Ten Years Of Doom Celebrated
mmx writes "GameSpy is partway through a week-long feature celebrating the 10th anniversary of seminal FPS Doom: 'Ten years ago today, Jay Wilbur uploaded an executable to the overloaded University of Wisconsin FTP that pretty much changed first person shooter games forever. He was having trouble because it was packed with rabid DOOM fans, slavering over the demo's imminent release. Eventually Wilbur had to have them all kicked off, and only then did he manage to get the roughly two-megabyte file online.' GameSpy's Doom timeline is pretty interesting, and Doomworld has also started a special anniversary feature. Happy birthday, Doom... and thank you, id software."
The time you were cornered in a secret room, with only the chainsaw with which to defend yourself while your fully armed roomate who just chased you into the hallway stalked you with the RPG. Only to have you sneak up and go Friday the 13th on him as your fellow dorm dwellers watched.
That time you were teaching the guy across the hall how to play agaist the guy down the hall. He was standing at the bottom of a "T" intersection with the rocket launcher, and just watched Eric run by. You shouted "FIRE NOW!" with Eric no where in sight, only to watch him get gibbed as he ran directly in front of the rocket a second later.
What better way to celebrate the on-time release of Doom 3 than to rehash the story of how the little-shooter-that-could changed the world and stopped global warming.
I don't know about you, but it was Wolfenstein 3D (still one of the handful of shareware titles I have actually purchased) that changed my world far more than Doom.
I guess my tolerance for nostalgia is a little low today. I need to go play some Colossal Cave.
"You are standing at the end of a hallway inside a moonbase. Around you is a crapload of demonic mutants. A small stream of blood flows out of your mid-section and down a gully."
Look ma, no tpyos^H^H^H^H^H^H . . . oh crap.
I tell you, I wish someone would release a cheap and cheerful port of DOOM and DOOM II to the PS2 and addin online capabilities...I'd play that game before one-shot-kill, wait-for-match-to-end junk like SOCOM anyday. PS2 is seriously lacking in the online FPS department...
SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
That's one doomed space marine!
Plus, in years past this December 9/10th thing was the ship date for other id Games - Quake 2, Quake 3: Arena, Quake 3: Team Arena, etc. It's enough before Christmas to make it a hot holiday item, but late enough to maximize development time.
Schnapple
Video game history will be kind to Doom, because it wrote video game history. As far as other video games have made an impact, Doom has had the most influencial impact launching shareware into mainstream (at least at the time) and re/defining multiplayer.
I remember first learning how to lead with my rocket shots and getting a SWEET kill on my bud from across the level.
I used to use a program called DeHackEd that would let you utilize all of the information referenced in the doom.exe file. I remember spending days and days building the perfect DeHackEd patch and bringing it to my friend's dorm to try it out on him, only to be trumped by his semi-invisible "trip mines" that would sit on the ground and explode when you walked into em. They also had a negative mass so if you shot them they'd rocket towards you and you had to move the hell out of the way. Sure, we started out with the usual one-hit-kills-everything-you-see kind of weapons but they gradually got more unique and more strategic. GOD I loved DOOM hacking!
If whales learn how to use weapons we're all screwed!
Doom was my first experience with how floppies can be fickle. I remember my cousin who introduced me to Wolfenstein 3D, told me his dad had gotten a new game like it called Doom. I think it took like two weeks from when I first got a set of disks with the Doom demo on them before I got a complete set that all of the disks worked. I had even tried downloading it from a local BBS (a hard thing to do when you are not allowed to leave the computer on overnight, and use the modem on your family's only phone line). There was nothing worse then having the 2nd or 3rd disc not work in my computer or my cousin's. Finally after a lot of persistence we got to enjoy Doom.
I couldn't have been the only one who messed with the animation pointers so little bluod drops and big blood drops would form small and large pools of blood that would persist indefinately.
The only problem was one of the short cuts doom would use to determine what it should render could cause an enemy heavy room to lay down enough blood that stuff behind it would be occluded.
Yeah, that was a good util. The T2 "easy money" patch, and who can forget the Aliens TC patch. Badass with a capital "Mo' Fo'"
Doom was my introduction to FPS gaming... currently I'm into CounterStrike... However, I'm not all that excited about Doom 3, if only because I don't have the computer to run it...
One advantage that DOOM had over later game was in using sprites, it could put TONS of enemies and projectiles on screen. Not only that, but the corpses would STAY THERE, like a gory trail of breadcrumbs marking your path...
