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Conference 501clb::pcdoom

Title:Doom - The Game
Notice:Doom stuff - see 183 Out of HOURS Access
Moderator:BAHTAT::HILTON
Created:Tue Jun 14 1994
Last Modified:Thu Jun 05 1997
Last Successful Update:Fri Jun 06 1997
Number of topics:212
Total number of notes:3287

54.0. "Doom FAQs" by KAOA09::KAOP97::SOWREY (Son of Worf) Thu Jun 16 1994 10:19

This topic reserved for Doom FAQs (Frequently Asked Questions
lists)
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54.2WAD Development FAQKAOOA::SOWREYSon Of WorfThu Jun 16 1994 10:48753
 --------------------------------------------------------------------
  DESIGN11.FAQ -- Frequently Asked Questions about DOOM Level Design
 --------------------------------------------------------------------
  Version 1.1, 13 June 1994.      Editor: Tom Neff <[email protected]>
 
 
INTRODUCTION
------------
 
  This is a FAQ for DOOM level design in general, not how to use a
particular editor.  If you want to know about playing DOOM rather than
designing new levels for it, read the DOOM FAQ (see Appendix B).
 
  Designers should also get the Unofficial DOOM Specs (see Appendix B).
 
  Contributions to this document are welcome (see Appendix C).
 
  The sections below are: EDITORS, WALLS, SECTORS/ROOMS/FLOORS/CEILINGS,
DOORS, TAGS/TRIGGERS/EFFECTS, MONSTERS/THINGS, LEVEL MAPS,
GRAPHICS/SOUNDS, and OTHER ERRORS.  The Appendices are: THE 10 MOST
COMMON DESIGN ERRORS, GETTING ESSENTIAL FILES, CONTRIBUTING TO THIS
DOCUMENT, and LEVEL DESIGN SOFTWARE LIST. Questions and paragraphs are
numbered for reference.
 
 
1. EDITORS
----------
 
  [1-1] What's the best level editor?  Where can I get Editor X?
 
  A. Try them out and decide for yourself.  See Appendix D for a list of
the current popular editors.  They are all found on the primary DOOM FTP
sites, which are listed in Appendix B.
 
 
2. WALLS
--------
 
  [2-1] I flagged a two-sided wall Impassable, but monsters and players
can still shoot through it.  What's wrong?
 
  A. Two-sided walls don't stop bullets/fireballs, no matter what flag
bits you set.  To stop shots, you need either one-sided lines (void
space) or a floor-ceiling mismatch high enough to block the line of
sight.  "Impassable" only refers to motion by monsters or players.
 
-----
 
  [2-2] I set "Blocks Sound" on the lines surrounding a room, but monsters
still seem to hear me.  What's wrong?
 
  A. A sound you make will activate non-deaf monsters if they can hear it.
Your sound fills your sector completely (even if it has non-contiguous
"extents" - a potentially useful effect), then travels to sectors that
are are adjacent to the one you're in, and then to sectors adjacent to
those, and so on.  Sound will stop at one-sided lines, it will stop at
closed doors or other floor/ceiling cutoffs, and it will be "diminished"
at two sided lines which have the "blocks sound" bit set.  It takes TWO
(2) lines with "blocks sound" to stop the sound.  (This is confirmed by
the comments in ID's released DOOMBSP code.)
 
  So - place a thin "buffer sector" next to your room, with both lines
flagged "Blocks Sound," and monsters on the other side of the buffer
sector won't hear you.
 
             -- with material from Richard Krehbiel <[email protected]>
 
-----
 
  [2-3] OK, I understand how sound blocking works and my monsters work
properly, but why can *I* can still hear everything (monsters, shots,
lifts, etc), even across "Blocks Sound" lines?
 
  A. Sound blocking only affects monsters.  Human players can hear
everything possible (if there is a physical sound path) without regard
to line flags.  Sound does attenuate with distance, e.g., a distant lift
will sound faint to you, a near one loud.  (Monsters hear perfectly at
any distance.)
 
-----
 
  [2-4] I wanted to make a doorway that LOOKS like a wall, by taking a
passable two-sided line and giving it a Normal texture on one or both
sides.  Then you could walk/shoot through it, hide behind it, etc.  But
when I loaded my level and walked up to the secret wall, it looked like
weird colored strings, and my PC slowed to a crawl.  What's wrong?
 
  A. We call this the Medusa Effect - it looks like snakes and you turn
to stone. :-)  It happens because you used a *multi-patch* texture on
the Normal of your passwall.  A fuller explanation of patches and
textures can be found in the Unofficial Specs (see Appendix B), but
briefly, each texture (like STARTAN3) is built from one or more graphic
"patches" (like SW19_1 and SW19_2); and for some reason, DOOM's engine
can only draw SINGLE-patch textures on passable walls.  Examples of
single-patch textures (which you could use) are BROWNGRN, SKINTEK2, and
ASHWALL.  Examples of multi-patch textures that won't work are STARTAN3,
COMPBLUE, and WOODSKUL.  A complete list (TEXPATCH) of textures and the
patches that make them up is available on major DOOM archive sites (see
Appendix B).
 
-----
 
  [2-5] I got some strange colored dots and lines on some of my walls, but
I wasn't trying to make anything secret or strange.  My PC seems to run at
full speed and the walls function normally, but they look funny.  What
did I do?
 
  A. We call this Tutti Frutti effect (TFE).  It happens for one of two
reasons: either you used a short texture (less than 128 high) on a
taller wall, or you used a transparent texture (like MIDGRATE) on an
Upper or Lower surface, instead of the Normal surface.
 
  The "short texture TFE" happens because textures are only *vertically*
tiled on 128 pixel boundaries.  If your wall is taller than your texture
and the texture is less than 128 high, DOOM fills in the extra pixels
with quasi-random garbage, hence the colored tutti frutti.  You often
see this when designers put "STEPx" on 20-24 high steps.
 
  The "upper/lower holes TFE" happens because Upper and Lower surfaces
actually have *nothing* behind them, so DOOM has nothing to show through
the holes; hence random garbage or tutti frutti.
 
-----
 
  [2-6] A wall in my level looks strange - it seems to flash rapidly
with lots of overlapping textures and pictures from elsewhere in my
viewscreen.  What did I do wrong?
 
  A. This is the infamous Hall Of Mirrors (HOM) effect.  You probably
omitted a necessary texture: either the Normal of a one-sided line, or
the Upper/Lower of a side whose upper/lower surface is exposed to air.
Many editors will catch this nowadays, but you can still run into it
when a lift or floor/ceiling movement exposes a surface that was
"originally" covered in the editor.
  Note that there is another way to get Hall Of Mirrors, from too many
lines in view: see [9-1].
 
-----
 
  [2-7] There is a place in my level where the whole screen flashes for
a moment, usually in random hash but sometimes in a pattern.  If you
keep walking, it goes away.  Am I hallucinating?
 
  A. That's the "Moire'" or "Flash Of Black" error.  It's another
DOOM bug/limit, triggered by getting close to a wall in a very tall
room.  The effect first kicks in at about 559 units high, and gets worse
(you see it farther from the wall, and stay in it longer) as the room
gets taller.  (The "pattern" you see is actually your old room's ceiling
texture, repeated forever at a great distance above and below you, as
though you were floating in some vast Stargate.  Cosmic, man!)
 
  If you don't really NEED the tall room, get it below 559 high.  (Some
people make F_SKY1-ceiling exteriors very tall, for example, because
they figure "why not?"  Answer: moire' error is "why not.")  If you must
have it, accept the (harmless) error, or else work your way down to
below 559 high with steps up (constant ceiling) before exiting the room.
 
  This is supposedly fixed in 1.4.
 
-----
 
  [2-8] Some of my level's walls behave strangely.  If you stand on the
edge, or in the corner, of this *big* room I built, you can SEE the wall
sort of "jump" and slide around.  If you shoot from there, the bullets
sometimes stop right in front of your face!  What did I do?
 
  A.  This is the Long Wall Error (LWE).  Your wall is thousands of units
long, right?  That gives the DOOM engine fits with round-off error
when it tries to compute and display the wall's position relative to
you.  The blocked shots are from the "real" wall right in front of your
face!  The solution is simple: break up long lines.  Keep them under
1024.  If you choose 768 or 512 unit long "segments," you will never
have a problem with X offsets in the texture tiling.
 
 
3. SECTORS/ROOMS/FLOORS/CEILINGS/STAIRS
---------------------------------------
 
 
  [3-1] Is it possible to make a two-story area, where you could walk
over or under another player?
 
  A. Not really - that's a limit of the DOOM engine.  Only one sector can
occupy a given spot on the (2-D) map.
 
  You can do some fairly convincing imitations, though.  Two- or
three-"story" buildings have been done, with transporters placed in the
middle of the "up"/"down" staircases or lifts.  Criss-crossing mazes on
two or three levels (see OCTAGON) have been done, where you jump over
"trenches" while running the upper levels.
 
  You can also make things that LOOK like floating platforms, even
though you can't go both over and under them.  Judicious use of F_SKY1,
uppers and lowers does the trick.
 
-----
 
  [3-2] I set a sector's type to Light Pulsates Smoothly, but it doesn't.
 
  A. First, some versions of some editors got the pulsating sector type
wrong.  It is type 8.  Second, the smooth pulsing goes from the initial
brightness level *DOWN TO* the lowest adjacent brightness, and then back
up.  If the type-8 sector is at or below the brightness of all adjacent
sectors, nothing will happen.
 
-----
 
  [3-3] I made a Teleporter, but I can't get the "pentagram" floor
texture to line up properly with the teleporter pad.  Aren't there X and
Y offsets for floor textures?
 
  A.  No, floors and ceilings are tiled on a fixed 64x64 grid throughout
the level, regardless of where you draw your lines.  In order to make
the various patterns align properly, you need to build your ceilings,
telepads, etc, *on* the 64x64 grid or some multiple thereof.  Most
editors have some kind of grid overlay that can make this easier.
 
-----
 
  [3-4]  How do I make stairs?
 
  A.  Consult your editor's documentation: some have canned procedures
for this, and some do not.  In general, stairs must be shallow enough to
climb and wide and tall enough to fit through.  Remember that the HIGHER
step riser's floor must be at least 56 units below the LOWER adjacent
ceiling, or you won't fit.  You can only climb up 24 units at a time.
 
 
4. DOORS
--------
 
  [4-1] How do I make a door?
 
  A. Your editor's documentation probably covers this, including whatever
specific keys, buttons, menu selections (and so on) that you need to use
to do it.  But in general, for the simplest, "classic" Door you need to
have a sector lying between two other sectors.  The Door sector itself
should have its Ceiling set down to equal its Floor.  The two "door
face" lines should be two-sided, with their right (first) sides facing
outward; those right sides should have no Normal texture, but an Upper
texture of something "doorish" like BIGDOOR2.  The Door face lines
should have a "Door" Type number like 1, and Tag of 0.
  The other two ("door jamb") lines should be one-sided (void space
behind them), with a Normal texture like DOORTRAK and the "Unpeg
Upper" flag set.  (This holds the DOORTRAK still while the door goes up
and down.)  The lowest of the adjacent sectors' ceilings must be at
least 64 higher than the highest adjacent floor, or you will not be able
to walk through the door.  (The rising door stops 8 below the lowest
adjacent ceiling, and you are 56 high.) There are many more complicated
kinds of door and door-like features, but this is the simplest.
 
-----
 
  [4-2] I built a door in a high-walled room, and now the door texture
"repeats" all the way to the ceiling.  It's very ugly.  How do I get
rid of it?
 
  A. Recess the door.  Add a mini-"hall" leading from your main room,
with a lower ceiling height to match the texture height of your door, and
place the door in that.
 
        |
        +-+-+-------
        : |d|
  room  : |o|  hall
        : |o|
        : |r|
        +-+-+-------
        |
 
-----
 
  [4-3] I added a door but when I play the level, the door is already open,
and it makes an opening noise but it won't close.  What gives?
 
  A. It's hard to get this to happen.  You may have a Tag number set to
something inappropriate: for most Door types, it should be zero.  Make
sure the activating lines face "outward" (right side facing the player).
Most doors start out closed (floor = ceiling), but they don't have to.
 
  Note: Even if a door starts out partly open, it will still close all
the way (floor=ceiling).
 
-----
 
  [4-4] How can I keep monsters from opening a door?
 
  A. One way is by requiring one of the Keys (red/blue/yellow) to open
the door.  Monsters don't have keys.  This is the only simple way to
keep monsters out or let them in under *your* control.  If you want to
keep them out of a door, period, you could put a thin high step in front 
the door, or mark one of the door lines with the BLOCKMONSTERS flag.
 
 
5. TAGS/TRIGGERS/EFFECTS
------------------------
 
  [5-1] I can't get my Tags to work right.  I put the sector number I
wanted into the Linedef...
 
  A. Hold it right there!  :-)  Tags are perhaps the most misunderstood
DOOM feature.   Tags are NOT sector numbers and they are NOT line
numbers!  They are *arbitrary* numbers, 1 to 32767, that are *shared* by
one or more lines and sectors, as a way of identifying the sectors as a
group.  It's just like being assigned a "box number" when you place a
newspaper classified ad.  You say, Here's my ad, and they give you Box
78, which happened to be unused.  78 bears no relationship to you
personally, it's just the place where replies to your ad will be sent.
Similarly, if you set up an effect like "lights out," with a walk-over
line to trigger it and a set of one or more sectors whose lights you
want to go out, the actual *numbers* of the lines and sectors don't
matter.  You pick an unused Tag number out of thin air -- say #7 is free
-- and you plug that Tag number into *both* the trigger line (or lines)
and the affected sector (or sectors).  Then later, when you walk over
that line, DOOM says oh, that had Tag #7, now where are all the Tag #7
sectors?  and when it finds them, whatever their actual sector numbers,
it turns out their lights.
 
-----
 
  [5-2] Then what's a Platform?
 
  A. Nothing -- as far as DOOM is concerned, that is.  This isn't an
editor-specific document, but one package added somewhat to the Tag
confusion by (mis-)renaming them "Platforms" (which sounds like a raised
floor, but isn't) and giving them textual descriptions, as if "Lava
Lift" were all you needed to know.  But Tags can be used in complex and
interesting ways: several groups of lines can perform different effects
on the same group of Tagged sectors, for example.  If your editor limits
how you can use the powerful Tags facility, ask the author to change it.
 
-----
 
  [5-3] I set a line to turn the lights out on a sector, but when I walk
across it, almost ALL the lights go out in my level!  What in the world
have I done now?
 
  A. You forgot to set the Linedef Tag number (and the affected Sectors)
to something NONZERO. If DOOM sees a Tag of zero (0) on a trigger
line, it will find all the sectors with the SAME (0) Tag (i.e., most of
the sectors on your level) and do the action on all of them.
 
  There is some confusion about when and how Tags should be used.  There
are only TWO kinds of trigger lines that don't require a Tag: "true"
Doors (types 1, 26, 31, etc - see the Unofficial Specs) and the End Level
group.  Every other kind of special linetype WILL use the Tag stored in
its Linedef.
 
-----
 
  [5-4]  I have a lift in front of a door, and sometimes I can't get the
door to open.  What's wrong?
 
  A. When two trigger lines are in front of you, DOOM always chooses
the closer of the two.  What's probably happening is that your lift is
so narrow that its trigger line blocks the door's.  Try setting the lift
well back from the door, or using a separate wall switch for the door.
 
  Of course, this can be an advantage too: to keep people from pressing
the "back" of a switch (in a cooperative exit, for instance), surround
it with innocuous special linetypes that do something like open a door
or turn the already-bright lights up.
 
  [5-5]  How do I make a teleporter?
 
  A. This is covered in a lot of tutorials and editor manuals, but
briefly: You need at least one departure Line, one arrival Sector and
one destination Thing.  The line can be anywhere, must be two-sided, and
must have its linetype set to 39.  Its Tag number should be set to match
the Tag of the arrival sector.  The sector can be anywhere, should be
tall enough to accomodate a player, must share the same Tag number and
must be the only Sector with that Tag (although there can be as many
Lines as you like).  Inside the arrival Sector must be exactly one Thing
of type 14 (Teleport exit).
  With those pieces in place, you're set: a player or monster walking
from Right to Left (1st side to 2nd side) across the line will be
teleported onto the Thing in the destination Sector.  The Direction of
the destination Thing will be the direction you face on arrival.
 
-----
 
  [5-6] I wanted to make a sector that moves and changes texture, using
one of those exotic linetypes my editor tells me about.  But when I hit
the switch, the sector gets the wrong texture!  How do I fix that?
 
  A. Most "change texture" triggers modify the tagged (target) sector
floors to match the texture on *side 1 of the line where the switch is*.
Put the texture you want on that side, and the tagged sector will follow
suit.
 
 
6. MONSTERS/THINGS
------------------
 
  [6-1] I built a hallway/room that my monsters refuse to enter.  They
stamp around at the entrance but that's it.
 
  A. Make sure your hall is wide and tall enough!  The Unofficial
Specs [4-2-1] have a list of monster heights and widths.  What's more, if
a hall is *just* wide enough for a monster, it's less likely to enter
than if it's *plenty* wide enough.
 
  Also be careful about step-downs and step-ups.  Monsters will not step
up/down too far onto narrow steps.  If you want a monster to go up or
down more than 16, make sure there's plenty of room on both sides of the
riser line.
 
  And of course, make sure you didn't accidentally mark the entrance
with BLOCKMONSTERS or something, by accident in the editor.
 
-----
 
  [6-2]  I put some demons in a room but they don't move, they just stand
there and twitch, although they scream when I shoot them.  How did that
happen?
 
  A. You probably placed them too close together when you laid out your
level.  Monsters have to be separated from each other (AND from nearby
walls) by at least their own width, or they freeze in place.  (If you
kill all of a monster's too-close neighbors, it will usually free the
monster to attack you.)
 
  The other possibility is that your ceiling is too low.  See the
Unofficial DOOM Specs (Appendix B) for monster widths and heights.
 
-----
 
  [6-3]  There's this great "zoo room" I built with a hundred demons in
it!  What a blast to mow your way through so much alien flesh.  But it's
weird, like some of the monsters "flicker" in and out of view.  Should
that be happening?
 
  A. DOOM can only keep track of 64 sprites in your view at once.  If
you have more than that, some will fail to display in each frame,
effectively at random.  (This includes things like torches and barrels.)
The more sprite overload, the greater the chance that any given sprite
will be "invisible" at a given moment.  Put 200 imps in a room and each
one will be "gone" 2/3 of the time.
 
  The workaround is, quite simply, to design your level in a way that avoids
sprite overload.  Instead of 100 troopers in a room, use 50 and keep the
hanging corpses to a minimum in that area... etc.
 
                                    -- with material from Vesselin Bontchev
 
 
7. LEVEL MAPS
-------------
 
  [7-1] When I play my level and switch to Map mode, it only shows me a
little bit of the local area I'm in, even when I hit "-" a lot or "0" to
Zoom Out.  The Id levels seem to work OK and some of the levels I've
downloaded do too.  What am I doing wrong?
 
  A. The culprit is the resource called BLOCKMAP.  It is described in
the Unofficial Specs [4-11].  Some editors don't build a good one.  You
can usually overcome this by creating a few dummy "sectorlets" or just
linedefs out at the "corners" outside of your real level map area.
Otherwise, you'll have turn Follow off and scroll around the map.
 
-----
 
  [7-2] I designed a level that's about as complicated as one of the
original ID levels - roughly the same number of rooms, monsters, etc.
But mine plays much *slower* than the originals!  What's wrong?
 
  A. Remember that DOOM only loads PWADs when it needs them, so there
will be some inevitable disk overhead when your level first starts,
and occasionally thereafter if DOOM needs to refer to other entries in
your WAD file.  (If you have enough memory, DOOM actually improves with
about 1 Megabyte of disk cache, something that's not widely known.)
 
  More importantly, there is a resource called REJECT that quickly tells
DOOM whether sectors can "see" each other, allowing many expensive
line-of-sight checks to be skipped.  Without REJECT, DOOM must
constantly check each monster to see whether it has a line of sight to
your location.  On a level with a lot of monsters, this can be time
consuming.
 
  As of this writing, no DOOM level editor generates a real REJECT
resource, although two standalone programs (IDBSP and REJECT10) will
attempt to build one for your level.  See Appendix D.
 
 
8. GRAPHICS/SOUNDS
------------------
 
  [8-1] Some of these DOOM levels I download have custom graphics.  How
can I do that?
 
  A. If you can create or find a GIF file of the right size, there is a
utility called DMGRAPH (see Appendix D) that will insert it into your
WAD file.  You are on your own as far as picking a Windows or DOS based
graphics editor -- there are a lot of them, preferences vary widely, and
if you've never made a picture before, you're probably not ready to use
them in your DOOM levels.  Once you have a picture, the DMGRAPH
documentation tells you more about how to use it.
 
-----
 
  [8-2] I wanted to change STARTAN3, but when I ran the DMGRAPH utility,
it said "entry not found."  What's wrong?
 
  A. As described in the Unofficial Specs (see Appendix B), textures are
built out of graphic "patches."  DMGRAPH 1.1 (the latest version at this
writing) only deals with patches, which have their own names.  STARTAN3
is a texture name.  A few textures are composed of exactly one "patch,"
allowing you to do a full substitution, but others are built of three or
five or more "patches."  A future version of DMGRAPH may (or may not)
address this situation.
 
-----
 
  [8-3] I can change the wall graphics just fine, but when I try to
change a floor or ceiling, DOOM crashes.  What am I doing wrong?
 
  A. Not much, unfortunately.  As the DMGRAPH documentation points out,
only some kinds of graphic patches can be supplied in PWAD files.
Floors, ceilings and sprites (Imp, Torches etc) cannot.  The only thing
you can do is patch them in the *original* DOOM.WAD file.  You could
supply the GIFs, a copy of DMGRAPH and a batch file along with your
custom level, so that the user can insert the graphics him/herself, but
many users don't like patching their main WAD file.
 
-----
 
  [8-4] I got a utility (DMAUD) that replaces DOOM sounds, but I don't
know what numbers go with what sounds, and the Unofficial Specs don't
say.  What are the various sound names?
 
  A. Ask DMAUD: just type "dmaud -l" at the command prompt, and you'll
see a list of them.
 
 
9. OTHER ERRORS
---------------
 
  [9-1] I have a level that passes all my editor's consistency checks, and
looks clean to me, but when I play it, I get strange flashing effects on
a few of the walls, what I think they call "Hall of Mirrors."  What's
wrong?
 
  A. First, make sure you built a good node tree with the BSP utility.
(See Appendix B for where to get it.) If you used BSP and it still
happens, and you're *sure* you didn't omit any required textures, you
may have hit a DOOM engine limit.
 
  The limit has to do with how many lines DOOM can show you at a time.
If you have too many lines in sight at once (128 in DOOM 1.2, to be
increased to 192 in DOOM 1.4) the extra sides will not be drawn, and you
will tend to see the Hall of Mirrors (HOM) effect somewhere in the room.
It will probably be somewhere in the distance.  If you hit this limit,
find a way to simplify your room's layout or interpose some void space
(one-sided lines) so you can't see so many lines at once.
 
