Doom 2D

Doom 2D is a fan-made -based  released by Prikol Software on July 19, 1996. It is based upon Doom, similar to Doom 2D - Knee deep in the dead. Doom 2D is essentially the original Doom translated into a two-dimensional arcade or console-like shooter, comparable to the original . The player resumes their role as Doomguy, who must do battle with various hell-spawn.

Story
The story of Doom 2D is presumably the same as that of the original Doom, which contained very few story details in-game. Doom 2D has even less in-game plot developments than this, simplifying the already simple objectives found in Doom games.

Gameplay
Gameplay utilizes a simple and customizable set of keys to navigate a 2D environment and defeat and pass monsters. The game also offers splitscreen mode for two-player cooperative-play or deathmatch options, which can be played using different keys on a single keyboard.

Visual styles and creatures
Doom 2D includes all the monsters from Doom II (with exception of spectres and Wolfenstein SS) along with three new monsters. The creatures are seen from the side (as opposed to the front, as it is in Doom) due to the different perspective. All monsters are completely deaf (the players' shootings never wake up the monsters as long as the shots do not hit them). The game features foreground and background pictures both taken from original Doom and new ones (though many of them are unused). The sound effects in the game are also taken from the original Doom but are played in poor quality.

Maps
The game features 19 maps without secret levels, though they can be still used in custom levels. Authors claimed that they tired of making these maps, therefore so few maps are made. The map size is always of 100x100 dimensions.

Legacy
Prikol Software eventually open sourced the game code and made it available for download at the website of Gajin Entertainment. Originally appearing entirely in Russian, eventually a partially-translated English version appeared and both are still available for free on the internet.

Technical
Doom 2D shares some similarities with Doom 2. It supports the WAD file format, although WAD files are used as a wrapper here. Doom 2D comes as. It also supports playback of demos, using the same lmp file format and there is also support for lumps, such as the PLAYPAL lump which contains the palette found in.
 * Its executable is.
 * The original DOS based requirements for Doom 2D are: DOS, 386DX,, 4 MB RAM, optional SoundBlaster card.

WAD format
Note: Taken from, translated WAD format

=
the first 12 bytes of the file are the header: 4 bytes: signature "IWAD" - internal or "PWAD" - optional 4 bytes: number of elements in the table (as usual, least significant byte first) 4 bytes: offset of the table in bytes from the beginning of the file

the table contains 16-byte elements and is usually located at the end of the file

table element format: 4 bytes: offset of the data in bytes from the beginning of the file 4 bytes: data length in bytes 8 bytes: element name, right-padded zeros if less than 8 characters

when connecting additional WADs, elements with the same names are replaced and new ones are added

so, when connecting MEGADM.WAD containing the MAP01 element, this element will load not from Doom2D.wad, but from MEGADM.WAD

DOOM, DOOM2, Ultimate DOOM and Rise of Triad use the same WAD format

Doom 2D graphics format

=
===========

the first 8 bytes are the image header: 2 bytes: width 2 bytes: height 2 bytes: horizontal center offset 2 bytes: vertical center offset

the center of sprites is usually at the bottom in the middle, for wall images - in the upper left corner (both offsets are 0)

the header is followed by the image data length width * height, 1 byte per pixel (256 colors)

the palette is in Doom2D.wad (PLAYPAL element)

when connecting WADs with new graphics to the editor (switch -file) of names images will not be listed when adding textures, but you can type the name of the image and it will be shown and added

remember to connect the new graphics WAD to Doom 2D when you connect the level where this graphic is used

Doom 2D DeHacker
Similar to the actual DeHacked program, a custom editing tool with the name D2D DeHacker made by Stas'M exists. Available for the DOS version 1.30 only, Doom 2D DeHacker allows the user to edit weapons, monsters, and more.

Doom 2D: Forever
Doom 2D: Forever is an open source remake with many extra features, for Windows, Android (by DeaDDooMER) and (unofficial) Linux. The game includes single player, cooperative, deathmatch, and CTF multiplayer, as well as a powerful level editor.

Because of its advanced features, Doom 2D: Forever supports modifications and total conversions.

Total conversions:
 * Dangerous Dave Forever (by ar888)
 * A total conversion of the game 

Modifications:
 * Unreal Tournament 2D (by Hero)
 * A graphical mod, replacing the standard weapons and interface with the weapons and interface from .
 * ZDoom Advanced Weapons mod (by Chaos Knight)
 * This mod replaces standard weapons with weapons from ZDoom Advanced Weapons mod. The set includes a constructor for creating your own mods
 * Zero Regret (by Xeregen)
 * The music in the menu and at the end of the level has been changed. Replaced the standard machine gun. Replaced the standard pistol. Changed plasma gun and chainsaw. Changed rockets
 * Doom 2D Forever: Ultimate Modification (by X-train and Xeregen)
 * Recommended for fans of bright colors. Replaced all monsters and all weapons, sounds, pictures, objects

Doom 2D: Rembo
Doom 2D: Rembo is an port of the original game to Linux and was also unofficially ported to the in 2019.

Doom 2D: Vaya Con Dios
Doom 2D: Vaya Con Dios is an port of the original game to Linux, made by K8Vavoom developer Ketmar Dark. It includes colored lighting and network support.
 * Available for Doom 2D: VCD is a modified compiler.

Personnel
Prikol Software is:
 * Aleksey Volynskov: Programmer, development of the Doom 2D game engine, level design
 * Vladimir Kalinin: Sound designer, level design
 * Eugeniy Kovtunov: Graphic artist