Development Of Doom
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Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * ...
'', a
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game by
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
, was released in December 1993 and is considered one of the most significant and influential titles in video game history. Development began in November 1992, with programmers John Carmack and
John Romero John is a common English name and surname: * John (given name) * John (surname) John may also refer to: New Testament Works * Gospel of John, a title often shortened to John * First Epistle of John, often shortened to 1 John * Secon ...
, artists
Adrian Carmack Adrian Carmack (born May 5, 1969) is an American video game artist and one of four co-founders of id Software, along with Tom Hall, John Romero, and John Carmack (no relation). The founders met while working at Softdisks ''Gamer's Edge'' divi ...
and
Kevin Cloud Kevin Cloud is an American video game artist. He graduated from LSU-Shreveport in 1987 with a degree in political science. Cloud acquired his first full-time job as a computer artist at Softdisk in 1985. He was hired by id Software on March 10, ...
, and designer
Tom Hall Tom Hall is an American game designer best known for his work with id Software on titles such as '' Doom'' and ''Commander Keen''. Career Hall attended the University of Wisconsin–Madison, where he earned a B.S. in Computer Science. In 1987 ...
. Late in development, Hall was replaced by
Sandy Petersen Carl Sanford Joslyn "Sandy" Petersen (born September 16, 1955) is an American game designer. He worked at Chaosium, contributing to the development of ''RuneQuest'' and later creating the acclaimed and influential horror role-playing game ''Call ...
and programmer Dave Taylor joined. The music and sound effects were created by
Bobby Prince Robert Caskin Prince III, known professionally as Bobby Prince, is an American video game composer and sound designer. He has worked as an independent contractor for several gaming companies, most notably id Software and 3D Realms. Some of his m ...
. The ''Doom'' concept was proposed in late 1992, after the release of ''
Wolfenstein 3D ''Wolfenstein 3D'' is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game '' Castle Wolfe ...
'' and its sequel ''Spear of Destiny''. John Carmack was working on an improved 3D game engine from those games, and the team wanted to have their next game take advantage of his designs. Several ideas were proposed, including a new game in their ''
Commander Keen ''Commander Keen'' is a series of side-scrolling platform video games developed primarily by id Software. The series consists of six main episodes, a "lost" episode, and a final game; all but the final game were originally released for MS-DOS in ...
'' series, but John proposed a game about using technology to fight demons inspired by the ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TS ...
'' campaigns the team played. The initial months of development were spent building prototypes, while Hall created the ''Doom Bible'', a
design document A software design description (a.k.a. software design document or SDD; just design document; also Software Design Specification) is a representation of a software design that is to be used for recording design information, addressing various des ...
for his vision of the game and its story; after id released a grandiose press release touting features that the team had not yet begun working on, the ''Doom Bible'' was rejected in favor of a plotless game with no design document at all. Over the next six months, Hall designed levels based on real military bases, Romero built features, and artists Adrian and Cloud created textures and demons based on clay models they built. Hall's level designs, however, were deemed uninteresting and Romero began designing his own levels; Hall, increasingly frustrated with his limited influence, was fired in July. He was replaced by Petersen in September, and the team worked increasingly long hours until the game was completed in December 1993. ''Doom'' was self-published by id on December 10, 1993, and immediately downloaded by thousands of players.


