Difference between revisions of "Freedoom"

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{{InfoboxSourcePort
+
{{InfoboxSoftware
 
|title = Freedoom
 
|title = Freedoom
|developer = [[Mike Swanson (Chungy)|Chungy]]<br />
+
|developer = [[Simon Howard (Fraggle)]]<br>[[Mike Swanson (Chungy)]]
[[Simon Howard (Fraggle)|Fraggle]]
 
 
|logo = [[File:Freedoom Logo.png|200px]]
 
|logo = [[File:Freedoom Logo.png|200px]]
|screenshot = [[File:Freedoommap10.jpg|200px]]
+
|screenshot = [[File:FreedoomMAP29.png|200px]]
|caption = ''Freedoom: Phase 2'' MAP10 by [[Svante Ekholm (Xerent)|Xerent]] and [[Daniel Jewell (Jewellds)|Jewellds]]
+
|caption = ''Freedoom: Phase 2'' MAP29 by Patrick Kalinauskas (Amarande)
 
|status = Active
 
|status = Active
 +
|initialversion = 0.1
 +
|initialdate = 2003-04-16
 
|platform = Any [[source port]]
 
|platform = Any [[source port]]
|license = [https://github.com/freedoom/freedoom/blob/master/COPYING.adoc BSD]
+
|license = [https://github.com/freedoom/freedoom/blob/master/COPYING.adoc Modified BSD]
 
|website = [https://freedoom.github.io/ freedoom.github.io]
 
|website = [https://freedoom.github.io/ freedoom.github.io]
 
|ircchannel = [irc://irc.oftc.net/freedoom OFTC #freedoom]
 
|ircchannel = [irc://irc.oftc.net/freedoom OFTC #freedoom]
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|repourl = [https://github.com/freedoom/freedoom GitHub]
 
|repourl = [https://github.com/freedoom/freedoom GitHub]
 
}}
 
}}
 +
'''Freedoom''' is a project to create a {{wp|Free software|free content}} 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''' is a project to create a {{wp|Free software|free content}} 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 [[IWAD]]s:
  
Freedoom produces three independent [[IWAD|IWADs]]:
+
* '''Freedoom: Phase 1''' is made up of four episodes, and is compatible with [[The Ultimate Doom]] PWADs as well as including [[Double Impact]] in its episode lineup.
 +
* '''Freedoom: Phase 2''' is a 32-level campaign, 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.
  
* '''Freedoom: Phase 1''' is made up of four chapters, and is compatible with [[The Ultimate Doom]] PWADs.
+
Freedoom is [[Doom engine#Vanilla Doom|vanilla-compatible]] as of version 0.13, with the exception of [[save game buffer overflow]]s.
* '''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. The game is also aiming for a more direct science fiction setting to differentiate it from Doom.
  
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 [[Wayne Dean (Captain Mellow)|Captain Mellow]] on the [[Doomworld]] Forums in a thread titled {{dwforums|491|barn-raising: open iwad project}}. This had quickly raised interest in such a project, with [[Simon Howard (Fraggle)|Fraggle]] and [[Jon Dowland|Teppic]] 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 (Rellik)|Rellik]] had created a fork of Freedoom, a spin-off called FreeDM.{{cite web|author=[[Bloodshedder]]|title=|url={{dwforums|20336|FreeDM Emerges}}|publication=[[Doomworld forums]]|publishdate=30 December 2003|accessdate=1 November 2014}} This had closely followed the main Freedoom development. However, development had been abandoned on FreeDM and rather than letting it die, Fraggle 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. FreeDM was given an {{dwforums|id=66962|title=official logo}} on October 2, 2014, designed by CaptainW.
 +
 
 +
After the release of Freedoom 0.6.2 in early 2008, the project remained inactive for nearly the rest of the year, while [[Andrew Wood (Catoptromancy)|Catoptromancy]] had accumulated a large amount of resources to contribute to the project, prompting [[Mike Swanson (Chungy)|Chungy]] to take up maintainership, converted Freedoom's main repository from {{wp|Apache Subversion|Subversion}} to {{wp|Git}}, and resumed activity on it in early December, finally releasing 0.6.3 on December 31, 2008.
 +
 
