Difference between revisions of "Doom Classic Unity port"

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(Differences in Doom and Doom II)
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* The pickup sprites for the [[stimpack]], [[medikit]], and [[berserk]] (STIMA0, MEDIA0, PSTRA0) are modified in compliance with the Red Cross' wish that its symbol not be used in games. Instead, the symbol is replaced by a green cross.
 
* The pickup sprites for the [[stimpack]], [[medikit]], and [[berserk]] (STIMA0, MEDIA0, PSTRA0) are modified in compliance with the Red Cross' wish that its symbol not be used in games. Instead, the symbol is replaced by a green cross.
 
* The DMENUPIC that was the [[title screen]] in the original [[Xbox 360]] version is used here.
 
* The DMENUPIC that was the [[title screen]] in the original [[Xbox 360]] version is used here.
* New to the port is the addition of creative credits that resemble the ending credit of Doom (2016), where various levels and battles are shown briefly while the camera pans around and showing the names of Nerve Software key staff one at a time. Doom and Doom II have their own sequences, and after the montage ends, the staff credits roll will begin.  
+
* New to the port is the addition of creative credits that resemble the ending credit of Doom (2016), where various levels and battles are shown briefly while the camera pans around and showing the names of Nerve Software key staffs. Doom and Doom II have their own sequences, and after the montage ends, the staff credits roll will begin.  
  
 
===Ultimate Doom specific===
 
===Ultimate Doom specific===
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* The [[Wolfenstein SS]] (which was effectively removed in BFG Edition) has been restored, with the second half of their sight sound redubbed - they now say "schutzkämpfer" instead of "schutzstaffel", the first half still using John Romero's voice while the other half is by Mike Rubits of [[id Software]]. Their death sounds are as normal.
 
* The [[Wolfenstein SS]] (which was effectively removed in BFG Edition) has been restored, with the second half of their sight sound redubbed - they now say "schutzkämpfer" instead of "schutzstaffel", the first half still using John Romero's voice while the other half is by Mike Rubits of [[id Software]]. Their death sounds are as normal.
 
* [[MAP06: The Crusher]] has been edited to remove the linedef actions on the door track of the red key door which would [[Manual doors on 1S lines cause an illegal operation|crash the game]].
 
* [[MAP06: The Crusher]] has been edited to remove the linedef actions on the door track of the red key door which would [[Manual doors on 1S lines cause an illegal operation|crash the game]].
* The super shotgun reload in No Rest For the Living is oddly played incorrectly, despite it being played normally in Doom II and the Final Doom add-ons.  
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* The super shotgun reload in No Rest For the Living is oddly played incorrectly, despite it being played normally in Doom II and the Final Doom add-ons.
  
 
==Trivia==
 
==Trivia==

Revision as of 06:25, 13 January 2020

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The Doom Classic Unity port is a series of official ports of Doom and Doom II initially developed by Nerve Software in cooperation with id Software and first published by Bethesda on July 26, 2019 as part of the "Year of Doom" promotional campaign. It was initially announced on stage during the QuakeCon 2019 (DoomCon) keynote presentation. The port is based on the Doom Classic codebase, but replaces the id Tech 4 shell with one based on the Unity game engine. This offers immediate portability to a wide array of targets - the Doom and Doom II ports were available at launch for the Sony PlayStation 4, Nintendo Switch, Microsoft Xbox One, the Google Play app store for Android, and Apple's iOS app store.

Differences in Doom and Doom II

Note that many changes below are carried over from previous Doom Classic revisions.

Ultimate Doom and Doom II

  • Local multiplayer is available.
  • Cheat codes are available and accessible via the Options menu.
  • There is no confirmation when selecting Nightmare! skill.
  • On Nightmare!, the fast monsters mechanic has been removed entirely: fireballs shot by imps, cacodemons, barons of Hell and Hell knights are no longer sped up, and neither is the running speed of demons. Monsters retain increased reaction times.
  • The pickup sprites for the stimpack, medikit, and berserk (STIMA0, MEDIA0, PSTRA0) are modified in compliance with the Red Cross' wish that its symbol not be used in games. Instead, the symbol is replaced by a green cross.
  • The DMENUPIC that was the title screen in the original Xbox 360 version is used here.
  • New to the port is the addition of creative credits that resemble the ending credit of Doom (2016), where various levels and battles are shown briefly while the camera pans around and showing the names of Nerve Software key staffs. Doom and Doom II have their own sequences, and after the montage ends, the staff credits roll will begin.

Ultimate Doom specific

  • All animation from the intermission screens has been restored; they were originally missing from the BFG Edition.
  • The NIN logo on E4M1: Hell Beneath has been removed, presumably to avoid trademark infringement.

Doom II specific

  • BFG Edition's MAP31: IDKFA and MAP32: Keen has been reverted back to MAP31: Wolfenstein and MAP32: Grosse alongside their respective map music, D_EVIL and D_ULTIMA.
  • The ZWOLF* texture with Nazi iconography (Hitler portraits, swastikas, Reichsadlers, etc.) have been censored and replaced with the logos used in the German version of Wolfenstein: The New Order while Hitler has lost his toothbrush moustache, making him resembling the Staatmeister from the Super Nintendo version of Wolfenstein 3D. The definitions in TEXTURE1 are identical; it is the patches that have been changed.
  • The Wolfenstein SS (which was effectively removed in BFG Edition) has been restored, with the second half of their sight sound redubbed - they now say "schutzkämpfer" instead of "schutzstaffel", the first half still using John Romero's voice while the other half is by Mike Rubits of id Software. Their death sounds are as normal.
  • MAP06: The Crusher has been edited to remove the linedef actions on the door track of the red key door which would crash the game.
  • The super shotgun reload in No Rest For the Living is oddly played incorrectly, despite it being played normally in Doom II and the Final Doom add-ons.

Trivia

  • Doom and Doom II originally shipped with a much criticized Bethesda.net login screen upon startup (for the purposes of rewards via the Slayers Club), which was made less intrusive in a later update.
  • The music originally played recordings of a original songs at a noticeable reduced rate and wrong sound samples. This was later rectified with the September 27, 2019 update which uses recordings of the music played through a Roland SC-55.
  • Later, the January 9th, 2020 update brought back direct MUS and MIDI playback, along with support for the SIGIL (For Doom), No Rest for the Living (For Doom II) and TNT: Evilution with The Plutonia Experiment mapsets for both games and 60 fps support on all platforms. [1]

References

  1. tokyopunchout. "DOOM & DOOM II Patch Notes." Bethesda.net Community Forums. Retrieved 9 January 2020.


Source code genealogy
Based on Name Base for
Doom Classic Doom Classic (Unity) None
Unity