Design


Concept

In May 1992,
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
released ''
Wolfenstein 3D ''Wolfenstein 3D'' is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game '' Castle Wolfe ...
.'' It is often referred to as being the "grandfather of 3D shooters", specifically
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the p ...
s, because it established the fast-paced action and technical prowess commonly expected in the genre and greatly increased the genre's popularity. Immediately following its release, most of the team began work on a set of new ''Wolfenstein'' episodes, ''Spear of Destiny''. As the episodes used the same game engine as the original game, id co-founder and lead programmer John Carmack instead focused on technology research for the company's next game, just as he had experimented with creating a 3D game engine prior to the development of ''Wolfenstein 3D''. Between May and ''Spear of Destiny''s release in September 1992, he created several experimental engines, including one for a racing game, before working on an enhanced version of the ''Wolfenstein'' engine to be licensed to
Raven Software Raven Software Corporation is an American video game developer based in Wisconsin and founded in 1990. In 1997, Raven made an exclusive publishing deal with Activision and was subsequently acquired by them. After the acquisition, many of the stu ...
for their game ''
ShadowCaster ''ShadowCaster'' is a first-person role-playing video game developed by Raven Software. It was published in 1993 by Origin Systems after Electronic Arts acquired them. A CD-ROM version was released in 1994, featuring two additional levels with ...
''. For this engine, he developed several enhancements to the ''Wolfenstein'' engine, including sloped floors, textures on the floors and ceilings in addition to the walls, and fading visibility over a distance. The resulting engine was much slower than the ''Wolfenstein'' one, but was deemed acceptable for an adventure game like ''ShadowCaster''. Following the release of ''Spear of Destiny'' and the completion of the ''ShadowCaster'' engine, id Software discussed what their next title would be. They wanted to create another 3D game using Carmack's new engine as a starting point, but were largely tired of ''Wolfenstein''. Lead designer
Tom Hall Tom Hall is an American game designer best known for his work with id Software on titles such as '' Doom'' and ''Commander Keen''. Career Hall attended the University of Wisconsin–Madison, where he earned a B.S. in Computer Science. In 1987 ...
was especially weary of it, and pushed for the team to make another game in the ''
Commander Keen ''Commander Keen'' is a series of side-scrolling platform video games developed primarily by id Software. The series consists of six main episodes, a "lost" episode, and a final game; all but the final game were originally released for MS-DOS in ...
'' series; the team had created seven episodes in the series in 1990–91 as their first games, but the planned third set of episodes had been dropped in favor of ''Wolfenstein 3D''. While Carmack was initially interested in the idea, the rest of the team was not. They collectively felt that the platforming gameplay of the series was a poor fit for Carmack's fast-paced 3D engines, and especially after the success of ''Wolfenstein'' were interested in pursuing more games of that type. Additionally, the other two co-founders of id were not interested in creating another ''Keen'' game:
John Romero John is a common English name and surname: * John (given name) * John (surname) John may also refer to: New Testament Works * Gospel of John, a title often shortened to John * First Epistle of John, often shortened to 1 John * Secon ...
, the designer of ''Wolfenstein'', was not interested in doing another "cutesy" game, and lead artist Adrian Carmack preferred to create art in a darker style than the ''Keen'' games. John Carmack soon lost interest in ''Keen'' idea as well, instead coming up with his own concept: a game about using technology to fight demons, inspired by the ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TS ...
'' campaigns the team played, combining the styles of ''
Evil Dead II ''Evil Dead II'' (also known in publicity materials as ''Evil Dead 2: Dead by Dawn'') is a 1987 American comedy horror film directed by Sam Raimi. It is considered both a remake and sequel (or "re-quel") to the 1981 film ''The Evil Dead'', and wa ...
'' and '' Aliens''. The concept originally had a working title of "Green and Pissed", which was also the name of a concept Hall had proposed prior to ''Wolfenstein'', but Carmack soon named the proposed game after a line in the film ''
The Color of Money ''The Color of Money'' is a 1986 American sports drama film directed by Martin Scorsese and released by Touchstone Pictures. The film was created from a screenplay by Richard Price, based on the 1984 novel of the same name by Walter Tevis. Th ...
'': "'What's in the case?' / 'In here? Doom.'" The team agreed to pursue the ''Doom'' concept, and development began in November 1992. The initial development team was composed of five people: programmers John Carmack and John Romero, artists
Adrian Carmack Adrian Carmack (born May 5, 1969) is an American video game artist and one of four co-founders of id Software, along with Tom Hall, John Romero, and John Carmack (no relation). The founders met while working at Softdisks ''Gamer's Edge'' divi ...
and
Kevin Cloud Kevin Cloud is an American video game artist. He graduated from LSU-Shreveport in 1987 with a degree in political science. Cloud acquired his first full-time job as a computer artist at Softdisk in 1985. He was hired by id Software on March 10, ...
, and designer Tom Hall. They moved offices to a dark office building, which they named "Suite 666", and drew inspiration from the noises coming from the dentist's office next door. They also cut ties with
Apogee Software 3D Realms Entertainment ApS is a video game publisher based in Aalborg, Denmark. Scott Miller founded the company in his parents' home in Garland, Texas, in 1987 as Apogee Software Productions to release his game '' Kingdom of Kroz''. In the ...
, who had given them the initial advance money for creating their first game, '' Commander Keen in Invasion of the Vorticons'', and through which they had published the shareware versions of their games to date. While they had a good personal relationship with owner Scott Miller, they felt that they were outgrowing the publisher. Cloud, who was involved in id's business dealings, pushed for id to take over shareware publishing duties themselves after investigating and finding that Apogee was unable to reliably handle the volume of customers buying id's games through Apogee. He convinced the others that the increased sales revenue would make up for the problems of handling their own publishing. The two companies parted amicably, and ''Doom'' was set to be self-published.


