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Doom + Doom II

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The FPS that defined the era gets a remaster of a remaster, jettisoning the previous re-release's crunchy Unity-based shell for the same KEX Engine as the Quake remasters and a ton of new content by many of the same guilty parties.

Legacy of Rust#

To do:
Look for any additional unused content in the Legacy of Rust expansion. Namely wall and floor/ceiling textures.

Unused content found in the remaster's included Legacy of Rust expansion.

Zapper#

Doom_0_4_ZAPR.gif
The sprite set for the "Zapper" object (as seen in Doom 0.4) can be found, however, despite its inclusion in the expansion's files, it goes entirely unused and is not referenced in any of its source code.

Alternative Ghoul Death Sound#

Out of the newly added enemies, the Ghoul is the only with an alternative death sound (DSGHLDT2) in addition to its primary sound (DSGHLDTH), however, despite its inclusion in the expansion's files, it goes entirely unused and is not referenced in any of its source code.

Unused Enemy Death Functionality#

The new Vassago, Mindweaver and Tyrant demons all call the A_BossDeath codepointer at the end of their death animations, enabling a map action to be executed upon killing every enemy of the same species. In practice only the Tyrant's gets used in Brink, with no map in the expansion defining a "boss action" for the former two. It's unknown if these are remnants of scrapped level ideas, or exist to give more flexibility to custom map authors.

Test Map#

Legacy of Rust includes a normally inaccessible MAP99 (or "???", as it claims to be in the intermission screen), named "Test Map Please Ignore" and credited in the console to "nobody, this map just appeared out of thin air like a damn ghost". As its name suggests, this spectrally-spawned locale is dedicated to testing the assets and actors created for the new expansion.

Hidden Map Details#

Doom24_MAP14_signature.png

The maps that Xaser Acheron created for the expansion (Sanguine Wastes, The Coiled City, Ash Mill, Brink and Panopticon) all feature a "X\" signature made out of map geometry. While most of these are placed out-of-bounds and all are invisible to the automap, the one in Brink (pictured) is hidden atop the castle's first turret and can be seen in-game using the idclip cheat.

Doom24_MAP10_voodoo_scripts.png

While several maps utilise voodoo scripts, Dis Union is unique in that it has each one helpfully labelled by writing text with linedefs.

id Vault Extras#

To do:
Upload and describe all this stuff. Will take a minute...

As with the Quake II and Dark Forces remasters also by Night Dive Studios, the "vault" full of development materials contains more stuff than is actually exposed in the game itself, placed specifically for the pleasure of dataminers, modders and other overly nosy sorts.

These are in the vault subdirectory of common.kpf, which as with all other Night Dive games is just a renamed zip file. This is conspicuously separate from the actual in-game vault, which stores its assets in menu\vault.

Sprites#

Many (but not all) of the sprites displayed in the vault as id's internal DeluxePaint spritesheets are also present in an form ready for modern source ports, as PNG files with appropriate lump names, cropped with transparency and with sprite offsets applied. Almost as if they were placed there specifically to save mod-makers the trouble of cropping them out and setting them up themselves. Hmmmm...

Music#

Filename

Asset

Description

OPENING1.MID

A sinister whistling fanfare, intended for Doom's title screen. Eventually dramatically lengthened and used for MAP30: Icon of Sin in Doom II.

UN121.MID

A simple hard rock riff for guitar, bass and drums. Likely inspired by "March of the S.O.D." by Stormtroopers of Death.

Sounds#

Filename

Asset

Description

spidth2.wav

An unfinished version of the Spider Mastermind's death sound, missing the loud crash of it hitting the ground.

rlauncs.wav

An early rocket launcher sound that was eventually fed through assorted filters to become the final Plasma Rifle firing sound.

rfly.wav

The rocket launcher firing sound from the SNES version of Wolfenstein 3D.

podeth3.wav

A very distorted monster sound. What sounds like the lost soul can be heard in the background, while faintly the possessed being injured can also be heard. "PODETH3" possible details "possessed death 3," meaning this is an unused possessed marine death sound before it was replaced by "DSPODTH3.WAV"

sounds/pre-beta#

Of particular note in this folder is that there are a lot of sound effects from the SNES port of Wolfenstein 3D, which was developed (very quickly) during Doom's early development. As the behind the scenes "A Visit to id Software" video from 1993 reveals, the sounds were then used by Doom as placeholders until the last few months of development.

Filename

Asset

Description

BFG2.WAV

An early BFG being fired. The debris-like crashing noises may suggest this was for the BFG-2704 rather than the BFG-9000.

