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The Ultimate Doom

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[[ImageFile:UltimateDoom_title.gif|thumb|256px|The Ultimate Doom [[title screen]]]]'''The Ultimate Doom''' (or '''The Ultimate DOOM''' as a [[Wikipedia:brand{{wp|brand]]}}, and informally "Ultimate Doom") is an expanded version of [[Doom]] released on [[Timeline#1995|April 30, 1995]], that adds a fourth nine-level episode to the game, [[Thy Flesh Consumed]]. The enhanced version was made as an incentive in the distribution of the boxed game through [[Wikipedia:retailing{{wp|retail]] }} stores and venues, although to be fair to fans who had previously registered Doom, [[id Software ]] provided them with a freely available patch to upgrade their copy of Doom version 1.9 to The Ultimate Doom.<ref>Doomworld.com (1998), [http://5years.doomworld.com/interviews/johnromero/page3.shtml 5 years of Doom], interview with John Romero (pg. 3). Retrieved on April 5, 2008.</ref>
== Design ==
[[ImageFile:Ultimate_doom_cd.jpg|thumb|right|The Ultimate Doom CD from the [[Depths of Doom]] collection.]]The expansion's design was lead led by [[John Romero]] with [[American McGee]] and [[Shawn Green]], and he . Romero recruited two prominent level designers from the fan community to complete the team, : [[John "Anderson (Dr. Sleep" Anderson)]] (, who would later help John Romero with [[Wikipedia:Daikatana''{{wp|Daikatana]]) }}''; and [[Tim Willits]] (, who eventually became id Software's lead designer), while . A few extra new graphic assets were created by the artists did a quick job on the few extra graphics required for completion.
Since the expansion Ultimate Doom was produced as a retail version of Doom while id Software was involved in other projects,. <ref name="ultimate">Planet Romero (2002), [https://web.archive.org/web/20120519090508/http://rome.ro/smf/index.php/topic,1525.msg31924/topicseen.html#msg31924 ''Ultimate Doom'' thread], id Games Discussion forum, The Romero. Retrieved on April 5, 2008.(archived)</ref> not much thought [[John Carmack]] has explained that it was put into making it consistent with the previously developed plot of the game (which included Doom II, always a portion that occurs after the added episode), and the designers simply concentrated on straightforward action (which was already the general secondary focus of the games,spearheaded by [[GT Interactive Software|GT Interactive]].<ref>Doomworld.com (1999), [https://web.archive.org/web/20161014151648/http://www.doomworld.com/interviews/int7.shtml Interview with John Carmack], (questions 1-2about Ultimate Doom). Retrieved on April 2, 2008.</ref> in any case). As a result the locales of the levels are unclear, and one is not certain if the [[Doomguy|protagonist]] is still in [[Hell]], already on Earth, or somewhere in between. The final message and screen with the rabbit [[Daisy]] arguably reinforces the acknowledgment that the designers' main concern at that point was the levels and not the background story or any general [[Wikipedia:Aesthetics|aesthetic]] considerations.
As Doom II features were present in The plot of the new episode is indicated to occur between the executable, some events of these, namely the original game and [[Sector#Sector types|sector typeDoom II]] 17. Though the exact location of the new levels is unknown, the key-requiring ending of [[switchInferno|episode 3]]es, and other implies that the [[Linedef typeDoomguy|linedefprotagonist]] actions (such as fast is on Earth after entering the hidden doorway from Hell. The ending of the new episode declares that the [[doorspiderdemon]]had already sent forth its legions, and that the player is aware of them rampaging through Earth's) were used in the additional levelscities.
As Doom II features were present in the [[executable file|executable]], some of these, namely [[Sector#Sector types|sector type]] 17, the key-requiring [[switch]]es, and other [[Linedef type|linedef]] actions such as blazing [[door]]s were used in the additional levels. In addition to making two of the new levels, John Romero modified [[E1M1: Hangar (Doom)|the first level ]] of his first episode, [[Knee-Deep in the Dead]], to allow more circulation among opponents during [[deathmatch]] games by adding openings into the central courtyard.<ref name="changes">Planet Romero (2002), [https://web.archive.org/web/20120526022340/http://rome.ro/smf/index.php/topic,1476.msg31251/topicseen.html#msg31251 ''Changes in levels'' thread], id Games Discussion forum, The Romero. Retrieved on April 5, 2008.(archived)</ref>
== Engine ==
For the release, the programmers involved made some small tweaks to the [[Doom source code|source code]] as required for the new episode, adding the necessary text [[Wikipedia:string {{wp|String (computer science)|string]]}}s, a fourth-episode [[demo]] to the demo sequence, and modifying the [[boss]] death triggers to accommodate for new boss situations in the the sixth and final levels. This last change had the side effect of making the modified executable [[tag Tag 666#BugsDifference in behaviour between Doom1 and Ultimate Doom|incompatible with a few PWADs]] that depended on the old trigger behavior. Additionally, the programmers also fixed a glitch existing in [[Versions of Doom and Doom II|previous releases]] where [[demo desyncing caused by bouncing Lost Soulslost souls|lost souls would not bounce]] on the floor or ceiling as intended. This change caused some demos previously recorded on levels including these monsters to [[demo#Demo issues|desynch]].
