Doom WAD is the default size of package files for the video game Doom and Its sequel Doom II: Hell on Earth , That Contain sprites, levels, and game data. WAD stands for Where’s All the Data? [1] Immediately after its release in 1993, Doom attracted a sizeable following of players who created their own mods for WAD files-packages containing levels , graphics , and other game data-and played a vital part in Is now commonplace for first-person shooters . Thousands of WADs have been created for Doom , Ranging from single custom levels to full original games; Most of these can be freely downloaded over the Internet . Several WADs have also been released commercially , and for some people the WAD-making hobby became a professional career as a designer .

There are two types of WADs: IWADs (internal WADs) and PWADs (WADs patch). IWADs contain the data necessary to load the game, while PWADs contain additional data, such as new sprites, as necessary for custom levels.

History

Extensibility in Doom 

When Developing Doom , id Software Was Aware That Many Players HAD tried to create custom levels and other changes for Their previous game, Wolfenstein 3D . However, the procedures involved in creating and loading modifications for that game were cumbersome.

John Carmack , lead programmer at id Software, designed the Doom internals from the ground up to allow players to extend the game. For that reason, game data such as levels, graphics , sound effects , and music are stored separately from the game engine , in “WAD files”. This is a great place to go. Selon Doom ‘ s initial design document , WAD stands for ” W here’s A ll the D ata?”.

The idea of ​​making Doom easily modifiable was a backed by Carmack, a well-known supporter of copyleft and the hacker ideal of people sharing and building upon each other’s work, and by John Romero , who had hacked into his youth and wanted to allow Other gamers to do the same. Not everybody in the id Software crew was happy with this development, however; Some, including Jay Wilbur and Kevin Cloud , objected due to legal and in the belief that it would not be of benefit to the company’s business.

Utilities and WADs appearing

Immediately after the initial shareware release of Doom on December 10, 1993, enthusiasts began working on various tools to modify the game. On January 26, 1994, Brendon Wyber released the first public domainversion of the Doom Editing Utility (DEU) program on the Internet, a program created by Doom fans which made it possible to create entirely new levels. DEU continued development until May 21 of the same year. It was made possible by Matt Fell’s release of the Unofficial Doom specifications. Shortly thereafter, Doom enthusiasts was involved with further enhancing DEU. Raphaël Quinet spearheaded the program development efforts and overall project release, While Steve Bareman leads the documentation effort and creation of the DEU Tutorial. More than 30 other people also helped with the effort and their names appear in the README.1ST file included with the program distribution. Yadex, a fork of DEU 5.21 for Unix systems running X , was later released under the GNU / GPL license. [2] (additionally Carmack released the source code for the utilities used to create the game, goal thesis Were programmed in Objective-C , for NeXT workstations, and therefore not Were Directly usable for MOST people, Who Were PC users.) More than 30 other people also helped with the effort and their names appear in the README.1ST file included with the program distribution. Yadex, a fork of DEU 5.21 for Unix systems running X , was later released under the GNU / GPL license. [2] (additionally Carmack released the source code for the utilities used to create the game, goal thesis Were programmed in Objective-C , for NeXT workstations, and therefore not Were Directly usable for MOST people, Who Were PC users.) More than 30 other people also helped with the effort and their names appear in the README.1ST file included with the program distribution. Yadex, a fork of DEU 5.21 for Unix systems running X , was later released under the GNU / GPL license. [2] (additionally Carmack released the source code for the utilities used to create the game, goal thesis Were programmed in Objective-C , for NeXT workstations, and therefore not Were Directly usable for MOST people, Who Were PC users.) Was later released under the GNU / GPL license. [2] (additionally Carmack released the source code for the utilities used to create the game, goal thesis Were programmed in Objective-C , for NeXT workstations, and therefore not Were Directly usable for MOST people, Who Were PC users.) Was later released under the GNU / GPL license. [2] (additionally Carmack released the source code for the utilities used to create the game, goal thesis Were programmed in Objective-C , for NeXT workstations, and therefore not Were Directly usable for MOST people, Who Were PC users.)