Development

Early in development, rifts in the team began to appear. Hall, who despite having wanted to develop a different game remained the lead designer and creative director for the company, did not want ''Doom'' to have the same lack of plot as ''Wolfenstein 3D''. At the end of November he delivered a
design document A software design description (a.k.a. software design document or SDD; just design document; also Software Design Specification) is a representation of a software design that is to be used for recording design information, addressing various des ...
, which he named the ''Doom Bible'', that described the plot, backstory, and design goals for the project. His design was a science fiction horror concept wherein scientists on the Moon open a portal from which aliens emerge. Over a series of levels the player discovers that the aliens are demons; Hell also steadily infects the level design as the atmosphere becomes darker and more terrifying. While Romero initially liked the idea, John Carmack not only disliked it but dismissed the idea of having a story at all: "Story in a game is like story in a porn movie; it's expected to be there, but it's not that important." Rather than a deep story, John Carmack wanted to focus on the technological innovations, dropping the levels and episodes of ''Wolfenstein'' in favor of a fast, continuous world. Hall disliked the idea, but Romero sided with Carmack. Although John Carmack was the lead programmer rather than a designer, he was becoming seen in the company as the most important source of ideas; the company considered taking out
key person insurance Key person insurance, also called keyman insurance, is an important form of business insurance. There is no legal definition of "key person insurance". In general, it can be described as an insurance policy taken out by a business to compensate tha ...
on Carmack but no one else. According to Bethesda Softworks, Terminator: Rampage was influential in the development of Doom. Id Software showed a lot of interest in the production of this particular game at Bethesda's stands at various trade shows. Hall spent the next few weeks reworking the ''Doom Bible'' to work with Carmack's technological ideas, while the rest of the team planned how they could implement them. His adjusted vision for the plot had the player character assigned to a large military base on an alien planet, Tei Tenga. At the start of the game, as the first of four player character soldiers, named Buddy, played cards with the others, scientists on the base accidentally open a portal to Hell, through which demons poured through, killing the other soldiers. He envisioned a six episode structure with a storyline involving traveling to Hell and back through the gates which the demons used, and the destruction of the planet, for which the players would be sent to jail. Buddy was named after Hall's character in a ''Dungeons & Dragons'' campaign run by John Carmack that had featured a demonic invasion. Hall was forced to rework the ''Doom Bible'' again in December, however, after John Carmack and the rest of the team had decided that they were unable to create a single, seamless world with the hardware limitations of the time, which contradicted much of the new document. At the start of 1993, id put out a press release by Hall, touting Buddy's story about fighting off demons while "knee-deep in the dead", trying to eliminate the demons and find out what caused them to appear. The press release proclaimed the new game features that John Carmack had created, as well as other features, including multiplayer gaming features, that had not yet been started on by the team or even designed. The company told '' Computer Gaming World'' that ''Doom'' would be "''Wolfenstein'' times a million!" Early versions were built to match the ''Doom Bible''; a "pre-alpha" version of the first level included the other characters at a table and movable rolling chairs based on ones at the id office. Initial versions also retained "
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" elements present in ''Wolfenstein 3D'', like score points and score items, but those were removed early in development as they felt unrealistic and not in keeping with the tone. Other elements, such as a complex user interface, an inventory system, a secondary shield protection, and
lives Lives may refer to: * The plural form of a '' life'' * Lives, Iran, a village in Khuzestan Province, Iran * The number of lives in a video game * '' Parallel Lives'', aka ''Lives of the Noble Greeks and Romans'', a series of biographies of famous ...
