Freedoom

Freedoom is a project to create a stand-alone game based on the Doom engine. All material in the project is released under a modified BSD license, so other projects may reuse any of the Freedoom resources for their own purposes. In fact, this is a secondary goal of the project.

Freedoom produces three independent IWADs:


 * Freedoom: Phase 1 is made up of four chapters, and is compatible with The Ultimate Doom PWADs.
 * Freedoom: Phase 2 is an entire 32-level chapter, and is compatible with Doom II and Final Doom PWADs.
 * FreeDM is a deathmatch game, containing no monsters in its entire mapset. Like Phase 2, it is also compatible with Doom II and Final Doom PWADs.

Phase 1 and Phase 2 are limit removing, with a compatibility goal for full Vanilla Doom planned for a future release. FreeDM, on the other hand, maintains a strict vanilla-compatibility requirement.

Freedoom is still under active development, not having yet reached a version 1.0, which should signify a complete set of resources, including sprites, textures, levels, music, etc, and some form of quality control over all of the project.

History
Freedoom was envisioned in 2001 by Captain Mellow on the Doomworld Forums in a thread titled. This had quickly raised interest in such a project, with Simon Howard and Jon Dowland taking charge of the technical leads of the project, providing web hosting space and building up a DeuTex tree to build the IWAD. At this time, Freedoom was only aimed at providing a Doom II-compatible IWAD, as the sole game of the project.

In 2003, Jim McDougald had created a fork of Freedoom, a spin-off called FreeDM. This had closely followed the main Freedoom development. However, development had been abandoned on FreeDM and rather than letting it die, Simon had merged its work back into the main Freedoom tree in 2006. Since Freedoom 0.5, FreeDM has been a regular component of the project as a whole.

After the release of Freedoom 0.6.2 in early 2008, the project remained inactive for nearly the rest of the year, while Catoptromancy had accumulated a large amount of resources to contribute to the project, prompting Mike Swanson to take up maintainership, converted Freedoom's main repository from Subversion to Git, and resumed activity on it in early December, finally releasing 0.6.3 on December 31, 2008.

Freedoom 0.6.4 was released in June 2009, partly in reaction to copyright infringement discovered in the source tree, several music and sounds files being identified as from Duke Nukem 3D and mods of that game. The entire body of the plagiarist's submissions was removed as a precaution against the likely possibility that none of them were legitimate entries. Even though this release was largely a reaction to that discovery, and the version number reflected a minor update to the 0.6 series, it is still notable for introducing a third IWAD target to the project, tentatively named Ultimate Freedoom at the time, and would later become Freedoom: Phase 1.

As of January 1, 2014, Freedoom had released version 0.8 and officially moved hosting of the Git repository and web space to GitHub, opening up a new issue tracker for contributors to submit problems and share in development discussions on the project. Game changes in 0.8 include the use of a BEX patch now included as part of the IWADs allowing Freedoom to display custom message strings instead of potentially trademark-infringing Doom message strings, FreeDM being re-targeted for vanilla Doom compatibility, and episode 4 of Ultimate Freedoom being Double Impact, a Cacoward-winning nine-level episode previously released as a PWAD.

In October 2014, Freedoom had released version 0.9, featuring unique names for the singleplayer-focused IWADs, and new file names to go with them. Prior to this release, Freedoom had referred to both the whole project and the IWAD with a file name of, which became Freedoom: Phase 2 with a file name of in this release. Likewise, Ultimate Freedoom with the file name was renamed to Freedoom: Phase 1 with a file name of. A new font was crafted for this release, replacing the menu, message, and HUD fonts entirely with a new stylization. Several of the sprites saw major enhancements from raymoohawk, who took the liberty of remastering the sprite artwork in the game and fine-tuning them with attention to details.

On December 17, 2015, Mike Swanson announced that the project goal of Freedoom had changed from Boom to vanilla. By doing so, many changes were made to both Phase 1 and 2 to make them vanilla-compatible as much as possible, starting with converting legible Boom maps to vanilla.

In February 2017, version 0.11 had been released. This version marked the first release to be compatible in limit removing engines. Limit removing was chosen as an interim goal for version 0.11's release, and as a milestone for making version 1.0 vanilla-compatible, except for possible savegame buffer overflows of certain levels.

Levels
As of version 0.12.1, still subject to change.

Freedoom: Phase 1
Chapter 1: Outpost Outbreak
 * C1M1: Outer Prison
 * C1M2: Communications Center
 * C1M3: Waste Disposal (access to secret level)
 * C1M4: Supply Depot
 * C1M5: Main Control
 * C1M6: Training Facility
 * C1M7: Transportation Bay
 * C1M8: Outpost Quarry (boss level)
 * C1M9: Armory (secret level)

Chapter 2: Military Labs
 * C2M1: Ruins
 * C2M2: Power Plant
 * C2M3: Archaeology Site
 * C2M4: Sample Holding Site
 * C2M5: Fortress 31 (access to secret level)
 * C2M6: Trepidation Site
 * C2M7: Quarantine Vessel
 * C2M8: Containment Cell (boss level)
 * C2M9: Corruption of Man (secret level)