Jeffrey Bird is credited with creating the first custom WAD for Doom , released under the title Origwad , on March 7, 1994. Soon, countless hobbyists were creating custom WADs and sharing them over AOL and CompuServe forums, and other Internet-based channels. Many of the WADs were made in the style of the base game, others were based on TV series , movies , or original themes. Some of the id Software staff have revealed that they were impressed by some of the WADs; John Carmack Star Wars -themed modification:

I still remember the first time I saw the original Star Wars DOOM mod. Seeing how someone had put the death star in our game so amazingly cool. I was so proud of what had been made possible, and I was completely sure that making games could serve as a canvas for other people to work on.

-  John D. Carmack [3]

A notable first change is Aliens TC (see below in the conversions section), based on the movie Aliens .

Even though WADs modified Doom by replacing graphics and audio, the amount of customization was somewhat limited; much of the game’s behavior, Including the timing and strength of weapons and enemies, Was hard-coded in the Doom executable file and not to alter in wads. DeHackEd , a Doom editing program created by Greg Lewis, directed by the editors of the Doom executable itself, allowing for a greater degree of customization.

Commercial WADs

Around 1994 and 1995, WADs were distributed through BBSs and via CD collections found in computer shops or bundled together with instruction guides for level creation, while in later years Internet FTP servers became the primary method for obtaining these works. ALTHOUGH the Doom software license required That no profit be made from custom wads, year id Software member Claimed to-have taken Some Measures contre distributors of CD compilations of wads, [4] Some WAD sets and shovelware bundles Were nonetheless Obtainable for a price At certain outlets.

At the time, id Software working on their next game, Quake , using new technology, but started projects picking up the most talented CDs from the Doom community to create official expansions and to compete with the unauthorized collection. The team produced the 21 Master Levels , which, on December 26, 1995, were released on a CD along with Maximum Doom , a collection of 1,830 WADs that had been downloaded arbitrarily from the Internet. In 1996, Final Doom , a package of two 32-level megawads created by TeamTNT , was released as an official software product.

Additionally, various first-person shooter games released at the time used the Doom engine under a trade license from id Software, as being white Such Essentially WADs custom packaged with the Doom engine. An example is the 1997 release, Hacx: Twitch ‘n Kill .

In addition to the many people who contributed to commercially released WADs, various authors were involved with the development of other games:

  • Kenneth Scott, who contributed artwork to Hacx: Twitch ‘n Kill , later became the art director at id Software and 343 Industries on the post – Bungie Halo games.
  • Tim Willits , who contributed two levels to Master Levels for Doom II , later became the lead designer at id Software.
  • Dario Casali , author of a quarter of Final Doom , was hired by Valve Corporation to work on Half-Life .
  • Sverre Kvernmo , designer of five levels in Master Levels for Doom II and a member of TeamTNT, was hired by Ion Storm for Daikatana .
  • Iikka Keränen , author of several Doom WADs and later Quake Mods, was hired by Ion Storm to create levels for Anachronox and Daikatana , and by Looking Glass Studies to create levels for Thief II: The Metal Age. Keränen was later hired by Valve Software.
  • John Anderson [5] (level designer), also known as “Dr. Sleep”, author of five levels in Master Levels for Doom II and E4M7 in the Ultimate Doom , later worked on Blood , Unreal , and Daikatana .
  • Matthias Worch (level designer) joined Ritual Entertainment to work on SiN . He later contributed to the Unreal series.

Source port era

Main article: Doom source ports

Around 1997, interest in Doom WADs began to decline, as attention was drawn to newer games with more advanced technology and more customizable design, including id Software’s own Quake .

On December 23, 1997, id Software released the source code to the Doom engine (it was released again under the terms of the GNU General Public License ). With the source code available, it became possible for programmers to modify any aspect of the game, remove technical limitations and bugs , and add entirely new features.

These engine modifications, or Doom source ports , have become the target for much of the WAD editing activity (although some purists prefer the original, unmodified engine). As of 2017, several sources are still actively being developed, and Doom retains a strong following of people who still create WADs.

Types of WADs

Levels and level packs

The most common kind of WAD consists of a single level , usually retaining the theme of the original game, but with a distinctive setting or mood. Both single-player and deathmatch multiplayer levels are common.

Also common are WADs which contain several levels, sometimes in the form of an episode , replacing nine levels, and sometimes in the form of a megawad , which replaces 15 or more levels in the game (27 in Doom , 32 in Doom II , 36 In The Ultimate Doom ).

Megawads often represent the work of several people over several months or years.