 +
Freedoom 0.6.4 was released, partly in reaction to copyright infringement discovered in the source tree, several music and sounds files being identified as {{wp|Plagiarism|plagiarized}} from ''[[Duke Nukem 3D]]'' and mods of that game.{{cite web|author=[[The Green Herring]]|title=|url={{dwforums|46675|Musical plagiarism in Freedoom}}|publication=Doomworld forums|publishdate=15 June 2009|accessdate=1 November 2014}} The entire body of [[Metabolist|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 [https://github.com/ 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.
 +
 
 +
On October 14, 2014, version 0.9 was released, 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 {{c|doom2.wad}}, which became ''Freedoom: Phase 2'' with a file name of {{c|freedoom2.wad}} in this release. Likewise, ''Ultimate Freedoom'' with the file name {{c|doom.wad}} was renamed to ''Freedoom: Phase 1'' with a file name of {{c|freedoom1.wad}}.{{cite web|author=[[chungy]]|title=The commit The Great IWAD Renaming contains background and rationale|url=https://github.com/freedoom/freedoom/commit/89daa45840809fe7c71d58fcbb3f87ecb236ab95|publication={{wp|GitHub}}|publishdate=12 January 2014|accessdate=1 November 2014}} 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, Chungy announced that the project goal of Freedoom had changed from [[Boom]] to [[vanilla]].{{cite web|author=chungy|title=|url={{dwforums|85134|Freedoom version 1.0 will be vanilla-compatible}}|publication=Doomworld forums|publishdate=17 December 2015|accessdate=14 February 2017}} 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. Inspired by the FreeDM logo, a new {{dwforums|id=85034|title=new main project logo}} was started in December 2015 by Jewellds and adopted in March 2017.
  
==History==
+
On February 16, 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 [[Save game buffer overflow|savegame buffer overflows]] of certain levels.{{cite web|author=[[Catoptromancy]]|title=|url={{dwforums|92282|Savegame buffer overruns}}|publication=Doomworld forums|publishdate=2 January 2017|accessdate=22 February 2017}}
 +
 
 +
Version 0.12.0 was released on October 10, 2019. This version added a manual, and improved compatibility with vanilla Doom. It also overhauled many campaign maps, and increased the [[Python]] dependency to Python 3.{{cite web|title=Freedoom 0.12.0 released|url=https://freedoom.github.io/#freedoom-0.12.0|publication=Freedom site|publishdate=10 October 2019|accessdate=29 April 2023}} Version 0.13.0 was released on January 28, 2024.{{cite web|author=|title=Freedoom 0.13.0 released|url=https://freedoom.github.io/#freedoom-0.13.0|publication=Freedom site|publishdate=28 January 2024|accessdate=30 January 2024}}
 +
 
 +
== Levels ==
 +
{{col-begin}}
 +
{{col-break|width=45%}}
 +
 
 +
====Freedoom: Phase 1====
 +
'''Episode 1: Outpost Outbreak'''
 +
* E1M1: Outer Prison by Gabriel Antonio (YukiHerz)
 +
* E1M2: Communications Center by acc
 +
* E1M3: Waste Disposal by Josef Šustek (Paar) ''(access to secret level)''
 +
* E1M4: Supply Depot by GeekMarine
 +
* E1M5: Armory by [[Oleg Vovk (Wereknight)]]
 +
* E1M6: Training Facility by GeekMarine
 +
* E1M7: Xenobiotic Materials Lab by [[Will Hackney (Kid Airbag)]]
 +
* E1M8: Outpost Quarry by Luiz Henrique Gasparin Jerônimo (Xindage) ''(boss level)''
 +
* E1M9: Nutrient Recycling by Mortrixs19 ''(secret level)''
  
