Doom modding

Source: Wikipedia, the free encyclopedia.

Doom WAD is the default format of

level designer
.

There are two types of WADs: IWADs (internal WADs) and PWADs (patch WADs). IWADs contain the data necessary to load the game, while PWADs contain additional data, such as new character sprites, as necessary for custom levels.

History of WADs

Development of Doom

When developing Doom, id Software was aware that many players had tried to create custom

levels and other modifications for their previous game, Wolfenstein 3D
. However, the procedures involved in creating and loading modifications for that game were cumbersome.

sound effects, and music are stored separately from the game engine, in "WAD" files, allowing for third parties to make new games without making any modifications to the engine. Tom Hall is responsible for coming up with the name WAD.[2]

The idea of making Doom easily modifiable was primarily backed by Carmack, a well-known supporter of copyleft and the hacker ideal of people sharing and building upon each other's work, and by John Romero, who had hacked games in his youth and wanted to allow other gamers to do the same. However, some, including Jay Wilbur and Kevin Cloud, objected due to legal concerns and the belief that it would not be of any benefit to the company's business.

Utilities and WADs

Immediately after the initial

GNU/GPL license.[3] Carmack additionally released the source code for the utilities used to create the game, but these were programmed in Objective-C, for NeXT workstations, and were therefore not directly usable by the mass userbase of IBM PC compatible
.

Jeff Bird is credited with creating the first custom WAD for Doom, called Origwad, on March 7, 1994.

TV series, movies, or original themes. Some of the id Software staff have revealed that they were impressed by some of the WADs. John Carmack later said the following about a Star Wars
-themed modification:

I still remember the first time I saw the original Star Wars DOOM mod. Seeing how someone had put the

Another early modification is Aliens TC, a

total conversion based on the movie Aliens
.

Even though WADs modified Doom by replacing graphics and audio, the amount of customization was somewhat limited; much of the game's behavior, including the timing and strength of weapons and enemies, was hard-coded in the Doom executable file and impossible to alter in WADs. DeHackEd, a Doom editing program created by Greg Lewis, addressed this by letting users modify parameters inside of the Doom executable itself, allowing for a greater degree of customization.

Commercial WADs

Around 1994 and 1995, WADs were distributed primarily through

CD collections found in computer shops or bundled together with instruction guides for level creation, while in later years Internet FTP servers became the primary method for obtaining these works. Although the Doom software license required that no profit be made from custom WADs, and Shawn Green objected to people selling their WADs for money,[6] some WAD sets and shovelware
bundles were nonetheless obtainable for a price at certain outlets.

During this time, id Software was working on their next game,

Master Levels, which, on December 26, 1995, were released on a CD along with Maximum Doom, a collection of 1,830 WADs that had been downloaded from the Internet. In 1996, Final Doom, a package of two 32-level megawads created by TeamTNT
, was released as an official id Software product.

Various first-person shooter games released at the time use the Doom engine under a commercial license from id Software, as such essentially being custom WADs packaged with the Doom engine, such as Hacx: Twitch 'n Kill (1997).

In addition to the many people who contributed to commercially released WADs, various authors became involved with the development of other games:

Source port era

Around 1997, interest in Doom WADs began to decline, as attention was drawn to newer games with more advanced technology and more customizable design, including id Software's own Quake and Quake II. However, a dedicated following continued into the new century, with modern Doom modding becoming more popular than Quake and Quake II modding.

On December 23, 1997, id Software released the source code to the Doom engine, initially under a restrictive license. On October 3, 1999, it was released again under the terms of the GNU GPL-2.0-or-later. With the source code available, it became possible for programmers to modify any aspect of the game, remove technical limitations and bugs, and add entirely new features.

These engine modifications, or

Doom source ports, have since become the target for much of the WAD editing activity, and with the decline of MS-DOS
, using a source port became the only feasible way to play Doom for most people. Several source ports are in active development, and Doom retains a strong following of WAD creators.

Types of WADs

Levels

The most common type of WAD consists of a single

levels are common.

WADs may have a level pack in the form of an episode, replacing nine levels, and sometimes in the form of a megawad, which replaces 15 or more levels in the game (27 in Doom, 32 in Doom II, 36 in The Ultimate Doom).

Total conversions

A WAD that gives the game an overhaul to incorporate an entirely different game setting, character set, and story, instead of simply providing new levels or graphic changes, is called a total conversion. The phrase was coined by Justin Fisher, as part of the title of Aliens TC, or Aliens Total Conversion.[7] Add-ons that provide extensive changes to a similar degree but retain distinctive parts or characteristics of the original games, such as characters or weapons, are often by extension called partial conversions.