  [9-2] Some of my level's walls seem to "jump around"...
 
  A.  It might be Long Wall Error.  See [2-8].
 
 
APPENDIX A.  THE 10 MOST COMMON DESIGN ERRORS
---------------------------------------------
 
Some of these are show-stoppers, i.e., DOOM will crash if you try to run
the level; others will let you run DOOM but game play is screwed up;
others are just ugly; and a few are common stylistic complaints.  All
are encountered often in user-written levels, or asked about in
discussion forums, or both.  There is no particular order.
 
  [A-1] Bad Wall Effects.  This includes HOM (Hall Of Mirrors), caused
by missing textures (see [1-7]); Medusa Effect, caused by incorrect
Normal textures on 2-sided walls (see [1-5]); Tutti Frutti, caused by
short Normal or transparent Upper/Lower textures (see [1-6]); Long Wall
Error, from superlong lines; and Moire Error, caused by ceiling changes
near tall rooms (see [1-8]).
 
  [A-2] Wall Pegging.  Wall faces exposed by rising/lowering ceilings or
floors (including door side tracks) should usually have the Unpegged
Lower/Upper bits set in their Linedef.  This keeps the side textures
from "following" the adjacent rising/lowering sector.  Many, many user
level designers forget to unpeg their door tracks.  Just cosmetic, but
contributes to the sense of realism or lack thereof.
 
  [A-3] Lines/Vertexes that Cross or Coincide.  A show-stopper.  If two
or more vertexes occupy the same position, or if two or more lines
cross or lie "on top of" one another, DOOM's engine will crash trying to
work out the sector math.  Several editors are capable of checking for
this; if you get crashes, use one.
 
  [A-4] Slowdown from Monster/Two-Sided Line Glut.  Not a crash but a
playability issue.  See [6-2].  Designers should try their levels on
less powerful PC's and/or at full screen resolution to see whether some
rooms are unacceptably slow.
 
  [A-5] Unaligned Textures, both X and Y.  Just cosmetic, but important
for realism.  If your X textures are properly aligned and you split a
line or drag vertexes around, you will probably need to re-align.  A
tedious job, but some editors help automate it for you.  (But note: It's
considered polite to offset secret door textures a little bit -- say 2
pixels -- just enough so that an attentive player might notice it.)
 
  [A-6] Missing Player Starts, Insufficient Sectors.  Another
show-stopper.  Every level must have a minimum of two (2) sectors.  It
must also have a Player 1 Start if you are going to play non-Deathmatch;
Players 2-4 Start if you will be playing Cooperative multiplayer; and
four (4) Deathmatch starts if you will be playing Deathmatch.  Otherwise
DOOM will crash.
 
  [A-7] Floor/Ceiling Mismatch.  Usually caused by raising/lowering a
floor but forgetting the associated ceiling, or vice versa.  Sometimes
caused by accidentally "including" an unintended sector in a
floor/ceiling change, under editors that support multi sector
"gang" operations.  Unless the ceiling is at least 56 higher than the
floor, you either can't enter or (if you are already there, via
teleport, floor/ceiling movement or start of play) you will be stuck.
This is sometimes an issue on stairs: the LOWER ceiling must be at least
56 higher than the HIGHER floor, or you cannot pass between two sectors.
 
  [A-8] Missing/Wrong Tag Numbers.  When tagged operations like Lights
Out or Raise Floor get the tag number wrong (in the activating Linedef),
the results are usually awful.  The whole level "rises" or crushes or
something else you don't want.  This can be tough to spot at first in
gameplay.  Ideally, editors should check for this.
 
  [A-9] Monsters Too Close To Each Other or to Walls.  See [5-2].   You
must also be careful to place Deathmatch and multi-player Start points
far enough from walls, or arriving players will be immobilized.
 
  [A-10] Dead Ends.  Designers sometimes leave out an EXIT switch, which
makes it hard to play a level in Deathmatch or as part of a larger
episode.  Also, perhaps this is a stylistic argument, but at least be
AWARE of which places (if any) on your level have "no escape" for the
unwary user who enters.  ID's original levels do have a couple of these,
but many users don't like them.
 
 
APPENDIX B.  GETTING ESSENTIAL FILES
------------------------------------
 
  The most essential document for level designers is the Unofficial DOOM
Specs (currently 1.3, to be updated to 1.4 after DOOM 1.4 is released),
written by Matt Fell ([email protected]) and distributed by Hank
Leukart ([email protected]).  The next most important is the
DOOM FAQ itself, also from Hank Leukart, and currently at 5.6.
 
  Both documents are widely distributed on the various DOOM BBS's,
Usenet newsgroups, game boards of online services, and anonymous FTP
sites supporting DOOM players.  The Unofficial Specs are usually stored
as DMSPEC13.ZIP and the DOOM FAQ is DMFAQ56.ZIP.  Some services may use
slightly different names.
 
  Other useful documents include TEXPATCH.ZIP, a list of texture names
and the graphic patches that make them up.
 
  A list of WAD editors and utilities appears in Appendix D.
 
  Where to get this stuff?  Try one of the following FTP sites:
 
    infant2.sphs.indiana.edu  /pub/doom/wad_edit
    wuarchive.wustl.edu       /pub/msdos_uploads/games/doomstuff
    ftp.uwp.edu               /pub/incoming/id
                              /pub/msdos/games/id/home-brew/doom
 
 
APPENDIX C.  CONTRIBUTING TO THIS DOCUMENT
------------------------------------------
 
  If you have a correction, contribution or suggestion, please mail it
to me, the editor, at one of these addresses:
 
    [email protected]           (Internet)
    uunet!panix!tneff             (UUCP)
    >INET:[email protected]   (CompuServe)
 
or any other Internet mail gateway you can reach.  I will
read all submissions and (if I use them) credit the author.
 
  Remember, this is a level design FAQ for things that users really ask
about.  It is not for product advertisements, jumbo ASCII graphics,
opera librettos, or other noise.  If you have discovered something new
and interesting about DOOM, mail it to Matt Fell for the next Specs.  I
only want material that answers frequent design questions.
 
  I am grateful for the numerous contributions this document has already
received from generous readers.  Where their material led directly to an
entry or enhanced one, I have mentioned them by name.  I would also like
to thank the "Doom Design Elders" for your patience and support.
 
 
APPENDIX D: LEVEL DESIGN SOFTWARE LIST
--------------------------------------
 
These are in alphabetical order.  No endorsement of any particular
product over its competitors is intended.
 
  [E-1] BSP11.ZIP/BSP11W.ZIP/BSP11X.ZIP -- BSP 1.1 by Colin Reed.  Takes
WAD files and builds a NODES structure to make the level playable with
DOOM. Needed after many editors for best playability.  BSP11W is the
Windows version, and BSP11X is a GCC+DOS-based version that uses a DOS
extender to process huge WAD files fast.
 
  [E-2] DEU521.ZIP/DEU521GCC.ZIP -- Doom Edit Utility 5.21 by Raphael
Quinet and Brendon Wyber.  A DOS-based level editor.  The GCC version
edits bigger levels but doesn't run under Windows or OS/2.
 
  [E-3] DE_260B4.ZIP -- DoomEd 2.60 Beta 4, by Geoff Allan.  A
Windows-based level editor.  (Apparently 3.0 is nearing release.)
 
  [E-4] DMAPED30.ZIP -- DMapEdit 3.0 by Jason Hoffoss.  A DOS-based
level editor.
 
  [E-5] DMAUD11.ZIP -- DOOM Audio Editor 1.1 by Bill Neisius.  Extracts,
replaces, and adds sound effect samples.
 
  [E-6] DMDUMP09.ZIP -- DOOM Dump 0.9 by Steve Simpson.  Dumps levels
out to text.
 
  [E-7] DMGRAP11.ZIP -- DOOM Graphic Editor 1.1 by Bill Neisius.
Extracts, replaces and adds graphic images.
 
  [E-8] DMMUS10A.ZIP -- DOOM Music Editor 1.0a by Bill Neisius.
Extracts, replaces and adds MIDI songs.
 
  [E-9] DOOMBSP.ZIP -- Source for ID's own BSP Nodes builder.  Useful
for seeing how they think.
 
  [E-10] DOOMVB42.ZIP -- DOOMCAD 4.2 by Matt Tagliaferri.  A Windows
based level editor.
 
  [E-11] EWT.ZIP -- WAD Extended Tools by VeLS.  Views resources.
 
  [E-12] MDE90B1.ZIP -- My DOOM Editor 0.90 by Patrick Steele.  A
DOS-based level editor.
 
  [E-13] MOVELEV2.ZIP -- Move Level 2.0 by Steve Simpson.  Displays and/or
changes the episode and level of one or more WAD files.
 
  [E-14] VNB1050.ZIP -- a node builder by Robert Fenske.
 
  [E-15] WADED117.ZIP -- WadEd 1.17 by Matthew Ayres.  A DOS-based level
editor.
 
  [E-16] WADHAK.ZIP -- Wad Hacker by Roger Hayes.  A Windows-based
resource viewer.
 
  [E-17] WADSUP11.ZIP -- Wads_Up 1.1 by Gary Whitehead.  A Windows-based
level editor.
 
  [E-18] WT100.ZIP -- WAD Tools 1.0 by Jeff Miller.  A DOS-based WAD
resource viewer/export/import utility.
 
 
                       * * * END OF FAQ * * *
54.1Doom FAQ V5.7KAOOA::SOWREYSon Of WorfTue Jul 05 1994 17:195453
------------------------------------------------------------------------------
                           T H E   " O F F I C I A L "
=================     ===============     ===============   ========  ========
\\ . . . . . . .\\   //. . . . . . .\\   //. . . . . . .\\  \\. . .\\// . . //
||. . ._____. . .|| ||. . ._____. . .|| ||. . ._____. . .|| || . . .\/ . . .||
|| . .||   ||. . || || . .||   ||. . || || . .||   ||. . || ||. . . . . . . ||
||. . ||   || . .|| ||. . ||   || . .|| ||. . ||   || . .|| || . | . . . . .||
|| . .||   ||. _-|| ||-_ .||   ||. . || || . .||   ||. _-|| ||-_.|\ . . . . ||
||. . ||   ||-'  || ||  `-||   || . .|| ||. . ||   ||-'  || ||  `|\_ . .|. .||
|| . _||   ||    || ||    ||   ||_ . || || . _||   ||    || ||   |\ `-_/| . ||
||_-' ||  .|/    || ||    \|.  || `-_|| ||_-' ||  .|/    || ||   | \  / |-_.||
||    ||_-'      || ||      `-_||    || ||    ||_-'      || ||   | \  / |  `||
||    `'         || ||         `'    || ||    `'         || ||   | \  / |   ||
||            .===' `===.         .==='.`===.         .===' /==. |  \/  |   ||
||         .=='   \_|-_ `===. .==='   _|_   `===. .===' _-|/   `==  \/  |   ||
||      .=='    _-'    `-_  `='    _-'   `-_    `='  _-'   `-_  /|  \/  |   ||
||   .=='    _-'  %%%%%   `-__\._-'   %%%   `-_./__-'   %%%   `' |. /|  |   ||
||.=='    _-'     %%                %%   %%           %%   %%     `' |  /==.||
=='    _-'        ####              #######           ## %%##         \/   `==
\   _-'           ##                ##   ##             ###%%          `-_   /
 `''                                                                      ``'
                      Post-Release v5.7 - MINOR revision
                       Last Updated: June 28, 1994 EST
             Written by: Hank Leukart ([email protected])
             "DOOM: Where the sanest place... is behind a trigger."
                "DOOM: Such mayhem the likes of which have never
                  been witnessed in this particular dimension!"
-----------------------------------------------------------------------------
 
----------
DISCLAIMER
----------
 
        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.
 
---------------------
TRADEMARK INFORMATION
---------------------
 
        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.
 
----------------
COPYRIGHT NOTICE
----------------
 
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 protected]" on the Internet.
 
---------
CONTENTS:
---------
 
[1] Introduction
        *1-1* A word from Hank Leukart
        [1-2] About the "Official" DOOM FAQ
                *1-2-1* About the "Official" DOOM ASCII Logo
        (1-3) Getting the "Official" DOOM FAQ
        [1-4] Adding to the FAQ
        (1-5) The DOOM Mailing List
        *1-6* Acknowledgments
        [1-7] Accurate Information
 
=SECTION ONE= PRELIMINARY INFORMATION
 
[2] What is DOOM?
[3] 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] Weapons
                (3-10-1) What does BFG9000 stand for?
[4] Who created DOOM?
        [4-1] How can I contact id Software?
[5] What are the differences 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 four versions different?
        (5-4) What is the commercial release?
        *5-5* I bought DOOM in a store, is it illegal?
        (5-6) What is the Jaguar release?
[6] 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 and node building source code?
        *6-6* What books about DOOM are available?
[7] 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?
[8] How can I use multiple players 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?
                [8-1-8] Miscellaneous
        [8-2] What exactly is "DeathMatch" mode?
        [8-3] How does DOOM work with networks?
                *8-3-1* What are the network command line parameters for DOOM?
                *8-3-2* How does DOOM determine player colors?
                [8-3-3] How can I use DOOM on Novell Netware Lite?
                [8-3-4] How can I use DOOM on other types of networks?
                (8-3-5) 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?
        *8-6* Where can I find multi-player partners?
 
=SECTION TWO= CHEATS AND SPOILERS
 
[9] 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* What command line parameters exist?
                *9-3-1* What do the dots that appear in development mode mean?
[10] 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
                *10-1-3* Inferno
        *10-2* Where are the secret doors in DOOM?
                *10-2-1* Secret Master List
                *10-2-2* Knee-Deep in the Dead
                *10-2-3* The Shores of Hell
                *10-2-4* Inferno
        (10-3) When should I use each weapon?
        [10-4] Where can I get each weapon for the first time?
        *10-5* Where can I find the various powerups in the game?
                *10-5-1* How much do health and armor items help me?
        [10-6] How powerful is the ammunition?
                *10-6-1* How much ammunition is obtained from picking up
                         the various types?
        (10-7) How many enemies are in the entire game?
                (10-6-1) Knee Deep in the Dead
                (10-6-2) The Shores of Hell
                (10-6-3) Inferno
        [10-8] How many shots does it take to kill each enemy?
        *10-9* Which enemies will attack each other?
 
=SECTION THREE= DOOM ADD-ON SOFTWARE
 
*11* What is DOOM add-on software and where can I get it?
        *11-1* If I don't have FTP access, how can I get these files?
[12] 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 v1.2a
[13] What add-on utilities allow me to alter DOOM?
        [13-1] BSP v1.1
        *13-2* DEU v5.21
        *13-3* DMapEdit v3.0
        *13-4* DMAUD v1.1
                [13-4-1] DMFE v0.0.1
        [13-5] DMGRAPH v1.1
        *13-6* DMMUSIC v1.0a
        *13-7* DOOMCAD v4.2
        *13-8* DOOM Color Changer
        *13-9* DOOMDump v0.9
        *13-10* DOOM Editor: The Real Thing v2.60b2
        [13-11] DOOMTOOL
        [13-12] DOPE v1.02
        *13-13* IDBSP v1.0
        [13-14] Jumble v3.0
        [13-15] MDE: My DOOM Editor v0.90b
        *13-16* Move Level v2.0
        *13-17* MUS2PWAD v1.0
        [13-18] NodeNav v0.8
        *13-19* RanDOOM v1.65
        *13-20* REJECT v1.0
        *13-21* Renegade Graphics DOOMED v1.1c/e
        [13-22] RENWAD
        [13-23] VERDA v0.20
        *13-24* VERDA Node Builder v1.05
        *13-25* WADED v1.17
        [13-26] WAD Extended Tools v1.0
        [13-27] WAD Hacker v2.0
        [13-28] WADMASTER v0.5
        [13-29] WADNAME
        *13-30* Wads_Up v1.1
        [13-31] WAD Tools v1.0
[14] What add-on data files exist for DOOM?
        *14-1* Graphics
        *14-2* Missions
                *14-2-1* PWAD Authoring Template v1.4
        *14-3* Sounds
        *14-4* Music
        *14-5* LMPs (Recordings)
[15] What other miscellaneous DOOM add-ons exist?
        [15-1] BNUDOOM v1.26
        *15-2* DIRPWAD
        *15-3* DOOMBSP Source Code
        [15-4] The DOOM Hall of Fame: Collectors Edition
        *15-5* The DOOM Hacker's Tool Kit v1.0
        [15-6] DOOM Launcher for OS/2 v1.1
        *15-7* The DOOM Level Design FAQ v1.1
        [15-8] DOOMLOAD v2.01a
        [15-9] DOOM Master v2.0
        *15-10* DOOMenu v7.0
        [15-11] DOOMODEM v1.0
        [15-12] DOOM Modem Contact List R7
        [15-13] DOOMPICS.ZIP
        [15-14] DOOM Serial Connection Manager v1.06b
        [15-15] DOOM Utilities v0.1
        *15-16* DOOM WAD Manager v1.30c
        *15-17* The DOOM IPX Network FAQ v1.2
        *15-18* LNTYP v1.01
        *15-19* MIDI2MUS
        [15-20] OLDIPX.ZIP
        [15-21] SER4.ZIP
        [15-22] The Ultimate DOOM Maps
        [15-23] The Unofficial DOOM Specs v1.3
[16] Future add-on software
        *16-1* Add-on software wish list
        (16-2) Add-on software in the making
 
=SECTION FOUR= TROUBLESHOOTING
 
[17] 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?
[18] 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?
[19] 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 v1.4 patch install correctly?
        [19-6] DOOM is too easy
        [19-7] DOOM is too hard
        [19-8] I get motion sickness when playing DOOM
 
=SECTION FIVE= MISCELLANEOUS
 
*20* Confidential NORAD Transmission
*21* Other literature available from Hank Leukart
[22] Conclusion
[23] Revision History
        [23-1] Pre-Game-Release FAQs
        [23-2] Post-Game-Release FAQs
 
-------------------------
CHAPTER [1]: Introduction
-------------------------
 
*1-1*: A word from Hank Leukart
===============================
        Okay, I admit it, it has been another two months.  I finally
decided it was time for another FAQ, so I had someone tie me to my computer
chair and put superglue on my fingers.  Of course, this slowed down my
typing quite a bit, but I eventually got it finished. :)
        id Software was kind enough to allow me to package the FAQ with
DOOM v1.4.  I think this will be great for all DOOM players, as many of
their questions can be answered immediately.  This should also cut down on
questions to id's technical support.
        The last two months have been another huge step for add-on software
developers.
        Ground breaking editors such as DEU v5.21, DOOMCAD v4.2,
Renegade DOOM Editor v1.1e, and DOOMEd v2.60b have all made it possible for
the average Joe to create new DOOM levels.  (rumor has it that I may even
release one!)  I am often asked, "Which is the best editor?  The best
PWAD?  The best graphics?"  As for the editors, it is really a matter of
preference.  Try out all the editors and choose the one that is best for
you.
        Again, for single player PWADs and graphics, it is a matter
of preference.  The newest Barney DOOM and Energizer Bunny DOOM both have
great 3-D rendering, thanks to David Lobser.
        There are many good DeathMatch PWADs, but a few of the great ones
that I have played are "ledges.wad", "ledges2.wad", "ledges3.wad",
"zzone.wad", "shadows.wad", "maverick.wad", and "halls.wad".
        Watch for the upcoming Star Wars WADs (the sound and music are
already released).  I think they will be very impressive.
        Well, I can't remember the last time I slept, so have fun, and above
all, "keep on DOOMing!"
 
[1-2]: About the "Official" DOOM FAQ
====================================
        Welcome to the post-release v5.7 of the "Official" DOOM FAQ.  What
does that mean?  Post-release is after the game is released, version 5.7 is a
minor revision written after 5.6, "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
"major revision."
        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
            previous FAQ.
        (): Chapters enclosed in parenthesis mean that the information
            contained in the chapter has not been updated since the previous
            FAQ.
        **: 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.
 
*1-2-1*: About the "Official" DOOM ASCII Logo
=============================================
        Thanks to Frans P. de Vries ([email protected]), an
incredible ASCII DOOM logo was added to the beginning of the document in
v5.5 of the FAQ.
        Please keep in mind that, as is rest of this document, the logo
is copyrighted.  This FAQ may not be split into parts and distributed.
Therefore, the logo may not be used independently from the "Official" DOOM FAQ
in any other documents apart from the "Official" DOOM FAQ, the Unofficial
DOOM Specs, and DOOM iNsAnItY.
        Thank you for respecting U.S. copyright laws.
 
(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 "[email protected]."  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.
 
        (1) comp.sys.ibm.pc.games.action
        (2) comp.sys.ibm.pc.games.announce
        (3) comp.sys.ibm.pc.games.misc
        (4) alt.games.doom
 
        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 /pub/incoming/id
                                     IN /pub/msdos/games/id/home-brew/doom
        (2) infant2.sphs.indiana.edu IN /pub/doom/incoming
                                     IN /pub/doom/text
        (3) wuarchive.wustl.edu      IN /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 BBSes) 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 protected]" (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
entirely.
 
(1-5): The DOOM Mailing List
============================
        The DOOM Mailing List is run by an automatic server.  To subscribe,
send mail to "[email protected]" with "sub DOOML <First Last>"
IN THE BODY of the message.  DO NOT put a subject on this message.  To post
to the mailing list, send mail to "[email protected]".  If you are
having trouble using this, send mail to "[email protected]" with
the word "HELP" IN THE BODY of the message.  Again, put no subject on the
message.  If you are having problems with the server, mail
"[email protected]" with your problem.
 
*1-6*: Acknowledgments
======================
          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:
 
ID SOFTWARE IN ALPHABETICAL ORDER:
 
John Romero ([email protected])
 
        What a guy!  He's been putting up with my infinite
cross-examinations for six months now, and he still hasn't killed me!  He
also read through the ENTIRE FAQ to give me a list of corrections for this
release.  A BIG thanks, John!  (oh yeah, he also programmed that game --
what was it called?! :))
 
David Taylor ([email protected])
 
        Three cheers for David Taylor!  His once-in-a-while "idNews" Usenet
postings always seem to cut down the amount of E-mail I get for a few
hours.  He also, has put up with me, and answered numerous questions.
 
Jay Wilbur ([email protected])
 
        You've got to admire this guy.  He puts his life and his family's
life on the line everytime he posts a release date (or "within two weeks")
on Usenet.  He's a great CEO, a great net representative, and handled the
small island travel arrangements at a time in which we thought we might be
pummeled. :)
 
        And to everyone else at id Software, thanks for a great game!
 
