Difference between revisions of "2015 Doom source data release"

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* [http://www.doomworld.com/vb/doom-general/72509-more-goodies-from-romero-doomed-source-maps-graphics/ Romero release thread]
 
* [http://www.doomworld.com/vb/doom-general/72509-more-goodies-from-romero-doomed-source-maps-graphics/ Romero release thread]
* [https://archive.org/details/2015JohnRomeroDoomDump archive.org mirror] of the released files.
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* [https://archive.org/details/2015JohnRomeroDoomDump archive.org mirror] of the released files, and a [https://github.com/fragglet/RomeroDoomDump Github repository] where they can be browsed.
 
* [http://www.doomworld.com/linguica/doom-textures/Thumbnails.html Thumbnail gallery of the released textures and other graphics]
 
* [http://www.doomworld.com/linguica/doom-textures/Thumbnails.html Thumbnail gallery of the released textures and other graphics]
  
 
[[Category:Doom pre-release]]
 
[[Category:Doom pre-release]]

Revision as of 19:15, 24 April 2015

In April 2015, John Romero released a large amount of material on the Doomworld forums from Doom's development, much of it previously unseen.

Released material

DoomEd

Romero's first release was the NeXTStep Objective C source code to DoomEd, the original editor used by id's level designers to design the levels for Doom (as well as other Doom engine games). The release occurred in response to a discussion thread titled, "Don't you wish we had DoomEd?" where fans had expressed disappointment at the fact that the DoomEd source had never been released.

Chocolate Doom author Simon Howard (Fraggle) subsequently revealed that he had been given the DoomEd source 10 months prior and had been working on an OS X port of the code. The incomplete port was placed on GitHub.

Maps sources

Romero followed the DoomEd source release 30 minutes later by releasing the sources to the Doom, Ultimate Doom and Doom II maps. The levels were in the text-based .DWD format used by DoomEd and required conversion to the normal .WAD format in order to be played.

In addition to the "canonical" levels included in the released games, various other levels were included - including older development versions of some of the levels and incomplete/unfinished levels. The deathmatch level IDMAP01, which was released as a PWAD, was also in the set.

The zip containing the maps also contained two additional tools:

  • doomprint, a tool written in Objective C to convert a .DWD file into PostScript format for printing. It was subsequently recognized that this tool had been used to generate the maps used in the official hint book.
  • doombsp, the original node builder used for building the IWAD levels. This had already been released in the '90s and used as the basis for several fan-made node builders.

Textures and other graphics

A third release by Romero contained a large number of Doom's textures and graphics from Doom's development, many of which had been cut from the final game.

Some of the images showed the original photo-captures of the models used as the base for Doom's sprites, along with scans of hand-drawn sketches (presumably drawn by Adrian Carmack) that were turned into in-game textures. Some of these images had been put on Twitter by Romero several months previously in celebration of Doom's 21st birthday (example).

External links