were modified and slowly removed over the course of development. Soon, however, the ''Doom Bible'' as a whole was rejected: Romero wanted a game even "more brutal and fast" than ''Wolfenstein'', which did not leave room for the character-driven plot Hall had created. Additionally, the team did not feel that they needed a design document at all, as they had not created one for prior games; the ''Doom Bible'' was discarded altogether. Several ideas were retained, including starting off in a military base, as well as some locations, items, and monsters, but the story was dropped and most of the design was removed as the team felt it emphasized realism over entertaining gameplay. Some elements, such as weapons, a hub system of maps, and monorails later appeared in later ''Doom'' or id games. Work continued, and a demo was shown to '' Computer Gaming World'' in early 1993, who raved about it. John Carmack and Romero, however, disliked Hall's military base-inspired level design. Romero especially felt that while John Carmack had originally asked for realistic levels as they would make the engine run quickly, that Hall's level designs were uninspiring. He felt that the boxy, flat levels were too similar to ''Wolfenstein''s design, and did not show off everything the engine could do. He began to create his own, more abstract levels, beginning with a curving staircase into a large open area in what became the second level of the final game, which the rest of the team felt was much better. Hall was upset with the reception to his designs and how little impact he was having as the lead designer; Romero has since claimed that Hall was also still uninterested in the ''Doom'' concept at all. Hall was also upset with how much he was having to fight with John Carmack in order to get what he saw as obvious gameplay improvements, such as flying enemies. He began to spend less time working in the office, and in response John Carmack proposed that he be fired from id. Romero initially resisted, as it would mean that Hall would not receive any proceeds, but in July he and the other founders of id fired Hall, who went to work for Apogee. Hall was replaced in September, ten weeks before ''Doom'' was released, by game designer
Sandy Petersen Carl Sanford Joslyn "Sandy" Petersen (born September 16, 1955) is an American game designer. He worked at Chaosium, contributing to the development of ''RuneQuest'' and later creating the acclaimed and influential horror role-playing game ''Call ...
, despite misgivings over his relatively high age of 37 compared to the other early-20s employees and his religious background. The team also added a third programmer, Dave Taylor. Petersen and Romero designed the rest of the levels for ''Doom'', with different aims: the team felt that Petersen's designs were more technically interesting and varied, while Romero's were more aesthetically interesting. Romero's level design process was to build a level or part of a level, starting at the beginning, then play through it and iterate on the design, so that by the time he was satisfied with the flow and playability of the level he had played it "a thousand times". The first level, made by Romero, was the last created, intended to show off the new elements of the engine. The ending screen of each level, like in ''Wolfenstein 3D'', displays a "par time" for the level, as set by Romero. In late 1993, after the multiplayer component was coded, the development team began playing four-player multiplayer games matches, which Romero termed " deathmatch"; he proposed adding a
cooperative multiplayer A cooperative (also known as co-operative, co-op, or coop) is "an autonomous association of persons united voluntarily to meet their common economic, social and cultural needs and aspirations through a jointly owned and democratically-control ...
mode as well. According to Romero, the deathmatch mode was inspired by fighting games. The team frequently played '' Street Fighter II'', ''
Fatal Fury ''Fatal Fury'', known as in Japan, is a fighting game series developed by SNK for the Neo Geo system. Games Canon * '' Fatal Fury'' – The first game of the ''Fatal Fury'' series allowed players to select one of three characters, Terr ...
'' and ''
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'' during breaks, while developing elaborate rules involving
trash-talk Trash talk is a form of insult usually found in sports events, although it is not exclusive to sports or similarly characterized events. It is often used to intimidate the opposition and/or make them less confident in their abilities as to win e ...
and smashing furniture or equipment. Romero later stated that "you could say that Japanese fighting games fueled the creative impulse to create ''deathmatch'' in our shooters".


