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Difference between revisions of "Entryway"

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===[[2015 Doom source data release]]===
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===[[Wolfenstein 3D]]===
In April 2015, John Romero released a large amount of Doom development assets on the Doomworld Forums, much of it previously unseen. His first release was the Objective-C source code to DoomEd, the original editor used by id Software's level designers to create the levels for Doom, as well as other Doom engine games. He followed this 30 minutes later by releasing the sources to the Doom, Ultimate Doom, and Doom II maps. A third release contained a large number of Doom's textures and graphics from Doom's development, many of which had been cut from the final game.
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'''Wolfenstein 3D''' (also written '''Wolfenstein 3-D''') is a first-person shooter created by id Software and published by Apogee Software on May 5, 1992. It involves the adventures of an Allied soldier, B.J. Blazkowicz, fighting his way through a series of Nazi dungeons during World War II. It owes much of its success to an aggressive shareware marketing campaign which was later repeated with even greater success for Doom. It also spawned a commercial prequel, Spear of Destiny, which used the same engine. Inspiration for this game came from the even older 2D games Castle Wolfenstein and Beyond Castle Wolfenstein, published by Muse Software.
<br/>([[2015 Doom source data release|read more]])'' ''([[Doom Wiki talk:Featured articles|feature nominations]])''
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<br/>([[Wolfenstein 3D|read more]])'' ''([[Doom Wiki talk:Featured articles|feature nominations]])''
  
 
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Revision as of 02:18, 1 May 2022

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Did you know that the -avg command line parameter refers to Austin Virtual Gaming, a shop near the University of Texas set up in 1994 for pay-for-play Doom multiplayer?

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Featured article - May 2022

W3D.jpg

Wolfenstein 3D

Wolfenstein 3D (also written Wolfenstein 3-D) is a first-person shooter created by id Software and published by Apogee Software on May 5, 1992. It involves the adventures of an Allied soldier, B.J. Blazkowicz, fighting his way through a series of Nazi dungeons during World War II. It owes much of its success to an aggressive shareware marketing campaign which was later repeated with even greater success for Doom. It also spawned a commercial prequel, Spear of Destiny, which used the same engine. Inspiration for this game came from the even older 2D games Castle Wolfenstein and Beyond Castle Wolfenstein, published by Muse Software.
(read more) (feature nominations)

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