ALPHABETICAL ORDER:
 
Christoph Anderson ([email protected]) - Enemy count info
Marco Arriaga ([email protected]) - Novell Netware Lite information
Barry Bloom ([email protected]) - Modem Initialization Strings
Steve Bonds ([email protected]) - IPX FAQ information
Vesselin Bontchev ([email protected]) - Major help
                                                            on grammatic and
                                                            other problems
Larry J. Brackney ([email protected]) - Jaguar Specs
Scott Browser ([email protected]) - Information on SMARTDRV
Jason Brunette ([email protected]) - Command line parameters
Kevin Burfitt ([email protected]) - Command line parameters
Tom Cannon ([email protected]) - Location of the chain saw
TC Cheng ([email protected]) - PAS information
David Datta (datta.cs.uwp.edu) - Copyright notice/DOOM distribution
Seth Delackner ([email protected]) - Command line parameters
Vinc Duran ([email protected]) - ATI Stereo F/X information
Joakim Erdfelt ([email protected]) - Great DOOM Utilities, and help
                                             with the FAQ
John Van Essen ([email protected]) - DOOM Mini FAQ
Paul Falstad ([email protected]) - HUGE amount of secret info (big
                                      thanks!)
Matt Fell ([email protected]) - DOOM Spec writer
David Few ([email protected]) - OS/2 settings info
Mark Harrop ([email protected]) - Information classification
Jarkko Tapio Heinonen ([email protected]) - Small grammar help
Fred Homewood ([email protected]) - Novell Network Lite info
John Iodice ([email protected]) - HUGE grammatic fixes list
John Thomas Lemke ([email protected]) - Frames per second info
Henry Liang ([email protected]) - IHHD information
Ian CR Mapleson ([email protected]) - PS/2 Mouse information
Samer Meshreki ([email protected]) - Gravis UltraSound information
Christian Metcalfe ([email protected]) - Weapon shot conversions
Michael Millard ([email protected]) - Making sure the FAQ got
                                               finished :)
Neal Miller ([email protected]) - For putting up with my seemingly inability
                                to get his add-on software in correctly :)
"Minstrel" ([email protected]) - IPX Network info
"Motop" ([email protected]) - Network card supply
Tom Neff ([email protected]) - DOOM Design FAQ, monster information
Joe Pantuso (73633.2517) - Miscellaneous info, putting up with my seemingly
                           inability to get the RGD Editor entry correct :)
Elias Papavassilopoulos ([email protected]) - Cheat codes and parameters
Walter Pullen ([email protected]) - INCREDIBLE amount of
                                                 secret info and saving me
                                                 at the last second from
                                                 definite DOOM :)
Charlie Ray ([email protected]) - DOOM: Opening a door to hell
Tobey Reed ([email protected]) - DOOM v1.2 information
Owen Salava ([email protected]) - Keeping my nose to the grind-
                                              stone and making sure my
                                              mailbox is filled <g>
Joost Schuur ([email protected]) - Miscellaneous info
Stanley Stasiak ([email protected]) - Motion sickness/secrets
Wouter Slegers ([email protected]) - DOOM Secrets FAQ information
Stephen Sprunk ([email protected]) - Modem information
Stephen Stibler ([email protected]) - Two button mouse information
Ajaipal S. Tanwar ([email protected]) - Secret level information
Aaron Fredrick Tiensivu ([email protected]) - Command line parameters
Frans P. de Vries ([email protected]) - The cool ASCII DOOM logo,
                                               lots of grammatic help, and
                                               never ending FAQ attention
"Zhar" ([email protected]) - Fixing the "*" search method
        Forgive me if I am missing anyone, so many people have helped me!
 
        #- THANK YOU! -#  If, for some reason, I did miss you, PLEASE send
me E-mail!
        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 [2]: 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
under control.
        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
unsuccessful.
        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 [3]: 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 much 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 of any 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 make the game
frighteningly real.
 
[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 horizontally, 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 [8] 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 386DX, the game runs well, and on a 486/33, the normal
mode frame rate is almost as fast as 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 alert 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
enemies.
 
        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
collision.
 
      + CACODEMONS (gigantic floating one-eyed 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.
 
      + CYBERDEMON:  When you get to the end of the second episode, you'll
know.
 
      + SPIDERDEMON (huge robotic spider):  It will make you wish you never
were playing DOOM in the first place.  Watch for it at the end of the
third episode.
 
+:  Not found in the shareware version
 
[3-10]: Weapons
===============
        Here's a list of weapons that are in DOOM.  Don't try using these at
home. :)
 
        (1) Fist
        (2) Chain Saw
        (3) Pistol
        (4) Shotgun
        (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 [4]: Who created DOOM?
------------------------------
 
        DOOM was created by id Software, and is also published by
id Software.
        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
"[email protected]".  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.
 
---------------------------------------------------------------------
[5]: 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.  On February 17th, 1994, id released v1.2 of DOOM.  This
version fixed many bugs and added new features, including modem support.
Unfortunately, this revision added many new bugs.  Finally, in June of
1994, v1.4 was released.  Its new features are outlined in Chapter [5-3].
 
[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 four versions different?
==============================================
        Four different versions of DOOM have been released: v1.0 (which
has the v0.99 operating system), v1.1, v1.2, and v1.4.  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.  Version 1.2,
released on February 17th, added modem play, Nightmare mode, and better use
of networks, but introduced many new bugs.  The recently released v1.4
has these changes:
 
        - map bug fixes including two-sided linedef bug and faulty
          SKY1 ceiling texture mapping
        - sound code all re-written with Sound Blaster AWE32 support!
        - SETUP now has a dialing directory
        - SETUP now lets you choose your modem from a list to create MODEM.CFG
        - SETUP now allows up to eight digitized sound channels
        - DeathMatch v2.0 with selectable new rules: (ALTDEATH parameter)
                + everything on the level respawns after 30 seconds
                  except the invisibility and invulnerability
                + Killing yourself results in a subtraction of one FRAG
                  from your FRAG count
                + After picking up a weapon, it disappears for 30 seconds
                  and then respawns
        - rewritten Network and Serial drivers for high-speed modems and
          more efficient network traffic
        - allows reloading of PWADs after DOOM is already loaded
        - minor engine speed improvement
        - gun projectiles (rockets, plasma, rockets) will no longer trigger
          linedefs
        - new MAXDEMO parameter allows infinite demo recording time
        - new FAST parameter allows optional fast enemies
        - command line parameter file implemented with "@" switch
        - the DEVPARM parameter is no longer needed to record demos
        - shareware v1.4 does NOT let you run external .WADs
 
        It is recommended that you upgrade to v1.4 if you have not already
done so.  Anyone who ordered DOOM through id's (800)-ID-GAMES phone number
will receive v1.4 free, by mail.
 
(5-4): What is the commercial release?
======================================
        The commercial version of DOOM will not be released until October
of 1994.  This version will contain more levels, more features, more
graphics, and more sounds.  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.
 
*5-5*: I bought DOOM in a store, is it illegal?
===============================================
 
        Here is accurate information regarding DOOM's legality.
 
        (1) DOOM purchased directly from (800)-ID-GAMES is NOT illegal.
        (2) The registered version of DOOM purchased in ANY retail stores
within the United States is illegal.
        (3) The registered version of DOOM purchased on CD-ROM ANYWHERE
is illegal.
        (4) The registered version of DOOM purchased in retail stores
OUTSIDE of the countries listed below is illegal.
 
                Australia
                New Zealand
                Hong Kong
                Taiwan
                Singapore
                Netherlands
                UK
 
        (5) The registered version of DOOM purchased in retail stores in
Canada is illegal.
        (6) The shareware version of DOOM purchased anywhere (on CD-ROM
or otherwise) is LEGAL.
 
        I hope this clears it up.  If you own an illegal copy of DOOM,
please E-mail to "[email protected]" to report the distributor,
date of purchase, and price.  Calling (800)-388-PIR8 is also allowable
for people without Internet access.
 
(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 64-bit game cartridge 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 concerning 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 [6]: 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_4.zip".  The 1.44mb file names are "doom1_4a.zip" and "doom1_4b.zip."
        If you got DOOM before June of 1994, it is recommended
that you upgrade to v1.4 if you wish for modem play and Nightmare mode.
A patch under the file name "dm1_4spt.zip" is available to upgrade the
v1.2 shareware version to v1.4.  A patch under the file name "dm1_4rpt.zip"
is available to upgrade the registered version to v1.4.  Additionally,
a file named "altdoom1.zip" is available for those people whose computers
do not work with the DOOM DOS Extenders, but only for DOOM v1.1.
 
(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.
 
        andyspc.rh.uchicago.edu: /pub/doom
        cactus.org: /incoming (will be moved to /pub/IHHD/multi-player)
        charm.tn.cornell.edu: /pub/doom
        ftp.cc.umanitoba.ca: /wolf3d/incoming (will be moved to pub/doom)
        ftp.demon.co.uk: /pub/ibmpc/games/id
        ftp.sun.ac.za: /pub/msdos/id
        ftp.uml.edu: /msdos/Games/ID
        ftp.uwp.edu: /pub/msdos/games/id
        ftp.funet.fi: /pub/msdos/games/id
        infant2.sphs.indiana.edu: /pub/doom/id
        lemming.uvm.edu: /incoming (only the patch from 1.1 to 1.2)
        wuarchive.wustl.edu: /pub/MSDOS_UPLOADS/games/doom
 
[6-1-3]: How can I get DOOM using AFS?
--------------------------------------
        DOOM can get received from the following AFS site.
 
        /afs/andrew.cmu.edu/usr23/dsa3/ftp
 
[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
distributor.
        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 October
of 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?
==================================================================
        id has made the decision not to release their own DOOM specs.
        The Unofficial DOOM Specs, however, 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 and node building 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
"sersrc.zip."
        The node builiding source code is available on the FTP site
"ftp.uwp.edu" in the directory "/pub/msdos/games/id" under the filename
"doombsp.zip."
 
*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 : $19.95 ($15.00 if ordered directly from id)
        Order : (800)-ID-GAMES
 
----------------------------------------
CHAPTER [7]: 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 ports for the Atari Jaguar, Linux/X, Irix/X, Windows, OS/2 PM,
MacOS, SEGA 32X (Mars), QNX, FreeBSD, Solaris, and UNIX 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 [8]: 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
it in.
        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-<macro number>" 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.
        In DeathMatch v2.0 (use the ALTDEATH parameter), weapons are
removed from the playing field from thirty seconds and then reappear when
playing DeathMatch mode.
 
[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 unless you are playing in DeathMatch
v2.0.  Even though you've died, other players have survived.
 
[8-1-7]: Can players exchange supplies?
---------------------------------------
        Players cannot exchange supplies.
 
[8-1-8]: Miscellaneous
----------------------
        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
your opponents.
        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 network 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 (0-5) that corresponds to
the slot you saved the game to on the SAVE GAME screen.
-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.
-deathmatch
 
-SKILL sets the skill level (1-5) 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
choose.
-config <pathname> 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
way.
-nomonsters
 
-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.  Note that using -respawn and -nomonsters at the
same time is a dumb thing to do.
-respawn
 
-ALTDOOM uses DeathMatch v2.0 mode.
-altdoom
 
-FAST uses fast monsters, as in Nightmare mode
-fast
 
-MAXDEMO determines the maximum size of a recorded demo
-maxdemo <size>
 
*8-3-2*: How does DOOM determine player colors?
-----------------------------------------------
        The player numbers and colors are determined by the ethernet node
address. The lower the number, the lower number you will be assigned in a
multi-player game.   The lowest number gets green, and the highest number
(with four players) gets red.  To change the player numbers in a net game,
insert the line :"NODE ADDRESS xxxxxxxxxxxx" under the Link Driver section of
your net.cfg before you load LSL.
 
[8-3-3]: 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.
 
[8-3-4]: 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
reliable.
 
        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? :)
 
EXAMPLES:
 
     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
     ftp.3com.com.
 
          3C509.COM 0x60
 
     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:
 
     CONFIG.SYS
          device=a:\himem.sys
          dos=high,noumb
          files=30
          buffers=30
 
     AUTOEXEC.BAT
          prompt [DOOM Setup] $p$g
          a:\3c503.com 0x60 0x5 0x300 1
          rem change the above according to your card.
          a:\pdipx.com
 
        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
setup.
 
        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. <plug>)
 
        You must make sure that all of the networked computers using DOOM are
using the same frame type.
 
(8-3-5): 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 necessary.  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
method.
        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
            control.
        (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
your administrator.
 
        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.
            Type "make"
        (6) You should now see a whole mess of files in the IHHD directory.
            The important filenames you're looking for should be:
                "dialer"
                "tcpdialer"
                "tcpanswer"
                "call"
                "showlog"
        (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
            activated already.
 
        (8) Type "dialer opponent's.host" to start the IHHD connection.
            For example, if you were playing against [email protected],
            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 your opponent after a reasonable 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
            connecting.
 
       (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 [15])
 
        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
connection.
 
        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.
 
*8-6*: Where can I find multi-player partners?
==============================================
        A good place to find people to play with is on Usenet is the
"alt.games.doom" newsgroup or on IRC on the #DOOM channel.
 
=================================
=SECTION TWO= CHEATS AND SPOILERS
=================================
 
-------------------------------------
CHAPTER [9]: 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)
                        S=Strength (Berserk)
                        V=Invulnerability
                        I=Partial invisibility
                        A=Full Automap (computer map)
                        R=Anti-radiation suit
                        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 & keys)
idmypos         Displays your bearing 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"
parameters.
 
*9-3*: What command line parameters exist?
==========================================
        To use most of these parameters, start DOOM by typing:
"doom -devparm <parameter> <more parameters>".  If the "-devparm" parameter
is not needed, the parameter will be marked with a plus (+).  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.  Lastly,
typing F1 during development mode will allow a 256 color screen capture in
PCX format.
 
@<filename>                    Used to read in a command line parm file
-config <file name>          + Reads an alternate configuration file
-deathmatch                  + Starts NetDoom in Deathmatch mode
-debugfile <parameter>         Dumps debugging info to debug<parm>.txt
-devparm                       Puts you in developers mode
-episode <episode>           + Starts on episode (1-3)
-file <name w/ .WAD>         + Allows usage of an external PWAD file
-left                       ++ Sets up a network terminal for the "left view"
-loadgame <game number>      + Starts from a saved game (0-5)
-maxdemo                     + Specifies the maximum size of a LMP recording
-net <players>               + Starts NetDoom with 1-4 players
-noblit                        Internal bugging switch, useless
-nodraw                        Internal bugging switch, useless
-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 <name w/o .LMP>    + Plays back a recorded demo
-record <name w/o .LMP>      + Makes a demo recording until you finish or die
-recordfrom <0-5> <demo name>+ 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 <skill level>         + Starts on skill level (1-5)
-timedemo <name w/o .LMP>      Calculates the number of times the screen is
                               redrawn when playing a demo
-warp <episode> <level>        Warps to episode (1-3) level (1-9)
 
+: Does not require the "-DEVPARM" 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?
---------------------------------------------------------------
        Direct from id, the final formula for calculating the frame
rate that the dots represent has been determined.  The formula to convert
dots to frames per second is:
 
                                 70
                        --------------------
                        <NUMBER OF DOTS> + 1
 
--------------------------------------------
CHAPTER [10]: Can someone tell me how to...?
--------------------------------------------
 
        This chapter is full of spoilers for people who are "stuck" in the
game.  Enjoy!
 
[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 \     /\    \
                                   \/     \    \
                                            \    \
                                              \ x
                                             ENTRANCE
 
        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!
 
*10-1-3*: Inferno
-----------------
        The process of getting to the Inferno secret level is probably one of
the most creative things in DOOM, and the most difficult to figure
out.  The way to get there is from level 6, "Mt. Erebus".  You must
get inside a blue box with no ceiling which is in a large triangular
depressed area with "water" at its bottom.  Inside it is a skull
switch ending the level.  For specifics, the teleporter leading to the ledge
above the blue box is located at <0x27ed486,0x2315201>.
Getting inside the box counts as one of the
secret passage units for the level.  Next to the box is a large red
building which one can get on top of.  To get on top of it, you must use
use the secret teleporter in the building with the berserk pack and
stairs in it, with the four Imp cages by the entrance.  Upon entering the
building, you will see a secret opening to the teleporter on the left.  The
teleporter takes you to a ledge on the top of the red building.  If you go
to the right along the ledge you will be looking down at the blue box.
Unfortunately, the distance is too far to jump.  The key is to shoot a
rocket at the ledge wall, the explosion of which will throw you into
the box!  The area on the ledge where you want to fire the rocket at the
wall is located at <0x375bead,0xa900072>.There is a rocket launcher on the level, on a
platform out in the open with a chaingun and a bunch of monsters.
Finally the exit inside the blue box itself is located at
<0x37f436d,0xc1ffa3c>. You will take a lot of damage in the process, even
with lots of armor and health, however, there are a few invulnerability
artifacts on the level which will protect you.  One is next to the wall where
the launcher and chaingun are, and the other is inside a central shack that
opens when you enter a nearby enclosure to pick up the green armor.
 
*10-2*: Where are the secret doors in DOOM?
===========================================
        A HUGE thanks to Wouter Slegers, Walter Pullen, and Paul Falstad.
Their never ending attention to making a complete secret list for the
FAQ was invaluable.
 
NOTES:
 
        Secrets are marked with an pound sign (#), 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
have some.
        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 receive a
bearing and the X and Y coordinates.  These will be in the form
"0x<NUMBER>" where "<NUMBER>" 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*: Secret Master List
============================
 
E1M1:
 1  68 < b700000,f1000000> ( 2928, -3840) (oddly color wall after zigzag)
 2  69 < ccd0000,f0f00000> ( 3277, -3856) (shotgun behind tower in zigzag rm)
 3  70 < dda0000,f0e00000> ( 3546, -3872) (elevator behind tower in zigzag rm)
 
E1M2:
 1  21 < 5ec0000, 3c80000> ( 1516,   968) (door to outside in NE)
 2 106 < 2200000,fc800000> (  544,  -896) (door to E rm w/backpack in maze)
 3 116 < 1380000, 1200000> (  312,   288) (door on SE side of small structure
                                           at beginning)
 4 140 <f9b80000, 5b80000> (-1608,  1464) (door before lift to ridge w/imp)
 5 188 <f7270000,fe8d0000> (-2265,  -371) (path to chainsaw in W part of maze)
 6 194 <f8500000, 1400000> (-1968,   320) (door to extra armor on way to
                                           chainsaw rm)
 
E1M3:
 1  40 <fbc00000,fad80000> (-1088, -1320) (door N of level 9 switch)
 2  51 <fa200000,f6b00000> (-1504, -2384) (corridor N of drawbridge to level 9)
 3  73 <fd8c0000,f7a00000> ( -628, -2144) (door in E corner behind blue door)
 4 134 <f3c40000,f8240000> (-3132, -2012) (door behind SE niche
                                           in yellow key rm)
 5 159 <f66d0000,fc140000> (-2451, -1004) (rm w/backpack past green tunnel)
 6 167 <f5240000,fb240000> (-2780, -1244) (corridor behind N niche in
                                           yellow key rm)
 7 174 <f6c80000,fbe00000> (-2360, -1056) (secret door to chaingun)
 
E1M4:
 1  71 < 61d0000,   80000> ( 1565,     8) (rm E of green trench)
 2  88 < 6000000, 1250000> ( 1536,   293) (supercharger)
 3 118 < 7880000, 3d80000> ( 1928,   984) (backpack rm at start)
 
E1M5:
 1   7 <f8aa0000, 3390000> (-1878,   825) (hidden door W of 2-pillar chamber)
 3   5 <f8a00000, 2f80000> (-1888,   760) (hidden door S of #1)
 2   3 <f8a00000, 2c00000> (-1888,   704) (steps outside, S of #2)
 4  49 <fc700000, 5000000> ( -912,  1280) (hidden door E of N elevator behind
                                           yellow door)
 5  58 <fdb00000, 7740000> ( -592,  1908) (shortcut to W side of darkroom)
 6  69 < 1660000, 1480000> (  358,   328) (shotgun room E of 1st stairs)
 7  95 < 46c0000,  ec0000> ( 1132,   236) (hidden door in toxic lake)
 8  99 < 59c0000, 2f50000> ( 1436,   757) (path to computer map rm)
 9 110 <ff040000, 5c00000> ( -252,  1472) (niche with light amp)
 
E1M6:
 1  65 < 2640000, 55b0000> (  612,  1371) (room S of door to outside)
 2 169 <fce30000,f8d00000> ( -797, -1840) (supercharger in SW tunnel in
                                           toxic lake behind red door)
 3 181 <f8500000,f6c00000> (-1968, -2368) (exit from toxic lake behind
                                           red door)
 4 190 < 37d0000,fc760000> (  893,  -906) (rocket launcher + invisibility)
 
E1M7:
 1  71 <fdb80000,ffa00000> ( -584,   -96) (supercharger W of door)
 2  94 < 2a00000,fa800000> (  672, -1408) (path outside to invisibility)
 3 147 <ff1f0000,f72d0000> ( -225, -2259) (ledge in toxic lake S of big pillar)
 4 153 <fe500000,fa100000> ( -432, -1520) (path behind door E of radiation
                                           suit in lake N of big pillar)
 
E1M8:
 1  59 < 2040000, 1800000> (  516,   384) (rm E of corridor to 1st door)
 
E1M9:
 1  20 < 4200000, 4800000> ( 1056,  1152) (door to NE room)
 2  65 < 5000000,fe000000> ( 1280,  -512) (chaingun in lake in SE)
 
E2M1:
 1   3 < 1ee0000,ffde0000> (  494,   -34) (rm with plasma gun)
 2   5 < 4180000,  800000> ( 1048,   128) (red key)
 3  52 <ff200000,  800000> ( -224,   128) (thin corridor with health bonuses)
 4  91 < 1940000,fe480000> (  404,  -440) (computer map behind red door)
 
E2M2:
 1  26 < 4010000,fff40000> ( 1025,   -12) (chainsaw N of crushing ceilings)
 2  45 < 4200000, 2100000> ( 1056,   528) (plasma rifle on pillar)
 3  60 < 8160000, 3920000> ( 2070,   914) (corridor N of 3rd circle in SE)
 4 109 < 9e00000, 5e00000> ( 2528,  1504) (supercharger NE of blue key)
 5 128 <  480000, 7200000> (   72,  1824) (way to backpack, N of blue
                                           light rooms)
 6 137 < 33b0000, 7110000> (  827,  1809) (hidden room E of #5)
 7 140 < 3dd0000, 55b0000> (  989,  1371) (computer map, S of #6)
 8 146 < a700000, fda0000> ( 2672,  4058) (rocketbox behind E yellow door)
 9 160 < a520000, f200000> ( 2642,  3872) (rocket launcher behind E
                                           yellow door)
10 164 < a5a0000, e700000> ( 2650,  3696) (ammo box behind E yellow door)
11 176 < 4a00000, fc00000> ( 1184,  4032) (chaingun on pedestal in N)
12 236 <ffdc0000, ac00000> (  -36,  2752) (shotgun ammo behind lowering box)
 
E2M3:
 1  37 < 1e00000,fff80000> (  480,    -8) (door in N of pentagram lake rm)
 2  65 <fbc60000,  e40000> (-1082,   228) (plasma rifle in SW)
 3  97 < 2780000,fea00000> (  632,  -352) (door in SE of pentagram lake rm)
 4 103 < 3600000,  680000> (  864,   104) (way into imp cage w/backpack)
 5 119 < 5780000, 3020000> ( 1400,   770) (rad suit S of toxic)
 6 121 < 8550000, 3d50000> ( 2133,   981) (supercharger E of toxic)
 