Programming

''Doom'' was programmed largely in the
ANSI C ANSI C, ISO C, and Standard C are successive standards for the C programming language published by the American National Standards Institute (ANSI) and ISO/IEC JTC 1/SC 22/WG 14 of the International Organization for Standardization (ISO) and th ...
language, with a few elements in assembly language, on
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computers running the
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operating system. The data, including level designs and graphics files, is stored in WAD files, short for "Where's All the Data". This allows for any part of the design to be changed without needing to adjust the engine code. Carmack had been impressed by the modifications made by fans of ''Wolfenstein 3D'', and wanted to support that with an easily swappable file structure, and released the map editor online. Romero and Carmack spent the early stage of development focusing on engine features instead of the game concept. ''Wolfenstein'' had required levels to be a flat plane, with walls at the same height and at right angles; while the ''Doom'' world was still a variation on a flat plane, in that two traversable areas could not be on top of each other, it could have walls and floors at any angle or height, allowing greater level design variety. The fading visibility in ''ShadowCaster'' was improved by adjusting the color palette by distance, darkening far surfaces and creating a grimmer, more realistic appearance. This concept was also used for the lighting system: rather than calculating how light traveled from light sources to surfaces using ray tracing, the engine calculates the "light level" of a section of a level, which can be as small as a single stair step, based on its distance from light sources. It then darkens the color palette of that section's surface textures accordingly. Romero used the map editing tool he developed to build grandiose areas with these new possibilities, and came up with new ways to use Carmack's lighting engine such as strobe lights. He also programmed engine features such as switches and movable stairs and platforms. In the first half of 1993, Carmack worked on improving the graphics engine. After Romero's level designs started to cause engine problems, he researched and began to use
binary space partitioning In computer science, binary space partitioning (BSP) is a method for space partitioning which recursively subdivides a Euclidean space into two convex sets by using hyperplanes as partitions. This process of subdividing gives rise to a represen ...
to quickly select the portion of a level that the player could see at any given time. In March 1993, the team stopped work on ''Doom'' to spend three weeks building a Super Nintendo Entertainment System port of ''Wolfenstein 3D'', after the contractor hired for the port had made no progress. Taylor, along with programming other features, added
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; some, such as "idspispopd", were based on ideas their fans had come up with while eagerly awaiting the game. By late 1993, ''Doom'' was nearing completion and player anticipation was high, spurred on by a leaked press demo. John Carmack began to work on the multiplayer component; within two weeks he had two computers playing the same game over the internal office network. Soon, the office was playing four-player deathmatch games.


