Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Doom modding
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{Short description|Modding in the Doom video game series}} {{DISPLAYTITLE:''Doom'' modding}} {{redirect|Wads|the radio station in Connecticut|WADS|the computer science conference|Workshop on Algorithms and Data Structures|the unit of the Washington Air National Guard|Western Air Defense Sector}} '''''Doom'' WAD''' is the default format of [[Archive file|package file]]s for the [[video game]] ''[[Doom (1993 video game)|Doom]]'' and its sequel ''[[Doom II|Doom II: Hell on Earth]]'', that contain sprites, levels, and game data. WAD stands for ''Where's All the Data?''.<ref>{{cite web |url=http://5years.doomworld.com/doombible/appendices.shtml |title=5 Years of Doom |publisher=Doomworld |url-status=dead |archive-url=https://web.archive.org/web/20131029193812/http://5years.doomworld.com/doombible/appendices.shtml |archive-date=2013-10-29}}</ref> Immediately after its release in 1993, ''Doom'' attracted a sizeable following of players who created their own [[mod (video gaming)|mods]] for WAD files—packages containing new [[level (video gaming)|levels]] or [[graphics]]—and played a vital part in spawning the mod-making culture which is now commonplace for [[first-person shooter]] games. Thousands of WADs have been created for ''Doom'', ranging from single custom levels to full original games; most of these can be freely downloaded over the [[Internet]]. Several WADs have also been released [[commerce|commercially]], and for some people the WAD-making [[hobby]] became a gateway to a [[profession]]al career as a [[level designer]]. There are two types of WADs: IWADs (internal WADs) and PWADs (patch WADs). IWADs contain the data necessary to load the game, while PWADs contain additional data, such as new character sprites, as necessary for custom levels. ==History of WADs== ===Development of ''Doom''=== When developing ''Doom'', id Software was aware that many players had tried to create custom [[level (video gaming)|levels]] and other modifications for their previous game, ''[[Wolfenstein 3D]]'', but the procedures involved in creating and loading modifications for that game were cumbersome. [[John D. Carmack|John Carmack]], lead programmer at id Software, designed the ''Doom'' internals from the ground up to allow players to extend the game. For that reason, game data such as levels, [[graphics]], [[sound effects]], and [[music]] are stored separately from the [[game engine]], in "WAD" files, allowing for third parties to make new games without making any modifications to the engine. [[Tom Hall]] is responsible for coming up with the name WAD.<ref>{{Cite web |last=Griliopoulos |first=Dan |title=The Making of Doom: id's shooter masterpiece |url=https://www.pcgamesn.com/making-doom-ids-shooter-masterpiece |website=PCGamesN|date=8 April 2016}}</ref> The idea of making ''Doom'' easily modifiable was primarily backed by Carmack, a well-known supporter of [[copyleft]] and the [[Hacker culture|hacker]] ideal of people sharing and building upon each other's work, and by [[John Romero]], who had hacked games in his youth and wanted to allow other gamers to do the same. In contrast, some video game artists, including Jay Wilbur and [[Kevin Cloud]], objected due to legal concerns and the belief that it would not be of any benefit to the company's business. ===Utilities and WADs=== Immediately after the initial [[shareware]] release of ''Doom'' on December 10, 1993, players began working on various tools to modify the game. On January 26, 1994, Brendon Wyber released the first [[public domain]] version of the Doom Editing Utility (DEU) program on the Internet, a program created by ''Doom'' fans which made it possible to create entirely new levels. DEU continued development until May 21. It was made possible by Matt Fell's release of the Unofficial ''Doom'' specifications. Shortly thereafter, ''Doom'' players became involved with further enhancing DEU. Raphaël Quinet spearheaded the program development efforts and overall project release, while Steve Bareman led the documentation effort and creation of the DEU Tutorial. More than 30 other people also helped with the effort and their names appear in the [[README]] file included with the program distribution. Yadex, a fork of DEU 5.21 for [[Unix]] systems running the [[X Window System]], was later released under the [[GNU/GPL]] license.