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Click here to activate or install Adobe Flash: As a sign of its effect on the industry, first-person shooter games from the genre's boom in the s, helped in no small part by the game's release, became known simply as " Doom clones ".

Its graphic violence, as well as satanic imagery, made Doom the subject of considerable controversy. The Doom franchise was later continued with the follow-up Doom II: Once the game's source code was released in , it spawned even more adaptations, as fans further ported the code to countless devices, even on machines that were not designed to run games.

The series started to lose mainstream appeal as the technology of the Doom game engine was surpassed in the mids, although fans have continued making WADs , speedruns , and modifications to the original.

The franchise again received popular attention in with the release of Doom 3 , a retelling of the original game using id Tech 4 , with an associated Doom motion picture.

A reboot of the series, simply titled Doom and powered by id Tech 6 , was released in and focused on returning to the fast paced action of the first two games.

Doom is a first-person shooter presented with early 3D graphics. The player controls an unnamed space marine—later termed the Doomguy —through a series of levels set in military bases on the moons of Mars and in Hell.

To finish a level, the player must traverse through the area to reach a marked exit room. Levels are grouped together into named episodes, with the final level focusing on a boss fight with a particularly difficult enemy.

While the levels are presented in a 3D perspective, the enemies and objects are instead 2D sprites presented from several set viewing angles, a technique sometimes referred to as 2.

Levels are often labyrinthine, and a full screen automap is available which shows the areas explored to that point.

While traversing the levels, the player must fight variety of enemies, including demons and possessed undead humans, while managing supplies of ammunition, health , and armor.

Enemies often appear in large groups, and the game features five difficulty levels which increase the quantity and damage done by enemies, with enemies respawning upon death and moving faster than normal on the hardest difficulty setting.

The monsters have very simple behavior, consisting of either moving toward their opponent, or attacking by throwing fireballs, biting, and scratching.

They will fight each other if one monster is accidentally harmed by another, though most monsters are not harmed by other monsters of the same kind.

Levels can also include pits of toxic waste , ceilings that lower and crush anything below them, and locked doors which require a keycard , skull-shaped key device, or a remote switch to be opened.

The player can find weapons and ammunition placed in the levels or can collect them from dead enemies; weapons include a pistol, a chainsaw , a plasma rifle , and the BFG , among others.

The levels also feature power-ups such as items that give health or armor points, increase the player character's maximum ammunition or health, fill out the automap, give partial invisibility, or allow the player to survive in toxic waste.

There are also items which apply time-limited effects such as invulnerability or a berserker status. In addition to the main single-player game mode, Doom features two multiplayer modes playable over a local network: Doom is divided into three episodes: The game itself contains very few plot elements, with the minimal story instead given in the instruction manual and short text segues between episodes.

Just prior to the game's beginning, the unnamed space marine player-character has been punitively posted to Mars after assaulting a superior officer, who ordered his unit to fire on civilians.

The space marines act as security for the Union Aerospace Corporation's radioactive waste facilities, which are used by the military to perform secret experiments with teleportation by creating gateways between the two moons of Mars, Phobos and Deimos.

Deimos disappears entirely and "something fraggin' evil" starts pouring out of the teleporter gateways, killing or possessing all personnel.

The Martian marine unit is dispatched to investigate, with the player character left to guard the perimeter with only a pistol while the rest of the group proceeds inside the base and is killed.

As the last man standing, the player character fights through the onslaught of demonic enemies to keep them from attacking Earth.

In "Knee-Deep in the Dead", they fight through the high-tech military bases, power plants, computer centers and geological anomalies on Phobos. It ends with the player character entering the teleporter leading to Deimos, only to be overwhelmed by monsters.

In "The Shores of Hell" they fight through installations on Deimos, similar to those on Phobos, but warped and distorted from the demon invasion and interwoven with beastly architecture.

After defeating the titanic Cyberdemon , the marine discovers the vanished moon is floating above Hell. The marine fights his way through Hell and defeats the Spider Mastermind that planned the invasion.

A hidden doorway back to Earth opens for the hero, who has "proven too tough for Hell to contain". However, a burning city and a rabbit's head impaled on a stake—named in The Ultimate Doom as the marine's pet rabbit, Daisy—show that the demons have invaded Earth, setting the stage for Doom II: In "Thy Flesh Consumed", the marine fights the demons on Earth through a variety of disconnected high-tech bases and demonic temples, though ultimately the forces of Hell prevail in the invasion of Earth.

In May , id Software released Wolfenstein 3D , later called the "grandfather of 3D shooters", [11] [12] specifically first-person shooters, because it established the fast-paced action and technical prowess commonly expected in the genre and greatly increased the genre's popularity.

Following the release of Spear of Destiny in September , the team began to plan their next title.

They wanted to create another 3D game using a new engine Carmack was developing, but were largely tired of Wolfenstein. They initially considered making another game in the Commander Keen series, as proposed by co-founder and lead designer Tom Hall , but decided that the platforming gameplay of the series was a poor fit for Carmack's fast-paced 3D engines.

