An icon used to represent a menu that can be toggled by interacting with this icon. Ultimate Doom, The (Bethesda.net, BFG Edition, Classic Complete) (PlayStation. Doom 3's Nightmare mode can be unlocked without completing the game by using a console command. After this, the game requires a restart to take effect. In Doom (2016), the Nightmare level is the first of that name in the Doom series to not have any special handicaps for the player beyond making the monsters harder to kill and more aggressive. Where is the location of the cacodemon icon which the web shortcut created by Steam refers to? The Steam version freezes at the title screen for me, (running Windows 8.1). So I'm now using ChocolateDoom and would like to change the shortcut icon to the cacodemon icon used by the Steam web shortcut. Windows Doom Icons All the credit for this information goes to Robert J. Baker (robert.bak@bigfoot.com). Here is a copy of the email message he sent me (note that I'm providing this icon info separately from the 'Doom under Windows' file.
From DoomWiki.org
Sunder maps 01-10 |
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(01 - 10) |
MAP07: Hollow Icon is the seventh map of Sunder. It was designed by Insane_Gazebo and uses the music track 'Demons on the Prey,' originally composed by Robert Prince for Doom.
- 1Walkthrough
- 3Speedrunning
- 4Statistics
Walkthrough[edit]
Essentials[edit]
This is the first map that manages to break 1000 monsters, with almost seven-eighths of the monsters being imps. As usual, pick up the twoshotguns, backpack, and green armor, and head out of the starting room. This room will have revenants to the immediate right, mancubi on a ledge behind the metal column in the middle, and imps on a higher ledge. The rocket launcher is to the southeast. When you can, head up to the ledge with imps and head west, where more walls will lower. Revenants will be to your west, while Hell knights will be behind you. The metal column in the middle will also be open with two arch-viles inside. A chaingun is located where the revenants came out of. Be sure to press the two switches on this high ledge, both to open the eastern door here and raise the lift leading to that door.
Past the door, approach the green armor for the walls around you to lower, revealing revenants, Hell knights, and a baron of Hell. A plasma gun is on the south wall, and a switch on the north. The switch opens up the next door, and the room ahead will be empty. Get the soul sphere if needed, then climb the steps to the right up. The large wall will lower revealing revenants, lost souls, and cacodemons. Another wall in the southwest corner will also lower revealing barons of Hell. The switch behind the large wall will open a door leading westward into another empty hallway that ends with another switch. Approaching this switch will lower walls behind you, revealing barons of Hell and revenants. The switch raises the lift in the previous room, allowing you to continue.
In the hall that follows, there is a berserk pack in an alcove. Approaching the next door opens the southeast wall. Back here you will only have to fight six monsters, two cyberdemons and four barons of Hell. Press the switch here to open the doors, then head west into the large room. This is the first big room of the map, and while mostly empty for now, it will become populated with monsters soon enough. Revenants will be behind a blue door here, and you can shoot them now or later. What you need to do first to get past this first big room is to head behind the group of teleporters to the switch that is available. Just approaching it is enough to release several monsters in the vicinity. Demons will appear from a wall to the northeast, while a central block will reveal eight barons of Hell and an arch-vile. Four cyberdemons will come into the big room from the northwest. Imps will continuously spawn from the teleporters, and in the southwest end you will find multiple Hell knights, barons of Hell, and the BFG9000.
Make sure you have pressed the switch, because it will raise the bars well to the north, where the blue key is located. If you attempt to grab the BFG9000, the wall ahead will lower, revealing more Hell knights, barons of Hell, and three arch-viles behind that horde. The door behind them will be opened later. Now head all the way north and get the blue key. You will be trapped in while two walls will lower, with cacodemons to the west and demons and Hell knights to the north. The switch behind that horde will allow you to return to the big room. With the blue key, open the door at the top of the steps near the group of teleporters, get rid of any revenants that may still be around, and press the switch at the end. The door mentioned earlier will have opened once you used the switch, and the switch behind this door will open the way to the second big room.