<ref>{{Cite web |url=http://www.teaser.fr/~amajorel/yadex/ |title=Yadex's Homepage}}</ref> Carmack released the [[source code]] for the utilities used to create the game, but these were programmed in [[Objective-C]], for [[NeXT]] workstations, and were therefore not directly usable by the mass userbase of [[IBM PC compatible]]. Jeff Bird is credited with creating the first custom WAD for ''Doom'', called ''Origwad'', on March 7, 1994.<ref name=":0">{{Cite web |last=Hrodey |first=Matt |title=A Brief History of Doom Mapping |url=https://www.escapistmagazine.com/v2/a-brief-history-of-doom-mapping/ |website=Escapist Magazine |date=11 February 2019}}</ref> Soon, many players were creating custom WADs and sharing them over [[AOL]], the [[CompuServe]] forums, and other Internet-based channels. Many of the WADs were made in the style of the base game, others were based on existing [[television program|TV series]], [[film]]s, or original themes. Some of the id Software staff were impressed by some of the WADs. John Carmack later said the following about a ''[[Star Wars]]''-themed modification: {{quotation|I still remember the first time I saw the original ''Star Wars'' DOOM mod. Seeing how someone had put the [[Death Star]] into our game felt so amazingly cool. I was so proud of what had been made possible, and I was completely sure that making games that could serve as a canvas for other people to work on was a valid direction.|[[John D. Carmack]]<ref>{{cite web |url=http://slashdot.org/interviews/99/10/15/1012230.shtml |title=John Carmack Answers |date=15 October 1999 |publisher=[[Slashdot]] |access-date=2007-04-13}}</ref>}} Another early modification is ''Aliens TC'', a [[total conversion]] based on the film ''[[Aliens (film)|Aliens]]''. Even though WADs modified ''Doom'' by replacing graphics and audio, the amount of customization was somewhat limited; much of the game's behavior, including the timing and strength of weapons and enemies, was hard-coded in the ''Doom'' [[executable]] file and impossible to alter in WADs. [[DeHackEd]], a ''Doom'' editing program created by Greg Lewis, addressed this by letting users modify parameters inside the ''Doom'' executable itself, allowing for a greater degree of customization. ===Commercial WADs=== <!-- Deleted image removed: [[Image:The Doom Hacker's Guide cover.jpg|thumb|"The Doom Hacker's Guide" by Hank Leukart, who also created and maintained the official Doom [[FAQ]]]] --> Around 1994 and 1995, WADs were distributed primarily through [[Bulletin board system|BBS]]s and via [[CD]] collections found in computer shops or bundled together with instruction guides for level creation, while in later years [[Internet]] [[File Transfer Protocol|FTP]] servers became the primary method for obtaining these works. Although the ''Doom'' software license required that no profit be made from custom WADs, and [[Shawn Green (game designer)|Shawn Green]] objected to people selling their WADs for money,<ref>{{cite web |author1=Green, Shawn |author2=McGee, American |title=Doom Conference |url=http://rome.ro/lee_killough/articles/doomconf.shtml |publisher=Planet Rome.ro |year=1994 |access-date=May 7, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20080415232414/http://www.rome.ro/lee_killough/articles/doomconf.shtml |archive-date=April 15, 2008}}</ref> some WAD sets and [[shovelware]] bundles were nonetheless obtainable for a price at certain outlets. During this time, id Software was working on their next game, ''[[Quake (video game)|Quake]]'', using new technology, but started projects picking up the most talented WAD makers from the ''Doom'' community to create official expansions and to compete with the unauthorized collection CDs. The team produced the 21 ''[[Master Levels for Doom II|Master Levels]]'', which, on December 26, 1995, were released on a CD along with ''Maximum Doom'', a collection of 1,830 WADs that had been downloaded from the Internet. In 1996, ''[[Final