BKGRD1.WAV

A looping ambient sound of... something. Slime being squeezed through a tube? Likely meant as ambience for episode 2 with its fleshy textures.

BKGRD2.WAV

A (terrible) looping ambient sound of a reactor hum, with lots of clicking noises as the loop wasn't adjusted correctly. Likely was meant for episode 1 with all of the machinery.

BKGRD4.WAV

A looping ambient sound of loud gusty wind of the kind you'd hear high up a mountain. Likely meant for episode 3 due to the nature of the description matching the background of the environment. Also, apparently "BKGRD3.WAV" doesn't exist within the archive.

BONUS.WAV

Four quiet, low-pitched bell notes paired with a male choral sound. Presumably intended for picking up bonus treasure items, part of a powerup, or 1-up sound that wasn't finished.

BRSKHT.WAV

Something related to the Baron? The filename suggests this is a sound detailing "baron ??? hit," possibly a swing sound similar to how the Revenant produces its "swoosh" sound before punching the player? Alternatively, it could stand for "berserk hit".

CHOMP.WAV

An animal eating something slowly. Possible meant for the Pinky or Cacodemon's melee attacks.

DBITE.WAV

A dog, growling. Possible meant for the Pinky as the filename details "demon bite."

DEATH1.WAV

A human screaming twice. The second scream was used in the final version for the player's "normal" death sound.

DEMON1.WAV

An animal growling. Possibly meant for the Pinky once more.

DEMON2.WAV

The same sound as DEMON1, fed through a noise filter.

DIE.WAV

A human male voice groaning in muffled pain. The filename suggests this is an early player death sound.

DMNDIE.WAV

An odd sound presumably intended for the Pinky's cancelled "energy dissipation" explosion death animation. The stock sound effect that makes up its second half was repurposed as the first half of the BFG9000 firing sound.

EDIE.WAV

The enemy death sound from the SNES version of Wolfenstein 3D used for a placeholder.

EDIE1.WAV

A thud. Incorporated into the final version's Pinky death sound.

ELEVMV.WAV

A looping sound for an elevator moving. Possibly meant for lifts or perhaps the end of E1M1 in the switch room, as structurally, that's an elevator that transitions to E1M2. Elevator buttons did also exist in development graphics as well.

ELVMOV.WAV

A looping sound for an elevator moving.

ELVSTP.WAV

An early version of the platform-stopping sound.

ELVSTR.WAV

An early version of the platform-starting sound.

EPAIN.WAV

A human voice going "Ah!". Likely intended for SNES Wolfenstein 3D that wasn't used there.

EVLGRN.WAV

A gravelly energy hum that is similar to the flying soul cube sound. The filename suggests "evil grin," likely meant for the HUD face when a weapon was picked up. If you pick up a weapon in the game, it plays DSWPNUP.WAV, thus having this sound becoming redundant. It's unknown if the evil grin face was meant for anything else besides picking up a weapon. Strangely, the hertz rate of the file is 11111 HZ compared to the rest of the other sound effects usually held at 11025 HZ.

EXTRA.WAV

The extra life sound from the SNES version of Wolfenstein 3D. Possibly set as a placeholder for a better-suiting extra life sound, but that didn't happen as the lives system was removed entirely after the pre-beta.

FLSHRP.WAV

The source stock sound effect for what became the final gib/slop noise. The filename suggests "flesh rip."

FSLPSH.WAV

A noisy sound. Unknown usage.

FTHROW.WAV

Same as rfly.wav above - it doubled as a flamethrower sound in the SNES version of Wolfenstein 3D. Used in Legacy of Rust for the Incinerator weapon, with an extra flame sound added to the start.

GUN.WAV

A gunshot sound.

GUNSHT.WAV

A slightly higher-pitched pistol sound from SNES Wolfenstein 3D.

HITHUD.WAV

What sounds like a whip being slashed. Filename suggests "high thud" or perhaps "hit HUD."

KNFHIT.WAV

A knife being used. Early development of Doom suggested the player used a knife as the primary melee weapon before being replaced by the fists.

KNIFE.WAV

A stock whiffing noise. Likely meant to be played for the knife when used. Repurposed and pitched down a semitone for Doom 2's Revenant punches.

MGSHT1.WAV

A slightly higher-pitched machine gun sound from SNES Wolfenstein 3D. Likely was going to be used for the machine gun before it was replaced by the chain gun. The chain gun also doesn't have its own sound effect, but instead uses the pistol's.

