This is Doom Wad Station

 

Notable dates of the Doom franchise

 and fan based contributions to Doom

 

Today's Doom Era Date:

 Doom lives here

 

Next Doom Era Holiday:

 

The Doom franchise (as I write this) is somewhat over 31 years old. Below, I have attempted (as best I can) to provide the highlights of that storied franchise and the notable moments in it. I'm sure it's not complete and perhaps some people will disagree with some of the inclusions (or not).

·  December 10, 1993: The original Doom was released, revolutionizing the first-person shooter genre.

This is a copy of the original press release by ID Software (Press release)

In DOOM, you play one of four off-duty soldiers suddenly thrown
into the middle of an interdimensional war!  Stationed at a
scientific research facility, your days are filled with tedium
and paperwork.  Today is a bit different.  Wave after wave of
demonic creatures are spreading through the base, killing or
possessing everyone in sight.  As you stand knee-deep in the
dead, your duty seems clear-you must eradicate the enemy and
find out where they're coming from.  When you find out the
truth, your sense of reality may be shattered!

 

·  September 30, 1994: Doom II: Hell on Earth launched, continuing the story and introducing new gameplay elements.

·  March 31, 1997: Doom 64 was released exclusively for the Nintendo 64, offering a unique take on the series.

·  August 3, 2004: Doom 3 debuted, bringing the franchise into the modern era with advanced graphics and a darker tone.

·  May 13, 2016: The rebooted Doom (2016) was released, revitalizing the series with fast-paced gameplay and stunning visuals.

·  March 20, 2020: Doom Eternal launched, expanding the lore and delivering intense action.

·  May 15, 2025: The upcoming Doom: The Dark Ages is set to release, exploring the Doom Slayer's origins.

 

The creators

·  July 1996:

John Romero played a pivotal role in the creation of Doom. As one of the co-founders of id Software, he was instrumental in designing and developing the game. His contributions included:

  1. Game Design: Romero was a key designer for Doom, shaping its levels, gameplay mechanics, and overall experience. His innovative level designs emphasized fast-paced action and exploration, which became hallmarks of the game.
  2. Programming: While John Carmack handled much of the engine programming, Romero contributed to the game's code, particularly in areas related to gameplay and user experience.
  3. Multiplayer Innovation: Romero is credited with coining the term "deathmatch," which became a defining feature of Doom's multiplayer mode and a staple in the first-person shooter genre.
  4. Creative Vision: His passion for pushing boundaries and creating immersive experiences helped drive the development of Doom, making it a groundbreaking title in gaming history.

 John Romero left id Software to co-found Ion Storm, where he worked on Daikatana. While not directly related to Doom, his departure marked a significant shift in the franchise's development.

XEP Interview (2025): John Romero on Doom, Doom: The Dark Ages, and Doom's Legacy

·  2013:

John Carmack played a groundbreaking role in the creation of Doom. As the lead programmer and co-founder of id Software, he was the technical mastermind behind the game's revolutionary engine. Here's how he contributed:

  1. Doom Engine Development:
    • Carmack developed the Doom engine, which introduced advanced 3D graphics techniques for its time, such as binary space partitioning (BSP) for efficient rendering and dynamic lighting effects. These innovations set Doom apart from other games of the era.
  2. Technical Innovations:
    • He pioneered several algorithms and techniques that became industry standards, including "Carmack's Reverse," a shadow volume algorithm later used in Doom 3.
  3. Focus on Modding:
    • Carmack's decision to release the source code for Doom in 1997 was a game-changer. It allowed the community to create mods, custom levels, and even entirely new games, fostering a vibrant modding culture that continues to thrive.
  4. Gameplay Optimization:
    • His programming ensured that Doom could run smoothly on a wide range of hardware, making it accessible to a broad audience and contributing to its massive popularity.

Carmack's technical brilliance not only made Doom a landmark in gaming history but also laid the foundation for the first-person shooter genre as we know it today

 John Carmack left id Software to join Oculus VR, signaling the end of his direct involvement with the Doom franchise.

  1. Adrian Carmack:
    • As the lead artist, Adrian Carmack designed the game's iconic visuals, including its gritty textures and monstrous enemies. His work contributed significantly to Doom's dark and immersive atmosphere.
  2. Tom Hall:
    • Initially the creative director, Tom Hall developed the Doom Bible, a design document outlining the game's story and structure. While much of his vision was ultimately set aside, his early contributions helped shape the game's development.
  3. Sandy Petersen:
    • Sandy Petersen joined the team later in development and designed many of the game's levels. His expertise in horror themes added a unique flavor to Doom's environments and gameplay.
  4. Kevin Cloud:
    • As an artist, Kevin Cloud worked alongside Adrian Carmack to create the game's textures and sprites, ensuring a cohesive visual style.
  5. Bobby Prince:
    • Bobby Prince composed the game's iconic soundtrack and sound effects, blending heavy metal influences with eerie tones to complement the gameplay.

