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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."

11 of 51 comments (clear)

  1. And in related news: by Schnapple · · Score: 3, Interesting
    I totally missed my prediction that DOOM 3 would ship today, on the 10th anniversary of shareware DOOM (give or take a day).

    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.

  2. So many memories by xalres · · Score: 4, Interesting

    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!
    1. Re:So many memories by dpilot · · Score: 4, Interesting

      Now you cut to the heart of the matter.

      Doom was FUN!

      There's much lamentation about how gameplay is getting lost in the effects and realism. But we need to put in another word - FUN. A few years back, someone on Usenet mentioned coming across Doom on his computer - he'd forgotten about it, not having played it in a year or two. He turned the lights down, the sound up, and started the game. The old feel was back, and it was fun!

      So with newer games, how much is 3D addiction, (a particular weakness of mine) how much is novelty addiction, and how much is fun?

      My personal favorite was Hexen, a nifty combination of FPS, puzzles, and neat settings. Now that my son is old enough, I've been trying to get things set for a network game. Unfortunately none of the source ports will compile on both of my desktop machines. (old and new) It never was a popular game, and has languished.

      --
      The living have better things to do than to continue hating the dead.
    2. Re:So many memories by Anonymous Coward · · Score: 4, Interesting

      Heh. ROTT. Now there was a game. Story? Not really. Style? Sort of. Easter eggs? Out the ass.

      Man some of those levels. Like the Shrooms giant trampoline level. I practically puked because the disorientation. The codes? /JOHNWOO? The gibbs? So jucie. Their God, and Dog modes. Especially Dog mode in multi-player.

      The missles, the heat seeking, the flame wall and the tears. Oh the sweet sweet tears of my enemies.

      And the excalibat. Multiplayer. On the baseball diamond. And hitting a heat seeker out of the park, and into the guy that just shot it at you. Funny. So funny. So very very funny.

      Oddly enought, I just found my Old ROTT disks the other day. The full version was pretty hard to come by last time I looked for it too....

  3. Oh the blood. by Anonymous Coward · · Score: 1, Interesting

    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'"

  4. sprites! lots and lots and lots of sprites! by kisrael · · Score: 2, Interesting

    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
  5. Re:No matter how we try to bash it by dev0n · · Score: 2, Interesting

    Redefining multiplayer is understating it a bit. At least for me. I will never forget the first time I played multiplayer Doom. The whole concept of playing while linked up with someone else totally blew me away. I was young, impressionable, and I completely fell in love with mulitplayer FPS games. Thanks, Doom.

    Doom turned me into a hardcore gamer for many years. Quake II sorta killed it for me, and I haven't played a FPS since it came out, but those glory years were amazing.

    Thank you, id Software. You wasted many years of this girl's life, and many years of many other people's lives as well. :)

  6. First look by DrMorris · · Score: 5, Interesting

    This is how Doom looked like when it was still at alpha stage.

  7. Doom's impact by Castaa · · Score: 5, Interesting

    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.
  8. Doom fan before it was cool by Teddy+Beartuzzi · · Score: 3, Interesting
    One of the cooler events in my life so far has to do with Doom. I used to call long distance to BIX, the Byte magazine online bulletin board. One of the discussion groups was graphics, and Michael Abrash used to hang out there. It was extremely cool to get help with your clipping algorithms etc from a master.

    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.

  9. Amazing stuff by slux · · Score: 2, Interesting

    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. :)