Freedoom was envisioned in 2001 by [[Wayne Dean (Captain Mellow)|Captain Mellow]] on the [[Doomworld]] Forums in a thread titled {{dwforums|491|barn-raising: open iwad project}}.  This had quickly raised interest in such a project, with [[Simon Howard (Fraggle)|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.
+
'''Episode 2: Military Labs'''
 +
* E2M1: Elemental Gate by Xindage and Matthew Chan (m)
 +
* E2M2: Shifter by [[Hayden49]]
 +
* E2M3: Reclaimed Facilities by SUNPYG Senpai
 +
* E2M4: Flooded Installation by Xindage
 +
* E2M5: Underground Hub by Xindage ''(access to secret level)''
 +
* E2M6: Hidden Sector by [[Andrew Wood (Catoptromancy)]]
 +
* E2M7: Control Complex by Xindage
 +
* E2M8: Containment Cell by Xindage ''(boss level)''
 +
* E2M9: Fortress 31 by [[Miguel Suarez Gomez (Z0k)]] ''(secret level)''
  
In 2003, [[Jim McDouglad (Rellik)|Jim McDougald]] had created a fork of Freedoom, a spin-off called FreeDM.<ref>Doomworld Forums: {{dwforums|20336|FreeDM Emerges}}</ref>  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.
+
'''Episode 3: Event Horizon'''
 +
* E3M1: Land of the Lost by [[Jay Trent (Jayextee)]]
 +
* E3M2: Geothermal Tunnels by pan-te
 +
* E3M3: Sacrificial Bastion by Jeremy Elder (SgtCrispy)
 +
* E3M4: Oblation Temple by Mortrixs19 and [[Erick Tenorio (GuyNamedErick)]]
 +
* E3M5: Infernal Hallows by SUNPYG Senpai
 +
* E3M6: Igneous Intrusion by Archfile ''(access to secret level)''
 +
* E3M7: No Regrets by Sean Gauthier (Cacodemon Leader)
 +
* E3M8: Ancient Lair by [[Kim Bach (Torn)]] ''(boss level)''
 +
* E3M9: Acquainted With Grief by [[Angry Saint]] ''(secret level)''
  
After the release of Freedoom 0.6.2 in early 2008, the project remained inactive for nearly the rest of the year, while [[Andrew Wood (Catoptromancy)|Catoptromancy]] had accumulated a large amount of resources to contribute to the project, prompting [[Mike Swanson (Chungy)|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.
+
'''Episode 4: [[Double Impact]]'''
 +
* [[E1M1: Maintenance Area (Double Impact)|E4M1: Maintenance Area]] by [[Matt Cibulas (RottKing)]] and [[Ralph Vickers (Ralphis)]]
 +
* [[E1M3: Research Complex (Double Impact)|E4M2: Research Complex]] by RottKing and Ralphis ''(access to secret level)''
 +
* [[E1M2: Central Computing (Double Impact)|E4M3: Central Computing]] by RottKing and Ralphis
 +
* [[E1M4: Hydroponic Facility (Double Impact)|E4M4: Hydroponic Facility]] by RottKing and Ralphis
 +
* [[E1M5: Engineering Station (Double Impact)|E4M5: Engineering Station]] by RottKing and Ralphis
 +
* [[E1M6: Command Center (Double Impact)|E4M6: Command Center]] by RottKing and Ralphis
 +
* [[E1M7: Waste Treatment (Double Impact)|E4M7: Waste Treatment]] by RottKing and Ralphis
 +
* [[E1M8: Launch Bay (Double Impact)|E4M8: Launch Bay]] by RottKing and Ralphis ''(boss level)''
 +
* [[E1M9: Operations (Double Impact)|E4M9: Operations]] by RottKing and Ralphis ''(secret level)''
 +
{{col-break|gap=5em}}
  