E2M4:
 1  10 < 8000000,fd400000> ( 2048,  -704) (supercharger room N of big toxic O)
 2  16 < a000000,ff6b0000> ( 2560,  -149) (niche just N of computer map)
 3  19 < 5800000,ff130000> ( 1408,  -237) (plasma rifle E of northern O)
 4  36 < 68e0000, 2280000> ( 1678,   552) (stimpacks in N part of lava room)
 5  53 < a0b0000,  970000> ( 2571,   151) (room S of crushing ceiling, E
                                           of lava room)
 6 107 < 5700000,fe300000> ( 1392,  -464) (mega armor SW of lava room in NE)
 7 120 < 3800000,fb300000> (  896, -1232) (room w/invisibility W of toxic O)
 8 165 < 3600000,f5200000> (  864, -2784) (berserker S of zigzag in S)
 9 182 < 7e80000,f5480000> ( 2024, -2744) (supercharger near exit)
10 188 <fecf0000,f4f80000> ( -305, -2824) (hidden rm just S of starting point)
 
E2M5:
 1   8 <fbe00000,  a00000> (-1056,   160) (chainsaw in S middle)
 2  11 <f9c80000,fe780000> (-1592,  -392) (anti-rad suit in circular stairway)
 3 121 <fea00000, 9000000> ( -352,  2304) (rm near exit to level 9)
 4 126 <fb840000, 8920000> (-1148,  2194) (secret imp rm E of starting point)
 5 186 <f28d0000, 1f30000> (-3443,   499) (niche N of fake fire)
 6 188 <f2250000, 4730000> (-3547,  1139) (rm with baron in cage)
 7 219 <f83c0000, 87b0000> (-1988,  2171) (secret imp rm W of starting point)
 8 229 <f2a40000, 8c00000> (-3420,  2240) (energy cell in NW niche in toxic
                                           lake in NW)
 9 234 <f3c30000, 4a00000> (-3133,  1184) (room W of #10)
10 238 <f4e10000, 4a00000> (-2847,  1184) (lost soul rm thru teleporter in #5)
 
E2M6:
 1   0 <ff800000, c200000> ( -128,  3104) (invisibility, etc. by skull
                                           pedestal in NW)
 2  16 <fbc00000, 9400000> (-1088,  2368) (long N-S room in NW with
                                           chaingun & lite amp)
 3  48 < 6190000, c600000> ( 1561,  3168) (corridor leading N out of
                                           fake exit)
 
E2M7:
 1  44 <  200000,ffa50000> (   32,   -91) (room w/rocket launcher &
                                           teleporter in SW)
 2  72 <ffe00000,fd140000> (  -32,  -748) (rm w/switch behind red door in SW)
 3 250 < d0c0000, 3a40000> ( 3340,   932) (computer map rm in E middle)
 4 284 <  900000, 5ce0000> (  144,  1486) (plasma rifle rm in NW)
 5 294 < 5e00000, 7e00000> ( 1504,  2016) (supercharger just E of starting pt)
 6 301 < 18d0000, 7750000> (  397,  1909) (chainsaw rm in NE)
 
E2M8: [none]
 
E2M9:
 1   5 < 9f70000,fe830000> ( 2551,  -381) (rm with doors at east end;
                                           not very secret, actually)
 
E3M1:
 1  25 <fc5c0000, 7600000> ( -932,  1888) (rocket launcher rm)
 
E3M2:
 1  19 < 6e40000, 7d40000> ( 1764,  2004) (wall blocking way to chaingun in NE)
 2  28 < 2720000, c080000> (  626,  3080) (hallway to rocket case at tip
                                           of middle finger)
 3  58 < 24a0000, 5280000> (  586,  1320) (plasma rifle near 2nd finger fm W)
 
E3M3:
 1  71 < 4600000,ffa00000> ( 1120,   -96) (rm E of northern niche in
                                           E corridor with dark niches)
 2 110 <fd900000, 1f00000> ( -624,   496) (rm just N of lava maze with BFG9K)
 3 154 <fec00000, 3a00000> ( -320,   928) (computer map in SW corner of
                                           N chamber near exit)
 4 164 < 47a0000, 4510000> ( 1146,  1105) (rm with rocketlauncher N of #1)
 5 184 < 1c80000, 1c00000> (  456,   448) (chaingun in SE niche of toxic lake)
 6 187 <   00000, 3a00000> (    0,   928) (ammo in SE corner of N chamber
                                           near exit)
 
E3M4:
 1  91 < 4fe0000, 2630000> ( 1278,   611) (rm in NE with SW window where you
                                           can shoot demons)
 2  98 <ffe00000,fd040000> (  -32,  -764) (BFG9000)
 3 124 < 6c00000,fd9c0000> ( 1728,  -612) (radiation suit in NE)
 4 177 <feb80000,fae00000> ( -328, -1312) (secret rm with rockets in W side of
                                           rm S of BFG9000)
 
E3M5:
 1   1 <faa00000,fc400000> (-1376,  -960) (light amp rm)
 2  97 < 30e0000,  730000> (  782,   115) (chainsaw E of center chamber)
 3 106 <ff200000,ffb60000> ( -224,   -74) (S stony structure in center)
 4 108 <  8a0000, 1200000> (  138,   288) (E stony structure in center)
 5 128 <f7420000, 25d0000> (-2238,   605) (westernmost room with plasma rifle)
 6 132 <fdb60000, 1200000> ( -586,   288) (W stony structure in center)
 7 178 < 1e40000, 8e00000> (  484,  2272) (rocket launcher in most northern rm)
 8 204 <ff200000, 28a0000> ( -224,   650) (N stony structure in center)
 9 237 <fad80000, 5a00000> (-1320,  1440) (secret door to NW in W part of
                                           N corridor; leads W to lava room)
10 257 <fab40000, 6200000> (-1356,  1568) (radiation suit in NW chamber)
 
E3M6:
 1  77 < 3e40000, 39c0000> (  996,   924) (energy cell in NW-SE oriented
                                           structure with cages at entrance)
 2  88 < 3800000, bdc0000> (  896,  3036) (in front of door to level 9)
 3  92 < 1800000, a400000> (  384,  2624) (chainsaw)
 4 121 < 8030000, 19c0000> ( 2051,   412) (plasma rifle on NE end of
                                           small building with 2 teleporters)
 
E3M7:
 1  80 < 7800000, 5350000> ( 1920,  1333) (BFG9000, in NE)
 2  84 <fb600000,fe680000> (-1184,  -408) (supercharger in pentagram)
 3  98 <fd2c0000,fc940000> ( -724,  -876) (secret rm SE of pentagram rm)
 4 119 <fd800000, 7920000> ( -640,  1938) (plasma rifle & energy cells,
                                           past teleporter in SE)
 
E3M8: [none]
 
E3M9:
 1  23 <fcdc0000, 7600000> ( -804,  1888) (secret rm W in rm just S of
                                           fake exit)
 
*10-2-1*: Knee-Deep in the Dead
-------------------------------
 
E1M1: HANGAR:
 
# Just after the zigzag look right for the oddly colored wall <0xBA389D6,
  0xf0e054ec>.  Push it for corridor to a open place with a blue armor vest.
# 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)
  <0xd68473b,0xf2510f63>.
# 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
  get it.
 
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
  strange results.
# In the most eastern part of the maze, push the wall between the white stripes
  <0x1eff099,0xfc88d4d4d3> for a backpack.
 
E1M3: TOXIC REFINERY:
 
# 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
  described below.
# 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 careful! 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-
  switch.
# 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.
+ Although they don't count as secrets in themselves, getting on the
  five pillars, each with a weapon or bit of ammo on it, in the secret
  room on the right hand wall of the room with the ooze trench and
  exit, is one of the more challenging things to do in the game.
  Basically, the room on the secret level of episide one "Military
  Base" contains five pillars of increasing height as you go around
  clockwise, along with a lift which lowers when you are on the entry
  stairs, allowing access to the first and highest pillar. The key is
  to go around each pillar in a counter-clockwise direction. Just
  running and jumping toward a pillar isn't enough, as you will go over
  it but fall off the far side, and this can only get you to the first
  and tallest pillar, and the shortest (or maybe the first two on
  either end if you manage to swipe the item off the top of the second
  pillar before falling). The key is to shift+forward run at each
  pillar, take off and jump toward it, and right when you reach it,
  briefly press the down arrow to move backward. This will stop your
  running and you will be standing still on the next pillar. If you
  move back too soon you will hit the pillar and fall to the ground;
  too late and you run off the far side. It's best to give yourself a
  running start for each pillar and line yourself up so you will be
  jumping over the minimum distance possible. Using the automap under a
  high zoom level can help here. This actually isn't as hard as it may
  seem to get right. I understand some can do this all in one fell
  running swoop by turning in mid-routine, but this is a surer way.
 
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
  out.
 
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 shotgun.
# 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'
  over.
# 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 lead anywhere.
  The northern one <0xfc2fd5ee,0x4f92783> has a secret wall to the east which
  leads to a secret room with a partial invisibility and a shortcut to the
  darkroom (via the north).  The pentagram is a teleporter back to the
  beginning.
# 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 useful (maybe for
  dashing for the exit?)
 
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 back way 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 sufficiently 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 ANAMALY:
 
# 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 ANOMOLY:
 
# 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
  computer map.
 
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
  life-bonusses.
# 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
  computermap.
# 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
  east.
+ 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
  backpack).
# To get the last secret go into the room with the blue keycard,
  <0x9e4f2bb,0x5affb22> and look up at the four corners.  Note that the
  extreme southeast corner is lit up unlike the other corners.  Go and
  stand in this corner and face along the wall.  The platform with the
  supercharge on it will lower <0x9e41c9a, 0x5eff45c>.  Run across and get
  it before it rises again.  It will only go down once, so you only get one
  chance at it.  This is one of the harder secrets in all of DOOM to find
  and get to.
 
E2M3: REFINERY:
# 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.
# The next secret on this level is similar to and next to the one
  above.  You can get out of the room with the green lake
  <0x25ff9c6, 0xfe9f8db4> via a one way secret door on the wall in front of
  the main entry way, which leads back to the room with the imp cage.  The
  other secret door above refers to a one way door into this room which is on the wall across
  from where the rising and falling platforms with candles on them are.
# In the south east is a partially hidden cage with Imps
  <0x1de36ff,0x10156d>.  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
  corner <0x85000da,0x3eac965>.
 
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 opens 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
  lava.
  - 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 room above, just over the edge of the wall, is a small ledge
  with some medikits <0x6ff9294,0x22b3e1f> on them which normally aren't
  visible from the room and can be missed when running over the lava to the
  secret door.
# 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
  <0x7e9bcac,0xf5497b99>.
+ 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.
 
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
  reveal 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
  chainsaw.
# 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.
# In the slime lake mentioned above, not only is there a teleporter,
  but there is also another niche with a cell pack in it
  <0xf29859a4,0x8bf7c8b>.
 
E2M9: FORTRESS OF MYSTERY:
 
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,
  0xff151336>.
+ Three parts of the mazes are secret.  All the secrets are off the area at
  the north of the level after going down the long narrow passage to the
  junction.
# The area to the east with the fake exit counts as a secret.
# The area to the north with the goodies on the table counts as a secret.
# The area to the west past the crushing ceiling counts as a secret.
 
 
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
  supercharger.
 
E2M8: TOWER OF BABEL:
 
There are no secrets on this level.
 
*10-2-3*: Inferno
-----------------
 
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.
  To lower the trangle column (actually it rises) you want to shoot the
  back wall of one of the six cages the sergeants were in. Shooting it
  raises the pillar exposing the red triangle, walking over which
  lowers the sergeant platforms allowing you to get the stuff in each one.
# In the large circular room at the end of the middle finger is a
  supercharge.
# 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
  west.
 
E3M3: PANDEMONIUM:
 
+ 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
  chaingun.
# 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 invulnerability, useful for
  running 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 lava 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
  push it.
# The last two secrets are in the area to the east of the level, off
  the east hall and over the stairs guarded by lost souls.  Just
  entering the room around beyond it with the lava and Cacodemon counts
  as one secret.  Getting to the area past that with the berserk pack
  and armor counts as another.
 
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 a lot 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 invulnerability
  Behind door 3: the yellow key
  Behind door Y: the red key
 
 
                             +---+
                  +--+       |   |
                  |  +-------+   +--+
    +-------------+  +      [7] [Y] |
    |            [3] |    ---+---+--+  rest of the level...
    |     --------+--+      [6] [7] |   .
    |            [2] |     +-+[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.
# The final secret for this level is located to the left of the starting
  room, past the Cacodemon cages and behind the wall.  Using the teleporter
  across the lava to enter the room counts as a secret.
 
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.  The yellow key is required to open this
  door.
# 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
  ceilings.
  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
  on.
# 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 invulnerability
  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'.
# See Chapter [10-1-3] for information on getting to the secret level.
  This counts as a secret as well.
# The fourth and final secret passage area on this level is inside the
  same building room with the secret teleporter leading to the blue box
  ledge.  On the opposide wall is another hidden wall opening
  <0x3aa61a5,0x365963f> which contains a cell pack.
+ 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.
 
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.
+ There are several pillars in the various lava-lakes with red doors, all
  containing transporters:
  (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
    <ffa72354,6c46d07> has a transporter to the SW ridge looking out over the
    middle pillar..... The switch <f9d003cc,569d8a4> opens a door???
    The eastern pillar <2d380df,57aafc9> leads to the ridge east, with the
    yellow key...
  - 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.
 
E3M8: DIS
 
+ Not a real secret room, but in case you are wondering: the room in the middle
  contains a plasma gun and a blue armorvest.
 
E3M9: WARRENS
 
+ This level is very similar to E3M1, but is much more difficult.
# Just like in Hell Keep, there is a rocket launcher 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).
 
(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 best 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 Cacodemons,
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 you.
 
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 each weapon for the first time?
=======================================================
        Here is a chart that shows on which level in each episode you can
pick up each weapon.
 
                .-----------------------------------.
                | Weapon          | E1M | E2M | E3M |
                |-----------------------------------|
                | Chain saw       |  2  |  2  |  5  |
                | Shotgun +       |  1  |  1  |  1  |
                | Chain gun       |  2  |  2  |  2  |
                | Rocket launcher |  3  |  2  |  1  |
                | Plasma gun      |  -  |  1  |  2  |
                | BFG9000         |  -  |  -  |  3  |
                `-----------------------------------'
        +: Can also be picked up from the first dead sergeant.
 
*10-5*: Where can I find the various powerups in the game?
==========================================================
        This chart outlines where all of the powerups may be found in the
game.  This chart is for Ultra-Violence mode only.
 
KEY
===
SG = Shotgun, CG = Chaingun, RK = Rocket Launcher, PL = Plasma, BF = BFG9000
CS = Chainsaw, BZ = Berzerk Pack
A1 = Security Armor  A2 = Combat armor
BP = Backpack, RS = Radiation Shield, MP = Map, LA = Light Amplification
SS = Supercharge, BA = Invisibility, IA = Invulnerability
CC = Crushing Ceiling, T1 = One way Teleporter, T2 = Two way Teleporter pair
 
==============================================================================
       SG CG RK PL BF   CS BZ   A1 A2   BP RS MP LA   SS BA IA   CC T1 T2  TOT
E1M1:   1  +  +  .  .    .  .    1  1    .  .  .  .    .  .  .    .  .  .   +3
E1M2:   1  1  +  .  .    1  .    3  .    2  .  .  .    1  .  .    .  .  .   +9
E1M3:   1  1  1  .  .    1  .    3  1    1  .  .  .    2  1  .    .  .  .   12
E1M9:   1  1  1  .  .    1  .    1  .    1  .  .  .    .  .  .    .  1  .    7
E1M4:   .  1  1  .  .    .  .    1  1    1  +  .  .    1  .  .    .  .  .   +6
E1M5:   1  1 +1  .  .    1  .    2  1    1  1  1  1    1  1  .    .  1  .   14
E1M6:   1  1  1  .  .    .  .    4  1    3  3  1  1    2  2  .    .  .  .   20
E1M7:   1  1  1  .  .    1  .    2  1    1  1  1  .    1  1  .    .  .  .   12
E1M8:   1  1  .  .  .    .  .    1  .    .  .  2  .    1  1  .    .  1  .    8
Total:  8 +8 +6  .  .    5  .   18  6   10 +5  5  2    9  6  .    .  3  .   91
 
       SG CG RK PL BF   CS BZ   A1 A2   BP RS MP LA   SS BA IA   CC T1 T2  TOT
E2M1:  +1  .  .  1  .    .  .    1  1    .  .  1  .    .  .  .    .  2  5  +12
E2M2:   1  1  1  1  .    1  1    4  1    2  +  1  .    1  1  .    5  .  .  +21
E2M3:   1  1  .  1  .    .  1    1  1    1  2  .  .    1  1  .    .  .  .   11
E2M4:   1  1  .  1  .    .  1    3  1    1  2  1  .    2  2  .    5  3  2   26
E2M5:   .  1  .  1  .    1  1    2  1    1  2  1  .    .  1  .    .  3  1   16
E2M9:   1  1  1  1  .    1  .    .  1    1  .  1  .    1  .  .    .  .  .    9
E2M6:   .  1  1  1  .    1  1    1  1    1  .  1  4    1  3  .    1  .  .   18
E2M7:   .  1  1  1  .    1  1    .  1    1  .  1  .    1  1  2    .  .  1   13
E2M8:   .  .  1  .  .    .  .    1  .    .  .  .  .    2  .  .    .  .  .    4
Total: +5  7  5  8  .    5  6   13  8    8 +6  7  4    9  9  2   11  8  9  130
 
       SG CG RK PL BF   CS BZ   A1 A2   BP RS MP LA   SS BA IA   CC T1 T2  TOT
E3M1:   1  .  1  .  .    .  .    .  .    .  .  .  .    .  .  .    .  .  .    2
E3M2:   .  1  1  1  .    .  1    1  1    .  .  1  .    1  .  .    .  .  .    8
E3M3:   1  1  1  .  1    .  1    1  2    1  .  1  .    1  .  1    .  .  .   12
E3M4:   1  1  1  .  1    .  1    2  2    1  1  .  .    1  1  2    2  .  1   18
E3M5:  +1  1  1  1  1    1  1    .  .    .  1  .  1    2  1  1    4 18  1  +36
E3M6:   1  1  1  1  .    1  1    2  1    1  5  1  .    2  .  2    .  5  .   25
E3M9:   1  1 +1  1  1    1  1    1  .    .  2  .  .    2  1  2    .  1  .   16
E3M7:   .  .  .  1  1    .  .    .  1    1 10  .  .    1  .  .    .  2  6   23
E3M8:   .  .  1  1  .    .  .    .  1    .  .  .  .    .  .  .    .  .  .    3
Total: +6  6 +8  6  5    3  6    7  8    4 19  3  1   10  3  8    6 26  8  143
 
       SG CG RK PL BF   CS BZ   A1 A2   BP RS MP LA   SS BA IA   CC T1 T2  TOT
TOTAL: 19 21 19 14  5   13 12   38 22   22 30 15  7   28 18 10   17 37 17  364
==============================================================================
 
*10-5-1*: How much do health and armor items help me?
-----------------------------------------------------
        These charts explain how various powerups benefit the
marine.
 
        .------------------------.      .-----------------------.
        | Health      | Incr.    |      | Armor       | Incr.   |
        |------------------------|      |-----------------------|
        | Potion      | ++   1 % |      | Helmet      | +++ 1 % |
        | Stimpack    | +   10 % |      | Green vest  | = 100 % |
        | Medikit     | +   25 % |      | Blue jacket | = 200 % |
        | Berserk     | =  100 % |      `-----------------------'
        | Soul sphere | ++ 100 % |
        `------------------------'      +  : Increments, up to 100 %
= : Sets to this value if current       ++ : Increments, up to 199 %
    is less, otherwise no change        +++: Increments, even over 200 %
 
[10-6]: 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.
 
*10-6-1*: How much ammunition is obtained from picking up the various types?
----------------------------------------------------------------------------
        Here is a chart that explains the amount of ammunition that
is obtained from picking up bullets, shells, rockets, and cells.
 
        .---------------------------------------------.
        |             Ultra-Violence mode             |
        |---------------------------------------------|
        | Type            | BULL | SHEL | RCKT | CELL |
        |---------------------------------------------|
        | Human's clip    |   5  |   0  |   0  |   0  |
        | Bullet clip     |  10  |   0  |   0  |   0  |
        | Bullet box      |  50  |   0  |   0  |   0  |
        | Chain gun       |  20  |   0  |   0  |   0  |
        | Sarge's gun     |   0  |   4  |   0  |   0  |
        | Shell clip      |   0  |   4  |   0  |   0  |
        | Shell box       |   0  |  20  |   0  |   0  |
        | Shotgun         |   0  |   8  |   0  |   0  |
        | Rocket          |   0  |   0  |   1  |   0  |
        | Rocket box      |   0  |   0  |   5  |   0  |
        | Rocket launcher |   0  |   0  |   2  |   0  |
        | Cell pack       |   0  |   0  |   0  |  20  |
        | Energy charge   |   0  |   0  |   0  | 100  |
        | Plasma gun      |   0  |   0  |   0  |  40  |
        | BFG9000         |   0  |   0  |   0  |  40  |
        | Backpack +      |  10  |   4  |   1  |  20  |
        `---------------------------------------------'
        +: The first backpack doubles carrying capacity.
 
(10-7): 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     17    18    = 37
                  Cyberdemons     0     1     1     = 2
                  Spiderdemon     0     0     1     = 1
                  ----------------------------------------
                  TOTAL           927   743   697   = 2367
                  ----------------------------------------
 
        The following charts display the amount of enemies per level and
per episode, in Ultra-Violence mode.
 
(10-7-1): 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    0    4    4    3    2    0    0    4
         Cyberdemon     0    0    0    0    0    0    0    1    0
         ---------------------------------------------------------
 
(10-6-3): Inferno
-----------------
 
         ---------------------------------------------------------
         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
         ---------------------------------------------------------
 
[10-8]: 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 | BULL | SHOT | ROCK | CELL | 9000 |
              |--------------------------------------------|
              | Human   |   2  |   1  |   1  |   1  |   1  |
              | Sergeant|   3  |   1  |   1  |   2  |   1  |
              | Imp     |   6  |   1  |   1  |   3  |   1  |
              | Demon   |  14  |   2  |   1  |   7  |   1  |
              | Spectre |  14  |   2  |   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  |
              | Spiderd.| 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.
 