List of WADs

Since custom map editing started in 1994, many Doom, Doom II and Doom 64 WADs have been created, and some have acquired fame even outside of the modding community. The following is a select listing of popular and historically significant WADs.

Megawads

  • Eternal Doom is a 32-level megawad for Doom II created by Team Eternal and TeamTNT. It was released non-commercially in several versions, with the final one being released on November 14, 1997. Eternal Doom received media attention in 2020, when through further modding, it was played through Doom Eternal.[8]
  • Going Down is a 32-level megawad for Doom II released in 2013, and a winner in that year's Cacowards. It was created by the English freelance animator Cyriak Harris.[9]
  • Icarus: Alien Vanguard is a 32-level megawad for Doom II created by TeamTNT and released on March 22, 1996. It was developed as a freeware release after TNT: Evilution was picked up by id Software to be released as part of Final Doom.[10]
  • Memento Mori is a 32-level megawad for Doom II created by two members of The Innocent Crew, Denis and Thomas Möller, along with other authors, including Tom Mustaine and both Dario and Milo Casali. It was initially released on December 10, 1995, and saw an updated release in February 1996. A 32-level sequel megawad, Memento Mori II, was created and released on July 27, 1996.[11] In Doomworld's Top 100 WADs of All Time, Memento Mori was voted as the #1 WAD of 1996, and its sequel as #2.[12]
  • Requiem is a 32-level megawad for Doom II created by the same people that worked on the previously released Memento Mori series, in addition to some new mappers that worked specifically on this project. It was released and uploaded on the idgames archive on July 4, 1997.[13]
  • In 2016, John Romero released two new maps – Phobos Mission Control and Tech Gone Bad.[11] After the positive response, he released Sigil, a complete 9-level episode, in May 2019.[14][15]

Total conversions

Miscellaneous

Screenshot from Freedoom
  • D!Zone – Created by WizardWorks, an expansion pack featuring hundreds of levels for Doom and Doom II . D!Zone was reviewed in 1995 in Dragon by Jay & Dee in the "Eye of the Monitor" column. Jay gave the pack 1 out of 5 stars, while Dee gave the pack 1½ stars.[27]
  • Origwad – Created by Jeff Bird and released on March 7, 1994, it is notable for being the first custom WAD to be released for Doom.[4] Origwad consists of a single level with two rooms separated by one door, and a total of six enemies, making it very basic compared to later WADs.
  • The Harris levelsDoom and Doom II levels created by
    FBI after the 1999 massacre.[28] Downloads for the levels Deathmatching in Bricks (BRICKS.WAD), Hockey.wad (HOCKEY.WAD), KILLER (KILLER.WAD), Mortal Kombat Doom (FIGHTME.WAD), Outdoors (outdoors.wad), Station (STATION.WAD), and UAC Labs (UACLABS.WAD) have been found in the years since. Dylan Klebold, a friend of Harris and the other perpetrator of the massacre, was credited by Harris for playtesting Deathmatching in Bricks. The ENDOOM screen for UAC Labs shows the names of other WADs made by Harris, though they have since been lost
    : Assault, Techout, Thrasher, Realdeth, and Realdoom, which is a patch for another WAD. UAC Labs was mentioned in Doomworld's Top 10 Infamous WADs list.
  • Lullaby, a level created by Danlex in 2021 which contained surreal visuals.[29]
  • National Videogame Museum, a recreation of the real life National Videogame Museum by employee Chris Bacarani. The level took over a year to make, and is featured as an exhibit in the physical museum.[30]
  • Nuts! – Released in 2001, Nuts is one of the first documented joke WADs. Nuts consists of a single room, with an invulnerability power up, plasma rifle, BFG, and 10,617 enemy monsters.[26] Its creator, B.P.R.D, created multiple sequels, and a version of Nuts was made in Dusk.[31]
  • The Sky May Be – A notable joke WAD, most of the game takes place in an oversized sector, where many textures are replaced with solid colors, and many sounds replaced with audio from Monty Python's Flying Circus.[32] The WAD was mentioned in Doomworld's The Top 10 Infamous WADs list and it is sometimes considered to be one of the worst WADs ever created.
  • UAC Military Nightmare – A
    Skulltag WAD made by "Terry" in 2008 which was notorious for its use of vulgar scripts, jump scares, strange graphics, absurd difficulty, and otherwise-useless data that existed to either bloat the WAD's file size or tamper with the player's settings. The WAD itself was removed from Doomworld in 2014 due to the aforementioned useless data, but has since been reuploaded with said data removed. This WAD spawned a genre of WADs known as "Terrywads", or "Terry Traps", which contain similar content to UAC Military Nightmare.[33] In 2008, UAC Military Nightmare received a Cacoward for Worst WAD, wherein it is described as "the worst wad file the world has ever known."[34]
  • Lilith – A wad created in 2017 that uses
    ZDoom sourceport to create graphical and musical distortion, and changes in enemy behavior, resulting in a "glitchcore nightmare."[35] Lilith was also a winner in the 2017 Cacowards.[36]
  • MyHouse.wad – Posted by Doomworld user Steve Nelson (Veddge) on March 3, 2023, MyHouse.wad was supposedly a remake of a WAD made by the creator's recently deceased friend, featuring that friend's house. In reality, the WAD is a liminal horror map loosely inspired by the 2000 novel House of Leaves by Mark Z. Danielewski, and the online urban legend The Backrooms. It also has a number of other references to other things on the internet considered mysterious, such as an area inspired by the art of Jared Pike,[37] and also using The Most Mysterious Song On The Internet. Being an extremely cryptic and surreal experience, it features an abundance of lore found both in-game and across other sources on the Internet. It is praised as one of Doom II's most technologically advanced mods.[38]