Additionally, the other two co-founders of id, designer John Romero and lead artist Adrian Carmack , wanted to create something in a darker style than the Keen games.

John Carmack then came up with his own concept: The team agreed to pursue the Doom concept, and development began in November They also decided to cut ties with Apogee Software , their previous publisher, and to instead self-publish Doom.

Early in development, rifts in the team began to appear. At the end of November Hall delivered a design document , which he named the Doom Bible , that described the plot, backstory, and design goals for the project.

Over a series of levels the player discovers that the aliens are demons while hell steadily infects the level design over the course of the game.

Tom disliked the idea, but the rest of the team sided with Carmack. At the start of , id put out a press release, touting Hall's story about fighting off demons while "knee-deep in the dead".

The press release proclaimed the new game features that John Carmack had created, as well as other features, including multiplayer gaming features, that had not yet even been designed.

Soon, however, the Doom Bible as a whole was rejected: Romero wanted a game even "more brutal and fast" than Wolfenstein , which did not leave room for the character-driven plot Hall had created.

Additionally, the team felt it emphasized realism over entertaining gameplay, and they did not see the need for a design document at all. John Carmack and Romero, however, disliked Hall's military base-inspired level design.

Romero especially felt that the boxy, flat level designs were uninspiring, too similar to Wolfenstein , and did not show off everything the engine could do.

He began to create his own, more abstract levels for the game, which the rest of the team felt were much better. Hall was upset with the reception to his designs and how little impact he was having as the lead designer.

Doom was programmed largely in the ANSI C programming language, with a few elements done in assembly language.

This allows for any part of the game's design to be easily changed without needing to adjust the engine code.

Carmack designed this system specifically to enable fans to be able to easily modify the game; he had been impressed by the modifications made by fans of Wolfenstein 3D , and wanted to support that with an easily swappable file structure along with releasing the map editor online.

Unlike Wolfenstein , which had flat levels with walls at right angles, the Doom engine allows for walls and floors at any angle or height, though two traversable areas can not be on top of each other.

The lighting system was based on adjusting the color palette of surfaces directly: It then modifies the color palette of that section's surface textures to mimic how dark it would look.

Adrian Carmack was the lead artist for Doom , with Kevin Cloud as an additional artist. They designed the monsters to be "nightmarish"; their intent was to have graphics that were realistic and dark as opposed to staged or rendered, so a mixed media approach was taken to the artwork.

Like they had for Wolfenstein 3D , id hired Bobby Prince to create the music and sound effects. Romero directed Prince to make the music in techno and metal styles; many of the songs were directly inspired by songs from popular metal bands such as Alice in Chains and Pantera.

Unlike the music, the sound effects for the enemies and weapons were created by Prince for specific purposes; Prince designed them based on short descriptions or concept art of a monster or weapon, and then adjusted the sound effects to match the completed animations.

Because id planned to self-publish the game, as the game neared completion they had to set up the systems to sell the game. Jay Wilbur, who had been brought on as CEO and sole member of the business team, planned the marketing and distribution of Doom.

Instead, he reached out directly to software retailers, offering them copies of the first Doom episode for free, allowing them to charge any price for it, in order to spur customer interest in buying the full game directly from id.

Doom ' s original release date was the third quarter of , which the team did not meet. By December , the team was working non-stop on the game, with several employees sleeping at the office; programmer Dave Taylor claimed that working on the game gave him such a rush that he would pass out from the intensity.

Id began receiving calls from people interested in the game or angry that it had missed its planned release date, as hype for the game had been building online.

At midnight on December 10, , after working for 30 straight hours, the development team at id uploaded the first episode of the game to the internet, letting interested players distribute it for them.

So many users were connected to the first network that they planned to upload the game to—the University of Wisconsin—Parkside FTP network—that even after the network administrator increased the number of connections while on the phone with Wilbur, id was unable to connect, forcing them to kick all other users off to allow id to upload the game.

When the upload finished thirty minutes later, 10, people attempted to download the game at once, crashing the university's network. The popularity of Doom led to the development of an expanded version, The Ultimate Doom , which includes a fourth episode.

An unofficial port of Doom to Linux was released by id programmer Dave Taylor in ; it was hosted by id but not supported or made official. The ability for others to create custom levels and otherwise modify the game using WAD files turned out to be a popular aspect of Doom.

Gaining the first large mod -making community, Doom affected the culture surrounding first-person shooters, and also the industry. Several future professional game designers started their careers making Doom WADs as a hobby, among them Tim Willits , who later became the lead designer at id Software.

The first level editors appeared in early , and additional tools have been created that allow most aspects of the game to be edited.

Some add-on files were also made that changed the sounds made by the various characters and weapons. Around and , WADs were primarily distributed online over bulletin board systems or sold in collections on compact discs in computer shops, sometimes bundled with editing guide books.

FTP servers became the primary method in later years. Several thousand WADs have been created in total: Third party programs were also written to handle the loading of various WADs, since the game is a DOS game and all commands had to be entered on the command line to run.