This second big room is even larger than the first, and as usual, starts out empty. You will fight numerous hordes in this room, but it will all be in one wave, so you will not have to worry about reinforcements arriving. To proceed, grab the megasphere in the southeast to make multiple walls lower. The one in front of the megasphere contains mancubi, a spider mastermind, and two cyberdemons. The eastern wall contains imps, while the wall in the center reveals a high ledge with revenants. The wall all the way to the north has imps, demons, Hell knights, barons of Hell, and cacodemons. The wall on the west side has lost souls, Hell knights, and cacodemons, and finally the southwest corner has imps and mancubi. Provoke monster infighting when you can, and keep any and all supplies close by. When it is quiet, you will need to press three switches to proceed to the final room. The first is in the southeast corner, followed by one in the west wall, and finally the one in the north wall.
The final room is about as big as the one before it, and again you will only have to deal with one wave of enemies, but it will still be a large horde. To proceed, the megasphere is at the northwest corner along with a switch. Make sure to press the switch. The walls will lower. The southwest corner will reveal demons, arachnotrons, imps, Hell knights, and pain elementals. The north and south walls will provide the bulk of the monsters, with the north one containing imps and three cyberdemons, and the south one having imps, barons of Hell, Hell knights, demons, two spider masterminds, and seven cyberdemons. Teleporters are inside both of these walls, allowing travel to and from these two areas if needed. The southeast corner has a high ledge with imps and revenants which will contain the exit, and will be the last place you will go. You will have your work cut out for you here, so monster infighting is highly recommended, but try not to get surrounded, especially given that the pain elementals will likely clutter the field with lost souls. When all is finished, you will have two switches to press to raise the lift at the southeast (three if you had not hit the switch where the megasphere was earlier). Go to the southern compartment for the first, and the northern compartment for the second. Ride the lift up and you will be able to exit to the south.
Other points of interest[edit]
Secrets[edit]
There are no official secrets on this map.
Bugs[edit]
Demo files[edit]
Areas / screenshots[edit]
Speedrunning[edit]
Routes and tricks[edit]
Current records[edit]
The records for the map at the Doomed Speed Demos Archive are:
Style | Time | Player | Date | File | Notes |
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UV speed | |||||
NM speed | |||||
UV max | |||||
NM100S | |||||
UV -fast | |||||
UV -respawn | |||||
UV Tyson | |||||
UV pacifist |
Miscellaneous demos[edit]
Style | Time | Player | Date | File | Notes |
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Statistics[edit]
Map data[edit]
Things | 3313 |
Vertices | 13142* |
Linedefs | 16194 |
Sidedefs | 28713 |
Sectors | 1479 |
Things[edit]
This level contains the following numbers of things per skill level: Games like game of dice.
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Technical information[edit]
Inspiration and development[edit]
Trivia[edit]
See also[edit]
Sources[edit]
External links[edit]
- Sunder demos at the Doom Speed Demo Archive
From DoomWiki.org
The Sony PlayStation version of Doom is a port of Doom and Doom II by Williams Entertainment. It was released on November 16, 1995, and runs on a modified version of the Doom engine used in the Atari Jaguar port. It features 28 levels from Ultimate Doom, 23 from Doom II and 7 original levels.
The game features a multiplayer mode, but lacks split-screen; two consoles have to be linked together instead. This makes the multiplayer experience truer to the original, but at the expense of accessibility.
John Romero is quoted on the back cover, calling this the 'best DOOM yet,' and is credited as 'Creator of DOOM'. However, Romero's quote may be taken with a grain of salt; Quasar asked him about the quote in an email, and according to Romero, he felt the original PC version was still the best due to its superior control.[1]
It was followed shortly by a port of Final Doom, reusing the same engine and most custom resources. This version was also later used as the base for both the Sega Saturn port and Doom 64.
- 3Levels
Technical information[edit]
Inspiration and development[edit]
Trivia[edit]
See also[edit]
Sources[edit]
External links[edit]
- Sunder demos at the Doom Speed Demo Archive
From DoomWiki.org
The Sony PlayStation version of Doom is a port of Doom and Doom II by Williams Entertainment. It was released on November 16, 1995, and runs on a modified version of the Doom engine used in the Atari Jaguar port. It features 28 levels from Ultimate Doom, 23 from Doom II and 7 original levels.
The game features a multiplayer mode, but lacks split-screen; two consoles have to be linked together instead. This makes the multiplayer experience truer to the original, but at the expense of accessibility.