MISILE.WAV

A sci-fi projectile firing sound. Probably intended for a rocket (or missile, as it was called the "missile launcher" back then) while flying through the air.

MISSLE.WAV

A sci-fi energy recharge sound. Possibly intended for reloading the missile launcher.

MLAUNC.WAV

A sci-fi projectile firing sound. Intended for launching a missile. Also was reused for the plasma rifle's firing sound.

MSPLSH.WAV

A short rumble sound. Possibly referring to "mud splash?"

MSTEP.WAV

The sound of Mecha-Hitler Staatmeister's footsteps from the SNES version of Wolfenstein 3D.

OPENDR.WAV

The door open sound from the SNES version of Wolfenstein 3D.

PDIE.WAV

The player death sound from the SNES version of Wolfenstein 3D.

PISTL1.WAV

An early, slightly less refined version of the pistol firing sound.

PLASM1.WAV

A duplicated file of "HITHUD.WAV," probably as a placeholder for the plasma rifle.

PUMP1.WAV

A quiet and not enormously meaty sound of a weapon being cocked.

PUNCH01.WAV

Several following sounds of stock punches. id Software probably wasn't decisive of what punch sound to use for the fists. The punch itself was repurposed for the cyberdemon's metal hoof hitting the floor, albeit slowed down by 50% the speed and pitch.

PUNCH02.WAV

Another stock punch sound.

PUNCH03.WAV

Ditto. The punch itself sounds similar to the Revenant punch, but not exactly.

PUNCH08.WAV

Ditto.

PUNCH09.WAV

Ditto.

PUNCH10.WAV

Sounds similar to the Revenant punch, but not exactly.

PUNCH11.WAV

Ditto.

PUNCH12.WAV

(todo description)

PUNCH13.WAV

Ditto.

PUNCH14.WAV

Ditto.

PUNCH15.WAV

Ditto.

PUNCH16.WAV

There we go!

PUNCH17.WAV

PUNCH02.WAV ditto.

PUNCH18.WAV

Repurposed for the cyberdemon's metal hoof hitting the floor, albeit slowed down by 50% the speed and pitch.

PUNCH19.WAV

Repurposed for the Revenant

PWALL.WAV

The pushwall sound from the SNES version of Wolfenstein 3D.

RATDIE.WAV

The rat death sound from the SNES version of Wolfenstein 3D.

RCOCHT.WAV

A movie-style bullet ricochet.

RICHOC.WAV

A movie-style bullet ricochet.

SAWDN.WAV

An unused chainsaw sound, likely to be used for switching the chainsaw to another weapon as the filename suggests "saw down."

SAWID4.WAV

A longer version of what became the final Chainsaw idle sound.

SCREM1.WAV

A bunch of stock male screams exist. These might be familiar to anyone who played Command & Conquer back in the day. Later used for the common demon pain scream, albeit the audio is slowed down by half and the audio was cut down. Also, if you have very keen ears, you may notice this scream was also repurposed for the player's death sound in Doom PSX/Doom 64!

SCREM2.WAV

Another stock male scream.

SCREM3.WAV

The speed was lowered down by half, and one specific segment was sampled to be used by the possessed soldiers' pain sound.

SCREM4.WAV

'SCREM2.WAV' ditto.

SCREM5.WAV

The pitch was lowered by 12 semitones, and was used as a possessed soldier death, specifically as DSPODTH3.WAV in the final game.

SHOTGUN.WAV

A stock gunshot sound effect.

SHTGN1.WAV

A louder and refined version of SHOTGUN.

SLIME.WAV

A footstep into something gross sounding. Probably meant for stepping into acid or other hazardous floors.

SWING97.WAV

These few sounds are stock swing sounds.

SWING98.WAV

Lowered by two semitones and was repurposed as the Revenant swing before laying a punch.

SWING99.WAV

Similar vein to the first 3 punch sounds.

THROW.WAV

A copy of FTHROW.WAV.

WARN1.WAV

An alarm siren. Likely was suppose dot be used for the warning light graphics seen in some development resources.

WARN2.WAV

Ditto. Would be used in Legacy of Rust as ambience during E2M7's last fight.

WATER.WAV

A looping waterfall sound. There were waterfall textures in Doom 2 that were left unused.

XPLO1.WAV

A stock explosion noise. Trimmed down and repurposed for the generic explosion.

XPLO2.WAV

Ditto.

