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The Ultimate Doom

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The Ultimate Doom
[[Image:UltimateDoom_title.gif|thumb|256px|The Ultimate Doom title screen]]
[[Image:Ultimate_doom_cd.jpg|thumb|right|The Ultimate Doom CD from the [[Depths of Doom]] collection.]]
'''The Ultimate Doom''' (informally or '''The Ultimate DoomDOOM'''as a [[Wikipedia:brand|brand]], and informally "Ultimate Doom") is an upgraded expanded version of [[Doom]] released on [[Timeline#1995|April 30, 1995]], adding the that adds a fourth episode to the game, [[Thy Flesh Consumed]]. Those The enhanced version was made as an incentive in the distribution of the boxed game through [[Wikipedia:retailing|retail]] stores and venues<ref>John Romero (2002), [http://rome.ro/smf/index.php/topic,1525.msg31924/topicseen.html#msg31924 ''Ultimate Doom'' thread], id Games Discussion forum, Rome.ro. Retrieved on April 2, 2008.</ref>, although to be fair to fans who already owned had previously registered Doom could download , id Software provided them with a freely available patch that upgraded to upgrade their copy of Doom v1.9 to The Ultimate Doom. The following changes were also made to the game:
* the addition of a few passages in The expansion's design was lead by [[E1M1: Hangar (Doom)|E1M1: HangarJohn Romero]]* a secret switch in with [[E1M8: Phobos Anomaly (Doom)|E1M8: Phobos AnomalyAmerican McGee]]* and [[sector type 17Shawn Green]] , and he recruited two prominent level designers from the fan community to complete the team, [[Doom IIJohn "Dr. Sleep" Anderson]]* several new linedef actions, including fast raising doors and keycard switches* the behaviour of (who would later help John Romero with [[Tag_666#void_A_BossDeath.28mobj_t_.2Amo.29Wikipedia:Daikatana|A_BossDeathDaikatana]] was altered, breaking the ) and [[PWADTim Willits]] (who eventually became id Software's lead designer). Mike Abrash joined them to make some tweaks to the [[Doomsday of UACDoom source code|source code]]required for the new episode, and the artists did a quick job on the few extra graphics required for completion.
Since the expansion was produced without much time, not much thought was put into making it consistent with the previously developed plot of the game (which included DOOM II, a portion that occurs after the added episode), and the designers simply concentrated on straightforward action (which was already the general focus of the games<ref>Doomworld.com, [http://www.doomworld.com/interviews/int7.shtml Interview with John Carmack], (questions 1-2). 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]] 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 [[Wikipedia:Aesthetics|aesthetic]] considerations. In addition to making two of the new levels, John Romero modified the first level changes 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>John Romero (2002), [http://rome.ro/smf/index.php/topic,1476.msg31251/topicseen.html#msg31251 ''Changes in levels'' thread], id Games Discussion forum, Rome.ro. Retrieved on April 2, 2008.</ref>. Additionally, since Doom II features were added present in the executable, some of these (namely [[switch]]es, [[Doom linedef|linedef]] actions, and fast [[door]]s) were used in the new levels. The [[boss]] death triggers were also modified to allow accommodate for new boss situations in the the sixth and final levels, with the side effect of making the modified executable [[tag 666#Bugs|incompatible with a few PWADs]] that depended on the old trigger behavior. For The Ultimate Doom the programmers also fixed a more interconnected glitch where [[demo desyncing caused by bouncing Lost Souls|lost souls would not bounce]] on the floor or ceiling as intended, causing issues with demos preciously recorded on levels including these monsters. == Notes == <references /> == External links == * [ftp://ftp.idsoftware.com/idstuff/doom/19_udpat.exe The Ultimate Doom patch] (and [deathmatchftp://ftp.idsoftware.com/idstuff/doom/19_udpat.txt text file]), at id Software's FTP.* [http://rome.ro/sounds/UltimateDOOM_Radio.mp3 Radio advertisement] playpromoting The Ultimate Doom.* [http://www.doomworld.com/pageofdoom/graphics/UltimateDoomPoster.jpg Poster] of The Ultimate Doom, at The page of Doom, on [[Doomworld]]
[[Category:Games]]
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