John Romero is quoted on the back cover, calling this the 'best DOOM yet,' and is credited as 'Creator of DOOM'. However, Romero's quote may be taken with a grain of salt; Quasar asked him about the quote in an email, and according to Romero, he felt the original PC version was still the best due to its superior control.[1]
It was followed shortly by a port of Final Doom, reusing the same engine and most custom resources. This version was also later used as the base for both the Sega Saturn port and Doom 64.
- 3Levels
Gameplay[edit]
The rendering engine has been rewritten to utilize the PlayStation's 3D hardware. This renderer allows enhancements such as higher color depth, alpha blending, colorized sectors and animated skies. Unlike the Jaguar version, this version does not render double-wide pixels and therefore preserves full horizontal resolution.
Rather than being split into episodes like the PC version, the levels from Ultimate Doom are lumped together into one continuous episode, splitting the game in two halves between the Ultimate Doom and Doom II levels. Doom II also lacks its intermission text screens. The original Doom levels are based on the Jaguar version, and therefore, as with all ports based on this version, the simplifications to the map geometry and texturing versus the PC version are carried over. The maps from Ultimate Doom's Episode 4 and Doom II contain fewer changes. The number of unique textures and monster types per map is lower than in the PC version, on account of limited VRAM space. Furthermore, large vertical heights have been reduced to account for a renderer limitation where textures can only tile once vertically before being stretched instead. While the framerate is higher than its contemporary console ports, there is still noticeable slowdown in certain levels, particularly when playing on the higher difficulty settings.
https://dia-free.mystrikingly.com/blog/mobile-software-for-mac. As a feature unique to the PS1 and Saturn ports, monsters from Doom II appear in Ultimate Doom levels when the game is played on the 'Ultra Violence' skill level. Also, megaspheres can be found in the exclusive PS1/Saturn Ultimate Doom levels MAP29: Twilight Descends, MAP30: Threshold of Pain and MAP57: The Marshes, with the latter additionally featuring a super shotgun.
Several other exclusive maps are included: MAP54: Redemption Denied, MAP58: The Mansion, and MAP59: Club Doom.
Some enemies such as the baron of Hell, mancubus, cyberdemon and spiderdemon appear less frequently.
Enemies[edit]
A tougher type of spectre, the nightmare spectre, has been added. While the regular spectre looks like a partially invisible demon, the nightmare spectre is subtractively blended, and is harder to kill due to having twice the hit points of an ordinary spectre. Demons, spectres and nightmare spectres can infight each other in this game, as was possible in PC version 1.4 and earlier.
There is no arch-vile because the developers felt they could not do him justice on the PSX, because it had twice as many frames of animation as other monsters.[2]
The final boss from Doom II is not in the game.
As the corresponding secret maps are missing, the game lacks the Wolfenstein SS and Commander Keen enemies.
As in the Jaguar port, enemies from Doom do different amounts of damage as compared to their PC counterparts. For example, a zombieman's pistol shots can inflict up to 24 damage, as opposed to the normal maximum of 15. Some enemies are also referred to in slightly different terminology in the game's manual. Zombiemen, again as an example, are referred to as 'former soldiers' rather than 'former humans'.
This game's version of the revenant is considerably easier to tangle with than its PC counterpart; its running speed is approximately half normal, and is akin to a zombie's or imp's pace. While it only fires homing missiles, the missiles are also slower and easier to avoid.
Unlike the PC version, the Hell knight and baron of Hell monsters can infight in this game.
Levels[edit]
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Notes
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Removed levels[edit]
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Differences from PC[edit]
- All of the gameplay, texture, and map changes from the Atari Jaguar version have been retained for the original Doom maps. Less significant changes were made to the Thy Flesh Consumed and Doom II maps; however, some of the larger maps were cut from the game.
- Many animations had frames cut, making them seem choppier, one apparent example being rockets fired from the rocket launcher.
- Some maps feature a new animated flaming sky.
- The screen resolution was changed from 320x200 to 256x240, which is stretched to roughly 293x240 via NTSC rasterization[3]. Overscan by contemporary television sets, which is variable in nature, would on average show around 224 lines from the middle of the 240 line area, with an 8:7 pixel aspect ratio. New graphics were made for the menu and intermission backgrounds, fonts, and status bar to fit this resolution. The aspect ratios of in-game geometry and sprites are not consistently adjusted, however: architecture appears considerably flattened relative to its PC appearance, while sprites are scaled differently and appear more faithful.