Maps#

Filename

Asset

Description

COMM1.wad

A nefarious maze in the vein of much of Sandy Petersen's level designs, albeit in an unrefined, boxy form. Previously had editor screenshots leaked out that described it as an early take on Doom II's MAP28.

COMM2.WAD

A level developed for Doom by Tom Hall that was later developed further into Doom II's MAP10. (TODO: Need to compare with Alpha 0.5 version)

COMM3.wad

An early version of E1M8. The basic crux of it is here, but the outline is fairly different - the two little dark caves where Spectres hung out were originally huge caverns that looped back around, and the Baron arena was much smaller and fairly oddly shaped.

COMM4.WAD

A pitch-dark level built around a tall staircase with a lot of Light Amplification Visors. Ascending takes you to an computer room(?) with more Lightamps, and opens a monster closet behind you with a Baron and a Plasma Gun. Proceeding from the top of the staircase takes you to a room with a Cyberdemon and a poorly marked switch opening another monster closet on the staircase with some imps and medkits. The "plus" shaped computer is supposed to open a third monster closet on the steps when used, featuring some pinkies and a blur sphere, but it doesn't quite seem to function for some reason.

COMM5.wad

A version of level 1 from the Alpha 0.5 prototype with some nasty surprises - entering the exit room opens a wealth of monster closets creating a new path recontextualizing what you've been through, while hitting the "exit" switch locks you in with a Cyberdemon! Presumably an early experiment in what would become E3M9's "deja-vu" level design prankery.

Revisional Differences#

Patch notes of the remaster's updates.

Update 1 (October 3rd, 2024)#

Improvements#

All Platforms

General

  • Added 21:9 resolution graphics for DOOM, DOOM II, The Plutonia Experiment and TNT: Evilution
  • Left turn, right turn and strafe keys added to keyboard bindings, allowing playing with old-school keyboard-only tank controls
  • Added 3D sound option in Sound Menu, allowing more than two speaker setups to be used – this allows individual sound effect levels to be taken into account compared to the original DOOM sound system
  • Cheats can now be activated from the pause menu. Entering the original game’s cheat codes will unlock them for future use. You can also unlock all cheats from the Gameplay Settings menu

Multiplayer

  • The multiplayer match browser can now be filtered and sorted
  • Added timer and frag limit added to the multiplayer scoreboard

Mods

  • Players can now search for mods by name in the Mod Browser
  • Release notes for mods are now visible in the Mod Details screen
  • Checking for Mod updates can now be manually done from the Play Menu
  • Added a link in the Play Menu to the Mod’s details page to allow quicker access to unsubscribe, like, and report
  • The current page and last selection are kept when backing out from a Mod’s details screen
PC, Xbox Series X|S, PlayStation 5

General

  • Added 21:9 resolution graphics for DOOM, DOOM II, The Plutonia Experiment, and TNT: Evilution
PC-Only

Mods

  • Play Mods menu now shows locally installed Mods
  • Added a menu option to pop up the folder where you can drop new WAD files
  • Added “wad” console command to quickly load a WAD file and restart the game
Nintendo Switch

General

  • Added an option to reverse the roll when using gyro controls

Fixes#

All Platforms

General

  • When a save game is incompatible due to a map update, you will now restart the level from the beginning, with the inventory you had at the time of the save
  • Globally reduced input latency by at least one frame at 60hz
  • Various audio issues fixed, including ones around playing looping sounds, positioning, and limits on simultaneous voices
  • Loading saves no longer causes enemies to attack other map objects
  • Loading saves will correctly restore enemy infighting and tracking of Arch-Vile and Revenant targets
  • The correct DOOMguy expression is now displayed on the HUD when being damaged with more than 120 HP
  • Progress on the “Until It Is Done” achievement can now be made when playing DOOM & SIGIL
  • All difficulty modifiers will restore correctly when loading a save game
  • Weapon lowers properly when dying when turning view bobbing off

Episode-Specific

  • Resolved soft-locks in MAP03 in Legacy of Rust and TNT: Evilution MAP06 (at the lift near the start of the map)
  • Fixed an issue in which some enemies were getting stuck in TNT: Evilution MAP31

Multiplayer

  • Fixed an issue in which all platforms could not see each other in the Match Browser
  • Fixed an issue in which wall textures would sometime not scroll correctly for multiplayer clients

Mods

  • The game will no longer force quit when attempting to load incompatible Mods, sending you back to the Menu instead
  • Fixed an issue in which saves made from certain Mods would not load
  • Extended Boom feature compatibility to support a broader range of Mods. If your Boom or MBF21 Mods were having issues prior to this update, please try them again, and thanks everyone for all the reports so far!
  • Automap will render correctly for large maps in Mods