*10-9*: Which enemies will attack each other?
=============================================
        Projectile monster attacks do not hurt other monsters of the same
species. For example, Imp fireballs do not hurt other Imps, but do hurt
other monsters.  Baron green plasma does not hurt other barons, Cacodemon
gasballs don't hurt other Cacodemons, and Cyberdemons are immune to their own
rockets.
        Bullet attacks are fair game for all.  Troopers, Sargeants, and
Spiderdemons all kill their own kind cheerfully.
        Scratching and biting attacks are hard to misdirect but it does
happen, and when it does, Demons will happily go after each other, as will
Spectres.
        Last but not least, Lost Souls who hit each other will duke it out to
the finish.
 
====================================
=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
otherwise.
 
FTP  (1) infant2.sphs.indiana.edu /pub/doom/<directory_name_here>
       + ftp.uwp.edu              /pub/msdos/games/id/home-brew/doom/<dir>
       + ftp.orst.edu             /pub/gaming/DOOM/<directory_name>
       + empires.stanford.edu     /pub/<directory_name>/<directory_name>
       + ftp.uni-erlangen.de      /pub/pc/msdos/games/ID/DOOM-stuff/<dir>
 
FTP  (2) wuarchive.wustl.edu      /pub/MSDOS_UPLOADS/games/doomstuff/<dir>
 
BBS  (3) Software Creations          (508)-365-2359 (2400 baud)
                                     (508)-368-7036 (9600-14.4k v.32bis)
                                     (508)-368-4137 (14.4k16.8k HST/DS)
 
+: This site is a mirror of infant2.sphs.indiana.edu
 
*11-1* If I don't have FTP access, how can I get these files?
=============================================================
 
        A new mail server has been set up to service the infant2 DOOM FTP
site.  To use the site send E-mail to:
 
        [email protected]
 
The mail server will do various things depending on what you put in
the body of the message.  For list of commands send the message:
 
-CUT HERE-
send help
end
-CUT HERE-
 
Every morning at 1:00am, two files are updated that you can get that will tell
you what is avaliable to be downloaded.  They are called FILELIST and
NEWFILES.  You can get these files by sending the message:
 
-CUT HERE-
send FILELIST
send NEWFILES
end
-CUT HERE-
 
Once you have found the files you want on the list, you can get them sent to
you with the following commands sent to the mailer:
 
-CUT HERE-
send infant2.sphs.indiana.edu:/pub/doom/wads/newwads/reallybig.wad
send infant2.sphs.indiana.edu:/pub/doom/wad_edit/bsp11x.zip
send infant2.sphs.indiana.edu:/pub/doom/text/doom57.faq
end
-CUT HERE-
 
The mailer will send you the uuencoded binaries within 24 hours.
 
--------------------------------------------------------------
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
====================
 
DESCRIPTION:
        A saved game editor.  Offers some options not available on other
editors.  Only works on v1.1 saved games.
 
CREATED BY:
        Bob Manen ([email protected])
 
AVAILABLE AT:
        Site (1): save_edit/dmsav101.arj
 
[12-2]: DOOMEdit v4.1
=====================
 
DESCRIPTION:
        A saved game editor.  This works on ALL version of DOOM, including
v1.2.  Have fun!
 
CREATED BY:
        The Harrison Hackers:
        [email protected]   (programmer)
        [email protected] (middle-man-all-round-great-guy-
                                       with-the-know-how)
        [email protected]     (semi-beta-tester)
        [email protected]      (beta-tester)
        [email protected] (mysterious person)
 
AVAILABLE AT:
        Site (1): save_edit/dmedit41.zip
        Site (2): dmedit41.zip
 
[12-3]: DOOMED v1.2
===================
 
DESCRIPTION:
        A very good saved game editor, allowing a large variety of
options.
 
CREATED BY:
        Arun Bhalla ([email protected])
 
AVAILABLE AT:
        Site (1): save_edit/doomed12.zip
        Site (2): doomed12.zip
 
[12-4]: DOOM: The Cheat 2
=========================
 
DESCRIPTION:
        A saved game editor.  Currently only works on DOOM v1.1.  No
upgrade information is known.
 
CREATED BY:
        Joe Snow (Nuclear Meltdown BBS: (508)-234-5777: User #3)
 
AVAILABLE AT:
        Site (1): dmcheat2.zip
 
[12-5]: DOOMSAFE v1.02
======================
 
DESCRIPTION:
        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.
 
CREATED BY:
        Ramco van de Woestijne (Unknown address)
 
AVAILABLE AT:
        Site (2): doomsb12.zip
 
[12-6]: DSGEDIT v3.0
====================
 
DESCRIPTION:
        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.
 
CREATED BY:
        David Daraniero (CompuServe: 71005,2557)
 
AVAILABLE AT:
        Site (1): dsgedit.zip
 
*12-7*: EDITGAME v1.2a
======================
 
DESCRIPTION:
        A saved game editor for DOOM, works for v1.1 of DOOM and above.
 
CREATED BY:
        Brad Mettee ([email protected])
 
AVAILABLE AT:
        Site (1): edtgme12.zip
 
-----------------------------------------------------------
CHAPTER [13]: What add-on software allows me to alter DOOM?
-----------------------------------------------------------
 
[13-1]: BSP v1.1
================
 
DESCRIPTION:
        A 100% working nodes builder which builds the correct BSP nodes and
blockmap data for any WAD file.
 
CREATED BY:
        Colin Reed ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/bsp11x.zip
 
*13-2*: DEU v5.21
=================
 
DESCRIPTION:
        A map editor to create brand new levels for DOOM or edit existing
ones.  Includes manual, tutorial, and complete source code.  Handles nodes
fairly well.
 
CREATED BY:
        Raphael Quinet ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/deu521.zip
        Site (2): deu521.zip
 
*13-3*: DMapEdit v3.0
=====================
 
DESCRIPTION:
        A full DOOM map editor which allows editing of DOOM level
components.
 
CREATED BY:
        Jason Hofoss ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/dmaped30.zip
        Site (2): dmaped30.zip
 
*13-4*: DMAUD v1.1
==================
 
DESCRIPTION:
        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.
 
CREATED BY:
        Bill Neisius ([email protected])
 
AVAILABLE AT:
        Site (1): sounds/dmaud11.zip
        Site (2): dmaud11.zip
 
[13-4-1]: DMFE v0.0.1
---------------------
 
DESCRIPTION:
        DMFE provides a simple front-end to Bill Neisius' excellent utility,
DMAUD, which allows you to alter the sound files used in DOOM.
 
CREATED BY:
        Douglas Reedy ([email protected])
 
AVAILABLE AT:
        Site (1): dmfe001.zip
 
[13-5]: DMGRAPH v1.1
====================
 
DESCRIPTION:
 
        Allows importing and exporting of graphics for DOOM.  v1.0 allows
usage of PPM or GIF graphic files in 320x200x256 format.
 
CREATED BY:
        Bill Neisius ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/dmgrap11.zip
        Site (2): dmgrap11.zip
 
*13-6*: DMMUSIC v1.0a
=====================
 
DESCRIPTION:
        DMMUSIC allows importing and exporting of MUS files with IWAD and
PWAD files.
 
CREATED BY:
        Bill Neisius ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/dmmus10a.zip
 
*13-7*: DOOMCAD v4.2
====================
 
DESCRIPTION:
 
        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.
 
CREATED BY:
        Matt Tagliaferri ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/doomvb42.zip
        Site (2): doomvb42.zip
 
*13-8*: DOOM Color Changer
==========================
 
DESCRIPTION:
        This program modifies the DOOM.WAD files' player pictures. This
allows you to change the way other players are viewed in a
multi-player game.  If you are playing a cooperative game, you can
make the players white so they stand out and you can avoid hitting
them by accident.  Or, you can make the players dark colors so that a
deathmatch game can be more difficult.  This program will only work
on the registered DOOM v1.2 or above.
 
CREATED BY:
        Douglas Leininger ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/doomcc.zip
 
*13-9*: DOOMDump v0.9
=====================
 
DESCRIPTION:
        Dumps out all structures contained in a WAD file to a text file.
 
CREATED BY:
        Steve Simpson ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/dmdump09.zip
 
*13-10*: DOOM Editor - The Real Thing v2.60b2
=============================================
 
DESCRIPTION:
        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.
 
CREATED BY:
        Unknown name ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/de_260b2.zip
        Site (2): de_260b2.zip
 
[13-11]: DOOMTOOL
=================
 
DESCRIPTION:
        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.
 
CREATED BY:
        Unknown Name ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/doomtool.zip
        Site (2): doomtool.zip
 
[13-12]: DOPE v1.2
==================
 
DESCRIPTION:
        DOPE is a DOOM Object Placement Editor.  This program will allow
you to completely edit object placement in all levels.
 
CREATED BY:
        Chris Carollo ([email protected])
 
AVAILABLE AT:
        Site (2): dope12.zip
 
*13-13*: IDBSP v1.0
===================
 
DESCRIPTION:
        id Software's BSP node builder ported to DOS.
 
CREATED BY:
        Ron Rossbach ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/idbsp10.zip
 
[13-14]: Jumble v3.0
====================
 
DESCRIPTION:
        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.
 
CREATED BY:
        <Empty> Productions ([email protected])
 
AVAILABLE AT:
        Site (1): random/jumble30.zip and random/jumble3s.zip
        Site (2): jumble30.zip and jumble3s.zip
        Site (3): jumble30.zip and jumble3s.zip
 
[13-15]: MDE: My DOOM Editor v0.90b
===================================
 
DESCRIPTION:
        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.
 
CREATED BY:
        Patrick Steele (Unknown address)
 
AVAILABLE AT:
        Site (1): wad_edit/mde90b1.zip
        Site (2): mde90b1.zip
 
*13-16*: Move Level v2.0
========================
 
DESCRIPTION:
        Move Level allows modification of the episode and mission number
in a DOOM PWAD file.
 
CREATED BY:
        Steve Stimpson ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/movelev2.zip
 
*13-17*: MUS2PWAD v1.0
======================
 
DESCRIPTION:
        Places MUS files into PWAD files.
 
CREATED BY:
        Wirta Wiriyan ([email protected])
 
AVAILABLE AT:
        Site (1): music/mus2pwad.zip
 
[13-18]: NodeNav v0.8
=====================
 
DESCRIPTION:
        Allows observation of the geometry of the nodes structure for a
particular DOOM level.
 
CREATED BY:
        Frank Palazzolo ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/nodenav.zip
        Site (2): nodenav.zip
 
*13-19*: RanDOOM v1.65
======================
 
DESCRIPTION:
        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.
 
CREATED BY:
        Scott Coleman: ASRE Software ([email protected])
 
AVAILABLE AT:
        Site (1): random/rdoom165.zip
        Site (2): rdoom165.zip
 
*13-20*: REJECT v1.0
====================
 
DESCRIPTION:
 
        REJECT.EXE is a command line based utility used for building the
REJECT resource in a DOOM PWAD file. It post-processes a PWAD which
has been created using a level editor such as DEU. Its main purpose
is to speed up slow PWAD files by reducing the number of line-of-sight
calculations performed by the DOOM engine.
 
CREATED BY:
        L. M. Witek ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/reject10.zip
 
*13-21*: Renegade Graphics DOOMED v1.1c/e
=========================================
 
DESCRIPTION:
        Allows advanced DOOM map editing and has been used by many
PWAD creators.  Allows modification and creation of PWAD files.  Includes
detailed documentation.  A v2.0 upgrade is expected soon which should
add many new features.
        Note: The newest registered version is v1.1e.  Registration
              is $25 US.
 
CREATED BY:
        Joe Pantuso ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/rgde11cs.zip
        Renegade Graphics BBS: (615)-337-9198
 
[13-22]: RENWAD
===============
 
DESCRIPTION:
        Allows modification of the episode and mission number in a DOOM
PWAD file.
 
CREATED BY:
        ASRE Software ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/renwad.zip
 
[13-23]: VERDA v0.20
====================
 
DESCRIPTION:
        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
be edited.
 
CREATED BY:
        Mike Carter ([email protected])
        Robert Fenske
        Bob Robinson
 
AVAILABLE AT:
        Site (1): wad_edit/verda020.zip
 
*13-24*: VERDA Node Builder v1.05
=================================
 
DESCRIPTION:
        Builds nodes in a PWAD file.
 
CREATED BY:
        Robert Fenske ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/vbsp0105.zip
 
*13-25*: WADED v1.17
====================
 
DESCRIPTION:
        A DOOM PWAD editor.
 
CREATED BY:
        Unknown
 
AVAILABLE AT:
        Site (1): wad_edit/waded117.zip
 
[13-26]: WAD Extended Tools v1.0
================================
 
DESCRIPTION:
        Allows viewing and hex editing of WAD resources such as pictures,
textures, color maps, and more.
 
CREATED BY:
        Unknown Name ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/ewt.zip
 
[13-27]: WAD Hacker v2.0
========================
 
DESCRIPTION:
        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.
 
CREATED BY:
        Roger Hayes ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/wadhak.zip
 
[13-28]: WADMASTER v0.5
=======================
 
DESCRIPTION:
        Allows adding and removing of THINGS in DOOM levels.  Also displays
NODES, SSECTORS, and SEGS.
 
CREATED BY:
        Unknown
 
AVAILABLE AT:
        Site (1): wad_edit/wdmstr05.zip
        Site (2): wdmstr05.zip
 
[13-29]: WADNAME
================
 
DESCRIPTION:
        WADNAME is a utility which will display the episode and mission
number of all replacement levels contained in a given WAD file.
 
CREATED BY:
        ASRE Software ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/wadname.zip
 
*13-30*: Wads_Up v1.1
=====================
 
DESCRIPTION:
        Wads_Up is basically a THING editor.  It allows you to move
objects, graphics, enemies, around a level.
 
CREATED BY:
        Gary Whitehead ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/wadsup11.zip
 
[13-31]: WAD Tools v1.0
=======================
 
DESCRIPTION:
        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.
 
CREATED BY:
        Jeff Miller ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/wt100.zip
        Site (2): wt100.zip
 
----------------------------------------------------
CHAPTER [14]: What add-on data files exist for DOOM?
----------------------------------------------------
 
*14-1*: Graphics
================
        Here is a catalog of various graphics collections available for
DOOM.  Bill Neisius' DMGRAPH v1.1 or a similar utility is often needed to
import most of these into DOOM.
 
AVAILABLE AT:
        Site (1): graphics/(filename)
 
FILE         DESCRIPTION             CREATOR
====         ===========             =======
alien   .zip Preview of aliens patch David Lobser ([email protected])
angels  .zip Sargeants have wings    Sam Lantinga ([email protected])
BARN3D2A.ZIP 3-D Barney the Dinosaur David Lobser ([email protected])
baron_1 .zip Preview of DOOM T-shirt Teery Greenlaw ([email protected])
bdoom   .zip Barney the Dinosaur     Bill Neisius ([email protected])
bunny3d .zip 3-D Energizer Bunny     David Lobser ([email protected])
chungang.zip Gory new graphics       Unknown
CRAZDOOM.ZIP Imps wear bikinis       Unknown
dalek3d .zip Imps are Daleks         David Lobser ([email protected])
dalek-3 .zip Imps are Daleks         Unknown Name ([email protected])
dckscrn .zip Preview of DOOM constr- Ben Morris ([email protected])
dckscrn2.zip uction kit, coming soon Ben Morris ([email protected])
doom4win.zip DOOM logos for Windows  "Nightcrawler"
doommorf.zip Enemy FLI animation     Neal Miller ([email protected])
fhum    .zip New sargeant deaths     Unknown
guy2sarg.zip Swaps Sargeants/Marines Dave Matteson ([email protected])
imp_grfx.zip Imps are more gory      Greg Gimsby (Unknown E-mail address)
jagdoom .zip Jaguar DOOM preview     id Software ([email protected])
macbar10.zip Barrels are Macintoshes Atul Varma ([email protected])
myface  .zip Cacodemons are faces    Adrian Hayes ([email protected])
nopent  .zip Removes pentagrams      Steve Simpson ([email protected])
pacdoom .zip Pacmen have invaded     Bill Neisius ([email protected])
sequence.zip New death sequences     Unknown Name ([email protected])
stars   .zip Skies are star fractals Unknown ([email protected])
wolfdm_2.zip Wolfenstein enemies     Unknown Name ([email protected])
 
*14-2*: Missions
================
 
        Here is a list 215 PWADs (new levels) for DOOM.  Most of them
require the registered version of DOOM.  Thanks to Todd Bursch
([email protected]) for such a great compiliation.
To use these, type the following at the command line:
 
 
        Have Fun!
 
AVAILABLE AT:
        Site (1): wads/<directory_name_here>/<filename>
 
 
- GS    Graphics / sounds               - TP    Type of game
          G includes external graphics            A all play types
          S includes external sounds              S tuned for single play
          A graphics/sounds/demos                 D deathmatch optimized
          D demo included
 
- EA    Difficulty of wad               - RATE  Personal rating of wad
          Y difficulty settings enabled          - sub-par
          N no difficulty settings               o ok
          E/H easy/hard                          + above average
                                                 ~ one half +
 
- DT    Deathmatch                      - CO    Cooperative
          Y includes 4 death start pts           Y includes 4 coop start pts
          # number of deathmatch starts          # number of coop starts
 
- MONST Cyber/Spiders/Barons
          N no monsters in wad
          1/0/0 1 cyber demon
          0/1/0 1 spider demon
          0/0/5 5 barons
 
- The rating system is based on overall appearance and gameplay.  The
  ratings reflect the opinions of Todd Bursch only.
- The monster cyber/spider/baron count is for skill level 3.
- The most up to date version of this chart is available by finger:
  finger [email protected]
- This chart is also available from "infant2.sphs.indiana.edu" in
  "/pub/doom/wads" under the filename "wads????.rev" where ???? is the
  month and day or release.
 