Freedoom

Freedoom
Original author(s)Various contributors
Initial release16 April 2003; 21 years ago (2003-04-16)
Stable release
0.13.0 / 29 January 2024; 2 months ago (2024-01-29)
3-clause BSD (requires a Doom engine source port under the GNU GPL-2.0-or-later to play)
Websitehttps://freedoom.github.io/

Freedoom is a project aiming to create a

levels (and miscellaneous other resources) used by Doom.[39][40] Since the Doom engine is free software
, it can be distributed along with the new resources, in effect providing a full game that is free and with full third party WAD.

The project distributes three IWAD files: the two single-player campaigns named Freedoom: Phase 1 and Freedoom: Phase 2, and FreeDM, which contains a collection of deathmatch levels.[41]

A similar project, Blasphemer, aims to create a complete free version of

Hexen,[43] and Amimosity for Strife
.

Editing

Many

level editors are available for Doom. The original Doom Editing Utility (DEU) was ported to a number of operating systems, but lost significance over time; many modern Doom editors still have their roots in DEU and its editing paradigm, including DETH, DeePsea, Linux Doom Editor, and Yadex and its fork Eureka. Other level editors include WadAuthor, Doom Builder (released in January 2003), Doom Builder 2 (released in May 2009 as the successor to Doom Builder), GZDoom Builder (released in March 2012), and Doom Builder X (released in September 2017). Some Doom level editors, such as Doom Builder family feature a 3D editing mode. As of now, these variants have been discontinued, but a newer fork has been released and is regularly updated, known as Ultimate Doom Builder.[44]

Many specialized Doom editors are used to modify graphics and audio lumps, such as XWE, SLADE, Wintex, and SLumpEd. The DeHackEd executable patching utility modifies monsters, items, and weapon behavior. In ZDoom, users can create new monsters, weapons, and items through a scripting language called DECORATE, made to address many of the shortcomings of DeHackEd, such as not being able to add new objects, and not being able to deviate far from the behavior of the original weapons and monsters.[citation needed]

WAD2 and WAD3

In Quake, WAD files were replaced with PAK files. WAD files still remain in Quake files, though their use is limited to textures. Since WAD2 and WAD3 use a slightly larger directory structure, they are incompatible with Doom.