Total conversions

A WAD that gives the game an overhaul to incorporate an entirely different game setting , character set, and story, instead of simply providing new levels or graphic changes, is called a total conversion . The phrase was coined by Justin Fisher, as part of the title of Aliens TC , or Aliens Total Conversion . [6] Add-ons which provide extensive changes to a similar degree but retain distinctive parts or characteristics of the original games, such as characters or weapons, are often by extension called partial conversions .

Notable WADs

The following is a non-inclusive listing of highly popular, unique or historically significant WADs that may be considered uncontroversial in its selection. See the external links section below for alternative lists and review sites.

Megawads

  • 10 Sectors started as a competition at Doomworld , where they were challenged to make the best level they could for the BOOM source port using only 10 sectors, with the winner, Michal Mesko, receiving a Voodoo 5 5500 AGP graphics card.
  • Doom The Way id Did a 27-level megawad for Doom released in 2012. It was originally proposed by Jason “Hellbent” Root and realized as a Doomworld collaboration project. The purpose of the WAD was to create three episodes of doom levels that looked and felt as though they could have been in the original game, but without any homages to it. A 32-level sequel, Doom II The Way id , was released in 2013. [7]
  • Eternal Doom is 32-level megawad for Doom II created by Team Eternal and TeamTNT . It was not Commercially released in Several versions, with the final one being white released on November 14, 1997. Eternal Doom places the player and the original Doom ‘ s monsters in levels varying, in the theme of medieval castles and futuristic high-tech bases Featuring a time travel sub-plot. A distinguishing aspect of Eternal Doom is the size of the levels, the average being about four times the size of the levels in Doom and Doom II . Eternal Doom has been praised for the levels’
  • Hell Revealed is a 32-level megawad for Doom II released on May 2, 1997. It was created by Yonatan Donner, one of the players behind the Doom Done Quick speedrunning project, and Haggay Lv. Hell Revealed was designed with the intent of providing a challenge for expert players, and has become infamous for its difficulty: the hardest levels in the feature battlegrounds where the player is pitted against the monsters at once, Monsters in total. Second to the original games Doom and Doom II , Hell Revealed has-been subject to The Most Doom speedrunning Any competition of Doom WAD.

Total conversions

  • Action Doom 2: Urban Brawl is an indie game developed with the ZDoom source port , featuring cel-shaded graphics.
  • Aliens TC [8] is an overall 11-level conversion based on the movie Aliens (1986), created by Justin Fisher and released on November 3, 1994. Aliens TC Was the first total conversion and is one of the Most Famous: [9 ] In the week following the release of Doom II: Hell on Earth , there was more discussion in the Doom newsgroups related to Aliens TC than Doom II . The popularity of the Aliens TC Even atteint Outside The Doomcommunity, for instance providing good inspiration for the 1998 DreamWorks game Jurassic Park: Trespasser . Fisher was offered employment by various game developers (including DreamWorks for the team that would later make Jurassic Park: Trespasser ), but declined in order to finish his university degree. Aliens TC was noted for its suspenseful atmosphere. The first level (E2M1) is devoid of enemies, a surprising feature considering the fast-paced action of Doom . Later on, however, the player faces the aliens and even gets to use the powerloader from Aliens as a weapon. The Queen Alien: The New World of Warcraft. The original WAD was made for the first Doom , Replacing the entire second episode with levels that roughly follow the 1986 movie (E2M1 to E2M8) with the secret level E2M9 being the Alien ship Alien . The bonus levels of the TC are E3M1 and the E3M2 (a variation of the E2M1 but with enemies added). Maps E2M5 and E3M1 are designed for more deathmatch (with proximity sensors) in contrast to the other levels which are more linear. A fan has adopted the WAD for Doom II . Fish had gotten the idea to create the Aliens TC within his first five minutes of playing Doom in late December 1993, noting a similarity in the atmosphere of Doom and the movie. Incidentally,
  • Batman Doom is a 32-level Total Conversion created by ACE Team Software and released in April 1999. It contains modified game-like behavior along with new weapons, items, and characters from the comic book superhero Batman .
  • Chex Quest is a 5-level total conversion released in 1996 by Digital Café so Doom could be approved for younger audiences. This was originally packaged in Chex cereal boxes as a prize , though Chex Quest was later released as freeware on the internet after the promotion ended. Chex Quest received two sequels, Chex Quest 2: Take Flemoids Chextropolis and Chex Quest 3 , released in 1997 and 2008, respectivement, both, of qui contained five levels and Were released as freeware.
  • Doom 64 is a replication of Doom 64 , a version of Doom released for the Nintendo 64 , which contains different levels, graphics, and audio based on the game.
  • Goldeneye Doom 2 is a Doom II modification that adds elements from the Nintendo 64 game GoldenEye 007 .
  • Hacx: Twitch ‘n Kill was originally released in September 1997 by Banjo Software as a commercial Doom II add-on, and was later released as freeware in 2000. On October 9, 2010, a standalone version, version 1.2, was released. Hacx includes all new content, such as new levels, new weapons, new music, new sound effects, new graphics, and new enemies, and the game has been extensively modified for its unique cybernetic science fiction setting.
  • Paranoid is an 8-level Doom II modification (using the GZDoom source port) that is intended to be a faithful recreation of Half-Life . It features new weapons, enemies, graphics, sounds, models, skies, 3D architecture, a hub structure, a story-driven mission, and additional features.
  • Sonic Robo Blast 2 is a Doom modification that changes the game from a first-person shooter to a third-person based platformer on Sonic the Hedgehog .
  • The Darkest Hour is a 7-level Doom II modification that puts the player in the Star Wars universe. It was followed by a 5-level “prequel” called Dawn: A Prelude .
  • Void is a single-level modification based on American McGee’s Alice .