Chapter 3: Event Horizon
 * C3M1: Land of the Lost
 * C3M2: Infernal Caverns
 * C3M3: Derelict Temple
 * C3M4: Sacrificial Bastion
 * C3M5: Oblation Temple
 * C3M6: Igneous Intrusion (access to secret level)
 * C3M7: No Regrets
 * C3M8: Ancient Lair (boss level)
 * C3M9: Acquaintance With Grief (secret level)

Chapter 4: Double Impact
 * C4M1: Maintenance Area
 * C4M2: Research Complex (access to secret level)
 * C4M3: Central Computing
 * C4M4: Hydroponic Facility
 * C4M5: Engineering Station
 * C4M6: Command Center
 * C4M7: Waste Treatment
 * C4M8: Launch Bay (boss level)
 * C4M9: Operations (secret level)

Freedoom: Phase 2

 * MAP01: Hydroelectric Plant
 * MAP02: Filtration Tunnels
 * MAP03: Crude Processing Center
 * MAP04: Containment Bay
 * MAP05: Sludge Burrow
 * MAP06: Gamma Labs
 * MAP07: Outer Storage Warehouse
 * MAP08: Astronomy Complex
 * MAP09: Data Center
 * MAP10: Deadly Outlands
 * MAP11: Infinite Plain
 * MAP12: Railroads
 * MAP13: Station Earth
 * MAP14: Nuclear Zone
 * MAP15: Hostile Takeover (access to secret level)
 * MAP16: Urban Jungle
 * MAP17: City Capitol
 * MAP18: Aquatics Lab
 * MAP19: Sewage Control
 * MAP20: Blood Ember Fortress
 * MAP21: Under Realm
 * MAP22: Remanasu
 * MAP23: Underground Facility
 * MAP24: Tertiary Loading Bay
 * MAP25: Red Works
 * MAP26: Dark Depths
 * MAP27: Warped Elementality
 * MAP28: Grim Redoubt
 * MAP29: Last Stand
 * MAP30: Jaws of Defeat
 * MAP31: Be Quiet (secret level)
 * MAP32: Not Sure (super secret level)

Monsters

 * Zombie - Equivalent to Doom's Zombieman
 * Shotgun Zombie - Equivalent to Doom's Shotgun guy
 * Mini-Gun Zombie - Equivalent to Doom II's Heavy weapon dude
 * Serpentipede - Equivalent to Doom's Imp
 * Flesh Worm - Equivalent to Doom's Demon
 * Trilobite - Equivalent to Doom's Cacodemon
 * Matribite - Equivalent to Doom II's Pain elemental
 * Pain Bringer - Equivalent to Doom II's Hell knight
 * Pain Lord - Equivalent to Doom's Baron of Hell
 * Combat Slug - Equivalent to Doom II's Mancubus
 * Technospider - Equivalent to Doom II's Arachnotron
 * Large Technospider - Equivalent to Doom's Spiderdemon
 * Assault Tripod - Equivalent to Doom's Cyberdemon
 * Hatchling - Equivalent to Doom's Lost soul
 * Dark Soldier - Equivalent to Doom II's Revenant
 * Necromancer - Equivalent to Doom II's Arch-vile

Easter eggs

 * was previously featured as the replacement for the boss brain sprites.
 * The texture SP_FACE1 is derived from pictures of prominent members of the Doom community (texture).

Commercial derivatives
The BSD-type license used by Freedoom allows reuse in commercial projects; several different companies combined Freedoom with the Doom Classic port to create games sold for the iPhone or iPad:
 * Doomsday: Hellraiser (by General Arcade)
 * Doomsday 2: Legions of Hell (by General Arcade)
 * Doomsday 3: Base Ganymede (by General Arcade)
 * Doom's Knight Lite (by MoaLab)
 * Gameception (by Nathaniel Herman. It includes a browser to download new maps on the fly)
 * The Final Judgment (by Jading Tsunami) does something similar, but appears to be free
 * Hell on Earth Lite (by iKreeda Games)
 * Hell on Earth 2 (by iKreeda Games)
 * Bastards (A western themed total conversion by Octavian Stirbel)

Freedoom assets were also used on MacOSX in the following titles:
 * Doom's Knight (by MoaLab)
 * Doomed Heretic (by MoaLab)
 * Doomed Freedom (by MoaLab)

Unlike the Doomsday games, MoaLab's releases rely on the Oblige level generator to generate new levels, which are then put up for release on the app store.

Gloomy Dungeons series
Freedoom assets are also used in the Gloomy Dungeons series of first-person shooters for Android devices, primarily for sound effects. This is also carried over into the fork FreakLabs series.

Undoomed: Dungeon Shooter
One of the more unusual applications of Freedoom assets is used in Undoomed: Dungeon Shooter. This is an old-skool game for Android devices running on 4. It contains a map generator, similar to Oblige or Slige, to procedurally generate levels for the campaign and the arena for the survival mode, potentially providing endless gameplay. Because it uses UE4, you can have true three-dimensional room-over-room effects. Freedoom assets used here include various monsters and textures.