Quake and other all-polygone games only really reflected DOOM's "survival-horror"-ish vibe, and didn't have the ability to throw tons and tons of enemies at you. And the "corpses just fade away" shtick was a throwback to 8-bit NES 'punch 'em til they blink' dynamics.
I think the currently released game that comes closest to DOOM's too many enemies, corpses stick around vibe is Halo. Serious Sam tries for some of the same vibe, but still...after all, Master Cheif looks a LOT like the Space Marine...
SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
Doomworld still has some pretty usefull stuff up from their last celebration, five years ago. 5 Years of Doom is still a pretty interesting read.
http://www.popularculturegaming.com -- my blog about the culture of videogame players
Remember that DooM is still being developed. The newer source ports adds a lot to the DooM experience, like higher resolutions, mouselook and even 3d models.
Check out ZDooM available for Windows and Linux. It's a very stable port that adds a lot of playability compared to running iD's original DooM under Win32.
Also JDooM, a fun port that adds a lot of eyecandy under OpenGL.
This post is pretty much a rerun of one of my earlier!
This is how Doom looked like when it was still at alpha stage.
Is anyone running jDoom servers? Everytime I try to find a game server through master server, I find none.
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
I still remember it like it was yesterday...
I was in my freshman dorm room at UC Davis at midnight, reading newgroups and pounding on FTP sites (that were all full, 250/250 users or something!)
Finally, I got on (I think it was cactus.org) and was able to download the puppy. I'm pretty sure I played the entire shareware version that night, and for many more to come.
What a game...
Many a days and drunken nights were used to play this and all the user created mods! Fun times!
I hate to be bitter, and I know i will be moderated down, but I posted this on Monday about the same article.
Mod Wisely.
In my opinion Doom pushed the bar higher than any video game ever in any era.
Here are seven reason why I believe this:
1.) Network play
While id Software didn't invent it they certainly made put Deathmatch on the map.
2.) Sound and Lighting
Both were used with tremendous skill to set a very suspenseful mood. You could hear the creatures but the question was, where were they?
3.) Visual Quality
It was the state of the art in video game graphics when it was released. The 2D sprite art and 3D texture maps were the best seen in that era.
4.) Level design
The level design was inspired. The player was challenged with puzzles, secrets and traps in nearly every map. When has pressing a single been a source simultaneous terror and excitement.
5.) Scary
This game was scary as hell. There were times when I would have to quit playing late a night because I was actually freaked out.
6.) Mod community
This game also set a standard for player created maps and content.
7.) FUN
Whether it was blowing away 3 imps with one shotgun blast or getting a room of demons to destroy themselves, this game was packed with fun things to do and experience.
Chew: You Nexus, huh? I design your eyes.
Roy: Chew, if only you could see what I've seen with your eyes.
1.) Network play
Agreed. I consider Doom to be the birth of hobbyist networking. Just think about how many IT professionals got their start playing this game.
So one day, this young guy starts posting about this graphic stuff he's working on for an upcoming game, and his problems and solutions, and Abrash and him start getting into deep discussions (which quickly flew over my head, couldn't keep up at all). You could tell this kid was deeply impressing Abrash, and doing things in ways he'd never thought of.
As you've guessed, the kid was John Carmack, and the upcoming game was Doom.
I'd love to find an archive of those discussions, they were fantastic.
I made two mini-mods during the crazy DOOM years. :)
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
The 100 best Doom WADs feature on Doomworld is really worth checking out. I remember playing Tei Tenga with Zdoom and couldn't believe what I was seeing - Zdoom's scripting makes it possible to have dialog, movable objects, new effects, colored lighting (ok that's maybe not scripting) and map nodes that make it possible to return to earlier "levels". Teitenga is simply one of the best single player experiences I've had and I do include all the newer games in that. Only Deus Ex is even comparable.
:)
The original doom gameplay dynamics which still are excellent combined with modern scripting features and the level of detail possible only with today's machines and source ports really make Doom a great experience.
One more great news for today is that Daedalus, formerly known as Doom2000 has finally been released. It's done by the folks that made Final Doom's levels, TeamTNT. Sadly I can't play it as it requires a 2.0.x series Zdoom and that hasn't yet been ported to GNU/Linux. Oh well, I guess I'll go celebrate with finishing The Plutonia experiment and TNT: Evilution from Final Doom.