![]() ![]() Sandy Petersen once again worked design, this time joined by Shawn Green and American McGee (interestingly, Romero is not credited as a designer on either game, even though he returned to design six of DOOM II's levels). 4 Again, levels were roughly themed, although this is far less evident and noticeable here than in the original. ![]() You may want to refer back to the DOOM Bible at this point to see how Hall's comment about id completing the arc with the sequel is largely justifiable. Roughly, it goes like this: escape Earth, fight to the gateway, and close it from within Hell. Freed from the episodic model required for shareware distribution, DOOM II instead presented a single thread of developing levels, interspersed with text screens, which did preserve something of the episodic feel. As before, the game's story was something of a loose justification of the action rather than anything of any weight, occupying itself with the liberation of Earth from Hell's invading forces. The majority of official ports occurred after the release of both DOOM II and Ultimate DOOM, so before we dive into the former in detail, we need to quickly pass over the latter.ĭOOM II: Hell on Earth was released on September 30, 1994, a mere nine months after its predecessor hit the Net. These are the official releases once we add inĬommunity-driven ports of the game (including Mike Welsh's extraordinary browser-based Flash port), the number goes through the roof. We can also add computer ports: Win95 (an official Windows version was released in 1996, and Microsoft thought very seriously about buying id around this time), Linux, and Mac OSX. ![]() Ledmeister's exhaustive documentation of comparisons between systems 3 details eleven discrete ports, mainly to consoles: Sony Playstation, Sega Saturn, Nintendo 64, Atari Jaguar, 3DO Panasonic, Super Nintendo Entertainment System, Sega Genesis, Game Boy, Xbox and Xbox 360, and iPhone/iPad. 2ĭOOM has been ported to a vast number of systems. It's an amazing document, a huge amount of work, and testament to the fanatical support of DOOM's legion of fans. Also included in 1.666 was Hank Leukart's DOOM FAQ, a huge document covering details of modding software that was available and where to get it walkthroughs and tips for play multiplayer options and a poem, written by Hank, called “The Night Before DOOM,” based on “The Night Before…”-oh, you probably get it. Key updates for us are 1.2 (February 1994), which added modem support and the Nightmare difficulty level that was to become a key part of the speedrunning scene 1.666 (September 1994), which added Deathmatch 2.0 (also changing the shape of the drop-down room in E1M4 from a swastika to a more random pattern, making the game a viable release in Germany) 1 and 1.9 (February 1995), the final version of the game. Ports, Sequels, and Other Unholy Offspringīetween the release in late 1993 of the original version and the release of DOOM II in October 1994, id kept up a steady stream of patches and updates to the game, fixing problems and adding features. ![]()
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