks for the info.
Imp: No problem. [imp leaves the room]
Baron: You realize of course I'm going to have to kill you now.
Marine: Bite me, big boy.
[Marine fires rocket, all hell breaks loose again, fade to black, screams
in the background.]
CHAPTER *21*: Other literature available from Hank Leukart
Other literature from Hank Leukart includes:
dmspec13.txt: The Unofficial DOOM Specs v1.3
dinsan56.txt: DOOM iNsAnItY: A humorous look at our favorite game
CHAPTER : Conclusion
Phew! Well, that is all I have! I hope this FAQ proves to provide
a good resource for DOOM information. If you have any suggestions,
additions, or comments for the FAQ, send me E-mail at
"firstname.lastname@example.org". Now, I will just wait in horror as id
Software releases a press release about a new, upcoming game.
Thanks for reading the FAQ! -Hank Leukart
SUPPORT YOUR SHAREWARE COMPANIES! REGISTER YOUR SHAREWARE!
CHAPTER : Revision History
[23-1]: Pre-Game-Release FAQs
v1.0: First release of the DOOM FAQ. (October 25, 1993 EST)
v1.0a: When ASCII uploading v1.0, the spacing malfunctioned. This is
the same version as 1.0, except with fixed spacing. (October 25, 1993
v2.0: First major revision of the "Official" DOOM FAQ. Id gets involved,
giving new information. The FAQ is rearranged. The FAQ is renamed
from "The DOOM FAQ" to the "The 'Official' DOOM FAQ." (November 1,
v2.5: A standard revision of the "Official" DOOM FAQ. More information
comes in on what DOOM will and won't support. More DOOM iNsAnItY is
added. Information on related DOOM software is added. Information on
DOOM's music and multi-playing is added. Sorry! The "Official"
DOOM FAQ is no longer 666 lines. :) (November 13, 1993 EST)
v2.6: A minor revision of the "Official" DOOM FAQ. Grammatic and spelling
errors are corrected. The use of asterixs, parenthesis, and
brackets are used to highlight which information is new to a FAQ.
Two new additions to DOOM iNsAnItY that didn't quite make it
to the v2.5 release are added. More multi-playing information
added. (November 17, 1993 EST)
[23-2]: Post-Game-Release FAQs
v5.0: A major revision of the "Official" DOOM FAQ. DOOM is released. FAQ
is completely rewritten. FAQ tells about troubleshooting, cheating,
and add-on software. New additions to DOOM iNsAnItY. (December 18,
v5.5: A standard revision of the "Official" DOOM FAQ. DOOM v1.2 is
released, and information on modem play is added. DOOM iNsAnItY is
released seperately. A complete list of add-on software, modem init
strings, and troubleshooting guidelines are added. (February 24,
v5.6: A minor revision of the "Official" DOOM FAQ. New add-on software is
added. Many grammatic problems fixed. The secrets section is
rewritten. (April 17, 1994 EST)