(Source: Patch notes)

Update 2 (January 28th, 2025)#

All Platforms#

Multiplayer Mods

  • Hosts need to activate the mod before entering the multiplayer menu
  • Players will need to subscribe to the same mod before joining a match
  • We recommend using room codes to join modified matches
  • Mods must be authored with Vanilla DOOM, DeHackEd, MBF21 or BOOM to be compatible

General

  • Resolved an issue in which some red doors did not display as red on the automap
  • Fixed multiple crashes reported by the community when loading game saves
  • Improved text line wrapping legibility for mod descriptions in Asian languages
  • Removed map prefix from intermission screen to be consistent with original game behavior

Multiplayer

  • Items can now be picked up by all players in co-op mission play
  • Added spectator mode when players are dead and waiting to respawn in co-op mission play (it can also be initiated manually from the scoreboard button)
  • Fixed an issue in which disabling the crosshair would also turn off player name and co-op respawn text display
  • There are now more than 4 player colors available in game and on scoreboards
  • Resolved an issue in which players would lose weapons when respawning in co-op using modern rules
  • Fixed an issue in which the cross-platform friends menu could not be properly backed out of when no friends were available
  • Further optimized multiplayer networking code
  • Addressed crosshair centering issue in certain splitscreen configurations
  • Intermission animations now run at the correct speed in splitscreen mode

Mods

  • The mod downloader can now process more than the first 100 subscribed mods

Nintendo Switch#

Mods

  • Mod subscriptions will now work between multiple user profiles

For Mod Creators on PC#

  • Mod screenshots with spaces and other non-alphanumeric characters in their file names will now upload correctly in most cases

Mod Compatibility Updates

  • MBF21 instant kill sectors were incorrectly killing non-enemy actors
  • MBF21 instant kill sectors will fire immediately when a monster enters them, instead of waiting
  • BOOM and MBF21 effects that kill monsters will deal 1 million damage instead of 10000 damage in order to fix mods that used monsters with high HP values to create an invulnerable enemy
  • BOOM generic floor actions were not selecting the right neighbor when finding which sector ceiling or floor height they needed to move to
  • Players can hurt and shoot projectiles at their own voodoo dolls (aka player model / clone), to be consistent with the original game
  • ENTERPIC in UMAPINFO is correctly shown for the map you are entering instead of the map you just left
  • DeHackEd strings for BOOM keys can now be replaced through DEH patches
  • BOOM line action 242 (Deep water) will now transfer ceiling and floor lighting
  • Now avoids crashing for invalid sized demos when playing the demoloop
  • Maps using DMAPINFO will print the map name on automap, level select, and savegames
  • Changing DeHackEd ammo type will now actually change the ammo type
  • Fixed Berzerk Factor not calculating correctly in the A_WeaponMeleeAttack MBF21 codepointer
  • Fixed BTSX Episode 1 and Episode 2 demo playback not rendering fullscreen
  • Mods that override DOOM (1993) Episodes 1-3 will use the correct intermission screen
  • MBF21 A_Lower codepoint now checks for an invalid weapon before changing weapons if out of ammo

(Source: Patch notes)

Update 3 (April 10th, 2025)#

All Platforms#

SIGIL II

  • SIGIL II is now officially included as part of the DOOM + DOOM II package. It is available from the game select menu at startup. Note: Save games from the Mods version are not compatible with the officially included version. However, the existing Mods version will remain online to users subscribed to it.

Improvements

  • When viewing a match running a mod, you will now be directed to the Mods page if you do not have the mod

Fixes

  • Fixed a crash that could occur when using the automap
  • Fixed sound issues with ceiling sounds on DOOM II MAP04 and TNT MAP04
  • Fixed a crash when playing BTSX Episode 2 in multiplayer
  • Fixed a crash that may occur when downloading or deleting many mods during the same launch
  • Custom menu logos appear at the top of the menu again when playing a mod
  • Mod Compatibility Fixes
  • Fixed a crash that occurred when a WAD contains a zero length sound
  • Fixed fast doors making double sounds for mods running in Boom or MBF modes
  • Additional Mod Fixes

PlayStation 4#

  • Increased amount of space for downloaded mods to 5GB

PlayStation 5#

  • Increased amount of space for downloaded mods to 20GB

(Source: Patch notes)

References#


  1. DOOM + DOOM II - DOOM + DOOM II Release Notes - Steam News↩︎