Doom]]'', a package of two 32-level megawads created by [[TeamTNT]], was released as an official id Software product. Various first-person shooter games released at the time use the ''Doom'' engine under a commercial license from id Software, as such essentially being custom WADs packaged with the ''Doom'' engine, such as ''Hacx: Twitch 'n Kill'' (1997). In addition to the many people who contributed to commercially released WADs, various authors became involved with the development of other games: * Kenneth Scott, who contributed artwork to ''Hacx: Twitch 'n Kill'', later became the art director at id Software and [[343 Industries]] on the post-[[Bungie]] ''[[Halo (franchise)|Halo]]'' games. * [[Tim Willits]], who contributed two levels to ''Master Levels for Doom II'', later became the lead designer at id Software. * [[Casali brothers|Dario Casali]], author of a quarter of ''Final Doom'', was hired by [[Valve Corporation|Valve]] to work on ''[[Half-Life (video game)|Half-Life]]''. * Sverre Kvernmo, designer of five levels in ''Master Levels for Doom II'' and member of TeamTNT, was hired by [[Ion Storm]] for ''[[Daikatana]]''. * [[Iikka Keränen]], author of several ''Doom'' WADs and later ''Quake'' mods, was hired by Ion Storm to create levels for ''[[Anachronox]]'' and ''Daikatana'', and by [[Looking Glass Studios]] to create levels for ''[[Thief II: The Metal Age]]''. Keränen was later hired by Valve. * John Anderson (level designer), also known as "Dr. Sleep", author of five levels in ''Master Levels for Doom II'' and E4M7 in ''The Ultimate Doom'', later worked on ''[[Blood (video game)|Blood]]'', ''[[Unreal (1998 video game)|Unreal]]'', and ''Daikatana''. * [[Matthias Worch]] (level designer) joined [[Ritual Entertainment]] to work on ''[[SiN]]''. He later contributed to the ''Unreal'' series. ===Source port era=== {{Main|Doom source ports}} Around 1997, interest in ''Doom'' WADs began to decline, as attention was drawn to newer games with more advanced technology and more customizable design, including id Software's own ''[[Quake (video game)|Quake]]'' and ''[[Quake II]]'', but a dedicated following continued into the new century, with modern ''Doom'' modding becoming more popular than ''Quake'' and ''Quake II'' modding. On December 23, 1997, id Software released the source code to the [[Doom engine|''Doom'' engine]], initially under a restrictive license. On October 3, 1999, it was released again under the terms of the [[GNU General Public License|GNU GPL-2.0-or-later]]. With the source code available, it became possible for programmers to modify any aspect of the game, remove technical limitations and [[Software bug|bug]]s, and add entirely new features. These engine modifications, or [[List of Doom source ports|''Doom'' source ports]], have since become the target for much of the WAD editing activity, and with the decline of [[MS-DOS]], using a source port became the only feasible way to play ''Doom'' for most people. Several source ports are in active development, and ''Doom'' retains a strong following of WAD creators. ==Types of WADs== ===Levels=== The most common type of WAD consists of a single [[Level (video gaming)|level]], usually retaining the theme of the original game, but possibly including new music and some modified graphics to define a more distinctive setting or mood. Both [[single-player]] and [[deathmatch (gaming)|deathmatch]] [[Multiplayer video game|multiplayer]] levels are common. WADs may have a level pack in the form of an ''episode'', replacing nine levels, and sometimes in the form of a ''megawad'', which replaces 15 or more levels in the game (27 in ''Doom'', 32 in ''Doom II'', 36 in ''The Ultimate Doom''). ===Total conversions=== A WAD that gives the game an overhaul to incorporate an entirely different [[Campaign setting|game setting]], character set, and story, instead of simply providing new levels or graphic changes, is called a ''total conversion''. The phrase was coined by Justin Fisher, as part of the title of ''Aliens TC'', or ''Aliens Total Conversion''.