Doom v0.5

Doom 0.5 was an alpha version of Doom, released on May 22, 1993 to testers. This version included a number of features in addition to those found in the Doom 0.4 alpha version:


 * Collision detection between objects. It is possible to walk into monsters and pick up items.
 * It is possible to shoot monsters. However, there is still no animation at this stage, and when monsters are shot, they simply vanish.
 * A working status bar and the ability to change the screen size.
 * A working menu.
 * Working platforms.
 * An Automap.
 * Skill levels. The easiest is "I just want to kill", rather than the release version's "I'm too young to die".
 * The rifles sprite has changed, though the bayonet uses the same sprite.
 * A non-functional command line argument to record demos ("RECORD "). Launching the game with it causes the game to get stuck, displaying only a blank screen.

After the player quits the game, the "farewell" screen states that it is a preview of Doom: Evil Unleashed.

Levels


Version 0.5 included several levels, most of which were modified and used in the release version of Doom. Level 6 was held back for Doom II. Unlike the previous alpha versions of Doom, the player could transition between levels.


 * Level 1: Not used in the final game. Made by Tom Hall; it is unknown whether it is merely a starting slate or a finished introductory level.
 * Level 2: E2M2 - Almost identical to the retail version, except for the missing crushers in the southernmost corridor and minor changes in the northern crate maze.
 * Level 3: E2M3 Refinery
 * Level 4: E1M7 Computer Station
 * Level 5: E3M3 Pandemonium - The hub nature of the level is less pronounced in this version than is was in the previous Alpha, with the signs leading the player to either the "Laboratory" (LAB) or "Warehouse One" (WH1) replaced by generic gray textures.
 * Level 6: MAP10 Refueling Base - This level was carried over to Doom 2.
 * Level 7: E1M4 Command Control
 * Level 8: E1M2 Nuclear Plant - This version is virtually identical with the version shipped with Doom 0.4, except for one line definition and the addition of a chainsaw.
 * Level 9: E1M6 Central Processing - Changes from the previous Alpha are slight; a maze in the east of the map has been cut and a corridor at the southern edge has been added. The map was completely overhauled before retail, shrunk by half and lost most of the features present in the Alphas.
 * Level 10: E1M3 Toxin Refinery
 * Level 11: E2M7 Spawning Vats
 * Level 12: E1M8 Phobos Anomaly - As the scenario was still Tei Tenga at this point in development, the level was known as simply Anomaly.
 * Level 13: E2M4 Deimos Lab

Items
Powerups that never made it to the released version are present in the data files, and are even placed in some of the levels. For instance, the Vampiric Powerup is placed in the hidden room in the southern crusher corridor of the Containment Area level, instead of the Chainsaw as is the case with Ultimate and registered Doom. Unfortunately, since the code is not present the powerup neither works nor shows up. The corridor did not even have crushers yet.