Miscellaneous

Screenshot from Freedoom
  • Doomsday of UAC (also known as UAC_DEAD.WAD after the filename) by Leo Martin Lim, released on June 23, 1994, featured what was considered one of the most realistic environments of the time. [9] Exploiting an unknown bug in the Doom engine’s rendering code, it also introduced a special effect in the form of an “invisible stairway”; This trick has been used extensively later on.
  • D Zone by WizardWorks , an expansion pack featuring hundreds of levels for Doom and Doom II . [10] D | Zone was reviewed in 1995 in Dragon # 217 by Jay & Dee in the “Eye of the Monitor” column. Jay gave the pack 1 out of 5 stars, while Dee gave the pack 1½ stars. [10]
  • Freedoom – A project to create a free replacement (modified BSD License ) for the set of graphics , music , sound effects , and levels used by Doom . Since the Doomengine is free software , it can be distributed along with the new resources, in effect providing good a full game That is free. Freedoom would also allow users to play any of the WADs that normally require the original game. Despite its name, Freedoom resources require an executable with support for additional features introduced by the Doom source port Boom and will not work correctly with an executable build of the original source code of the Doom engine . [11] The WAD, alongside PrBoom , is packaged in the Fedora RPM software repository. A similar project, Blasphemer , aims to create a complete free version of Heretic . [12] [11] The WAD, alongsidePrBoom , is packaged in the Fedora RPM software repository. A similar project, Blasphemer , aims to create a complete free version of Heretic . [12] [11] The WAD, alongside PrBoom , is packaged in the Fedora RPM software repository. A similar project, Blasphemer , aims to create a complete free version of Heretic . [12]
  • Origwad – Created by Jeffrey Bird and released on March 7, 1994, it is notable for being the first custom WAD to be released for Doom . Origwad consists of a single room with two rooms separated by one door; The first room contains a shotgun and a Shotgun Guy, while the second room contains three Imps, two Barons of Hell, and an exit switch.
  • The Harris levels – Doom and Doom II levels created by Eric Harris, one of the two perpetrators of the Columbine High School massacre . Deathmatching in bricks (BRICKS.WAD), Hockey.wad (HOCKEY.WAD), KILLER (KILLER.WAD), Mortal Kombat Doom (FIGHTME.WAD), Outdoors (outdoors.wad), Station (STATION.WAD), and UAC Labs (UACLABS.WAD). Dylan Klebold, a friend of Harris and the other perpetrator of the massacre, was credited by Harris for playtesting the Deathmatching in bricks level. The ENDOOM screen for UAC Labs shows the names of other WADs made by Harris, Assault, Techout, Thrasher, Realdeth, and Realdoom,
  • The Sky May Be – A notable joke WAD and the “Strangest WAD ever made”, most of the game takes place in an oversized sector, where many textures are replaced with solid colors, and many sounds replaced with audio from British television programs. [13] The WAD was mentioned in Doomworld’s Top 10 Infamous WADs list.
  • UAC Military Nightmare – A Skulltag WAD made by “Terry”, an infamous WAD author; It is said by some to be the “Worst WAD ever made”. Most of the levels involve very vulgar scripts and strange graphics. In 2008, the Doomworld Annual Cacowards “rewarded” the WAD with the “Worst WAD” Cacoward. It was removed during the 2014 bogus lump purge, because a clan called Neo-HC reuploaded it.