NAME    LEVEL GS TP EA RATE DT CO MONST  COMMENTS
11BONES  E1M1       Y  +    Y  Y         Round raised indoor island
11INHELL E1M1       NH +    8  Y  0/0/10 + barons, row of mv walls to exit
23CASTLE E2M3       N  o    N  Y         small castle with few monsters
666      E1M1    A  Y  ++   6  Y  0/0/4  four square warp from hell
777      E1M1    A  YH +++  7  Y  0/0/1  catwalks, killer keys, 4 lift pillars
ABYSS    E1M1       N  ++   N  N  0/0/3  red key under door @ begin
AFRO     E1M1       YH ++   9  Y  0/0/2  exit behind you @ begin
AMBUSH   E1M1       YH +++  N  N  1/0/11 cyber in cage @ begin, stairs, barons
ARENA    E1M1       N  +    Y  Y         huge square court, tons o guns
ATRIUM   E1M1       Y  +    N  N         small, barrel trap, swamp forest
AVRAX    E3M4    D  N  +    14 N  0      no health, tons o guns
AWP11    E1M1    A  Y  +    7  Y         tons of guns outside, 2 spiral rooms
AWP11F   E1M1  G    Y  ++   7  Y         2 spirals, canyon, +guns outside
BARREL   E1M1    S  YH +    N  N  0/1/6  lots o traps, xplding barrels
BASTARD1 E1M1          +++  N  Y         really cool kitchens & bathrooms
BDMWAD!  E1M1-9     Y  n/a  Y  Y         reorder: 21,24,31,22,33,11,35,38,28
BEHOLD21 E2M1       YH +    N  N  0/0/1  warp with thin walls
BIGBRO   E1M1    D  YH +    6  N  0/0/2  8 pits @ begin, traps
BLUDLUST E2M1    D  Y  ++   6  y  0/0/1  4 halls leading into center room
BOBWORLD E2M1       Y  o    N  Y  0/0/1  mod e1m1, more warps & monsters
BRIAN3L1 E3M1       Y  o    N  Y  0/0/2  mod e3m1
CANDYGRM E1M3    S  Y  ++   Y  Y  0/0/7  huge mazes, follow traps, 100 barrel
CANYON   E2M1       NE o    Y  N         long open canyon
CASE     E1M1       N  ++   13 Y         outside campus, + bldgs, cool
CASTLE   E1M1    S  Y  ++   Y  Y  0/0/2  large castle w slime moat
CAVLAB11 E1M1    S  Y  ++   N  N  0/1/12 20 meatballs, 10 barons, 1 exit
CHALLENJ E1M2    S  Y  +++  N  N  0/0/3  bar, barons @ end, large
CHRIS    E1M1    A  YH +    7  3  1/0/0  cyber in room w lift bridge
CJME2M1  E2M1       N  o    N  N         hex room, bad HOM bugs, exit?
CLAFLIN  E2M1    A  Y  ++~  6  Y  0/0/1  Bost. U, small maze, complex
CLASSICS         S     n/a               music PWAD
COLONY   E1M1 GS    YE ++   8  Y         small, puzzles & tricks
COLOSEUM E3M1    D  N  +    Y  Y  1/0/0  4 color warp in center, barons
COMBAT   E1M1-3  D  Y  +~   Y  Y  0/0/1  3 small, quick deathmatch, 1 weapon
CORTYR_B E3M     A  YH +++  Y  Y  0/0/1  huge, light post
CRAIG31  E3M1       Y  ++   8  Y  0/0/1  locks door behind you, wall of warps
CRUSHER  E1M1    S  Y  ++++ N  Y  1/0/0  cyber crush trap, pillars rise if shot
CWWAD    E1M1    D  N  ++   Y  N         1 room, trenches, + inviso's
DAEMON   E1M1       N  o    Y  Y  1/0/2  small, HOM bugs, long halls
DAEMON2  E1M1       N  ++   Y  Y  1/0/3  hallway of barrels, cyber
DAGGER   E1M1    S  N  ++   N  N         cool rising cross @ end, cross over
DEADBASE E2M1       Y  +++  6  Y         Fountain, stuck doors
DEADLY21 E2M1       N  o    N  Y         e2m1 based, more monsters
DEATH    E1M1       N  +    6  N  0/0/1  semi-maze
DEATH01  E2M1       Y  o    Y  Y  0/0/1  2 way run around
DEATH2   E1M2       Y  o    N  Y  0/1/15 mod e1m2, more guns & monsters
DETHE1M1 E1M1  A D  Y  +++  17 Y         cool house, C&C music fact 'sweat'
DETHSTAR E2M1    A  Y  ++   8  Y         mult warps to exit level, slalom
DETHWALK E2M1    D  Y  o    Y  Y         raised walkway, hidden exit
DMINATOR E1M1          n/a  2  Y         mod stock levels, more monsters
DPRISON  E1M1    D  N  o    Y  Y  0/0/1  hidden exit, cell doors
DRAGON12 E1M2       Y  ++   12 Y  0/1/2  map looks like a dragon
DRANDOM  E3M1    D  N  ++   Y  Y  0/0/1  pick 1 weapon, baron
DRKSTAIR E1M1       Y  +    1  Y         start in stair pit, deaf guards
DSPIRAL  E2M1    D  N  +++  5  Y         select 1 weapon, honeycomb spiral
DUO_1    E1M1    D  Y  +    Y  N  N      1 room, closets around outside
E1L1KP   E1M1       Y  +    Y  Y  0/0/1  1 hex pillar room
E1L5KO   E1M5    D  Y  -    2  Y         mod e1m5
E1M1EDB  E1M1       Y  -    Y  Y         mod e1m1
E1M1OSK3 E1M1    D  Y  -    7  Y  0/0/1  mod e1m1, start backwards
E1M1OSKU E1M1    D  N  -    Y  Y  0/0/1  mod e1m1, start backwards
E2GC     E2M2       Y  ++~  6  Y         lots of switches
E2L1BIN3 E2M1       YH +    N  Y  0/0/10 tons of barons, walls shut you off
E2L1GC   E2M1       Y  +    5  Y         crushing star, caves, climb boxes
E2L2_GG1 E2M2       YH +++  Y  Y  0/0/2  mod e2m2, barons @ exit, cool
EE2L1    E2M1    D  Y  +~   N  Y  0/0/1  mod e2m1, dark, +guns, +monsters
EHD11    E1M1       NE o    Y  Y         small
EHD12    E1M2       NE o    Y  Y         small
EHD14    E1M4       NE o    Y  N         small
ELEVATOR E1M4    A  NH o    Y  Y  0/0/12 tall vater, lots o barons, HOM bugs?
EP4B     E1M1-9  D     n/a  Y            9 deathmatch PWADS put together
ESWADSKH E3M2       Y  -    9  Y  1/0/4  mod e3m2, + monsters
EVIL_E   E1M1    A  Y  +    8  Y  0/0/2  skull in map, sailing ship
FEAR21   E2M1       YH ++   N  Y  1/1/4  big room w moving center & maze
FERTILE  E2M5    S  Y  ++   9  Y  0/0/5  2 = halves, barons in pit @ end
FEZ1     E1M1       Y  ++   N  N  0/0/3  large maze, red key cage trap
FEZ2     E1M1    S  Y  ++   N  N  0/0/4  narrow tunnels, raised columns
FLASH    E1M1    D  YE ++   Y  Y         small, great vantage points =MINE1?
FLORZOO1 E1M1       N  +    N  N  1/1/1  zoo, wall, floor, object catalog, -ex
FOREST   E2M1  G A  Y  ++   Y  Y         new graphics for mountians
FORTRESS E1M1       YH ++   8  Y  0/0/4  nw maze, s outside w plasma gun
FRED     E2M1       Y  +    N  N         small wad, large courtyard
FREEDOM  E2M2    S  Y  +++~ Y  Y  0/0/1  warp trick, circular doorway @ end
FRIGHT   E2M1       Y  +++  5  Y  2/4/6  4 spiders, 2 cyber demons, 6 barons
FYI_1-2  E1M1-2     Y  +    N  N  1/0/0  11; long maze , 12; split walkway
GORE1    E1M1    D  N  ++   Y  N  N      long stairs, rockets & chain gun
GRRFY11  E1M1    D  YE +    5  Y         small, few monsters
HALLS    E1M1  D D  Y  +    18 Y  0/1/0  3 rooms, spider demon
HALLS2   E1M1  S D  N  ++   11 Y  0/0/1  updated halls.wad
HELIPAD  E1M1    S  Y  +    N  Y  0/0/2  small, good e1m1 replacement
HELL     E3M8       N  +    N  Y  2/0/0  E3M8 end of game wad
HEVNHELL E1M1    A  Y  +    Y  Y  0/0/7  2 halves, rt outside guns, left lava
HHH-21   E2M1  G S  YE o    Y  Y         small, lift pits off walkay
HHH-22   E2M2  G A  Y  +    Y  Y         red carpet & 4 doors @ begin
HOCKEY10 E1M1    D  N  ++   Y  Y  N      Doom hockey, no exit
HONEY    E1M2       Y  +    9  N  0/0/1  different honeycomb rooms
HUH      E2M1       Y  ++   3  Y         ground splits in front of you @ end
HUNTE1M1 E1M1    D  Y  o    N  Y         2 player exit, mod e2m1
HUNTE1M2 E1M2    D  Y  o    N  Y         mod hand wad
JADML1M1 E1M1    D  NE +    8  Y         circular with center room
JAL_CAS1 E2M1       Y  +    6  Y         small, castle
JAL_DM1  E1M1    D  N  +    12 N         small, outside, corner warps
JEFF-1-2 E1M2    D  N  +    9  N  N      mod e1m2
JL2D     E1M1  D S  N  ++   N  N  0/0/1  perpetual warp @ begin, parts of e1m1
JUSTEC   E1M1       N  ++   N  Y  0/1/1  cyber on warp grid, lift 2 cntr of hex
JUSTIN   E1M3       NE o    6  Y  0/0/1  small
K9       E1M1  D A  Y  +++~ 6  Y  0/0/2  sniper spots, lowering bridge, campus
KENT2    E1M1       Y  o    2  Y         mod e1m2
KRONOS   E1M1  S    Y  ++   N  N         large steps -w- pink dudes @ end
LEDGES   E1M1    D  N  +    12 Y         center pit w stairs & rooms around
LEDGES2  E1M1       D  ++   10 Y         updated ledges
LEGEND1  E1M1    S  Y  +    9  Y         blue narrow halls, caverns
LEGEND2  E1M2    A  Y  +    8  Y  0/0/1  hidden halls, lowering platforms @ end
LEGEND3  E1M3    A  Y  ++   16 Y         stair circles (cloverleaf), 2 exit
LEWIS21F E2M1    A  Y  +++  12 Y  0/0/2  huge outdoor, sw vantage catwalk
LIT-E2M1 E2M1       Y  o    N  Y         mod e2m1 done in wood paneling
LITHE2M1 E2M1       Y  o    Y  Y         large tall lift rooms
LOGO     E1M1    D  N  o    Y  Y         Doom logo, no guns, 11 exits
LONGMTCH E2M1    D  Y  ++   8  Y  0/0/1  lots of cages, face in map
MARKROOM E1M1    D  NE +    7  N         1 room, stair island = ROOMY.WAD
MARX1_1  E1M1       Y  +    Y  Y  0/0/1  small, baron & imps
MARX1_2  E1M2       N  ++   6  Y         confusing grey interior
MAZE     E1M2       Y  +    12 Y  0/0/1  invisible walls
MAZE1    E1M1    A  Y  +    5  Y         outside maze
MEGALAB  E1M2    A  YH +++  Y  Y  0/0/3  landing strip & hanger
MEGAWATT E1M1    A  YH ++   Y  Y  0/0/2  chaingun trap, plasma r @ begin
MELANGE  E2M1    A  Y  +    Y  Y  0/0/1  long stairs down then up @ begin
MINE1    E1M1    D  NE +    N  N  N      good vantage, - monsters, =FLASH?
MOONBASE E1M1       Y  ++   5  Y  0/0/1  l/r split @ begin, courtyard
MXK_C-11 E1M1       NH +++  N  N  0/0/2  maze, crushing halls
MXK_D-11 E1M1       NH +++  9  Y  0/0/3  mazes, around 50 meatballs
NETBEAST E1M1       N  o    5  N  0/0/4  barons in a square hallway
NEVEREST E2M1       YH ++   8  Y  1/0/10 sipral stairs & cyber @ begin
NEWHITS1 E1M1-9  S     n/a  N            8 wads, cheat to exit
NEWTECHN E1M1       N  o    N  N  1/0/10 invisible stairs, 1 room, exit?
NOVA     E1M1    D  Y  ++   Y  Y         small deathmatch, blue lit halls
OCTAFRAG E1M1    D  N  ++   Y  Y         cross connects & warps, deathmatch
OCTAGON  E1M1       Y  +++  Y  Y         crosswalk jumps, key tightrope, octo
OCTO     E2M1       N  o    N  N  1/2/4  1 room, barons outside
OPOST21  E2M1    S  Y  ++++ N  N         perfectly lit caverns
OUTLAND  E2M1    D  N  ++~  Y  N  0/0/3  ledges along side of slime rooms
PANIC!   E2M2    D  Y  ++   10 Y  0/0/1  trick red key, walkthrough walls
PAT      E2M8    D  N  o    Y  Y         mod e2m8, darker, no cyber
PET      E1M2       NH +++  2  Y  1/0/6  crush, spiral room, huge
PET2     E1M1       N  o    N  N         1 room, about 100 guards
PILLARS  E1M1    D  Y  +    10 Y         jump pillar stairs
PLEASURE E1M1    D  Y  +++  Y  Y  0/0/4  huge circular arena
POST11   E1M1    S  N  ++   N  N  0/0/3  huge armory, switches behind doors
PROTO1   E2M1       Y  ++   N  N  0/0/1  crush @ begin, inviso maze
PSYCH    E1M1    S  N  o    N  N  2/1/22 lots of barons
PURDUE   E2M1       N  ++~  N  Y  0/0/3  large campus, step arena @ end, HOM
PYRAMID  E2M1       Y  ++   N  Y  0/0/1  pyramid with rising steps
QUARY11  E1M1    D  Y  +    Y  Y         no exit, canyon with + guns above
RAMPAGE  E1M1       N  ++~  Y  Y  0/0/1  office building
REACTOR  E2M1       Y  ++~  N  12 1/1/2  8pt warp star, red bars block exit
RIKER10  E1M1       Y  ++   12 Y         2 barons & key right, exit mv floor
ROCK-IT  E1M1    D  N  ++   11 N  1/0/0  hidden warps, green cross
ROOMY    E1M1       NE +    7  N         1 room, stair islands =MARKROOM.WAD
RUN      E1M8       Y  +    N  N  0/0/1  crush, pillar, hop, tightrope
RUNLKHEL E2M1       YH +++  Y  Y  0/0/1  hidden keys, moat, murder holes
SC       E1M1       N  o    6  Y  0/0/1  - monsters, + batteries, open rooms
SCC2     E1M1    D  N  ++   8  Y  1/0/1  mucho weapons
SCREAM   E1M1       NH ++   3  Y  3/0/4  cage, puzzles
SEWERS   E3M1       Y  +    6  Y  0/0/2  huge sewer maze, barons @ exit
SHADOWS  E1M1    D  N  o    7  N  N      small, + guns, no exit
SHADOWS2 E1M1    D  N  +    7  N  N      no exit, dark deathmatch, exit?
SHADOWS3 E1M1       D  ++   19 1  N      small, quick & deadly deathmatch
SHOCK    E2M1       Y  +~   Y  Y         5 rooms  connected, HOM
SHUTTLE  E2M1       N  -    N  N         unfinished? large dark hangar, no exit
SPUNK    E1M1       NH ++   Y  Y  0/0/2  tons of wimpy monsters, no exit
SS-E1L2  E1M2       Y  o    N  Y  0/0/1  mod e1m2
SS27BETA E2M7    A  YH +++~ Y  N  0/0/1  HUGE complex! hundreds of rooms, slow
SS27BET2 E2M7       Y  +++~ Y  Y  0/0/1  updated ss27beta.wad
STAIRS   E1M1    D  N  +++  5  N  0/0/1  crushing walk on way to baron point
STARWAR1 E1M1       Y  ++~  Y  Y  0/0/4  Star wars deathstar layout
STEWBETA E1M1    D  N  o    8  Y  1/0/0  spiral tower, few weapons
STOLEN   E2M1    D  N  +++  Y  Y  0/0/5  good warp spots, dark areas
STONES   E1M1       Y  ++   Y  Y         small, cross walk, courtyard w arch
STORAGE  E1M1    S  Y  +++  N  Y         warehouse maze @ begin, cool stairs
STRENGTH E1M1    S  Y  +    N  N         loop around for keys
SUBWAY11 E1M1       NE +    1  Y         few monsters, cool, subway station
SW1      E1M1       Y  o    Y  Y  3/3/0  mod e1m1
SW2      E1M1       Y  o    Y  Y  1/1/17 mod e1m1
SWEET    E2M1       Y  +    6  y  0/0/1  small, rooms in a spiral
SWETDETH E1M1    D  N  ++   Y  N  0/0/1  trenches, inviso's, modified CWWAD
TEK11    E1M1       Y  +    3  Y         Georgia Tech campus
TEMPLE11 E1M1    S  Y  ++   N  N  0/0/1  red key on altar, switchbacks @ end
THE-KEEP E1M1    S  Y  +++  6  Y         updated castle.wad
THEKEEP2 E1M1       Y  +++  6  Y         updated the-keep.wad
THEPITS  E2M1       Y  ++   N  Y         spiral start, 3 buildings
THETA-4  E1M1  G D  Y  ++   10 Y  N<4    sniper corners, snow mountains
THINK11  E1M1       N  +    2  Y  0/0/3  small, crushing rooms
THINK12  E1M2       N  +    N  Y         long crush hallway, boogie to exit
TNCROSS2 E2M1       Y  +    3  Y         open area, exit switch @ begin
TNSPIRES E2M1       Y  o    Y  N         start on high spires
TREE1    E1M1    D  Y  ++   5  Y  0/0/1  look for switches, lots of tricks
TREE2    E1M1    S  Y  ++   Y  Y  0/0/2  lots of puzzles
TRENCH   E1M1       N  ++~  Y  N         large, outdoor trenches
TTADOM11 E1M1       Y  ++   3  Y         small, 2 floor effect @ end
UCA      E2M1    S  Y  +++~ N  N  0/0/4  shoot face to get yellow key
ULTIMA   E2M1    D  N  +    Y  Y         start on raised cross, 1 room
UNDERSEA E2M1  S S  Y  +    N  Y  0/0/3  barons, loop around back to begin
UPLIFTNG E1M1    D  Y  ++   5  Y  0/0/5  guns around rim, slime rivers w trees
VILLAGE  E1M1       Y  ++~  3  Y  0/0/2  8 buildings, maze becomes invisible
VIPER    E1M1       Y  +    Y  Y         small, odd shaped rooms
WALKER   E1M1    A  N  ++   Y  Y  0/1/6  2 red  rows @ begin
WANTON   E1M1    A  Y  +++  5  Y  0/0/6  huge outdoor diamond, 4 corner rooms
WANTON12 E1M1-2  A  Y  ++   3  Y         wanton split into 2 levels
WARHOUSE E1M1    A  Y  ++   3  Y         large warehouse
WEDGE    E1M1       Y  +    9  Y  0/0/6  cntr area w 3 locked corners
WHITROOM E1M1 GS    Y  ++   12 Y         self portriat @ begin
WILLE1M1 E1M1    S  Y  +    3  Y         small, 3 way door @ begin
WOGA11   E1M1    S  Y  +    5  3         small, 3 key doors left @ begin
YOUNG1   E2M1       Y  ++~  Y  Y  0/0/6  barons rise out of pits
ZZONE    E1M1    D  N  +    10 Y  1/0/0  meatballs, cyber & only rockets
 
*14-2-1*: PWAD Authoring Template v1.4
--------------------------------------
 
        For all of you PWAD authors out there, here is the "Official" PWAD
Authoring Template v1.4.  When you release your PWAD, please fill this form
out and place it in the information file you create about your PWAD.
Thanks to Steve Bareman ([email protected]) for creating a WAD
about file standard.
 
WAD Authoring Template V1.4   (Clip this line)
================================================================
Title                   :
Filename                : xxxx.WAD
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
New Music               : Yes/No
Demos Replaced          : None/1/2/3/All
 
* Construction *
 
Base                    : New level from scratch/Modified ExMx/xxx.WAD
Editor(s) used          :
Known Bugs              :
 
 
* Copyright / Permissions *
 
Authors (MAY/may NOT) use this level as a base to build additional
levels.
 
(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
intact.
 
You MAY not distribute this WAD file in any format.
 
You may do whatever you want with this file.
 
 
* Where to get this WAD *
 
FTP sites:
 
BBS numbers:
 
Other:
 
 
*14-3*: Sounds
==============
        Here is a catalog of various sound collections available for DOOM.
Bill Neisius' DMAUD v1.1 or similar utility is needed to import many of
them into DOOM.  Others are in PWAD format, which require the use
of the command line:
 
        "DOOM -FILE <wadfile>.WAD"
 
AVAILABLE AT:
        Site (1): sounds/(filename)
 
 
FILE         DESCRIPTION             CREATOR
====         ===========             =======
aliens2 .zip Aliens movie            Unknown
ash-doom.zip PWAD of doom-ash.zip    Unknown
awsdm1-2.zip Best sounds collection  Christian Reed ([email protected])
dm_chris.zip Realistic/frightening   Chris Hayashida
                                     ([email protected])
dm_fluid.zip Fluid Motion sounds     Dagda Samildanac
                                     ([email protected])
dm_gheto.zip Explicit lyrics         Unknown
dmaliens.zip Aliens movie            "Peacemaker"
dmmisc  .zip Star Wars/Ren & Stimpy  "Asthmahound"
dmnsnd1 .zip Aliens/Predator/Ash     Daniel Kennett ([email protected])
dmnsnd2 .zip Simpsons                "Shriker" ([email protected])
dmnsnd3 .zip Predator/others         "Shriker" ([email protected])
dmpython.zip Monty Python            Adam Isgreen and Andre Vrignaud
                                     ([email protected])
dmsally .zip When Harry Met Sally    "Duran Duran"
dmsilly1.zip Humorous                Unknown ([email protected])
dmstrwr1.zip Star Wars PWAD          Unknown ([email protected])
dmwierd .zip 36 new sounds           Scott Schuricht
                                     ([email protected])
dmzounds.zip TV shows/songs/CDs      Stephen Pandke ([email protected])
doe.zip      Homer Simpson           Steve ([email protected])
doom-ash.zip Army-Darkness/Evil Dead Brian Olson ([email protected])
doomdwdk.zip Darkwing Duck           Patrick ([email protected])
doomsnds.zip Util plays sounds       Michael Albers ([email protected])
doomwkd .zip "Wicked" sounds         "D.H."
doomwavs.zip Sound collection        "Halitosis"
drwho.zip    Dr. Who sounds          Simon Jansen ([email protected])
dsmdoom .zip Original DOOM sounds    Unknown ([email protected])
dsmterm .zip Terminator              Unknown ([email protected])
gdsounds.zip PWAD of greatds.zip     Unknown ([email protected])
greatds .zip Sound collection        Unknown
gus1m.zip    Optimized GUS MIDI      Tom Klok ([email protected])
hn_doom .zip HellNet sounds          Unknown
hhgwavs .zip Hitchhiker's Guide TTG  S.P. Harvey ([email protected])
homer   .zip Simpsons PWAD           Dave Sawford and Andrew Gerrard
                                     ([email protected])
jb-doom .zip James Brown sounds      Steven Fox ([email protected])
jbrown  .zip James Brown sounds      Ron VanDevender
                                     ([email protected])
jesco   .zip Jesco White sounds      Unknown ([email protected])
jpdoom  .zip Jurassic Park sounds    Steven Waldner ([email protected])
mstdoom .zip MST3k sounds            Michael Coleman ([email protected])
mydoom10.zip Sound collection        Unknown
mymixwad.zip Sound collection        Unknown
not4kids.zip Explicit lyrics         Unknown ([email protected])
python  .zip Monty Python sounds     Solomon White ([email protected])
sex     .zip Explicit lyrics         Wade Stewart ([email protected])
swsfx   .zip Star Wars sounds        Unknown
st-snds .zip Star Trek               Pete Hesse ([email protected])
sternwad.zip Howard Stern            Unknown
stooges .zip The Three Stooges       Phil Robinson
                                     ([email protected])
swfxpwad.zip Star Wars               Unknown
t2sounds.zip Terminator II           Unknown
t2      .zip Terminator II           Unknown
yaasp   .zip Aliens sounds           Jeremy Phillips
                                     ([email protected])
 
*14-4*: Music
=============
        Here is a catalog of various music collections available for DOOM.
Bill Neisius' DMMUSIC v1.0a or similar utility is needed to import many of
them into DOOM.  Others are in PWAD format, which require the use
of the command line:
 
        "DOOM -FILE <wadfile>.WAD"
 
AVAILABLE AT:
        Site (1): music/(filename)
 
FILE         DESCRIPTION    EPISODES CREATOR
====         ===========         === =======
allepmus.zip assorted music      123 Unknown
                                     ([email protected])
classic1.zip classical music     1XX Unknown
classic2.zip classical music     1XX Unknown
clasmus .zip classical music     1XX Unknown
e2music1.zip assorted music      12X Unknown ([email protected])
jaymust .zip assorted music      12X Unknown ([email protected])
lithmusi.zip classic rock        123 Chris Hopkins ([email protected])
starmid .zip Star Wars music     123 Unknown
swmusfx3.zip Star Wars music     123 Chris Hopkins ([email protected])
swmusic .zip Star Wars music     123 Chris Hopkins ([email protected])
t2mus   .zip Terminator II music 1XX Wirta Wiriyan ([email protected])
 
*14-5*: LMPs (Recordings)
=========================
        Here is a catalog of various movie recordings (LMPs) available for
DOOM.  To use these files, the following command line is needed:
 
        "DOOM -PLAYDEMO <LMP name without extension>"
 
AVAILABLE AT:
        Site (1): music/(filename)
 
FILE         DESCRIPTION             CREATOR
====         ===========             =======
666l    .zip 666.wad LMP             Bob Tausworthe ([email protected])
abyssl  .zip abyss.wad LMP           Bob Tausworthe ([email protected])
arlmp1  .zip DeathMatch LMPs         Alan Ruth ([email protected])
daemon2l.zip daemon2.wad LMP         Bob Tausworthe ([email protected])
dodge29 .zip Antics on E2M9          Sven ([email protected])
doomsplt.zip Enemy gory deaths       Unknown
e1-lmps .exe Episode 1 walkthrough   Alan Wen ([email protected])
e2-lmps .exe Episode 2 walkthrough   Alan Wen ([email protected])
e3-lmps .exe Episode 3 walkthrough   Alan Wen ([email protected])
escaplmp.zip escape.wad LMP          Unknown
flashl  .zip flash.wad LMP           Bob Tausworthe ([email protected])
fourplay.zip Four player LMP         "The Kid" ([email protected])
lmpvol1 .exe DOOM LMP Hall of        Michael Houston ([email protected])
lmpvol2 .exe Fame Collector's Edtn.  Michael Houston ([email protected])
megalabl.zip megalab.wad LMP         Bob Tausworthe ([email protected])
megawatl.zip megawattt.wad LMP       Bob Tausworthe ([email protected])
octagon .zip octagon.wad LMP         Bob Tausworthe ([email protected])
opost21l.zip opost21.wad LMp         Bob Tausworthe ([email protected])
ral3man .zip Three player LMP        Unknown
scream  .zip scream.wad LMP          Bob Tausworthe ([email protected])
threplay.zip Three player LMP        "The Kid" ([email protected])
 
----------------------------------------------------------
CHAPTER *15*: What other miscellaneous DOOM add-ons exist?
----------------------------------------------------------
 
[15-1]: BNUDOOM v1.26
=====================
 
DESCRIPTION:
        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.
 
CREATED BY:
        David Nugent (address@here)
 
AVAILABLE AT:
        Site (1): multi_doom/BNUDM126.ZIP
 
*15-2*: DIRPWAD
===============
 
DESCRIPTION:
        Reads episode and mission number from a PWAD file, including
information about mode.
 
CREATED BY:
        R. Nijlunsing ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/dirpwad.zip
 
*15-3*: DOOMBSP Source Code
===========================
 
DESCRIPTION:
        id Software's BSP builder source code.
 
