the cutting room mirror

Collectables and Props

To do:

  • Move remaining graphics from the previous page to here.
  • Upload the new graphics from the id Vault. Don't upload duplicates.
    • Also make gallery tables of accompanying graphics with several revisions.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: How do we classify the development sheets with multiple items that are bundled together?

Who doesn't love a good barrel or two?

Pickups#

Notice how the quality of the game improved after Tom Hall was fired.

Weapons#

Graphic

Description

The graphics here are similar or are directly from version 0.3, but now the pickup sprite of the pistol's text is now yellow instead of dark red.

A lot of different changes that retain to alpha 0.4 and alpha 0.5. The BFG-2704 didn't have a pickup sprite from alpha 0.5, but on here beside the chainsaw, this is what it would have looked like! Truly does look like a "Big F***ing Gun". Additionally, the missile launcher looks like it led the way for the Super Nailgun's design in Quake.

Within the fourth sheet, the first jar was changed to an early version of the Super Shotgun interestingly (based on an educated guess by the grey colored pump lever), the 2nd slot has the jar marked with "NG", likely meaning "no good" or "no go", the barrels were changed into the final ones with both of them consisting with the barrel's animation, the first flag stand was changed to the backpack, the second flag stand was removed entirely, and all other textures were marked with "NG".

All weapons sprites are nearly complete here, only missing the plasma rifle. Notice how the pistol is finished, but would be redundant to have since you start off every level with a pistol when starting a map standalone or restart a map after dying.

There's a lot of different sprite changes and unused graphics these sheets with the weapons and items.

Ammo#

I'm not sure if it's just me, or does the energy cell packs look like those late 80s/early 90s cassette/CD players with the visualizers on the display?
Early shell cases, a box of rockets, and energy cell packs. The lesser ammo pickups were dumbed down and simplified in the final release.

WHAT'S IN THE FREAKING BOX (of rockets)? DevDoom1993-spr8_lbm.png
More wired lights, early light amplification visor, box of rockets, cell pack, ammo box, shell case, a lamp, and some other decorative objects.

DevDoom1993-pickup_ammo_0.png
Several ammo pickups that were featured in several prototypes.

Powerups#

DevDoom1993-spr3_lbm2.png
Some of those strange powerup jars, the brown barrel, flag stands without any mounted flags, the small black lamp that breaks, and another barrel, but grey.

BERSERKER STIMPACK? EW! THAT SHOULDN'T EXIST!
Berserker powerups, with an unused berserker stimpack, and along with the soul jar. Why is it with the berserker items? Who knows.

Doom is such an interesting and strange game at the same time. DevDoom1993-spr2_lbm.png
The soul jar had a rework, the bloody chalice was changed to the demonic dagger, the skull treasure was changed into the evil sceptre, the unholy bible was changed to be opened, the early mega armor was changed into the completed version, the early cell/shield generator was changed into another jar, and the antenna for the 2nd shield generator was removed.

DevDoom1993-spr3_lbm3.png DevDoom1993-spr4_lbm3.png DevDoom1993-spr5_lbm.png DevDoom1993-spr4skip_lbm.png
Early shields, and jars galore. The early barrel (see later), the strange bright column, flags, water, and more lamps.

This is probably the coolest unused set of sprites related to the game.
An entirely unused version of the armor bonus, likely a more buffed armor bonus, other early armor type, or early invulnerability graphics as the invulnerability sphere's animation is seen below the helmet graphics.

Are we in Star Light Zone or something?
Another jar, and different versions of different lamps, but colored brown with the light being blue.

DevDoom1993-pickup_invis_0.png
WIP frames of the partial invisibility sphere, also known as the "blur-sphere" in the id Vault.

DevDoom1993-pickup_invuln_0.png
WIP frames of the invulnerability sphere.

DevDoom1993-pickup_radsuit_0.png
Several iterations of the radiation-shielding suit,

DevDoom1993-pickup_souljar_0.png
A big-f**king clusterf**k of all of the jars seen previously into one sheet. The soul jar is the top graphic which enacted as a 1-up, and was later changed to be the supercharge/soul-sphere which granted 100 extra additional health. The rest of these jars? Who knows. They could be iterations of previously-described powerups such as the invulnerability, invisibility, radiation protection, berserk, and also including unused powers such as "strength," "speed," and "vampiric" or could be even more unused types of powerups.

Bonus Items#

DevDoom1993-pickup_bonus_health_0.png
Several interesting variations of the simple health bonus, probably either just iterations or varying tiers.

DevDoom1993-pickup_bonus_large_0.png
Interesting variations of armor bonuses in a similar vein to the health bonuses. Speaking of the health bonus, a large bottle with steam or mist also accompanies this sheet.

DevDoom1993-pickup_score_0.png
All of the bonus score items, back when the game functioned in a similar vein to Wolfenstein 3D.

General Items#

Stalagmite. DevDoom1993-spr9_lbm.png
Early key cards, early radiation suit with a soul jar that has the word "DUPE" and an arrow pointing to it, a stalactite that is likely the source of part of episode 3's skybox, and a taller version of episode 1 and 2's column.

DevDoom1993-pickup_health_0.png
Iterations of the medkit, the early mega armor, and an unused berserker stimpack.

DevDoom1993-pickup_skullkey_0.png
Skull keys, likely early version of the pickups. Likely were repurposed for the HUD or the wall textures showing the skull key icon to mark a door with that required key to access.

Props & Things#

You feel an evil presence watching you... An ocular menace who only appears at night. Wait, wrong game, sorry. This thing doesn't even move at all.
Work in progress graphics of the "Evil Eye" thing object, including cut out versions of the green aura and the eye itself. There is also a mini yellow skull with an unknown purpose.

DevDoom1993-aspr1_lbm.png
Different variations of skull candles. Some of them have different head and skull sprites, and even the Zombieman was used as a reference.

TEAMTNT BOOM PrBOOM
Early graphics of the barrel exploding with less detailed explosions. These explosions may have been repurposed for the Cyberdemon's death animation, as those sprites also have less detailed explosions. Another version of the barrel is seen without any liquid visible.

DevDoom1993-chair2_lbm.png DevDoom1993-chair_bmp.png DevDoom1993-chair0_lbm.png
Hey look! It's the chair! And it has a more detailed and higher resolution version too! The direct photographs of the chair in its different rotation frames can also be seen from the first sheet. The early barrel and the storage canister is also here labeled with "anim", likely meaning the canister was going to have an animation of some sort, maybe of it opening, but it never got finished.

Still wonder how the Baron got on the wall in the first place.
A sheet that shows tiny skull key icons along with a more early and more accurately colored yellow skull key, a cut out skull from the skull wall that was likely used for the skull switch and skull key poles, and a frame of the Baron that was likely used for the W108_1 texture AKA the hung Baron corpse wall door that can be seen at the start of E2M8.

Freshly charred, just for you.
Frames for two different styles of bush, with two burned variants of each. These may have been intended for Doom II, given its setting on Earth.

DevDoom1993-lamp_lbm.png
A yellow switched on lamp that seems to break, fray, and spark with incomplete animations.

DevDoom1993-spr6_lbm_(2).png DevDoom1993-spr4_lbm2.png DevDoom1993-spr4_lbm.png
Hanging wired lights, the barrel, and the storage canister. The storage canister seemed to have an electric sparking animation.

Experimentation of the hanging corpse objects, along with burning ones and ones that appear to be gibbed.

Particles and FX#

DOOM- I mean BOOM
Various projectile and impact sprites, some of which were unused but still present in early releases of the game. The notable thing here is the impact in cell 26, 17, which looks to be a larger blood spat and has never been seen before.