These individuals, along with the rest of the id Software team, collaborated to create a game that revolutionized the industry and left a lasting legacy.

 

John Romero released Sigil on May 31, 2019, as an unofficial fifth episode for the original Doom. It was a free megawad that added nine new levels with a hellish theme, staying true to the spirit of the original game.

Sigil 2, the follow-up, was released on December 10, 2023, marking the 30th anniversary of the original Doom. This time, it served as an unofficial sixth episode for Doom II, featuring nine campaign levels and two deathmatch stages

John Romero released Tech Gone Bad on January 15, 2016, as a reimagining of the original Doom's E1M8 level. Later, he released Phobos Mission Control on April 26, 2016, as a reimagining of E1M4

 

 

Fan based notables

  1. Aliens TC (Based on the txt file – October 3, 1994): One of the first total conversions, inspired by the Aliens movie franchise. It transformed Doom into a survival horror experience.
  2. Brutal Doom (August 9, 2010): A highly popular mod that enhances the gore, gameplay mechanics, and visuals of the original Doom games.
  3. Ashes 2063 (2018): A post-apocalyptic total conversion with a unique atmosphere and gameplay inspired by Fallout and Mad Max.
  4. Golden Souls (2013): A colorful, platformer-inspired total conversion that blends Doom with elements of Super Mario.

Notable WADs

  1. Alien Vendetta (2002): A challenging WAD with expertly designed levels and intense gameplay.
  2. Community Chest (2003): A collaborative project featuring maps from various creators, showcasing diverse styles and creativity.
  3. Action Doom (2004): A cinematic WAD with unique gameplay elements and storytelling.
  4. Cold as Hell (2004): A story-driven WAD with horror elements and custom assets.

 

Source ports

·  Boom (1998): One of the earliest source ports, introducing advanced mapping features and enhanced modding capabilities.

The Boom engine had a profound impact on the Doom modding community and the evolution of source ports. Released in 1998, Boom introduced several advanced features that expanded the possibilities for level design and gameplay. Here are some of its key contributions:

  1. Enhanced Mapping Features: Boom added support for features like scrolling floors, transparent walls, and deep water effects, allowing mappers to create more complex and visually appealing levels.
  2. Improved Compatibility: It maintained compatibility with the original Doom engine while introducing new capabilities, making it a versatile tool for modders.
  3. Customizable Gameplay: Boom allowed for greater control over gameplay mechanics, enabling modders to create unique experiences.
  4. Foundation for Future Ports: Many later source ports, such as PrBoom and PrBoom+, were based on Boom, ensuring its legacy in the Doom community.

Boom's innovations helped to push the boundaries of what was possible in Doom modding, inspiring countless creators and laying the groundwork for modern source ports

·  ZDoom (1998): A highly popular port that added modern features like freelook, jumping, and scripting support.

The ZDoom engine had a transformative impact on the Doom community and modding scene. Released in 1998 by Randy Heit, ZDoom introduced a wealth of modern features that significantly expanded the possibilities for modders and players alike. Here's how it made its mark:

  1. Advanced Gameplay Features:
    • ZDoom added support for freelook, jumping, and crouching, which were not present in the original Doom engine. These features opened up new gameplay mechanics and level design opportunities.
  2. Enhanced Modding Capabilities:
    • It introduced scripting languages like ACS (Action Code Script), allowing modders to create complex events, cutscenes, and interactive elements in their maps.
    • DECORATE, another scripting system, enabled the creation of custom monsters, weapons, and items without modifying the source code.
  3. Improved Graphics and Audio:
    • ZDoom supported higher resolutions, dynamic lighting, and other graphical enhancements, making Doom more visually appealing.
    • It also improved audio capabilities, supporting modern sound formats and effects.
  4. Cross-Platform Compatibility:
    • ZDoom was designed to run on modern operating systems, ensuring that Doom remained accessible to new generations of players.
  5. Foundation for Future Ports:
    • ZDoom served as the foundation for other popular source ports, such as GZDoom (which added OpenGL rendering) and Zandronum (focused on multiplayer).

ZDoom's innovations revitalized the Doom modding community, inspiring countless mods, total conversions, and creative projects. It remains a cornerstone of Doom's enduring legacy.

·  PrBoom (2000): A port based on Boom, focusing on compatibility and stability for speedrunning and classic gameplay.

·  GZDoom (2005): An extension of ZDoom, offering OpenGL support for enhanced graphics and modern rendering techniques.