- The sound effects are different from the PC version, and were later reused in Doom 64.
- The PSX SPU's reverberation features are utilized, both for sound effects (mainly in enclosed areas) and soundtrack.
- All weapon sprites have been reduced in size. The super shotgun suffered in particular, and was redrawn for the American and European versions of Final Doom, giving it a 'sleeker' appearance.
- Different status bar. The one used in this game has a darker tone (more black rather than gray in the original) and does not feature the listing of the remaining ammo of all types on the right side like the original.
- There is no Nightmare! skill level.
- Different cheat codes.
- Passwords are used for loading; while they store numbers as map level, skill level, health, armor and ammo, the numbers for the latter three tend to be rounded. There is no Memory Card usage.
- Spectres do not 'shimmer', but are instead rendered using translucency. This is because the partial invisibility effect is difficult to reproduce using such a renderer.
- Though the back of the box touts a 'high framerate,' the game in fact runs slower than its PC counterpart by design, targeting a 30 Hz framerate for rendering and 15 Hz game logic. Empirical testing shows few levels are actually capable of reaching the target framerate, most averaging in the 20s, and a few dipping as low as the single digits during intense gameplay. This must be measured against other competing console ports of the time, however, which had in most cases significantly worse framerate issues. Even many contemporary PCs were not guaranteed to run the DOS version at its full 35 Hz framerate.
- Health bonuses and armor bonuses are worth 2% as opposed to 1% (this change remains in place from the Jaguar version).
- (NTSC version only) Weapon bobbing amount depends on player speed (the weapon sprite moves like in PC version when running, and noticeably less when walking) and direction (when strafing, the weapon sprite moves to larger distance to one side, then to much smaller distance to the other side).
- When walking over damaging sector, the player's face changes to STFKILL immediately, even if no damage is being taken.
- The player's face does not change to STFKILL when firing weapons for a prolonged time other than the chaingun and plasma rifle.
Music[edit]
New ambient background music for most levels sequenced using the PlayStation SPU's capabilities.[4] Additionally, Red Book CD audio is used for the title, menus, demos, intermission, finales, and for the main section of the secret level, Club Doom. Aubrey Hodges created the soundtrack and reused certain songs (the symphonic rock/metal theme, most noticeably) in Doom 64.[5]
Technical details[edit]
- The disc contains several WAD files. Each map is in its own WAD file, ranging from MAP1.WAD (which contains MAP01) to MAP59.WAD. An additional archive, PSXDOOM.WAD, contains all resources, including several unused ones. This makes it a total of 60 WAD files.
- The WADs use the same LZSS-based compression method as the Jaguar Doom port, however they are little-endian files, contrarily to the Jaguar's big-endian WAD.
- The files with RAW extension contained in the CDAUDIO folder are actually ISO9660 files linked to the respective audio tracks, which contain the actual audio data.
- The Doom PLAYPAL is different on multiple points:
- Color values are stored as 16-bit little-endian ABGR values (using the most significant bit for alpha and five bits for each color channel).
- Index 0 is transparent in all palettes, and none of the other indices are transparent in any palette. Palette colors differ slightly from PC Doom's.
- There are a total of 20 palettes. The first fourteen are equivalent to Doom's, though the tints are not necessarily identical.
- Palette 14 is used for the invulnerability effect. Since this port uses a hardware renderer which ignores COLORMAPs, invulnerability is handled as a palette flash instead.
- Palette 15 is used for the fire sky. Only the first 37 indices are actually used.
- Palette 16 is quite similar to palette 0, with some odd differences. It is used for interface graphics such as CONNECT, NETERR, LOADING, PAUSE, LEGAL, STATUS, as well as IDCRED2 and WMSCRED2.
- Palette 17 is used for the TITLE and DOOM graphics.
- Palette 18 is used for IDCRED1.
- Palette 19, the last one, is used for WMSCRED1.
- All textures have power-of-two dimensions. When the image itself was not resized to fit the dimensions, the added areas are filled with black (index #255).
- Textures are not composited. Instead, they are placed between T_START and T_END markers.