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 {{wp|Plagiarism|plagiarized}} from [[Duke Nukem 3D]] and mods of that game.<ref>Doomworld Forums: {{dwforums|46675|Musical Plagiarism in Freedoom}}</ref>  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''.
+
====Freedoom: Phase 2====
 +
* MAP01: Hydroelectric Plant by Blastfrog, Xindage and [[Jon Dowland (Teppic)]]
 +
* MAP02: Filtration Tunnels by Stephen Finniss (Siggi)
 +
* MAP03: Crude Processing Center by SgtCrispy
 +
* MAP04: Containment Bay by [[Mark Pedersen (Macro11_1)]]
 +
* MAP05: Sludge Burrow by Patrick Kalinauskas (Amarande)
 +
* [[MAP04: Jade Tumult (Nex Credo)|MAP06: Janus Terminal]] by Jayextee
 +
* MAP07: Logic Gate by Mortrixs19
 +
* MAP08: Astronomy Complex by [[Boris Iwanski]]
 +
* MAP09: Datacenter by Kristian Nilsen (sajbear)
 +
* MAP10: Deadly Outlands by Svante Ekholm (Xerent)
 +
* MAP11: Dimensional Rift Observatory by [[Samuel Villarreal (Kaiser)]]
 +
* MAP12: Railroads by Z0k
 +
* [[MAP09: The Path (Nex Credo)|MAP13: Station Earth]] by Jayextee
 +
* [[MAP03: Inversion Duality (Nex Credo)|MAP14: Nuclear Zone]] by Jayextee
 +
* MAP15: Hostile Takeover by Z0k ''(access to secret level)''
 +
* MAP16: Urban Jungle by [[Tom White (Hyena)]]
 +
* [[MAP11: Egress (Nex Credo)|MAP17: City Capitol]] by Jayextee
 +
* [[MAP03: The Oasis Facility (Jenesis)|MAP18: Aquatics Lab]] by [[James Paddock (Jimmy)]]
 +
* [[MAP08: Processing (Nex Credo)|MAP19: Sewage Control]] by Jayextee
 +
* MAP20: Blood Ember Fortress by Devin Afshin (Lazer)
 +
* MAP21: Under Realm by Mortrixs19
 +
* [[FBase 6: Remanasu|MAP22: Remanasu]] by Boris Iwanski
 +
* MAP23: Underground Facility by [[Joel Poston (Submerge)]]
 +
* MAP24: Abandoned Teleporter Lab by Jayextee
 +
* [[I Dunno|MAP25: Persistence of Memory]] by [[Mike Watson (Cyb)]]
 +
* MAP26: Dark Depths by Nathaniel Patasky (GooseJelly) and m
 +
* MAP27: Palace of Red by DOGB01
 +
* MAP28: Grim Redoubt by Z0k
 +
* MAP29: Melting Point by Amarande
 +
* MAP30: Jaws of Defeat by Cacodemon Leader
 +
* [[MAP10: Silence (Nex Credo)|MAP31: Be Quiet]] by Jayextee ''(secret level)''
 +
* MAP32: Not Sure by Catoptromancy ''(super secret level)''
  
As of January 1, 2014, Freedoom had released version 0.8 and officially moved hosting of the Git repository and web space to [https://github.com/ 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.
+
====FreeDM====
 +
* DM01: Tech Test by Xindage
 +
* DM02: Natural Selection by [[Jason Root (Hellbent)]]
 +
* DM03: Issues of Claveria by Xindage
 +
* DM04: Steel by [[Dean Joseph (deathz0r)]]
 +
* DM05: Dense Fields by Xindage
 +
* DM06: Temple of Ammon by Catoptromancy and Xindage
 +
* DM07: Main Stronghold by [[Jim McDougald (Rellik)]]
 +
* DM08: Artifact Base by [[Alexandre-Xavier Labonté-Lamoureux (axdoomer)]]
 +
* DM09: Industrial Outland by Xindage
 +
* DM10: Detached Grounds by Xindage
 +
* DM11: Isolated Facility by Xindage
 +
* DM12: Up 'n' Down Canyon by Catoptromancy
 +
* DM13: Unholy Blood by Catoptromancy and Xindage
 +
* DM14: Technical Assault by Xindage
 +
* DM15: Shallow Complex by Xindage
 +
* DM16: Barren Alleys by Xindage
 +
* DM17: Underwoods by Xindage
 +
* DM18: Deserted Courtyard by Xindage
 +
* DM19: Tech Isle by Xindage
 +
* DM20: Warehouse by Xindage
 +
* DM21: Refinery by Rellik
 +
* DM22: Military Depot by axdoomer
 +
* DM23: Confrontation by hex11
 +
* DM24: Flooded Base by [[Brett Harrell (Mechadon)]]
 +
* DM25: Mansion Yard by Catoptromancy
 +
* DM26: Acidic Crypt by Xindage
 +
* DM27: The Exile by Rellik
 +
* DM28: Weapons Facility by Rellik
 +
* DM29: Unusual Territory by Xindage
 +
* DM30: Last Man Standing by deathz0r
 +
* DM31: Desolated Fort by Xindage
 +
* DM32: Fourplay by Mechadon
 +
{{col-end}}
  