·  Chocolate Doom (2005): A faithful recreation of the original Doom engine, designed to replicate the vanilla experience.

·  Doomsday Engine (1999): A port with a focus on modern graphics and effects, including 3D models and dynamic lighting.

·  Eternity Engine (2001): Known for its advanced modding features and support for custom content.

·  Odamex (2007): A multiplayer-focused port with cross-platform support and online play.

·  Risen3D is an advanced source port for Doom, developed by Graham Jackson. It is based on Jaakko Keränen's Doomsday Engine but functions as a standalone port, meaning it doesn't require Doomsday binaries. Released in 2009, Risen3D offers several features that enhance the Doom experience:

 Notable websites

  • Doomworld (1999):

    Doomworld is one of the most prominent and enduring websites in the Doom community. Established in 1998, it has become a central hub for fans, modders, and players of the Doom franchise. Here's what makes Doomworld special:

    Key Features

    1. Forums: The heart of Doomworld is its active forums, where members discuss everything from WADs and mods to speedrunning and source ports. It's a vibrant space for collaboration and sharing ideas.
    2. Cacowards: Doomworld hosts the annual Cacowards, an awards ceremony celebrating the best WADs and mods released each year. It's a highly anticipated event in the community.
    3. idgames Archive: Doomworld is closely linked to the idgames Archive, a massive repository of Doom WADs and mods. It provides easy access to thousands of fan creations.
    4. News and Updates: The site regularly posts news about the Doom community, including new releases, events, and developments in the modding scene.
    5. Resources: Doomworld offers tutorials, guides, and resources for modders, making it a valuable tool for both beginners and experienced creators.

    Legacy

    Doomworld has played a crucial role in preserving the legacy of Doom and fostering its community. It has been a platform for countless creators to showcase their work and for fans to connect and share their passion for the game.

  • Doom Wad Station (1998): A long-standing repository for WADs, reviews, and community engagement, created by Bob Larkin.

    Doom Wad Station has made significant contributions to the Doom universe by serving as a central hub for the community. Here are some of its key contributions:

    1. Preservation of WADs: The site has hosted thousands of WADs, ensuring that fan creations are accessible to players worldwide. This has helped preserve the legacy of Doom modding.
    2. Reviews and Recommendations: Doom Wad Station provides detailed reviews of WADs, helping players discover high-quality mods and total conversions. These reviews often highlight the creativity and innovation of the Doom community.
    3. Community Engagement: The site fosters a sense of community by showcasing the work of modders and mappers, encouraging collaboration and creativity.
    4. Historical Archive: Doom Wad Station serves as a historical archive, documenting the evolution of Doom modding and the contributions of its creators.
    5. Resources and Tutorials: The site offers resources and tutorials for aspiring modders, helping them learn the skills needed to create their own WADs and mods.

    Through these contributions, Doom Wad Station has played a vital role in keeping the Doom community alive and thriving.

  • Compet-N (1994): A site dedicated to speedrunning Doom, hosting demos and records for competitive players.
  • idgames Archive (1996): A massive archive of WADs and mods, hosted by Doomworld, providing easy access to fan creations.
  • ZDaemon (2001): A multiplayer-focused site for Doom, offering tools and servers for online play.
  • Skulltag (2003): A source port and community site that enhanced multiplayer gameplay with new features.
  • Doom Nexus (2000s): A site that provided resources and tools for modding

    . Doom Wiki (2005): The Doom Wiki is a comprehensive online resource dedicated to documenting everything related to the Doom franchise. It covers a wide range of topics, including the games, mods, WADs, source ports, characters, weapons, and the broader Doom community

    . Newdoom (2000's): Newdoom was a community site dedicated to Doom and its modding scene, offering forums, resources, and downloads for fans and creators. It was active during the early 2000s but has since become defunct.

    . Realm667 (): Created by Tormentor667, also known as Daniel Gimmer. He is a prominent figure in the Doom modding community, known for his innovative level design and contributions to the Doom universe. It's a treasure trove for Doom modders and enthusiasts, offering a wide range of resources like custom enemies, weapons, textures, and other assets for enhancing mods and mapsets. It's a fantastic hub for anyone looking to dive deeper into Doom modding!

    Notable Youtubers

    Chubzdoomer PC and video game footage, level editing tutorials, and more!

    Doomkid Lots of video playthroughs here

    BigMacDavis  Here you can find all my Video Game Walkthroughs - step-by-step instructional videos that cover 100% of everything in every level.

    Decino Fast-paced FPS 100% narrated playthroughs on high difficulty levels with occasional insightful analysis videos.

    MtPain27 I'm a writer, video editor, and longtime Doom diehard. I run a Doom wad review show called Dean of Doom, which currently has three completed seasons.

     

     

     

     

     

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