Editing

Many level editors are available for Doom . The original Doom Editing Utility (DEU) was lost to a number of operating systems , but lost significance over time; Many modern doom editors still have their roots in DEU and its editing paradigm, including DETH, DeePsea, Linux Doom Editor, and Yadex. Other level editors include WadAuthor, Doom Builder (released in January 2003), and Doom Builder 2 (released in May 2009 as the successor to Doom Builder). Some Doom level editors, such as Doom Builder and Doom Builder 2, feature a 3D editing mode. As of now Those Two are discontinued, goal newer fork has-been released and is Regularly updated, Known As GZDoom Builder .

A number of other, specialized Doom editors were created over time to modify graphics and audio lumps, most notably XWE, SLADE, Wintex, and SLumpEd. Things, such as monsters and items, and weapon behavior can also be modified to some degree using the executable patching utility DeHackEd . In ZDoom, users can create new monsters, weapons, and items through a scripting language called DECORATE, made to address many of the shortcomings of DeHackEd, such as not being able to add new objects, and not being able to deviate far from the behavior Of the original weapons and monsters.

The utility Slige could be used to automatically generate random levels. Slige had a cumbersome approach when creating maps, however, and a newer tool called Oblige has since been created. This tool is entirely coded in Lua .

WAD2 and WAD3

In Quake , WAD files were replaced with PAK files. WAD files still remain in Quake files, but their use is limited to textures. Since WAD2 and WAD3 use a slightly larger directory structure, they are incompatible with Doom .

Notes

  • Joseph Bell, David Skrede: The Doom Construction Kit: Mastering and Modifying Doom , Waite Group Press (April 1, 1995), ISBN 1-57169-003-4
  • Richard H. “Hank” Leukart, III: The Doom Hacker’s Guide , Mis Press (March 1, 1995), ISBN 1-55828-428-1
  • Steve Benner, et al .: 3D Game Alchemy for Doom, Doom II, Heretic and Hexen , SAMS Publishing (1996), ISBN 0-672-30935-1
  • Kushner, David: Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture , Random House Publishing Group 2003, ISBN 0-375-50524-5 ; Pages 166-169
  • Larsen, Henrik: The Unofficial Master Levels for Doom II FAQ , version 1.02 (retrieved October 4, 2004)

References

  1. Jump up^ “5 Years of Doom” . Doomworld . Archived from the original on 2013-10-29.
  2. Jump up^ Yadex’s Homepage
  3. Jump up^ “John Carmack Answers” . Slashdot . Retrieved 2007-04-13 .
  4. Jump up^ Green, Shawn; McGee, American (1994). “Doom Conference” . Planet Rome.ro . Retrieved May 7,2008 .
  5. Jump up^ John “Dr. Sleep” Andersonarticle at theDoom Wiki05-07-08
  6. Jump up^ Fisher, Justin (1998). “5 Years of Doom interview at Doomworld” . Doomworld.com . Retrieved May 7, 2008 .
  7. Jump up^ http://www.doomworld.com/idgames/?file=levels/doom2/megawads/d2twid.zip
  8. Jump up^ Aliens TCitem at theDoom Wiki
  9. ^ Jump up to:b Doomworld – The Top 100 WADs Of All Time: 1994
  10. ^ Jump up to:b Jay & Dee (May 1995). “Eye of the Monitor”. Dragon (217): 65-74.
  11. Jump up^ “Freedoom :: Download” . Freedoom project website . Retrieved 2008-10-29 .
  12. Jump up^ Blasphemer homepage ArchivedFebruary 1, 2010, at theWayback Machine.
  13. Jump up^ Pinchbeck, Dan (2013). Doom: Scarydarkfast . Ann Arbor, MI: University of Michigan Press. p. 126.ISBN  978-0-472-07191-3 . Retrieved December 19, 2013 .

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