The Ultimate Doom

63 bytes removed, 20:41, 31 March 2017
use wp template
[[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> (1998), [ 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 led by [[John Romero]] with [[American McGee]] and [[Shawn Green]]. Romero recruited two prominent level designers from the fan community to complete the team: [[John Anderson (Dr. Sleep)]], who would later help John Romero with [[Wikipedia:Daikatana{{wp|Daikatana]]}}; and [[Tim Willits]], who eventually became id Software's lead designer. A few extra new graphic assets were created by the artists.
Ultimate Doom was produced as a retail version of Doom while id Software was involved in other projects. <ref name="ultimate">Planet Romero (2002), [,1525.msg31924/topicseen.html#msg31924 ''Ultimate Doom'' thread], id Games Discussion forum, The Romero. Retrieved on April 5, 2008. (archived)</ref> [[John Carmack]] has explained that it was always a secondary focus spearheaded by {{wp|GT Interactive}}.<ref> (1999), [ Interview with John Carmack], (questions about Ultimate Doom). Retrieved on April 2, 2008.</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 sixth and final levels. This last change had the side effect of making the modified executable [[Tag 666#Difference 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 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.
== Name ==