Weapons#
Pistol#
- Leftover code in the game reveals that the Pistol was going to use four different animations when firing that would have played at random to simulate recoil. Only one firing animation was kept for the finished game.
- Leftover code in the game mentions a missing and unused "raise3" animation for the Pistol.
Shotgun#
- All of the assets for of the shotgun used in the finished game is called "Shotgun2" in the files, meaning an earlier design was planned before being scrapped.
- This earlier model with a completely different shape can be seen in earlier trailers and the 2002 prototype demo.
Machinegun#
- Leftover code in the game reveals that the Machinegun was going to use four different animations when firing that would have played at random to simulate recoil. Only one firing animation was kept for the finished game.
- Leftover code in the game reveals that the marine who gets killed by a zombie in the post invasion Mars City level right before the player reaches Marine HQ was going to drop his Machinegun.
Plasma Rifle#
- The Plasma Rifle's projectiles were supposed to emmit dynamic lighting, but this was disabled before release due to performance issues.
- This can be reactivated in the final game as seen in several mods.
BFG9000#
- The BFG9000 has an unused humming sound that was disabled in the weapon.
- It can be reimplemented very easily, as seen in several mods.
Monsters#
Unused Behaviors#
Z-Sec#
- All Z-Sec enemies have unused sound effects for melee attacks, but for unknown reasons this concept was abandoned for the finished game.
- The Z-secs all use earlier weapon firing sound effects for their weapons, supposedly by mistake. The Pistol and Shield zombies respectively still use the Pistol sounds originally created by Trent Reznor from when he still worked on the production of the game.
Commandos#
- The chaingun-wielding commando has unused animations for reloading their chainguns and dodging by rolling to the side, but for unknown reasons these concepts were abandoned for the finished game. One chaingunner can be seen rolling to the left in the 2002 Demo Alpha. The chaingunner also had a couple of melee attacks in the 2002 Demo Alpha, where he would swing his weapon from side to side.
- The Chaingun and Melee commandos have leftover code mentioning a model meant for gibbing, meaning that their bodies weren't initially going to burn away on death, much like the other human monsters. The gibbed model itself is absent from the finished game.
- The Chaingun-wielding commando is using earlier sound effects for theirs chainguns, supposedly by mistake. The winding up and down sounds respectively were originally created by Trent Reznor from when he still worked on the production of the game.
Berny#
- According to unused code in the monster's Def.file, the Bernies were once capable of breathing fire, but for unknown reasons that concept was abandoned for the finished game.
- An unused animation for an unknown Spit attack is available in the game's files, presumably meant for the upermentionned attack.
Wraiths#
- According to unused code in the game files, Wraiths were once capable of jumping.
- The Wraith's pain sound's names suggest that they were once initially supposed to play a unique sound depending on witch part of it's body was harmed, rather than playing on of said sounds at random whenever hurt.
- Wraiths can be placed inside levels hanging up from ceilings, (complete with animations and sound) dropping down on any ennemi who passes by. While this is technically used once in the Caverns Area 1 level, it cannot be seen without cheats and the Wraith simply appears to spawn before the player instead.
Revenant#
- In the [https://www.youtube.com/watch?v=j8NaZZa54cs&t| Doom 3 alpha E3 trailer], the Revenant was shown to be behaving much like its classic counterpart, running at the player and punching him while taking poses referencing its Classic iteration's animation cycles.
- Initially, the Revenant was meant to always fire his missiles in pairs. The shoulder missiles were also originally going to drop missile ammo for the player to pick up (and were even rumored to be actual weapons that the player could wield and guide the fired missiles), but for unknown reasons that concept was abandoned for the finished game.
- Unused strings reveal that the Revenant was to have his own unique sounds for punching, but those sounds are no longer available in the finished game.
Hell Knight#
- Unused code in the game files mentions how the Hell Knight initially had 700 HP as opposed to his 900 HP in the finished game.
- Unused strings reveal that the Hell knight's projectiles had their own sounds for traveling through the air and exploding. But those sounds are no longer available in the finished game and instead reuses the Imp's ones instead.