Graphics and sound

Adrian Carmack was the lead artist for ''Doom'', with Kevin Cloud as an additional artist. Additionally,
Don Ivan Punchatz Don Ivan Punchatz (September 8, 1936 – October 22, 2009) was a science fiction and fantasy artist who drew illustrations for numerous books and publications, including magazines such as '' Heavy Metal'', ''National Geographic'', ''Playboy'', and ' ...
was hired to create the package art and logo, and his son Gregor Punchatz created some of the monsters. ''Doom'' was the style of game that Adrian Carmack had wanted to create since id was founded, one with a dark style and demons. He and Cloud designed the monsters to be "nightmarish", and developed a new technique for animating them. The intent was to have graphics that were realistic and dark as opposed to staged or rendered, so a
mixed media In visual art, mixed media describes artwork in which more than one medium or material has been employed. Assemblages, collages, and sculpture are three common examples of art using different media. Materials used to create mixed media art incl ...
approach was taken to the artwork. Unlike ''Wolfenstein'', where Carmack had drawn every frame of animation for the Nazi enemy sprites, for ''Doom'' the artists sculpted models of some of the enemies out of clay, and took pictures of them in
stop motion Stop motion is an animated filmmaking technique in which objects are physically manipulated in small increments between individually photographed frames so that they will appear to exhibit independent motion or change when the series of frames i ...
from five to eight different angles so that they could be rotated realistically in-game; the images were then digitized and converted to 2D characters with a program written by John Carmack. Adrian Carmack made clay models for the player character, the Cyberdemon and the Baron of Hell, before deciding that the problems of keeping the clay consistent under lighting while moving the models through animations was too great. Later, he had practical effects specialist Gregor Punchatz build latex and metal sculptures of the Arch-Vile, Mancubus, Spider Mastermind and Revenant demons. Punchatz got the materials from hardware and hobby stores and used what he called "rubber band and chewing gum effects". The weapons were toys, with parts combined from different toys to make more guns. They scanned themselves as well, using Cloud's arm as the model for the player character's arm holding a gun, and Adrian's snakeskin boots and wounded knee for in-game textures. Romero was the body model used for cover; while trying to work with a male model to get a reference photograph for Don Ivan Punchatz to work from, Romero became frustrated while trying to convey to him how to pose as if "the Marine was going to be attacked by an infinite amount of demons". Romero posed shirtless as a demonstration of the look he was trying for, and that photograph was the one used by Punchatz.
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's '' Deluxe Paint II'' was used in the creation of the sprites. Like they had for ''Wolfenstein 3D'', id hired
Bobby Prince Robert Caskin Prince III, known professionally as Bobby Prince, is an American video game composer and sound designer. He has worked as an independent contractor for several gaming companies, most notably id Software and 3D Realms. Some of his m ...
to create the music and sound effects. Romero directed Prince to make the music in techno and metal styles; many of the songs were directly inspired by songs from popular metal bands such as
Alice in Chains Alice in Chains (often abbreviated as AIC) is an American rock band from Seattle, Washington, formed in 1987 by guitarist and vocalist Jerry Cantrell and drummer Sean Kinney, who later recruited bassist Mike Starr and lead vocalist Layne ...
and Pantera. Prince felt that more ambient music would work better, especially given the hardware limitations of the time on what sounds he could produce, and produced numerous tracks in both styles in the hopes of convincing Romero; Romero, however, still liked the metal tracks and added both styles. Prince did not make music for specific levels; most of the music was composed before the levels they were eventually assigned to were completed. Instead, Romero assigned each track to each level late in development. Unlike the music, the sound effects for the enemies and weapons were created by Prince for specific purposes; Prince designed them based on short descriptions or concept art of a monster or weapon, and then adjusted the sound effects to match the completed animations. The sound effects for the monsters were created from animal noises, and Prince designed all the sound effects to be distinct on the limited sound hardware of the time, even when many sound effects were playing at once.


Release

Because id planned to self-publish ''Doom'', as it neared completion they had to set up the systems to sell it. Jay Wilbur, who had been brought on as CEO and sole member of the business team, planned the marketing and distribution of ''Doom''. He felt that the mainstream press was uninterested, and as id would make the most money off of copies they sold directly to customers—up to 85 percent of the planned US$40 price—he decided to leverage the shareware market as much as possible, buying only a single ad in any gaming magazine. Instead, he reached out directly to software retailers, offering them copies of the first ''Doom'' episode for free, allowing them to charge any price for it, in order to spur customer interest in buying the full game directly from id. ''Doom''s original release date was the third quarter of 1993, which the team did not meet. By December 1993, the team was working non-stop, with several employees sleeping at the office; programmer Dave Taylor claimed that the work gave him such a rush that he would pass out from the intensity. Id began receiving calls from people interested in the game or angry that it had missed its planned release date, as hype for the game had been building online. At midnight on Friday, December 10, 1993, after working for 30 straight hours, the team uploaded the first episode to the internet, letting interested players distribute it for them. So many users were connected to the first network that they planned to upload the game to—the
University of Wisconsin–Parkside The University of Wisconsin–Parkside (UWP) is a public university in Somers, Wisconsin. It is part of the University of Wisconsin System and has 4,644 students, 161 full-time faculty, and 89 lecturers and part-time faculty. The university o ...
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network—that even after the network administrator increased the number of connections while on the phone with Wilbur, id was unable to connect, forcing them to kick all other users off to allow id to upload the game. When the upload finished thirty minutes later, 10,000 people attempted to download it at once, crashing the university's network. Within hours, other university networks were banning ''Doom'' multiplayer games, as a rush of players overwhelmed their systems.


Development release versions

While ''Doom'' was in development, five pre-release versions were given names or numbers and shown to testers or the press.


References


Sources

* * * * *


External links


The Doom Bible
{{DEFAULTSORT:Development Of Doom Doom (franchise)
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * ...