2015 Doom source data release

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

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.

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.