<ref>{{cite web |author=Fisher, Justin |title=5 Years of Doom interview at Doomworld |url=http://5years.doomworld.com/interviews/justinfisher/ |publisher=Doomworld.com |year=1998 |access-date=May 7, 2008}}</ref> Add-ons that provide extensive changes to a similar degree but retain distinctive parts or characteristics of the original games, such as characters or weapons, are often by extension called ''partial conversions''. ==List of WADs== Since custom map editing started in 1994, many ''Doom'', ''Doom II'' and ''Doom 64'' WADs have been created, and some have acquired fame even outside of the modding community. The following is a select listing of popular and historically significant WADs.<!-- Please don't add any WADs to this list unless they are accompanied by at least one reliable source. --> ===Megawads=== * ''Alien Vendetta'' is a 32-level megawad for ''Doom II'' created by a mapping group led by Anders Johnson in 2001. This mod is widely acclaimed by the Doom community.<ref>{{Cite web |title=Alien Vendetta (PC) review |url=http://www.honestgamers.com/5988/pc/alien-vendetta/review.html |access-date=2024-10-29 |website=www.honestgamers.com}}</ref> ''Doomworld'' writer Cyb later called it the "last great classical megawad” in the influential "10 Years of Doom" article.<ref>{{Cite web |title=Doomworld -- 10 Years of Doom - The Top 100 WADs of All Time: 2002 |url=https://www.doomworld.com/10years/bestwads/2002.php |access-date=2024-10-29 |website=www.doomworld.com}}</ref> ''Alien Vendetta'' also contains what ''Doomworld'' deemed to be the most memorable map of all time, "Misri Halek" by Kim Andre Malde.<ref>{{Cite web |title=Top 100 Memorable Maps 10-1 |url=https://www.doomworld.com/25years/top-100-memorable-maps/page10/ |access-date=2024-10-29 |website=Doomworld |language=en-US}}</ref> * ''[[Bloom (mod)|Bloom]]'' is a ''Doom II'' and ''[[Blood (video game)|Blood]]'' crossover released by Bloom Team in 2021. It features over 50 new enemy types, a new episode and an original soundtrack.<ref>{{Cite news |last=Tarason |first=Dominic |date=2019-11-25 |title=The best Doom mods of 2019 |language=en-US |website=Rock, Paper, Shotgun |url=https://www.rockpapershotgun.com/2019/11/25/modder-superior-best-mods-classic-doom-2019/ |access-date=2021-01-12}}</ref> * ''Eternal Doom'' is a 32-level megawad for ''Doom II'' created by Team Eternal and [[TeamTNT]]. It was released non-commercially in several versions, with the final one being released on November 14, 1997. ''Eternal Doom'' received media attention in 2020, when through further modding, it was played through ''[[Doom Eternal]]''.<ref>{{Cite web |title=『DOOM Eternal』で「Eternal Doom」を遊べる!? 海外Modderがゲーム内で歴代『Doom』Modをプレイ |url=https://www.gamespark.jp/article/2020/03/24/97755.html |website=Gamespark|date=24 March 2020}}</ref> * ''Going Down'' is a 32-level megawad for ''Doom II'' released in 2013, and a winner in that year's ''Cacowards''. It was created by the English freelance animator [[Cyriak|Cyriak Harris]].<ref>{{Cite web |url=https://www.techradar.com/news/the-10-best-doom-mods-you-should-play-on-its-25th-birthday |title=The 10 best Doom mods you should play on its 25th birthday |last=Zak |first=Robert |date=10 December 2018 |website=TechRadar |access-date=9 January 2020}}</ref> * ''Icarus: Alien Vanguard'' is a 32-level megawad for ''Doom II'' created by [[TeamTNT]] and released on March 22, 1996. It was developed as a freeware release after ''TNT: Evilution'' was picked up by id Software to be released as part of ''[[Final Doom]]''.<ref>{{Cite web |last=Hamilton |first=Rob |title=Icarus: Alien Vanguard (PC) review |url=http://www.honestgamers.com/8307/pc/icarus-alien-vanguard/review.html |website=Honest Gamers}}</ref> * ''Memento Mori'' is a 32-level megawad for ''Doom II'' created by two members of The Innocent Crew, Denis and Thomas Möller, along with other authors, including Tom Mustaine and both Dario and Milo Casali. It was initially released on December 10, 1995, and saw an updated release in February 1996. A 32-level sequel megawad, ''Memento Mori II'', was created and released on July 27, 1996.<ref name=":1">{{Cite web |last=Glagowski |first=Peter |title=The Best Doom Mods To Play In Lieu Of Doom Eternal |url=https://www.thegamer.com/best-doom-mods/ |website=The Gamer |date=21 November 2019}}</ref> In ''Doomworld's'' Top 100 WADs of All Time, ''Memento Mori'' was voted as the #1 WAD of 1996, and its sequel as #2.