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 {{c|doom2.wad}}, which became ''Freedoom: Phase 2'' with a file name of {{c|freedoom2.wad}} in this release.  Likewise, ''Ultimate Freedoom'' with the file name {{c|doom.wad}} was renamed to ''Freedoom: Phase 1'' with a file name of {{c|freedoom1.wad}}.<ref>The commit [https://github.com/freedoom/freedoom/commit/89daa45840809fe7c71d58fcbb3f87ecb236ab95 The Great IWAD Renaming] contains background and rationale.</ref> 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.
+
==[[Monster]]s==
 +
*Zombie - Equivalent to [[Doom]]'s [[zombieman]]<ref group="notes" name="Zombieman" />
 +
*Shotgun Zombie - Equivalent to Doom's [[shotgun guy]]<ref group="notes" name="Shotgunguy" />
 +
*Minigun Zombie - Equivalent to [[Doom II]]'s [[heavy weapon dude]]<ref group="notes" name="Dude" />
 +
*Serpentipede - Equivalent to Doom's [[imp]]<ref group="notes" name="Imp" />
 +
*Flesh Worm - Equivalent to Doom's [[demon]]<ref group="notes" name="Demon" />
 +
*Stealth Worm - Equivalent to Doom's [[spectre]]
 +
*Hatchling - Equivalent to Doom's [[lost soul]]<ref group="notes" name="Soul" />
 +
*Matribite - Equivalent to Doom II's [[pain elemental]]<ref group="notes" name="Elemental" />
 +
*Trilobite - Equivalent to Doom's [[cacodemon]]<ref group="notes" name="Cacodemon" />
 +
*Pain Bringer - Equivalent to Doom II's [[Hell knight]]<ref group="notes" name="Knight" />
 +
*Pain Lord - Equivalent to Doom's [[baron of Hell]]<ref group="notes" name="Baron" />
 +
*Octaminator - Equivalent to Doom II's [[revenant]]<ref group="notes" name="Revenant" />
 +
*Necromancer - Equivalent to Doom II's [[arch-vile]]<ref group="notes" name="Vile" />
 +
*Combat Slug - Equivalent to Doom II's [[mancubus]]<ref group="notes" name="Mancubus" />
 +
*Technospider - Equivalent to Doom II's [[arachnotron]]
 +
*Large Technospider - Equivalent to Doom's [[spiderdemon]]
 +
*Assault Tripod - Equivalent to Doom's [[cyberdemon]]<ref group="notes" name="Cyberdemon" />
 +
*Spanish Sailor - Equivalent to [[Wolfenstein SS]]
  