- The TEXTURE1 lump merely enumerate texture dimensions in sequence. Textures are not identified by their name, instead they are enumerated in the same order as they appear in the WAD. However, each individual texture file already features its dimensions, making the TEXTURE1 lump rather redundant. Textures are not composited from multiple patches.
- Spectres and nightmare spectres are not separate mobj types, but merely demons with some specific flags set. These flags can technically be used with other things as well.[6]
Bitmask | Effect | Use |
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001xxxxx | 50% transparency (B/2+F/2) | Cacodemon on Tenements |
011xxxxx | 100% additive (B+F) | Spectre in the exit room of The Focus |
101xxxxx | 100% subtractive (B-F) and doubled hit points | All nightmare spectres |
111xxxxx | 25% additive (B+F/4) | Usual spectres |
Bugs[edit]
- A rocket launcherblast originating from a player's rocket launcher shot does not do any damage to them whenever they are facing a corner where the walls are aligned in an angle of 90 degrees. The player must also be facing slightly off the corner's edge and be as close to it as possible. A series of images demonstrating the phenomenon in the Final Doom level Crater can be viewed here: [1][2][3][4]
- 640K of VRAM is allocated for sprites, wall textures and skies. If this limit is exceeded, then the game will crash and a black screen with the text 'TEXTURE CACHE OVERFLOW' will appear. [1]
- Dramatic memory corruption can be triggered by Lost Souls moving outside the normal boundaries of the levels. Linedefs and sectors in the map will become progressively distorted from their normal layouts until the areas become unrecognizable and eventually the game crashes.[2]
Ultimate Doom Icon Of Sin
Demo version[edit]
A single-level demo version of PlayStation Doom was produced by Williams, both as a stand-alone disc and included into several demo compilations which shipped as magazine issue pack-in bonuses. This demo version contains only MAP33: The Gantlet. Music and precompiled resources for the other maps are omitted, though the entire IWAD file is present.
The stand-alone version plays a single demo on this level if left idle at the title screen. When launched by the shell programs of the magazine demo discs, this behavior is omitted, and the Williams intro movie is skipped at startup. It is possible to toggle these behaviors by changing the first argument passed to the game's executable file, but the altered disc image can only be run in an emulator or on a modded console, and the game will automatically exit after the demo is completed.
A multiple-game demo disc which includes Doom.
Stand-alone single-level demo CD-ROM. Cleanmymac review 2016.
Reverse engineering[edit]
The PlayStation port was used as a base for the Sega Saturn port (with drastically inferior performance), Doom 64, and the PlayStation port of Final Doom. While the actual source code itself is believed to have been lost, Erick194 of Team GEC has reverse engineered the port and released the results on Doomworld[7], reminiscent of how Kaiser reverse engineered Doom 64.
Trivia[edit]
The pre-release demonstration of PlayStation Doom given by Williams at E3 1995 was introduced with a short stage show featuring the motion capture actors from Mortal Kombat 3.
See also[edit]
- PlayStation Doom TC, a GZDoom-compatible re-implementation of the game.
- PlayStation Doom: Master Edition, a mod which restores cut levels and adds other official levels that came out since the release of this game.
External links[edit]
- E3 stage show by Williams Entertainment
Doom Icons For Windows
References[edit]
- ↑Quasar's Post on Doomworld: Topic 'Console Doom Ports'
- ↑Harry Teasley interview at Doomworld
- ↑http://forums.nesdev.com/viewtopic.php?t=8983
- ↑http://www.aubreyhodges.com/doom-playstation-official-soundtrack/
- ↑Aubrey Hodges interview at gamescares
- ↑Mapping of flags 32, 64, and 128
- ↑Doomworld: The Play Station Doom Source Code Released! (Reverse Engineering)
The Ultimate Doom Icon
Williams Entertainment • Midway Games |
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Employees Randy Estrella • Tim Heydelaar • Aubrey Hodges • Danny Lewis • Aaron Seeler • Harry Teasley |
Games Doom for Sony PlayStation • Final Doom for Sony PlayStation • Doom 64 • Super NES (publisher) Canceled:Doom Absolution |
Source code genealogy | ||
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Based on | Name | Base for |
Jaguar Doom | Doom for Sony PlayStation | Doom for Sega Saturn |
Doom II v1.666 | Doom 64 | |
Final Doom (PlayStation) |