<ref>{{Cite web |title=The Top 100 WADs Of All Time: 1996 |url=https://www.doomworld.com/10years/bestwads/1996.php |website=Doomworld}}</ref> * ''Requiem'' is a 32-level megawad for ''Doom II'' created by the same people that worked on the previously released Memento Mori series, in addition to some new mappers that worked specifically on this project. It was released and uploaded on the idgames archive on July 4, 1997.<ref name=":2">{{Cite web |last=Burgar |first=Charles |title=Doom: 10 Mods You Didn't Know You Needed Until Now |url=https://www.thegamer.com/doom-best-mods-wads/ |website=The Gamer |date=29 January 2020}}</ref> * In 2016, [[John Romero]] released two new maps – ''Phobos Mission Control'' and ''Tech Gone Bad''.<ref name=":1" /> After the positive response, he released ''[[Sigil (mod)|Sigil]]'', a complete 9-level episode, in May 2019. ''Sigil'' later received a sequel, ''Sigil II''.<ref>{{cite web |url=https://rome-ro.squarespace.com/news/2019/2/16/sigil-update |title=Sigil |access-date=February 19, 2019 |last=Romero |first=John |date=February 16, 2018 |website=Romero games}}</ref><ref>{{Cite magazine |last=Peel |first=Jeremy |title=Romero returns to Doom to play tricks in Sigil |url=https://www.pcgamer.com/romero-returns-to-doom-to-play-tricks-in-sigil/ |magazine=PC Gamer}}</ref> ===Total conversions=== * ''Action Doom 2: Urban Brawl'' is a 2008 [[indie game]] developed by "Scuba Steve" Browning with the ZDoom [[Doom source ports|source port]]. The game features [[Cel shading|cel-shaded]] graphics reminiscent of a comic book, and is played in the style of a [[beat 'em up]], with some gunplay present as well.<ref>{{Cite news |last=Tarason |first=Dominic |title=Modder Superior: The many free descendants of Doom |url=https://www.rockpapershotgun.com/2019/04/01/modder-superior-the-many-free-descendants-of-doom/ |website=Rock Paper Shotgun |date=April 2019}}</ref> * ''Aliens TC'' is an 11-level [[total conversion]] based on the film ''[[Aliens (film)|Aliens]]'', created by Justin Fisher and released on November 3, 1994.<ref>{{Cite web |last=Brigginshaw |first=James |title=20 Things You Didn't Know About Aliens |url=https://whatculture.com/film/20-things-you-didnt-know-about-aliens |website=What Culture |date=26 October 2020}}</ref> In 2017, another modder by the name of Kontra_Kommando made a remake of ''Aliens TC''.<ref>{{Cite web |last=Walker |first=Alex |title=Aliens Meets The Original Doom |url=https://www.kotaku.com.au/2017/01/aliens-meets-the-original-doom/ |archive-url=https://web.archive.org/web/20170110125258/http://www.kotaku.com.au/2017/01/aliens-meets-the-original-doom/ |url-status=dead |archive-date=January 10, 2017 |website=Kotaku Australia |date=9 January 2017}}</ref> * ''Ashes 2063'' is a post-apocalypse themed TC created by Vostyok. Inspired by 1980s post-apocalyptic films, it features new monsters, weapons and an original soundtrack. The game currently features multiple full-length single player campaigns with branching storylines.<ref>{{Cite news |url=https://www.rockpapershotgun.com/2018/09/24/ashes-2063-post-apoc-doom-mod-launch/ |title=Brave a very 80s apocalyptic wasteland in Doom conversion Ashes 2063 |last=Tarason |first=Dominic |date=2018-09-24 |website=Rock, Paper, Shotgun |language=en-US |access-date=2020-04-15}}</ref> * ''Batman Doom'' is a 32-level total conversion created by [[ACE Team|ACE Team Software]] and released in April 1999. It contains modified game behavior along with new weapons, items, and characters from the world of the [[comic book]] [[superhero]] [[Batman]].<ref>{{Cite web |last=Pementel |first=Michael |title=The 10 Best 'DOOM' Mods |url=https://bloody-disgusting.com/editorials/3538010/10-best-doom-mods/ |website=Bloody Disgusting |date=13 December 2018}}</ref> * ''[[Chex Quest]]'' is a 5-level total conversion released in 1996 by [[Digital Café]] so that ''Doom'' could be approved for younger audiences. This was originally packaged in [[Chex]] cereal boxes as a [[cereal box prize|prize]], though ''Chex Quest'' was later put up as [[freeware]] on the [[Internet]] after the promotion ended.