- The Hell Knight was originally going to be introduced way earlier than in the finished game, where it would [https://youtu.be/j8NaZZa54cs?t=148| grab a Chainsaw Zombie] and throw it against the wall, killing him in the process. This is still referenced in the game's files, as the animations used for the finalized cutscene were reused from the original one.
Archvile#
- The Archvile was originally going to have an introduction cutscene much like the other monsters, but this ended up being scrapped for the finished game.
- Unused code in the game files mentions the Archvile's ability to summon zombies as minions and, like its original counterpart, resurrect their corpses.
Cherub#
The Cherub's idle animation is internally labeled as "playdead", suggesting that they may have once been able to feign death to surprise the player.
Unused Monster#
- Internally referred to as "monster_zombie_maint", this zombie was first shown at E3 2002 during the very first gameplay reveal of the game. Scrapped for unknown reasons, he still remains in the files of the final game and is fully functional, complete with a unique set of sound effects. He can still be briefly seen in the Monorail and Alpha Labs - Sector 2 levels. This was later fixed in the BFG Edition who replaced him with generic zombies instead.
- This zombie uses sound effects that are uniquely his. As all generic zombies used for the final game instead shares the sound effects of the Fat zombie.
He can be summoned by typing "spawn monster_zombie_maint" into the developer console.
Removed Monster#
The Chainsaw Zombie is an early iteration of the Sawer zombie seen in the finished game. Featured in the [https://youtu.be/j8NaZZa54cs?t=125| E3 Trailer], this initial design was less exaggerated and much more realistic featuring an average sized zombie with a missing jaw dressed in a light brown maintenance suit. His unused Def.file still remains in the finished game, mentioning a model and several animations that are no longer in the game's files.
This zombie was going to appear in the scrapped earlier Hell Knight cutscene, where he would have been grabbed and thrown onto a wall, killing him. His head and bodygroup was reused for several generic zombies in the finished product.
Female zombies#
- In the files of the finished game is file labeled as "monster_zombie_fem.def" witch contains code for a monster called "monster_zombie_zfem" with references to a missing model and linked animations. As seen in storybords for the game and the official novelisation, female UAC employees and theirs zombified forms were initially planned to appear frequently into the game. No further information regarding theses cut monsters was ever revealed.
Test Maps#
test_box#
A simple box, not much else to discuss.
test_lotsaimps#
As the name implies the map is filled with rows of several monsters.
test_boxstack#
A rectangular room with a tall tower of blocks to knock down.
Unseen Texture#
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A sprite of the Zombieman's gib animation from the original Doom is used to mark breakable objects, usually glass. These markers are usually made invisible via a flag, but in some instances, like in an unreachable area in the level "Monorail" after the cutscene from the beginning of the level, can be seen by the player. These sprites can also sometimes be seen in the Xbox release's Alpha Labs levels.
Version Differences#
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The Limited Collector's Edition for Xbox adds emulated DOS versions of The Ultimate Doom and Doom II with split-screen support for the first time ever, along with concept art, short interview snippets from id Software staff, and G4's The History of Doom and Making of Doom 3 mini-documentary.
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The Doom series | |
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DOS |
Doom (1993) (Prototypes) • Doom II: Hell on Earth (Prototypes) • Final Doom |
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Windows |
Doom (1993) (Prototypes) • Doom 3 (Prototypes) • Doom (2016) • Doom 64 • Doom Eternal • Doom + Doom II • Doom: The Dark Ages |
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Mac OS Classic |
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Mac OS X |
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Linux |
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Jaguar |
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32X |
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3DO |
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SNES |
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PlayStation |
Doom (Prototypes) • Final Doom |
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Sega Saturn |
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Nintendo 64 |
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Game Boy Advance |
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J2ME, BREW |
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Xbox |
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Xbox 360 |
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PlayStation 3 |
Doom Classic Complete (Doom, Doom II: Hell on Earth, Final Doom) |
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Nintendo Switch, Xbox One, PlayStation 4 |
Doom (1993) • Doom II: Hell on Earth • Doom (2016) • Doom 64 • Doom Eternal • Doom + Doom II |
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Google Stadia |
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Xbox Series X, PlayStation 5 |
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See Also | |