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The Ultimate Doom

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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 {{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), [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> [[John Carmack]] has explained that it was always a secondary focus spearheaded by {{wp[[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 about Ultimate Doom). Retrieved on April 2, 2008.</ref>
The plot of the new episode is indicated to occur between the events of the original game and [[Doom II]]. Though the exact location of the new levels is unknown, the ending of [[Inferno|episode 3]] implies that the [[Doomguy|protagonist]] is on Earth after entering the hidden doorway from Hell. The ending of the new episode declares that the [[spiderdemon]] had already sent forth its legions, and that the player is aware of them rampaging through Earth's cities.