<ref>Sharkey, Scott. ''[https://web.archive.org/web/20110307083704/http://www.gamepro.com/article/features/218347/the-37-best-free-pc-games The 37 Best Free PC Games: Chex Quest 3]''. [[GamePro]]. 2 March 2011.</ref> ''Chex Quest'' received two sequels, ''[[Chex Quest 2|Chex Quest 2: Flemoids Take Chextropolis]]'' and ''[[Chex Quest 3]]'', released in 1997 and 2008, respectively, both of which contained five levels and were released as freeware.<ref>{{cite web|url=https://www.rockpapershotgun.com/chex-quests-unbranded-episode-3-becomes-official-today|title=Chex Quest 3 officially released free, and only 22 years late|first=Dominic|last=Tarason|date=23 May 2019|access-date=15 November 2024|website=[[Rock Paper Shotgun]]}}</ref> * ''Doom 64: Retribution'' is a remake of ''[[Doom 64]]'', the [[Nintendo 64]] version of ''Doom'', which differs drastically from its DOS version. ''Doom 64: Retribution'' contains different levels, graphics, and audio based on the Nintendo 64 game.<ref name=":2" /> * ''[[Grezzo 2]]'' is a 2012 total conversion developed by Italian game designer Nicola Piro, notable for plagiarizing other games and ''Doom'' mods, and for its vulgar, [[Blasphemy|blasphemous]] content.<ref name="vice">{{cite web |url=https://www.vice.com/it/article/grezzo-due/ |title=Più grezzo del grezzo |date=April 2, 2013 |access-date=April 17, 2018 |author=Virginia Ricci |website=Vice (magazine) |language=it}}</ref><ref name="holyeye">{{cite web |url=https://www.holyeye.com/il-grottesco-nel-videogame-intervista-a-nicola-piro/ |title=IL GROTTESCO NEL VIDEOGAME INTERVISTA A NICOLA PIRO |date=February 24, 2015 |access-date=April 17, 2018 |author=Luca di Beradino |website=holyeye.com |language=it}}</ref> * ''[[Sonic Robo Blast 2]]'' is a ''Doom'' modification that uses the Doom Legacy source port to completely change the game from a first-person shooter to a third-person platformer based on [[Sonic the Hedgehog (character)|Sonic the Hedgehog]].<ref>{{Cite news |last=Tarason |first=Dominic |title=Doomworld's Cacowards showcase a dazzling 25th year of Doom mods |url=https://www.rockpapershotgun.com/2018/12/10/doomworlds-cacowards-best-mods-of-2018/ |website=Rock Paper Shotgun |date=10 December 2018}}</ref> In 2018, ''Sonic Robo Blast 2 Kart'', a [[kart racing game]] based on the game, was released as a standalone modification.<ref>{{Cite web |last=Tarason |first=Dominic |date=November 19, 2018 |title=Free fan-racer Sonic Robo Blast 2 Kart is brilliant knockabout fun |url=https://www.rockpapershotgun.com/sonic-robo-blast-2-kart-free-fangame |access-date=January 23, 2024 |website=[[Rock Paper Shotgun]]}}</ref> * ''Void'' is a single-level modification based on the 2000 game ''[[American McGee's Alice]]'',<ref name=":3">{{Cite magazine |last=Kelly |first=Andy |title=The weirdest mods people have made for classic Doom |url=https://www.pcgamer.com/the-weirdest-mods-people-have-made-for-classic-doom/ |magazine=PC Gamer}}</ref> which was itself made by former id Software employee [[American McGee]]. ===Miscellaneous=== [[Image:Freedoom 0.11.3.png|250px|thumb|right|Screenshot from ''Freedoom'']] * ''D!Zone'' – created by [[WizardWorks]], an expansion pack featuring hundreds of levels for ''Doom'' and ''Doom II''. ''D!Zone'' was reviewed in 1995 in ''[[Dragon (magazine)|Dragon]]'' by Jay & Dee in the "Eye of the Monitor" column. Jay gave the pack 1 out of 5 stars, while Dee gave the pack 1½ stars.<ref name="Dragon217">{{cite journal |title=Eye of the Monitor |author=Jay & Dee |journal=Dragon |issue=217 |date=May 1995 |pages=65–74}}</ref> * ''Origwad'' – created by Jeff Bird and released on March 7, 1994, it is notable for being the first custom WAD to be released for ''Doom''.<ref name=":0" /> ''Origwad'' consists of a single level with two rooms separated by one door, and a total of six enemies, making it very basic compared to later WADs. * ''The Harris levels'' – ''Doom'' and ''Doom II'' levels created by [[Eric Harris and Dylan Klebold#Eric Harris|Eric Harris]], one of the two perpetrators of the [[Columbine High School massacre]], believed to have surfaced on the Internet in 1996 or 1997, but were taken down by the [[FBI]] after the 1999 massacre.