See also

References

  1. ^ "5 Years of Doom". Doomworld. Archived from the original on 2013-10-29.
  2. ^ Griliopoulos, Dan (8 April 2016). "The Making of Doom: id's shooter masterpiece". PCGamesN.
  3. ^ "Yadex's Homepage".
  4. ^ a b Hrodey, Matt (11 February 2019). "A Brief History of Doom Mapping". Escapist Magazine.
  5. ^ "John Carmack Answers". Slashdot. 15 October 1999. Retrieved 2007-04-13.
  6. ^ Green, Shawn; McGee, American (1994). "Doom Conference". Planet Rome.ro. Archived from the original on April 15, 2008. Retrieved May 7, 2008.
  7. ^ Fisher, Justin (1998). "5 Years of Doom interview at Doomworld". Doomworld.com. Retrieved May 7, 2008.
  8. ^ "『DOOM Eternal』で「Eternal Doom」を遊べる!? 海外Modderがゲーム内で歴代『Doom』Modをプレイ". Gamespark. 24 March 2020.
  9. ^ Zak, Robert (10 December 2018). "The 10 best Doom mods you should play on its 25th birthday". TechRadar. Retrieved 9 January 2020.
  10. ^ Hamilton, Rob. "Icarus: Alien Vanguard (PC) review". Honest Gamers.
  11. ^ a b Glagowski, Peter (21 November 2019). "The Best Doom Mods To Play In Lieu Of Doom Eternal". The Gamer.
  12. ^ "The Top 100 WADs Of All Time: 1996". Doomworld.
  13. ^ a b Burgar, Charles (29 January 2020). "Doom: 10 Mods You Didn't Know You Needed Until Now". The Gamer.
  14. ^ Romero, John (February 16, 2018). "Sigil". Romero games. Retrieved February 19, 2019.
  15. ^ Peel, Jeremy. "Romero returns to Doom to play tricks in Sigil". PC Gamer.
  16. ^ Tarason, Dominic (April 2019). "Modder Superior: The many free descendants of Doom". Rock Paper Shotgun.
  17. ^ Brigginshaw, James (26 October 2020). "20 Things You Didn't Know About Aliens". What Culture.
  18. ^ Walker, Alex (9 January 2017). "Aliens Meets The Original Doom". Kotaku Australia.
  19. ^ Tarason, Dominic (2018-09-24). "Brave a very 80s apocalyptic wasteland in Doom conversion Ashes 2063". Rock, Paper, Shotgun. Retrieved 2020-04-15.
  20. ^ Pementel, Michael (13 December 2018). "The 10 Best 'DOOM' Mods". Bloody Disgusting.
  21. ^ Sharkey, Scott. The 37 Best Free PC Games: Chex Quest 3. GamePro. 2 March 2011.
  22. ^ Virginia Ricci (April 2, 2013). "Più grezzo del grezzo". Vice (magazine) (in Italian). Retrieved April 17, 2018.
  23. ^ Luca di Beradino (February 24, 2015). "IL GROTTESCO NEL VIDEOGAME INTERVISTA A NICOLA PIRO". holyeye.com (in Italian). Retrieved April 17, 2018.
  24. ^ Tarason, Dominic (10 December 2018). "Doomworld's Cacowards showcase a dazzling 25th year of Doom mods". Rock Paper Shotgun.
  25. ^ Tarason, Dominic (November 19, 2018). "Free fan-racer Sonic Robo Blast 2 Kart is brilliant knockabout fun". Rock Paper Shotgun. Retrieved January 23, 2024.
  26. ^ a b Kelly, Andy. "The weirdest mods people have made for classic Doom". PC Gamer.
  27. ^ Jay & Dee (May 1995). "Eye of the Monitor". Dragon (217): 65–74.
  28. ^ Mikkelson, David (24 April 1999). "Columbine Doom Levels". Snopes.
  29. ^ Bolding, Jonathan (2021-02-21). "Here's an absolutely gorgeous Doom map called Lullaby". PC Gamer. Retrieved 2021-06-27.
  30. ^ Livingston, Christopher (2020-08-04). "National Videogame Museum completely recreated in Doom WAD". PC Gamer. Retrieved 2021-06-27.
  31. ^ Macgregor, Jody. "Play Half-Life levels in Dusk with Doom's music, why not". PC Gamer.
  32. . Retrieved December 19, 2013.
  33. ^ "Brutal Doom Final Boss". Good Site Affiliate.
  34. ^ "Doomworld - the 15th Annual Cacowards". Doomworld.
  35. ^ Tarason, Dominic (10 December 2017). "Celebrate 24 years of classic Doom modding and mapping with the annual Cacowards". PCGamesN.
  36. ^ "Doomworld - The 2017 Cacowards". Doomworld.
  37. ^ Katsikopoulou, Myrto (February 18, 2023). "diving into 3D artist jared pike's pool dreamscapes and imaginary liminal interiors". DesignBoom.
  38. ^ Tarason, Dominic (2023-03-20). "The Doom mod of the year just dropped in a mysterious forum post, and goes so hard we don't even want to spoil what comes next". PC Gamer. Retrieved 2023-12-03.
  39. ^ "Knee deep in the 'droid: weird ways to play DOOM on Android". NextPit. 18 October 2018.
  40. ^ "After 8 years of development, Brutal Doom is finally complete". FreeDoom, the open source initiative to bypass the legalities of Doom's code being open source, while Doom's engine isn't.
  41. ^ "'Freedoom' app review: play id Software's classic on mobile". Archived from the original on 2019-11-23. Retrieved 2019-11-30.
  42. ^ "Former Blasphemer homepage". Archived from the original on February 1, 2010.
  43. ^ "Zauberer project". GitHub.
  44. ^ "Is Doom Builder 2 Development Discontinued?". Doomworld. 13 January 2019. Retrieved 2022-08-09.

Bibliography

Further reading

External links