Talk:The Ultimate Doom

Blazing doors
What are "blazing doors?" -- TheDarkArchon 12:33, 4 July 2006 (UTC)


 * Linedef types 118, 117, 133, 135, 137, 113, 112, 111, 134, 136, 116, 115, 114, 110, 109, 108, 107, 106, and 105. Bloodshedder 16:40, 4 July 2006 (UTC)
 * These were listed as "blaze" in the Unofficial Doom Specs. They're the fast doors which weren't added until doom.exe 1.666, so they weren't available when Doom first came out. CODOR 17:05, 4 July 2006 (UTC)

Design edit of March 2014

 * Edit
 * My response

1. ''Ultimate Doom was produced as a retail version of Doom while Id software was involved in other projects. Romero and Carmack have both declared that not much thought was given to consistency of the new levels because of this,[2 ] [3 ].''

Maybe I, once again, am too touchy about factual accuracy, but I am bothered by the addition that Romero would have claimed Ultimate Doom's inconsistency with the original Doom would have been caused by ongoing projects. Romero himself said in the thread message that the inconsistency was caused by the variety of level designers. It is possible that the amount of mappers was a consequence of ongoing projects, making the claim acceptable, but I still think that it is just an interpretation and it shouldn't be announced as the truth. The point is that Romero doesn't directly claim in the thread what is stated in the article, and still his post was used as the source of the content. Thus, I restored the version where Romero's thread message was used fully appropriately to solely point out that id was involved in other projects when Ultimate Doom was made:

1. ''Ultimate Doom was produced as a retail version of Doom while id Software was involved in other projects. [2 ] John Carmack has declared that not much thought was given to the new content because of Ultimate Doom's secondary status as a project. [3 ]''

2.''The plot of the new episode is indicated to occur between the events of the original game and Doom2. Though the exact location of the new levels is unknown, the ending of episode 3 implies that the protagonist is on Earth after entering the hidden doorway from Hell and the ending of the new episode declares that the Spider Mastermind had already sent forth it's legions and that the player is aware of them rampaging through Earth's cities.''

I modified the wording of this a bit, but would be ready to accept the content.

3. The fact that the new episode predominantly uses Hell textures and themes could be explained by Doom2's plot declaring that Earth and Hell are merging (via the link of the mentioned doorway).

Makes sense to me, but do all allow such speculation?

4. Some have speculated that final message and screen with the rabbit Daisy arguably reinforces the acknowledgment that the designers' main concern at that point was the gameplay and not the background story or any general aesthetic considerations.

I don't consider this a good change. If it is expressed this way, there should be links that show that some speculate about this, and such links weren't offered. However, replacing "levels" with "gameplay" was an OK idea. The phrase now looks like this:

4. The final message and the screen with the rabbit Daisy arguably reinforce the acknowledgment that the designers' main concern at that point was the gameplay and not the background story or any general aesthetic considerations.

Found this one especially tough to review, so I welcome objections. --Jartapran 13:00, 8 March 2014 (UTC)