Poom

From DoomWiki.org

POOM titlescreen.png
Poom is a Doom clone on the Pico-8 virtual console, by freds72 (@fsouchu, engine) and Paranoid Cactus (@gamecactus, levels, SFX, and graphics). The engine supports several of Doom's features, including variable per-sector light levels, variable floor and ceiling heights, doors and lifts, texture-mapping on all surfaces including masked midtextures, damaging floors, secret areas, etc. It renders a 128x128 image in 16 colors.

The content is heavily inspired by Doom, with sprites, music, and sound effects derived from the original but adapted to the limitations of the platform. The textures deviate more from their inspiration, and the levels are fully original.

Content[edit]

Levels[edit]

  1. Hangar
  2. Triton Lab
  3. Avernus Annex
  4. The Defiled Realm
  5. Halls of Eternal Pain
  6. Sanctum of Torment

Monsters[edit]

Soundtrack[edit]

  • "At Doom's Gate" (Hangar, Triton Lab, Avernus Annex)
  • "The Imp's Song" (The Defiled Realm)
  • "Sign of Evil" (Halls of Eternal Pain, Sanctum of Torment)

Weapons[edit]

  • Shotgun (starting weapon, can hold up to 50 shells)
  • Chaingun (introduced in Avernus Complex, can hold up to 200 bullets)
  • Plasma gun (introduced in The Defiled Realm, can hold up to 100 cells)
  • Rocket launcher (introduced in Halls of Eternal Pain, can hold up to 50 rockets)

Technical details[edit]

The engine, although greatly simplified compared to Doom, is surprisingly flexible and allows to use a subset of ZDoom features (DECORATE, TEXTURES, and ZMAPINFO, with some adaptations) to develop game content, which is then compiled into a virtual cartridge using the game's SDK. Maps are created with any Doom map editor though they have to be compatible with the TEXTURES lump. The SDK contains a full set of sprites for the basic zombieman, the demon and the baron of Hell, which are unused in the released game due to memory constraints.

External links[edit]