On December 17, 2015, [[Mike Swanson (Chungy)|Mike Swanson]] announced that the project goal of Freedoom had changed from [[Boom]] to [[vanilla|vanilla]]<ref>Doomworld Forums: {{dwforums|85134|Freedoom version 1.0 will be vanilla-compatible}}</ref>. 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]].
+
===Notes===
 +
<references group="notes">
 +
<ref name="Zombieman">Previously wearing yellow shorts</ref>
 +
<ref name="Shotgunguy">Previously shirtless</ref>
 +
<ref name="Dude">Uses the same base as the player sprites, both of which are retouched as of 0.13</ref>
 +
<ref name="Imp">Previously more cobra-like and termed a Footsoldier</ref>
 +
<ref name="Demon">Originally a frog-like pink biped, and previously called the Slither-beast</ref>
 +
<ref name="Cacodemon">Previously more crustacean-like called the Orb Monster</ref>
 +
<ref name="Mancubus">Previously called the Hellslug. Sprite {{dwforums|id=90747|title=cleaned up}} as of 0.13</ref>
 +
<ref name="Soul">Previously the skull-like Skull/Deadflare</ref>
 +
<ref name="Elemental">Previously the Globe Fiend and Summoner</ref>
 +
<ref name="Vile">Previously a skeletal figure called the Flamebringer</ref>
 +
<ref name="Revenant">Previously a gargoyle-like being called the Undead Servant and Dark Soldier</ref>
 +
<ref name="Knight">Previously a tanned bulbous humanoid; a theropod design called the Nukeptile has been {{dwforums|id=106394|title=worked on}}</ref>
 +
<ref name="Baron">Previously a pale bulbous humanoid; a theropod design called the Lavamander has been {{dwforums|id=106394|title=worked on}}</ref>
 +
<ref name="Cyberdemon">Previously called the Mechabomination</ref>
 +
</references>
  
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 [[Save game buffer overflow|savegame buffer overflows]] of certain levels<ref>Doomworld Forums: {{dwforums|92282|Savegame buffer overruns}}</ref>.
+
==Credits==
 +
* [[Freedoom: Phase 1 music]]
 +
* [[Freedoom: Phase 2 music]]
 +
* [[FreeDM music]]
 +
* [[Double Impact MIDI Pack]]
  
 
==Easter eggs==
 
==Easter eggs==
 +
* {{wp|Richard Stallman|Richard M. Stallman}} was previously featured as the replacement for the [[Romero's head|boss brain]] sprites.
 +
* The texture SP_FACE1 used to be derived from pictures of prominent members of the Doom community ([https://github.com/freedoom/freedoom/commit/040790c2d7df08cbc65bbfc66f12f73f5410e899 texture]), before being updated in April 2023.
 +
* The face sprite is {{dwforums|id=34470|title=inspired}} by {{wp|Karl Urban}}, who played [[John Grimm (Reaper)]] in the 2005 [[Doom movie]].
  
* {{wp|Richard Stallman|Richard M. Stallman}} features as the replacement for the [[Romero's head|boss brain]] sprites. ([https://github.com/freedoom/freedoom/tree/master/sprites/bbrna0.png] [https://github.com/freedoom/freedoom/tree/master/sprites/bbrnb0.png])
+
==Commercial derivatives==
* The texture SP_FACE1 is derived from pictures of prominent members of the Doom community ([https://github.com/freedoom/freedoom/blob/master/patches/wall25_1.png texture]).
+
The BSD-type license used by Freedoom {{dwforums|id=63296|title=allows reuse}} in commercial projects; several different companies combined Freedoom with the [[Doom Classic (iOS)|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)
  
==Commercial derivatives==
+
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 {{dwforums|id=55090|title=also used}} in the [https://mobile.zame-dev.org/gloomy/ Gloomy Dungeons] series of first-person shooters for {{wp|Android (operating system)|Android}} devices, primarily for sound effects. This is also carried over into the fork [https://play.google.com/store/apps/details?id=com.infomultiverse.flabs1&hl=en&gl=US FreakLabs] series. The [https://www.gameloop.com/game/action/gloomy-dungeons-3d-hardcore-on-pc Hardcore] version directly uses Freedoom graphics. Gloomy Dungeons is no longer accessible on the {{wp|Google Play}} store on modern Android, but can be installed using {{wp|F-Droid}}.
  