A typical launcher would allow the player to select which files to load from a menu, making it much easier to start. In , WizardWorks released the D!

Zone pack featuring hundreds of levels for Doom and Doom II. Within hours of Doom ' s release, university networks were banning Doom multiplayer games, as a rush of players overwhelmed their systems.

Intel , [76] Lotus Development , and Carnegie Mellon University were among many organizations reported to form policies specifically disallowing Doom -playing during work hours.

At the Microsoft campus, Doom was by one account equal to a "religious phenomenon". One reader said that "No other game even compares to the addictiveness of NetDoom with four devious players!

In late , Doom was estimated to be installed on more computers worldwide than Microsoft's new operating system Windows 95 , despite million-dollar advertising campaigns for the latter.

The development team in this effort was led by then-employee Gabe Newell. Although Petersen said that it was "nothing more than the computer equivalent of Whack-A-Mole ", [81] Doom received critical acclaim and was widely praised in the gaming press, broadly considered to be one of the most important and influential titles in gaming history.

Computer Gaming World stated in February that Wolfenstein 3D fans should "look forward to a delight of insomnia", and "Since networking is supported, bring along a friend to share in the visceral delights".

The reviewer praised the "simply dazzling " graphics", and reported that "DeathMatches may be the most intense gaming experience available today".

While criticizing the "ho-hum endgame" with a too-easy end boss , he concluded that " DOOM is a virtuoso performance". The editors wrote, "Although it's only been around for a couple of months, Doom has already done more to establish the PC's arcade clout than any other title in gaming history.

Running on a machine essential for maximum effect , Doom took PC graphics to a totally new level of speed, detail, and realism, and provided a genuinely scary degree of immersion in the gameworld.

In , readers of Retro Gamer voted Doom as the ninth top retro game, with the editors commenting: The game was ported to numerous console gaming platforms both domestically and abroad where it maintained its popularity, receiving generally favorable critical reception.

At the time, PC Data ranked them as the country's eighth- and 20th-best-selling computer games since January PC Zone ' s David McCandless wrote that the game was played by "an estimated six million people across the globe", [92] while other sources estimate that 10—20 million people played Doom within 24 months of its launch.

Doom was notorious for its high levels of graphic violence [95] and satanic imagery, which generated controversy from a broad range of groups.

Doom for the Genesis 32X was among one of the first video games to be given an M for Mature rating from the Entertainment Software Rating Board due to its violent gore and nature.

Games listed it as one of the top ten most controversial games of all time. The game again sparked controversy throughout a period of school shootings in the United States when it was found that Eric Harris and Dylan Klebold , who committed the Columbine High School massacre on April 20, , were avid players of the game.

While planning for the massacre, Harris said in his journal that the killing would be "like playing Doom ", and "it'll be like the LA riots , the Oklahoma bombing , World War II , Vietnam , Duke Nukem and Doom all mixed together", and that his shotgun was "straight out of the game".

Although Harris did design Doom levels, which later became known as the ' Harris levels ', none have been found to be based on Columbine High School.

In the release versions prior 1. The ban was lifted after id Software changed the Swastika , and said that "it was the homage of Wolfenstein 3D ".

Doom has appeared in several forms in addition to video games, including a Doom comic book , four novels by Dafydd Ab Hugh and Brad Linaweaver loosely based on events and locations in the games , a Doom board game and a live-action film starring Karl Urban and The Rock released in The game's development and impact on popular culture is also the subject of the book Masters of Doom by David Kushner.

The Doom series remained dormant between and , when Doom 3 would finally be announced. A retelling of the original Doom using entirely new graphics technology and a slower pace survival horror approach, Doom 3 was hyped to provide as large a leap in realism and interactivity as the original game and helped renew interest in the franchise when it was released in , under the id Tech 4 game engine.

The series would again remain dormant for 10 years until a remake, simply titled Doom and running on the new id Tech 6 , was announced with a beta access to players that had pre-ordered Wolfenstein: The game held its closed alpha multiplayer testing in October , as closed and open beta access ran during March to April Returning to the series' roots in fast paced action and minimal storytelling, the full game eventually released worldwide on May 13, Hell on Earth and ditching the survival horror aspect of Doom 3.

Development completely restarted as id's Tim Willits remarked that Doom 4 was "lacking the personality of the long-running shooter franchise".

Doom was influential and dozens of new first-person shooter titles appeared following Doom 's release, and they were often referred to as " Doom clones " rather than "first-person shooters".

The term " Doom clone" was used to describe the style of gameplay in Doom -like games. While the term was initially popular, it was, after , gradually replaced by " first-person shooter ", and the phrase "first-person shooter" had firmly superseded " Doom clone" around Some of these were certainly " clones ", hastily assembled and quickly forgotten, while others explored new grounds of the genre and were highly acclaimed.

Many of the games closely imitated features in Doom such as the selection of weapons and cheat codes. The Doom game engine was licensed by id Software to several other companies, who released their own games using the technology, including Heretic , Hexen: Beyond Heretic , Strife: Quest for the Sigil , and Hacx:

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