In other respects the engine performs like Doom version 1.9, and in fact is still marked and internally considered as "v1.9" regardless of the changes mentioned previously, which produce occasional [[Wikipedia:{{wp|software incompatibility|incompatibilities]]}}. As such it can run the 1.9 versions of Doom and Doom II, although when doing so the additional fourth demo is still requested by the executable, resulting in the termination of the program immediately following the third demo of the looping demo sequence. Also, when running the non-Ultimate 1.9 version of Doom the executable still expects the M_EPI4 lump, so that the engine will crash when showing the "Which episode?" screen.
== Name == Before the expansion's release and before the name The Ultimate Doom was chosen, the game was referred to as ''The Definitive Doom Special Edition''. References to the original name can be found in the [[Doom source code|source code]] and in the DOS installer of the game, which features the shortened name ''DOOM: Special Edition'' on the titlebar and suggests {{c|DOOM_SE}} as the default installation directory. In the [[2015 Doom source data release]], an early version of the Ultimate Doom [[DOOM.EXE|executable]] is included in the DoomMapsSE folder of the doom-maps.zip file. When run, its startup displays the title "DOOM System Startup 1.9 Special Edition" in black characters on a cyan background, instead of "The Ultimate DOOM Startup v1.9" in dark gray on light gray background. ==Episodes==
* [[Knee-Deep in the Dead]]
* [[The Shores of Hell]]
* [[Inferno]]
* [[Thy Flesh Consumed]]
 
== Physical media==
<gallery>
The Ultimate Doom.png|Disc
UltimateDoomManual.png|UK manual
Theultimatedoom.jpg|Poster
</gallery>
== See also ==
* [[Doom]], [[Doom II]], [[SIGIL]]
== Notes External links ==* {{Archived link|http://www.idsoftware.com/games/doom/doom-ultimate/|id Software's ''The Ultimate Doom'' site|https://web.archive.org/web/20110208173222/http://www.idsoftware.com/games/doom/doom-ultimate/|archive.org}}* {{idgamesmm|file=idstuff/doom/19_udpat.exe|title=The Ultimate Doom patch}} (and {{igmm2|idstuff/doom/19_udpat.txt|text file}})* {{Archived link|http://rome.ro/sounds/UltimateDOOM_Radio.mp3|Radio advertisement promoting The Ultimate Doom|https://web.archive.org/web/20130121074414/http://rome.ro/sounds/UltimateDOOM_Radio.mp3|archive.org}} at Planet Romero* [https://www.doomworld.com/pageofdoom/graphics/UltimateDoomPoster.jpg Poster] of The Ultimate Doom, at The Page of Doom, on [[Doomworld]].* {{idgames|id=15071|title=The Ultimate Doom UK poster}}* [http://store.steampowered.com/manual/2280 The Ultimate Doom manual]* {{competnwad|id=1}}* {{dsda|id=947|mapid=101|title=The Ultimate Doom full-game runs}}* [http://ian-albert.com/games/doom_maps/ Top-down perspective view of all Doom levels] by Ian Albert
== References ==
<references />
== External links =={{featured article}} * [http://www.idsoftware.com/games/doom/doom-ultimate/ The Ultimate Doom], at the id Software website.* [ftpCategory://ftp.idsoftware.com/idstuff/doom/19_udpat.exe The Expansions|Ultimate Doom patch] (and [ftp://ftp.idsoftware.com/idstuff/doom/19_udpat.txt text file]), at the id Software FTP site.* [http://rome.ro/sounds/UltimateDOOM_Radio.mp3 Radio advertisement] promoting The Ultimate Doom, at Planet Romero.* [http{{DEFAULTSORT://www.doomworld.com/pageofdoom/graphics/UltimateDoomPoster.jpg Poster] of The Ultimate Doom, at The page of Doom, on [[Doomworld]].* [http://www.steampowered.com/Manuals/2280/manual_en.pdf The Ultimate Doom manual] [[Category:Games|Ultimate Doom]]}}
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