The BSD-type license used by Freedoom allows reuse in commercial projects; and at least two different companies combined Freedoom with the [[Doom Classic (iOS)|Doom Classic]] port to create games sold for the iPhone or iPad.
+
===Undoomed: Dungeon Shooter===
 +
One of the more unusual applications of Freedoom assets is used in [https://straywiregames.com/UNDOOMED Undoomed: Dungeon Shooter.] This is an old-skool game for Android devices running on {{wp|Unreal Engine}} 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.
  
 
== Gallery ==
 
== Gallery ==
<gallery>
+
<gallery mode=nolines widths=160px>
Freedoom OldLogo.png | The old logo of Freedoom (December 2003 - March 2017)
+
Freedoom OldLogo.png|The old logo of Freedoom (December 2003 - March 2017)
 +
FreeDM.png|The FreeDM project logo
 +
Freedoommap07.png|MAP07 in version 0.5
 +
Freedoom 0.9 MAP07.png|MAP07 in version 0.9
 +
Freedoom 0.10 MAP07.png|MAP07 in version 0.10
 +
Freedoommap10.jpg|MAP10 in version 0.11
 
</gallery>
 
</gallery>
  
Line 62: Line 252:
 
* [[Blasphemer]]
 
* [[Blasphemer]]
 
* [[Zauberer]]
 
* [[Zauberer]]
 +
* [[Animosity]]
  
 
==External links==
 
==External links==
 
* [https://freedoom.github.io/ Official website]
 
* [https://freedoom.github.io/ Official website]
 
* [https://github.com/freedoom/freedoom Official Git repository]
 
* [https://github.com/freedoom/freedoom Official Git repository]
 +
* [https://github.com/freedoom/historic Official Git for historic releases and development snapshots.]
 
* [http://freedoom.soulsphere.org/ Automatic Git builds]
 
* [http://freedoom.soulsphere.org/ Automatic Git builds]
 
* [https://www.doomworld.com/forum/17-freedoom/ Official forums] (hosted on [[Doomworld]])
 
* [https://www.doomworld.com/forum/17-freedoom/ Official forums] (hosted on [[Doomworld]])
* [https://soulsphere.org/apocrypha/freedoom/ ''The story of Freedoom'', historic account by fraggle]
+
* [https://soulsphere.org/apocrypha/freedoom/ ''The story of Freedoom'', historic account by Fraggle]
 +
* [https://libregamewiki.org/Freedoom Libregamewiki article]
 
* {{dwforums|50461|Doomworld thread about "Hell on Earth II" for the iPhone}}
 
* {{dwforums|50461|Doomworld thread about "Hell on Earth II" for the iPhone}}
 
* {{dwforums|52083|Doomworld thread about "Doomsday: Hellraiser HD" for the iPad}}
 
* {{dwforums|52083|Doomworld thread about "Doomsday: Hellraiser HD" for the iPad}}
 +
* {{dwforums|114473|Doomworld thread about "Undoomed: Dungeon Shooter" for Android}}
 +
* {{idgames|file=combos/leftover|Leftover resources}}
  
 
==References==
 
==References==
Line 77: Line 272:
 
{{featured article}}
 
{{featured article}}
 
[[Category:Fan-made Doom games]]
 
[[Category:Fan-made Doom games]]
[[Category:Total conversions]]
+
[[Category:Replacement IWADs]]
 +
[[Category:Standalone games]]

Latest revision as of 20:53, 20 February 2024

Freedoom
Freedoom Logo.png
FreedoomMAP29.png

Freedoom: Phase 2 MAP29 by Patrick Kalinauskas (Amarande)

Developer(s) Simon Howard (Fraggle)
Mike Swanson (Chungy)
Initial release 0.1 (2003-04-16, 20 years ago)
Latest release 0.13.0 (2024-01-29, 59 days ago)
Development status Active
Target Platform Any source port
License Modified BSD
Website freedoom.github.io
Source Repository

(Git)

GitHub
IRC Channel OFTC #freedoom

Freedoom is a project to create a free content 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 episodes, and is compatible with The Ultimate Doom PWADs as well as including Double Impact in its episode lineup.
  • Freedoom: Phase 2 is a 32-level campaign, 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.