CREATED BY:
        id Software ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/doombsp.zip
 
[15-4]: The DOOM Hall of Fame: Collectors Edition
=================================================
 
DESCRIPTION:
        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.
 
CREATED BY:
        Michael Houston ([email protected])
 
AVAILABLE AT:
        Site (1): lmp/lmpvol1.exe and lmp/lmpvol2.exe
 
*15-5*: The DOOM Hacker's Tool Kit v1.0
=======================================
 
DESCRIPTION:
        The full source code for Josh Jackson's WAD editing utilities.
 
CREATED BY:
        Josh Jackson ([email protected])
 
AVAILABLE AT:
        Site (1):wad_edit/dhtk100.zip
 
[15-6]: DOOM Launcher for OS/2 v1.1
===================================
 
DESCRIPTION:
        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
executables.
 
CREATED BY:
        Kevin Royalty ([email protected])
 
AVAILABLE AT:
        Site (1): /pub/doom/misc
 
*15-7* The DOOM Level Design FAQ v1.1
=====================================
 
DESCRIPTION:
        A file containing frequently asked questions about DOOM level
design and editing.
 
CREATED BY:
        Tom Neff ([email protected])
 
AVAILABLE AT:
        Site (1): text/design11.zip
 
[15-8]: DOOMLOAD v2.01a
=======================
 
DESCRIPTION:
        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.
 
CREATED BY:
        Christian Antkow ([email protected])
 
AVAILABLE AT:
        Site (2): doomld2.zip
        Site (1): multi_doom/doomld2.zip
 
[15-9]: DOOM Master v2.0
========================
 
DESCRIPTION:
        The "ultimate" DOOM shell/launcher, handling everything from
network to modem play, all DOOM configurations, and even has CD-ROM audio
support.
 
CREATED BY:
        Joe Wilcox ([email protected])
 
AVAILABLE AT:
        Site (3): dm200.zip
 
[15-10]: DOOMenu v7.0
=====================
 
DESCRIPTION:
        DOOMenu is a utility which allows IPX network, modem, and
null-modem play quickly and easily.  DOOMenu allows you to choose
cooperative 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.
 
CREATED BY:
        Jason Sandlin ([email protected])
 
AVAILABLE AT:
        Site (1): multi_doom/doomenu7.zip
 
[15-11]: DOOMODEM v1.0
======================
 
DESCRIPTION:
        Changes the default port addresses and IRQs for SERSETUP in DOOM
v1.2, allowing modems with different configurations to play with others.
 
CREATED BY:
        Joshua Lehan ([email protected])
 
AVAILABLE AT:
        Site (2): doomodem.zip
 
[15-12]: DOOM Modem Contact List R7
===================================
 
DESCRIPTION:
        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
them E-Mail.
        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
"[email protected]" on the Internet.  Please provide the following
information:
 
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)
4) Name
5) City
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
 
CREATED BY:
        Jeff Forsyth (CompuServe: 73743,431)
 
AVAILABLE AT:
        Site (1): text/dmcl7.txt
 
[15-13]: DOOMPICS.ZIP
=====================
DESCRIPTION:
 
        A series of DOOM pictures, including death scenes, barrels, and
a close up of a rocket.  These graphics are in PCX format.
 
CREATED BY:
        Edgar Roman ([email protected])
 
AVAILABLE AT:
        Site (2): doompics.zip
 
[15-14]: DOOM Serial Connection Manager v1.06b
==============================================
 
DESCRIPTION:
        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
configurations.
 
CREATED BY:
        The Blind Preacher: Nick Sabinske
        To reach Nick, E-mail "[email protected]" and the message
        will be forwarded.
 
AVAILABLE AT:
        Site (2): dscm106b.zip
        Site (1): multi_doom/dscm106b.zip
 
[15-15]: DOOM Utilities v0.1
============================
 
DESCRIPTION:
        Allows you to view DOOM maps.  Includes such features as zoom, pan,
and multiple episode support.
 
CREATED BY:
        Bill Kirby ([email protected])
 
AVAILABLE AT:
        Site (1): dmutil01.zip
 
*15-16*: DOOM WAD Manager v1.30c
================================
 
DESCRIPTION:
        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.
 
CREATED BY:
        The Blind Preacher: Nick Sabinske
        To reach Nick, E-mail "[email protected]" and the message
        will be forwarded.
 
AVAILABLE AT:
        Site (1): misc/dwm130c.zip
        Site (2): dwm130c.zip
 
*15-17*: The DOOM IPX Network FAQ v1.2
======================================
 
DESCRIPTION:
        A file containing answers to frequently asked questions about
playing DOOM over an IPX network.
 
CREATED BY:
        Josh Jackson ([email protected])
 
AVAILABLE AT:
        Site (1): text/ipxnet12.faq
 
*15-18*: LNTYP v1.01
====================
 
DESCRIPTION:
        Contains descriptions of the available linedef types by number,
grouped by function.  Includes 33 previously undefined linedef types and
corrections to many others.
 
CREATED BY:
        Brian McKimens ([email protected])
 
AVAILABLE AT:
        Site (1): wad_edit/lntyp101.zip
 
*15-19*: MIDI2MUS
=================
 
DESCRIPTION:
        Converts MIDI music files to DOOM's MUS file format.  Useful for
available DOOM music editors.
 
CREATED BY:
        id Software ([email protected])
 
AVAILABLE AT:
        Site (1): music/midi2mus.exe
 
[15-20]: OLDIPX.ZIP
===================
 
DESCRIPTION:
        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.
 
CREATED BY:
        Steve Bonds ([email protected])
 
AVAILABLE AT:
        Site (1): oldipx.zip
        Site (1): multi_doom/oldipx.zip
 
[15-21]: SER4.ZIP
=================
 
DESCRIPTION:
        A DOOM SERSETUP.EXE replacement which allows many baud rates,
fixes all serial bugs, chat functions, statistics display, warping, and
much more.
 
CREATED BY:
        Russell Gilbert ([email protected])
 
AVAILABLE AT:
        Site (2): ser4.zip
        Site (1): multi_doom/ser4.zip
 
[15-22]: The Ultimate DOOM Maps
===============================
 
DESCRIPTION:
        1024x768x256 GIF maps of all DOOM levels.
 
CREATED BY:
        Hap Campbell ([email protected])
 
AVAILABLE AT:
        Site (2): ultmaps1.zip
 
[15-23]: Unofficial DOOM Specs v1.3
===================================
 
DESCRIPTION:
        Technical information about the DOOM .WAD file for programmers.
Includes complete explanation of all components of the .WAD file,
including nodes.
 
CREATED BY:
        Matt Burnett ([email protected])
        Hank Leukart (Distribution: [email protected])
 
AVAILABLE AT:
        Site (1): dmspec13.txt
        Site (2): dmspec13.txt
        Site (1): text/dmspec13.txt
        Site (3): dmspec13.zip
 
------------------------------------
CHAPTER [16]: 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 Patch for network play that allows more than four players
        o Enemy editor that allows monster weapon changing and tactics
 
(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.
 
        Project: None
        Author: Ghent ([email protected])
        Status: Looking for programming project.  If anyone would like help
                from an experienced programmer for a DOOM project, E-mail
                him.
 
COMING FROM EMPTY PRODUCTIONS ([email protected]):
 
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 [17]: Why won't DOOM work correctly?
--------------------------------------------
        This chapter helps you if you cannot get the game to function as it
should.
 
[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):
 
            DEVICE=C:\DOS\SMARTDRV.EXE DOUBLE_BUFFER
 
        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 v6.xx, 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 v5.0, rename your AUTOEXEC.BAT to stop all
your TSRs from booting.
        (4) If you are using MS-DOS v6.xx, try running MEMMAKER to free up more
RAM at bootup time.
        (5) If you are using MS-DOS v6.xx, create a boot menu.  For details
on creating a boot menu, type "HELP MENUITEM" at your MS-DOS prompt.
        (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 v1.2.  If that still does not work, try running
DOOM with one of the DOS extenders in the file "altdoom1.zip".  See Chapter
[6] 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.x to work
under OS/2.  Native OS/2 code is being worked on, so hang in there!
Here is a list of settings that many DOOM users have been able to use.
 
DOS_BACKGROUND_EXECUTION     OFF
DOS_BREAK                    OFF
DOS_FCBS                     16
DOS_FCBS_KEEP                8
DOS_FILES                    20
DOS_HIGH                     OFF
DOS_RMSIZE                   640
DOS_UMB                      OFF
 
DPMI_DOS_API                 AUTO
DPMI_MEMORY_LIMIT            8
DPMI_NETWORK_BUFF_SIZE       8
 
EMS_FRAME_LOCATION           AUTO
EMS_HIGH_OS_REGION           0
EMS_LOW_OS_REGION            384
EMS_MEMORY_LIMIT             2048
 
HW_NOSOUND                   OFF
HW_ROM_TO_RAM                ON
HW_TIMER                     ON
 
IDLE_SECONDS                 0
IDLE_SENSITIVITY             100
 
INT_DURING_IO                ON
 
VIDEO_TRETRACE_EMULATION     OFF
VIDEO_ROM_EMULATION          ON
VIDEO_SWITCH_NOTIFICATION    OFF
 
XMS_HANDLES                  32
XMS_MEMORY_LIMIT             2048
XMS_MINIMUM_HMA               0
 
-----------------------------------------------------
CHAPTER [18]: 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 [6].
        If you insist on using v1.0 of DOOM, here are 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.
        DOOM v1.1 has a bug that keeps the Sound Blaster Pro from working
on IRQ 2, and later versions do not allow usage on IRQ 10.
 
*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 use these three steps.
 
////// SOUND //////
 
(1) Set your ULTRASND environment variable, and use GF1 IRQ less than 8
 
    example:  SET ULTRASND=220,1,1,7,5
                                   |_______ GF1 IRQ
 
NOTE: DOOM v1.2 may be able to use any valid GF1 IRQ including 11,12,15
      However, high IRQs are _not_ recommended.  See BUGS.
 
 
////// MUSIC //////
 
(2) Doom requires that you have installed the General MIDI patch set from
the 2.06a Install Disks (or later) that came with your UltraSound (and are
also available via FTP and BBS).  DOOM will find your patches (using the
ULTRADIR variable) in the MIDI subdirectory pointed to by 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 also 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 and BBS).
 
 
////// SETUP //////
 
Run the SETUP program in the DOOM directory and select the UltraSound for
both sfx and music.  Now run DOOM!
 
 
////// BUGS //////
 
NOTE: DOOM v1.2 is known to occasionally lockup with GUS support.
 
If you experience frequent lockups AND are using a high GF1 IRQ
(10,11,12,15), try using a low IRQ (less than 8).
 
If you experience frequent lockups AND have less than 1024K of
GUS RAM, try upgrading to 1024K (1 Megabyte).
 
 
////// OPTIMIZING //////
 
========================================================================
Title                   : GUS1M.WAD
Author                  : Tom Klok
Email Address           : [email protected], [email protected]
 
Description             : An optimized MIDI instrument mapping for
                          Gravis Ultrasound cards with 1024K on board.
 
NOTE!  If you don't have a GUS with 1024K, this wad will gain you
       nothing (but shouldn't hurt anything either).
       This PWAD contains no new MUS music files or sounds whatsoever.
       Nor does it require any new .PAT files, just those supplied
       with the more recent install disks.
========================================================================
 
Information
~~~~~~~~~~~
     As you probably know, Doom's wad file contains a resource named
DMXGUS which contains a list of all MIDI instruments (patch file
names) and a table specifying which instruments to load into card
memory. Since all 190+ instruments can't be loaded at once, the DMXGUS
file loads a subset of the full GM set and then maps the remaining
instrument numbers to the loaded instruments.
 
     I was curious about the internal format of MUS files, and pretty
happy when the MIDI2MUS utility was released.  Thanks, guys!  Mucking
around with the original D_* MUS files Doom is supplied with, I
decided to compare the patches they used with the DMXGUS file to see
what kind of mapping was going on.  It turns out there's a lot of it,
but much of it is poorly set up. id's supplied DMXGUS file is almost
exactly the same as the ULTRAMID.INI file supplied with Ultramid 2.00.
That's a good shot at a generic GM mapping, but Doom never uses many
of the loaded instruments... and many of the instruments it DOES use
are mapped to something else.
 
     Therefore, I've rewritten the DMXGUS file to match Doom's MUS
files as closely as possible.  I've booted out about 40 unused
instruments and added 29 new ones.  The difference is quite dramatic.
Some of the songs have percussion parts that were being thrown out
before; some of the instruments sound quite different.  It's a shame
that id didn't take the time to do this themselves, but I guess
they've been too busy tweaking other stuff.
 
Ok, how do I use it?
~~~~~~~~~~~~~~~~~~~~
     Extract the GUS1M.WAD file to wherever you normally put new wad
files (ie c:\doom\wad), then use it as you'd use any other new WAD
add-on:
 
     doom -file WAD\GUS1M.WAD
 
That's it!  Hopefully you'll hear the difference as soon as Doom's
welcome screen comes up.
 
Why only 1024K GUS's?
~~~~~~~~~~~~~~~~~~~~~
     Well, because that's what I own. :)  It's taken about 10 hours of
work to get the 1024K mapping to the point where I'm happy with it. If
someone else would like to help out with mappings for 256, 512 and
768K boards, then go for it!  Feel free to contact me for a few utils
I've written to make >some< of this easier.  Much of it is still trial
and error.
 
Will it work with id's shareware release of Doom?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Well... yes, it will.  I'm not sure that should be a problem, as
it's not adding anything that wasn't there before... no new levels,
sounds, music, etc.  It's just touching up something that I feel
wasn't properly implemented in the first place.  And more importantly,
I can't think of any way of preventing it.  The typical means to foil
shareware use for new levels is to either insert them into episodes 2
or 3, or to use textures/objects not found in the shareware release.
Neither would work here.
 
     Look at it this way: it makes the music Doom comes with sound
better on a 1024K GUS.  If you like the change, register Doom and get
ALL the music!  Please give id your support.  They're writing the best
damn games on the market, publishing them as shareware, and supporting
the GUS.  What more could we want?  Please let them know you
appreciate it.
 
Copyright / Permissions
~~~~~~~~~~~~~~~~~~~~~~~
     Authors may use this optimized DMXGUS WAD in their own WAD files,
and may use it as a base to further modify the GUS's GM mapping,
provided they give me (Tom Klok) credit within the DMXGUS resource and
on their PWAD documentation.
 
     Anyone may distribute this WAD, provided you include this text
file with attributions.  You may distribute this pwad in via any media
(BBS, floppy disk, CDROM, etc).
 
(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 [19]: 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?
------------------------------------------------------------
        It is recommended that you upgrade to DOOM v1.4 to fix this
problem.
        Older mouse drivers cause a problem with DOOM v1.2.  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.
 
[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 DOOM directory with any 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:
 
mouseb_fire      0
mouseb_strafe    2
mouseb_forward   1
 
        This will allow you to shoot with the left button and strafe with the
right button.
 
(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 in v1.2 of DOOM.  Upgrade to v1.4, it fixes
this problem.
 
*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.
 
-----------------------------------------------------------------------------
AT&T Dataport 2001:        AT &F%VFX7S62=0%VG9\Q2\N0&W
AT&T Dataport:             AT &F X7 S62=0 \Q2 \N0 &W
-----------------------------------------------------------------------------
Boca                       AT &Q6 %C0 &K0
Boca 14.4 Fax/Modem        AT S46=0 S37=9 N0 &Q0 &D2 &K4
Boca 14.4k                 AT S46=0 S37=9 N0 &Q0 &D2 &K0 %C0
Boca 14.4 internal         AT &C0   S37=9 N0 &Q0 &K0 W0 S36=3 S48=128 %C0
Boca 14.4k (external)      AT &F S0=1 S36=0 &K0 &Q6 N0 S37=9 &D2
Boca M1440i (internal)     ATS48=0S37=9S46=136%C0%E0%M0&K0&Q0&R1&C1&D2\G0\N1N0
-----------------------------------------------------------------------------
Cardinal                   AT &F W0 &Q0 &D2
Cardinal 14.4k             AT &F N0 S37=9 &Q0 &D2 \N1
-----------------------------------------------------------------------------
Computer Peripherals 14.4          AT &F S37=9 S46=0 N0 &Q0 &K0
-----------------------------------------------------------------------------
Digicom Systems (DSI) (softmodem)  AT Z \N0 &D2 &K0 S48=48
Digicom Systems Scout Plus         ATZ*E0*N3*M0*S0*F0&D2
Digicom connection 96+Softmodem:   AT \N1 &d2 %c0 s37=9 &K0
Digicom connection 96+Softmodem:   AT Z \N0 &D2 &K0 S48=0
Digicom connection 96+Softmodem:   ATZ*E0*N3*S0*M0*F0&D2
-----------------------------------------------------------------------------
GVC 14.4k (internal)      AT &F B8 \Q0
-----------------------------------------------------------------------------
Gateway Telepath          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 I:       AT &F S37=9 &K0 &Q0 %C0 N0 \G0 &D2 S46=0 S0=1
Gateway Telepath II       AT S0=1 S37=9 %C0 &Q0 &K0
Gateway Telepath II:      AT &F &K0 &M0 &N6 S0=1
-----------------------------------------------------------------------------
Generic 14.4k Fax/Modem   AT S46=0 S37=9 N0 &Q0 &D2 %C0 \G0 &K0
Generic v.32bis 14.4k     AT \N0 %C0 B8
-----------------------------------------------------------------------------
Hayes 28.8k V.FAST Modem  AT &Q6 &K S37=9 N %C0 \N0
Hayes Optima 28.8/14.4    AT &F S37=9 N0 &Q0 &K0
-----------------------------------------------------------------------------
Infotel 144I:             AT &Q0 S37=9 N0 &D2
-----------------------------------------------------------------------------
Intel 14.4k               AT \N0 %C0 \Q0 B8
Intel 14.4k (internal)    AT Z B8 Q1 \C0 \N1 %C0 \V
Intel 400/i Fax/Modem:    AT Z\N0 %C0 "H0 S31=9 &Q0 &D
-----------------------------------------------------------------------------
Macronix                  AT S36=3 S37=9 &K0 %C0 \G0
-----------------------------------------------------------------------------
Microcom QX/4232bis       AT %C0 \N0
-----------------------------------------------------------------------------
NOKIA ECM 4896M TRELLIS V.32.    AT Z %C0 /N0
-----------------------------------------------------------------------------
Netcomm M7F                      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 S46=0 &Q0 &K0 &D2
Practical Peripherals 14400FX v.32bis   AT Z S46=0 &Q0 &D2
-----------------------------------------------------------------------------
Supra                     AT &F0 S46=136 %C0
SupraFaxModem 14.4:       AT &K0 &Q6 &D2 \N0 %C0
Supra (external)          AT &K0 &Q0 &D0 \N1
Supra 14.4k v.32bis       AT &F0 S46=136 &Q0 &D2
SupraFaxModem 14.4:       AT S37=9 &Q0 &D2 N \N1 &K
SupraFaxModem 14.4:       AT \N0 &D2 &K0 S48 = 8
SupraFaxModem:            AT &F0 N S37=9
Supra                     AT N0 Q0 V1 W1 &K0 \G0 \N0 \%C0 %M0 S37=9
------------------------------------------------------------------------------
Telebit 3000/Worldblazer  AT S50=6 S180=0
------------------------------------------------------------------------------
Telepath 14.4k            AT &F &M0 &K0 &N6 &H0 S0=1
------------------------------------------------------------------------------
Turbo Modem Plus          AT &F B8 %C0 /N1
------------------------------------------------------------------------------
USR Sportster 9600        AT &M0 &K0 &N6
USR 14.4k                 AT &K0 &H0 &D0 &I0 &R1
USR 14.4k                 AT &F0 B0 S34=1 &N6 &K0 &I0
USR Sportster             AT &F0 &K0 &M0 &B1 S34=1 &N6 &I0
USR 14.4k                 AT &B1 &M0 S27=16 &H0 &I0 &K0 &N6
USR 14.4k                 AT &M0 &K0 &N8 &D0 B0
USR 14.4k                 AT &A0 &B0 &D0 &H1 &I0 &K0 &M0 &N6 &R1 S34=1
USR Courier 16.8:         AT &A0 &M0 &K0& N6 B0 S0=0 X7
USR Courier v.32bis       AT E1 Q0 V1 S7=60 &C1 &D2 &K0 &N6 &A3 &H0 &M0
USR Sportster 14.4k       AT E1 Q0 V1 S7=60 &C1 &D2 &K0 &N6 &A3
USR Sportster 14.4k:      AT &F0 &K0 &M0 &A0
USR Sportster 14.4k       AT &F0 &M0 &K0 &N6 &H0
USR Sportster 14.4k       AT &F0 &K0 &M0 &N6 &H0 &I0 &B1 &R1
USR Sportster 14.4k:      AT &K0 &M0 &N6 &H0 &I0 &B0 &R1
USR Sportster 14.4k:      AT &N6 &K0 &M0 &B1 &H0 &I0
USR Sportster 14.4k:      AT B0 X4 E1 Q0 V1 &M0 &K0 &R1 &N6 &A3 &H0 &I0
USR Sportster 14.4k       AT S7=60 E1 Q0 V1 &C1 &D2 &K0 &N6 &A3 &M0 &H0
USR Sportster 14.4k:      AT S7=60 E1 Q0 V1 &C1 &D2 &K0 &N6 &A3
USR 14.4k Dual Standard   AT B0 X4 Q0 &R1 &B1 &N6 &A0 &D2 &H0 &I0 &K0 &M0 M1
USR DS v.32bis v.42bis    AT &M0 &N6 &A0 &R1 &H0 &K0 &I0 &S0 &B1 X1
USR Courier HST/DS 16.8k  AT X4 B0 &A0 &B0 &H2 &I0 &K0 &M0 &N6
------------------------------------------------------------------------------
ViVa 14.4k                AT &F &Q6 \N0 %C0 &D2 N0 S37=9
Viva 14.4 Fax/Modem:      AT S11=50 S37=9 S95=52 L0 N0 S46=0 &Q0 &D2 \N1
------------------------------------------------------------------------------
Wang 14/14 modem:         AT S46=0 S37=9 N0 &K0 %C0 %M0 &Q0 &D2 \N1
------------------------------------------------------------------------------
Zoom Init                 AT &F &Q6 S37=9 N0 &K0 %C0
Zoom Init                 AT &F &Q0 S37=9 N0 &K0 S46=0
Zoom 14.4k VFX            AT &Q6 S37=9 N0 %C0 \N0
Zoom Init                 AT &Q6 S37=9 N0 &K0 S46=136 S36=1 S48=128 %C0
Zoom OEM Modem            AT &Q6 S37=9 N0 &K0
Zoom:                     AT &Q6 S37=9 N0 &K0 %C0
Zoom:                     AT &Q0 S37=9 N0 &K0 %C0
Zoom:                     AT &Q6 &K0 &D2 \N0 %C0
------------------------------------------------------------------------------
Zyxel (E+):               AT &N3 &K0
Zyxel U-1496E+            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
packets.
 