Freedoom is vanilla-compatible as of version 0.13, with the exception of save game buffer overflows.

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. The game is also aiming for a more direct science fiction setting to differentiate it from Doom.

History[edit]

Freedoom was envisioned in 2001 by Captain Mellow on the Doomworld Forums in a thread titled barn-raising: open iwad project. This had quickly raised interest in such a project, with Fraggle and Teppic 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, Rellik had created a fork of Freedoom, a spin-off called FreeDM.[1] This had closely followed the main Freedoom development. However, development had been abandoned on FreeDM and rather than letting it die, Fraggle 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. FreeDM was given an official logo on October 2, 2014, designed by CaptainW.

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 Chungy 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, partly in reaction to copyright infringement discovered in the source tree, several music and sounds files being identified as plagiarized from Duke Nukem 3D and mods of that game.[2] 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.

On October 14, 2014, version 0.9 was released, 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 doom2.wad, which became Freedoom: Phase 2 with a file name of freedoom2.wad in this release. Likewise, Ultimate Freedoom with the file name doom.wad was renamed to Freedoom: Phase 1 with a file name of freedoom1.wad.[3] 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, Chungy announced that the project goal of Freedoom had changed from Boom to vanilla.[4] 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. Inspired by the FreeDM logo, a new new main project logo was started in December 2015 by Jewellds and adopted in March 2017.

On February 16, 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.[5]

Version 0.12.0 was released on October 10, 2019. This version added a manual, and improved compatibility with vanilla Doom. It also overhauled many campaign maps, and increased the Python dependency to Python 3.[6] Version 0.13.0 was released on January 28, 2024.[7]

Levels[edit]

Monsters[edit]

Notes[edit]

  1. Previously wearing yellow shorts
  2. Previously shirtless
  3. Uses the same base as the player sprites, both of which are retouched as of 0.13
  4. Previously more cobra-like and termed a Footsoldier
  5. Originally a frog-like pink biped, and previously called the Slither-beast
  6. Previously the skull-like Skull/Deadflare
  7. Previously the Globe Fiend and Summoner
  8. Previously more crustacean-like called the Orb Monster
  9. Previously a tanned bulbous humanoid; a theropod design called the Nukeptile has been worked on
  10. Previously a pale bulbous humanoid; a theropod design called the Lavamander has been worked on
  11. Previously a gargoyle-like being called the Undead Servant and Dark Soldier
  12. Previously a skeletal figure called the Flamebringer
  13. Previously called the Hellslug. Sprite cleaned up as of 0.13
  14. Previously called the Mechabomination

Credits[edit]

Easter eggs[edit]

Commercial derivatives[edit]

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[edit]

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. The Hardcore version directly uses Freedoom graphics. Gloomy Dungeons is no longer accessible on the Google Play store on modern Android, but can be installed using F-Droid.

Undoomed: Dungeon Shooter[edit]

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 Unreal Engine 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.

Gallery[edit]

See also[edit]

External links[edit]

References[edit]

  1. Bloodshedder (30 December 2003). FreeDM Emerges. Doomworld forums. Retrieved 1 November 2014.
  2. The Green Herring (15 June 2009). Musical plagiarism in Freedoom. Doomworld forums. Retrieved 1 November 2014.
  3. chungy (12 January 2014). "The commit The Great IWAD Renaming contains background and rationale." GitHub. Retrieved 1 November 2014.
  4. chungy (17 December 2015). Freedoom version 1.0 will be vanilla-compatible. Doomworld forums. Retrieved 14 February 2017.
  5. Catoptromancy (2 January 2017). Savegame buffer overruns. Doomworld forums. Retrieved 22 February 2017.
  6.  (10 October 2019). "Freedoom 0.12.0 released." Freedom site. Retrieved 29 April 2023.
  7.  (28 January 2024). "Freedoom 0.13.0 released." Freedom site. Retrieved 30 January 2024.