*19-5*: Why won't the v1.4 patch install correctly?
===================================================
        The DOOM v1.4 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 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 protected]" 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
problem.
 
        (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
better/worse.
 
        (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*: Confidential NORAD transmission
---------------------------------------------
 
        Well, Chapter [20] has gotten a lot of feedback.  This is the
chapter where I place the newest edition to DOOM iNsAnItY, the comedy file
I also publish about DOOM.  If you enjoy this chapter, download
"dinsan57.txt" on your favorite online service or FTP site.
        You can thank "Clint" ([email protected]) for this one!
 
-----------------------------------------------------------------------------
        I work for NORAD (North American Defense) and recently the
following transmission was received from the planet Mars. Originally
it was classified top secret and sealed away in a vault. I felt it was
too important to humanity and so I absconded  with  a copy of it and
have decided to release it to the world. I fear for the future of
humanity. The message is as follows:
 
(lots of static and radio frequency type noises which finally clear. A
bunch of voices can be heard mumbling to one another.)
 
Voice 1: Are we on?
 
Voice 2: What's going on? Did you guys get a link yet?
 
Voice 3: We're on man we've got a clean connection.
 
Voice 2: oh we're on?
 
Voice 1: I think we're on.
 
Voice 4: (booming and aggravated) You're on you damn morons start
talking now or I missile your faces.
 
EX-MARINE ROGER JOHNSON: Hello earthlings. How's it going? We've
got a problem up here on Mars. You guys keep coming up here and
attacking us. And I'm not talking about just a few of you, this must
be the rage or something because you guys seem to be coming in
droves. What's the deal? Can't you just leave us alone? What did we
ever do to hurt you guys? You probably think we're the problem.
You probably think we started all of this but actually it was you
guys. Sure we shoot back now but wouldn't you too? Sometimes we
even shoot first just because we're all so edgy. But it's all because of
the havoc and destruction you have wrought on our once peaceful
little colony. Why can't you just stay on Earth and leave us all alone?
 
I'm going to tell you something right now you've got a lot of the
residents up here really pissed and I don't think they're all going to
take this lying down. Some of these guys are starting to get really
irritated so you better watch yourselves. Anyway I don't want to
sound threatening..... Oh darn a piece of my rotten arm just fell off.....
ouch that smarts. Like I was saying I don't want to sound
threatening or anything but you guys are taking a toll on us and I
was just wondering if you maybe you could chill out a little bit?
Would that be possible?
 
BOOMING VOICE: Get that whimpering [annoyance] out of there before I
missile his head.
 
EX-SERGEANT BUD SCHIMTZ: Sergeant schmitz here. Look folks lets
talk numbers here for a minute. Do you have any idea what the kill
ratio we're looking at here is? I don't have hard numbers but it's
something like 50 to 1. You folks are killing fifty of our young men
for every one of you that we kill. And like roger said, this is all in
self defense. Now what in God's name are you savages trying to
accomplish. These are fine young men who could have had careers.
They could have had futures. But no you [idiots] had to come on
along and wreak absolute havoc on our peaceful Mars colony. I HOPE
YOU ALL DIE MISERABLE, PAINFUL DEATHS WITH SALT POURED ON
YOUR GAPING WOUNDS!!!!!
 
IMP: See now you've gotten sarg all upset. He's not going to be right
for the rest of the afternoon. See what you guys have done? You've
caused quite a stir up here. Well let me get to the heart of this
message. You see so far you folks have been the aggressors and we
have been sitting here like sheep just waiting to be picked off. You
don't think we're going to let this go on forever do you? I'm just
going to say what I'm hinting at- WE'RE COMING AFTER YOU
BASTARDS!!!! Got that. Don't think you can just sit there in your
ivory tower and launch invasion after invasion on our colony and
expect us to take it sitting down. Earth is open to invasion too you
know. This is a two way street. What comes around goes around. Do
as I say not as I do.... wait a minute that  was the wrong cliche, at
any rate be forewarned. We are planning an invasion of your feeble
little planet. We've decided that we've had enough. It's our turn to be
the aggressors and your turn to be the victims. Sort of like Clarence
Thomas and Anita Hill. Or that dame and Bill Clinton - WE ARE GOING
TO HARASS THE HELL OUT OF YOU!!. Consider yourselves warned.
 
(pause)
 
BOOMING VOICE: I liked his tone. Did anybody else like his tone?
 
EVERYBODY ELSE: Yes!
 
BOOMING VOICE: Who's next?
 
PINK GORILLA: Did you guys know that if I wanted to I could bite
your entire face off in just one bite? Take a look at my jaws
sometime. They're fraggin' HUGE. I've just been restraining myself up
to this point. From now on it's no holds barred. When we come to
earth I'm taking one face per bite. Got that? One bite equals one face.
I'll be seein' you soon.
 
BOOMING VOICE: I like that. Short and to the point. I've always liked
Pinky. He speaks my language- succinct and threatening. That's good.
 
SPECTRE: Spectre here. Look folks, you brought all of this on
yourselves. What did you expect? Now as for my invisibility
algorithm. Up to this point it's been fairly successful. It works real
good in the dark. But I know you guys can still see me. I've looked at
some of the other guys and I can always see this outline, this kind of
shimmering form, you know what I'm talking about. Well not much
longer you won't because we've been working on the algorithm and
we've made some marked improvements. By the time this ones
finished you jerks aren't going to be able to see JACK. Keep that
in mind when you tuck in your children tonight. We're coming for
you. Sleep tight.
 
FLAMING HEAD: Am I supposed to talk now? Is it my turn?
 
BOOMING VOICE: Do you see anybody else at the microphone
RETARD!!
 
FLAMING HEAD: Oh right, it's Cacodemon's turn.
 
BOOMING VOICE: He's in the bathroom right now you [fraggin'] dolt.
Speak now or be ERADICATED. (mechanical sounds can be heard)
 
FLAMING HEAD: Right, sure, OK, well. Say earthlings did you know
that all I've been trying to do this whole time is light one of you guys
on fire. That's my big goal. I just want to crash into one of you guys
and just see you light up like a Christmas tree. Sure I'll bite you and
stuff but that's usually because I'm frustrated. What I really want to
see is one of you fella's ON FIRE. Then you could run around and
bump into your buddies and light them on fire too. Then you'd all be
on FIRE. Pretty soon there'd be fire everywhere. FIRE FIRE FIRE FIRE.
 
VOICE ON THE SIDE: Uh oh. He's getting on one of those fire kicks
again.
 
FLAMING HEAD: FIRE FIRE FIRE FIRE FIRE FIRE FIRE
 
In the background mechanical sounds can be heard. Mechanisms and
gears and engines firing up. Suddenly a rocket can be heard
approaching followed by a LOUD explosion.
 
Several moments of silence.
 
VOICE 1: Are we back up again?
VOICE 2: Yeah we're on again. Good thing I brought several
microphones I knew this was going to happen.
 
BOOMING VOICE: Let that be a lesson to all of you. Lose your cool on
the stand and I'm going to blast you and the [fraggin'] podium to Earth.
Who's next?
 
BARON: Yeah that would be me.
 
BOOMING VOICE: Go ahead.
 
CACODEMON: I think I was supposed to go next.
 
BARON: Oh right. It's your turn.
 
CACODEMON: No offense.
 
BARON: None taken.
 
CACODEMON: Great, just let me squeeze in there.
 
BARON: You need to lose some weight.
 
CACODEMON: I know I've been working on that but it's a problem
I've had all my life.
 
Mechanical sounds can be heard in the background.
 
CACODEMON: Howdy everyone. You heard the Baron mention my
weight well I've been thinking. Rather than trying to lose the weight
maybe I should put it to my advantage. I've been thinking about
transforming myself into a Flaming Bowling Ball from Hell. What do
you all think?
 
a lot of mumbling and discussion in the background.
 
VOICE: What would happen when you hit a pool of acid?
 
CACODEMON: I don't know I guess I could dissolve or something.
 
BARON: You want the truth, what I really think?
 
CACO: Sure.
 
BARON: Sorry but I think it bites.
 
CACO: Ok well I don't have to become a bowling ball, but I could
throw my weight around a little more. Instead of just shooting
pretty, sparkly, purple balls at people I could corner them in tight
situations and just smash the crap out of them.
 
(pause)
 
BARON: That's not at all a bad idea. I like that. Do you think it would
get the kill ratio down from the current 50 to 1?
 
CACO: Absolutely.
 
BARON: I say do it. What do the rest of you think?
 
VOICES: Yes, good, do it, sounds good to me.
 
BOOMING VOICE: OK it's done. Start throwing that weight around
fatty. We're going to need all the help we can get. Baron you're on.
 
BARON: Well what can I say that hasn't already been said. How about
if I just say what's on my mind. You suckers are dead. You're minced
meat. You're toast. You're going to wish you were never born. You
haven't felt pain yet. You don't know the meaning of pain. You're
going to see that kill ratio drop from 50 to 1 in your favor to 50 to 1
in our favor. As far as personal modifications go, I'll be shooting
flames out of my hands, like I do now, as well as out of my feet, my
eyes, my ears, my mouth, my knees and for those who sneak up
behind me I've got a special surprise for you. Let's just say I'm going
to be a lot tougher. See you at your favorite city or coming soon to a
neighborhood near you.
 
BOOMING VOICE: OK, it's your turn.
 
SPIDER DEMON: Well I have to admit Baron is looking a lot tougher
these days. In fact I think he's started to muscle in on my turf. I
don't know, I don't feel at all comfortable with this development.....
 
Large crashing sounds.
 
BOOMING VOICE: Out of the way milktoast. This is CYBERDEMON here
and I'm going to make it real plain and simple. We're coming to your
planet. We're coming for revenge and we're coming to eradicate you
pathetic little wimps. We're coming for the pure fun of blowing you
all limb from scrawny little limb. We'll be there soon, (aside) what
would you say two weeks?
 
BARON: Yeah about two weeks.
 
CYBERDEMON: Two weeks and you won't be able to stop us. Consider
yourselves forewarned. This is going to be the mother of all battles.
It's going to be the end of life as you know it. It's going to be the end
of human civilization. In short it's going to be HELL ON EARTH. This
game is not over man.
 
(stunned silence)
(after several moments)
 
VOICE: OK that's it, kill the link.
 
Some clanking around can be heard which is followed by pure static.
 
----------------------------------------------------------
CHAPTER *21*: Other literature available from Hank Leukart
----------------------------------------------------------
 
        Other literature from Hank Leukart includes:
 
        dmspec13.txt: The Unofficial DOOM Specs v1.3
        dinsan57.txt: DOOM iNsAnItY: A humorous look at our favorite game
 
------------------------
CHAPTER [22]: 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
"[email protected]".  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 [23]: 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
       EST)
 
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 'Official' DOOM FAQ." (November 1,
       1993 EST)
 
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,
       1993 EST)
 
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,
       1994 EST)
 
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)
 
v5.7   A minor revision of the "Official" DOOM FAQ.  Secret information
       completed.  New add-on software, more grammatic problems fixed.
       Released in the DOOM v1.4 package.  (June 28, 1994 EST)
54.4need a blue key? :-)SUBPAC::MAGGARDIntegrate!Thu Oct 27 1994 19:13288
Article 1223 of alt.games.doom.ii:
Newsgroups: alt.games.doom,alt.games.doom.ii
From: [email protected] (Richard Ward)
Subject: *** ANOUNCING THE DOOM ][ BLUE KEY FAQ ***
Date: Thu, 27 Oct 1994 00:40:42 GMT
Lines: 279


               The Official DOOM ][ Blue Key FAQ!
     (Remember, if it doesn't say "The Official DOOM ][ Blue
               Key Faq", it is probably something else!).
 
            (We don't need no stinking ASCII art logos!)
 
Legal crap: This Document is Copyright 1994 by Richard R. Ward
     ([email protected]).  
 
     I have tried to make sure that the information on this
     document is accurate (well, the factual stuff).  I take no
     responsibility for misuse or inability to properly use the
     information in this document.  So there.
 
     DOOM and DOOM ][ are registered copyrights of ID software.
 
Index
1: A note from the author.
2: What is in this FAQ?
     2.1 What is a key?
     2.2 Why do I need a key?
     2.3 What is blue?
     2.4 Why do I need a Blue Key?
     2.5 What the hell am I talking about?
     2.6 Definition of terms.
3: How to get the Blue Key on different levels of DOOM ][.
 
 
Stuff
1: A note from the author.
     I have no one to blame^H^H^H^H^H thank for this FAQ other than
     maybe Mike Newton ([email protected]) for letting me steal his
     idea.  Be brave, noble warrior, the glory of the Blue Key can
     be yours, if your heart be true.
 
2: What is in this FAQ?
     This FAQ is for people having trouble finding the Blue Key on
     different levels of iD software's game; DOOM ][.  This
     document does _not_ cover how to get the blue key in any other
     version of DOOM nor any of the freely available DOOM pWADs
     (have you tried my map, RRWARD01?).  Nor does it warn you
     about what kinds of monsters will be trying to deny you
     possession of the glory of the Blue Key, or of the traps that
     await you.
     
     2.1: What is a key?
          Webster's New Universal Unabridged Dictionary defines
          "key" as:
               "Key, n, plural keys, ['kee'],
               1. an instrument, usually of metal, for moving the
               bolt of a lock and thus locking or unlocking
               something."
          In DOOM there are three different keys, Red, Yellow, and
          (glorious) Blue.  They come in two varieties; key cards
          (which look like computer add-on cards) and skull keys
          (which look like skulls).
 
     2.2: Why do I need a key?
          Because some of the doors in DOOM ][ are locked.
 
     2.3: What is blue?
          Webster's New Universal Unabridged Dictionary defines
          "blue" as:
               "Blue, n, [blew],
               1. any color between green and violet in the
               spectrum; the color of the clear sky or deep sea."
 
     2.4: Why do I need a Blue Key?
          Are you nuts?!  The Blue Key is the most beautiful thing
          in the world!  Besides, it opens locked doors that need
          the Blue Key to open them.
 
     2.5: What the hell am I talking about?
          I haven't the faintest idea.
 
     2.6: Definition of terms:
          "Jump", there is no jumping in DOOM ][.  When I use the
               word "jump" I mean that you should run off the edge
               of a raised platform (Shift+UpArrow).
 
          
3: How to get the Blue Key on different levels of DOOM ][.
          (Information you might actually _use_ (imagine that)!)
 
Level 01 - There is no Blue Key. :(
 
Level 02 - You need the Red Key (see Mike Newton's ([email protected])
           "Officially-Unofficial Red Key FAQ").  Go back to start,
           flip the switch behind the red bars.  Take the west
           river to a room with two holes in the floor.  Go down
           the southern hole.  The Blue Key will be to the east.
 
Level 03 - From start, go to the west until you find the Blue Key.
 
Level 04 - From start, go south and up the stairs until you get to
           a room with grey bars in the windows.  Hit the switch
           (this will lower the Blue Key).  Go down the stairs and
           go through the door to the east.  Go south and west to
           the Blue Key.
 
Level 05 - You need the Red Key.  From the Red Key go south then
           west to the Red Door. Behind the Red Door is the Blue
           Key.
 
Level 06 - From start, go west to the huge lift.  Wait for lift to
           rise.  Jump through the hole in the south wall of lift
           to the ledge with a switch.  Flip the switch and run
           like hell to the lift that just lowered.  The Blue Key
           awaits the brave.
 
Level 07 - The Blue Key is not on this level (don't stare, it's not
           polite).
 
Level 08 - Sadly, this level has no Blue Key.
 
Level 09 - From start, take the north lift. Go as far north as you
           can.  You will run into a lift, hit the switch to the
           east of the lift.  Lower the lift and jump over to the
           newly raised section.  Go around the corner to the
           south-east (don't fall off) and out into the courtyard. 
           Go back to the newly opened room (just around the
           corner) and flip the switch.  Go north and flip the
           newly exposed.  A door will open to the west.  Jump
           across to the raised ledge.  This will lower the
           platform with the Blue Key.  Run like hell to the Blue
           Key.
 
Level 10 - From start, bear east until you get to a long brown
           courtyard.  Take the south door.  Go east to a large
           dark room.  Go to smaller to the north.  On the south
           wall of this area is a small room with stairs.  Go up
           the stairs.  The Blue Key will be behind a hidden door
           in the southeast corner.
 
Level 11 - From start, go east 1/4 the way around the circle.  Take
           the "bridge" to the east and continue east as far as you
           can go (you will climb two flights of stairs).  There
           will be a small wooden "house".  The Blue Key is inside.
 
Level 12 - From start, go around the building to the northwest
           corner.  Go up the stairs and bear north (and kinda
           west).  Go through the _first_ door you find.  Go to the
           wooden box with the Soul Sphere on top and turn east. 
           Go to the end and turn north (two lefts) and the Blue
           Key awaits the valiant.
 
Level 13 - From start, go around the grey wall and follow the dark
           arrow into the alley and up the stairs.  Go through the
           door and go down a hole in the northwest corner of the
           room.  Use lift at the north end.  There will be another
           hole to the north as you exit the lift, go for it.  Open
           the door at the end and the Blue Key will be in front of
           a teleport in the northwest corner.
 
Level 14 - You need the Red Key.  Go back to the double gated
           "bridge" (with the self opening doors) and go south and
           west to a the shack next to the bridge blocked by red
           skull pillars.  Open the shack door and hit the switch. 
           Go over the bridge south until you come to a door.  On
           the other side the fearless will be rewarded with the
           Blue Key.
 
Level 15 - You will need the Yellow Key (okay, who wants to do the
           Yellow Key FAQ (lions and tigers and bears, oh my!:))?). 
           Flip the switch to raise the stairs and go up and out to
           the south.  Jump off the southwest corner towards the
           green castle (don't fall in the moat!).  Go into the
           castle.  Get the Rad Suit in the northwest corner and
           then go down the southern most tunnel and flip the
           switch.  Go back to the entrance room and up to the top
           of the newly formed stairs.  Lower the lift at the top
           and go around the corner to the east and hit the switch. 
           Go back down the stairs.  There will be an arrow on the
           floor pointing to a small hidden door in the wall.  Open
           the door and the hardy adventurer will be blessed with
           the Blue Key.
 
Level 16 - From start, leave the building you start in.  Go to a
           small lake in the southeast corner of the map.  In the
           slime is a small wooden island.  The Blue Key awaits
           atop this island (it is obscured by four boxes of
           rockets, but nothing can hide the glory that is the Blue
           Key).
 
Level 17 - You need the Red Key, from the Red Key wait for door to
           open, go to the intersection north of start (with the
           door that won't open).  Behind the Red Door is a switch,
           hit it.  Go across to the other room (who's door is now
           open) and ride the lift down.  Go to the far end of this
           lower area and hit the red/green switch.  There is a
           door that will lead you back to the start area.  Go out
           of the now open door and across to the east doorway on
           the acid pit.  Go to the northeast corner of the north
           acid pit and hit the wall (spacebar, there's a hidden
           switch on this wall).  go through the door that opened
           just to the south of you and hit the switch on the
           eastern end, raising a bridge across the south acid pit. 
           Go across this bridge and fall into the narrow chasm at
           the far side.  Flip the switch.  This will raise you out
           of the acid and raise a bridge across the north acid
           pit.  If your soul is pure, you may now get the Blue
           Key.
 
Level 18 - You need the Yellow Key, go to the east side of the
           "pillbox" on the raised ledge to the east of the Yellow
           Key.  Open the Yellow Door and use the teleport within. 
           The Blue Key is hidden behind one of the green pillars.
 
Level 19 - From start, get into the castle (you'll figure it out),
           go west to a room with several doors and a switch.  Hit
           the switch and go through the west door.  Hit both
           switches within, a teleport will open in the wall.  Use
           it.  Turn around and take the south passage.  Open the
           hidden door just past the ammo box in the window and
           lower the lift within (far wall).  After the lift
           raises, _run_ (fast as you can) out of the window and
           over the moat to the red building.  Go in the north
           entrance and flip the switch in the "guard shack".  Go
           through the west opening and use the _NorthEast_
           teleport.  Go straight ahead and you will receive the
           blessings of the Blue Key.
 
 
Level 20 - This level is devoid of the saving grace that comes with
           the Blue Key. :(
 
Level 21 - You need the Yellow Key, from the Yellow Key take the
           teleport to the big room.  Open the yellow gate and run
           into the acid lake to the tall pillar near the ledge on
           the northwest edge of the map.  Jump over to the ledge. 
           The Blue Key awaits to add meaning to your life.
 
Level 22 - From start, take the northwest lift. Use the lift in the
           northeast corner of the acid pit.  Take the stairs to
           the south and follow the passage to the end.  You will
           come to a metal room with a door (located in the north
           ledge of the acid pit).  Behind the door is a teleport
           that will take you to the Blue Key.
 
 
Level 23 - This level wallows in the sadness that comes with not
           having the Blue Key.
 
Level 24 - From start, go across the "bridge" to the building with
           the acid waterfalls on the sides.  Behind the door the
           Blue Key awaits those brave souls wise enough to
           decipher the maze.
 
Level 25 - From start, take the east stream past the blood
           waterfall to the open area with the pillar of blood. 
           Lower the lift on the east side of the area and go into
           the caves beyond.  Bear left and find the teleport that
           will take you to the glorious Blue Key.
 
Level 26 - You need the Red Key, from the Red Key go back to the
           intersection with the bright lights and head west. 
           Behind the prison of the Red Door the Blue Key awaits
           liberation.
 
Level 27 - You need the Yellow Key, from the Yellow Key exit the
           "library" and go through the door on the north side of
           the acid pit.  Flip the metal switch on the west wall. 
           Go through the door and through the Yellow Door.  The
           Blue Key will be waiting for you.
 
Level 28 - The spirit of this level is forever damned for it's
           failure to display the awesome beauty of the Blue Key.
 
Level 29 - What kind of sadistic freak would design such a level
           and leave out the holiest of DOOM holies; the Blue Key?
 
Level 30 - This level reveals all that is evil and base in the
           netherworld, for it is also lacking in the ecstacy that
           is the Blue Key.
 
The end. (you can stop reading now...)
 
Richard


54.5KERNEL::WITHALLGWe Don&#039;t Do Duvets .......Fri Mar 03 1995 11:075
    Is there a Doom ][ FAQ ?
    
    
    
    Gary
54.6BAHTAT::HILTONBeer...now there&#039;s a temporary solutionFri Mar 03 1995 11:081
    Look on the Web, its an udpdated Doom and Doom ][ faq.
54.7nice one....KERNEL::WITHALLGWe Don&#039;t Do Duvets .......Fri Mar 03 1995 11:188
    
    Arrrghhhh    If I hear that 'look on the web stuff' again I'll frag ya.
    
    I can't look on the web, I haven't got access  to the web, I don't know
    how to use the fraggin ' web...
    
    
    Gary (flame off ;-) 
54.8KERNEL::BROWNMDRACFri Mar 03 1995 11:204
    The main DOOM faq is a combination of doom and doom2.  If FLYTE::
    hasn't got the latest one I'll see if I can grab a copy for you.
    
    Mark