<ref>{{Cite web |last=Mikkelson |first=David |title=Columbine Doom Levels |url=https://www.snopes.com/fact-check/the-harris-levels/ |website=Snopes|date=24 April 1999}}</ref> Downloads for the levels Deathmatching in Bricks (BRICKS.WAD), Hockey.wad (HOCKEY.WAD), KILLER (KILLER.WAD), Mortal Kombat Doom (FIGHTME.WAD), Outdoors (outdoors.wad), Station (STATION.WAD), and UAC Labs (UACLABS.WAD) have been found in the years since. [[Eric Harris and Dylan Klebold#Dylan Klebold|Dylan Klebold]], a friend of Harris and the other perpetrator of the massacre, was credited by Harris for playtesting Deathmatching in Bricks. The ENDOOM screen for UAC Labs shows the names of other WADs made by Harris, though they have since been [[Lost media|lost]]: Assault, Techout, Thrasher, Realdeth, and Realdoom, which is a patch for another WAD. UAC Labs was mentioned in Doomworld's Top 10 Infamous WADs list. * ''Lullaby'', a level created by ''Danlex'' in 2021 which contained surreal visuals.<ref>{{Cite magazine |last=Bolding |first=Jonathan |date=2021-02-21 |title=Here's an absolutely gorgeous Doom map called Lullaby |url=https://www.pcgamer.com/heres-an-absolutely-gorgeous-doom-map-called-lullaby/ |access-date=2021-06-27 |magazine=PC Gamer |language=en-US}}</ref> * ''National Videogame Museum'', a recreation of the real life [[National Videogame Museum (United States)|National Videogame Museum]] by employee Chris Bacarani. The level took over a year to make, and is featured as an exhibit in the physical museum.<ref>{{Cite magazine |last=Livingston |first=Christopher |date=2020-08-04 |title=National Videogame Museum completely recreated in Doom WAD |url=https://www.pcgamer.com/uk/national-videogame-museum-completely-recreated-in-doom-wad/ |access-date=2021-06-27 |magazine=PC Gamer |language=en-US}}</ref> * ''Nuts!'' – released in 2001, ''Nuts'' is one of the first documented joke WADs. ''Nuts'' consists of a single room, with an invulnerability power up, plasma rifle, [[BFG (weapon)|BFG]], and 10,617 enemy monsters.<ref name=":3" /> Its creator, B.P.R.D, created multiple sequels, and a version of ''Nuts'' was made in ''[[Dusk (video game)|Dusk]]''.<ref>{{Cite magazine |last=Macgregor |first=Jody |title=Play Half-Life levels in Dusk with Doom's music, why not |url=https://www.pcgamer.com/uk/play-half-life-levels-in-dusk-with-dooms-music-why-not/ |magazine=PC Gamer}}</ref> * ''The Sky May Be'' – a notable joke WAD, most of the game takes place in an oversized sector, where many textures are replaced with solid colors, and many sounds replaced with audio from [[Monty Python's Flying Circus]].<ref>{{cite book |last=Pinchbeck |first=Dan |year=2013 |title=Doom: Scarydarkfast |url=http://quod.lib.umich.edu/cgi/t/text/idx/l/lvg/11878639.0001.001/1:14/--doom-scarydarkfast?g=dculture;rgn=div1;view=fulltext;xc=1#pb_126 |location=Ann Arbor, MI |publisher=University of Michigan Press |isbn=978-0-472-07191-3 |access-date=December 19, 2013 |page=126}}</ref> The WAD was mentioned in Doomworld's The Top 10 Infamous WADs list and is sometimes considered to be one of the worst WADs ever created. * ''UAC Military Nightmare'' – a [[List of Doom source ports#ZDoom and derivatives|Skulltag]] WAD made by "Terry" in 2008 which was notorious for its use of vulgar scripts, [[Jump scare|jump scares]], strange graphics, absurd difficulty, and otherwise-useless data that existed to either bloat the WAD's file size or tamper with the player's settings. The WAD itself was removed from Doomworld in 2014 due to the aforementioned useless data, but has since been reuploaded with said data removed. This WAD spawned a genre of WADs known as "Terrywads", or "Terry Traps", which contain similar content to ''UAC Military Nightmare''.<ref>{{Cite web |title=Brutal Doom Final Boss |url=https://goodsiteaffiliate390.weebly.com/brutal-doom-final-boss.html |website=Good Site Affiliate}}</ref> In 2008, ''UAC Military Nightmare'' received a ''Cacoward'' for Worst WAD, wherein it is described as "the worst wad file the world has ever known".<ref>{{Cite web |title=Doomworld - the 15th Annual Cacowards |url=https://www.doomworld.com/15years/others.php |website=Doomworld}}</ref> * ''Lilith'' – a wad created in 2017 that uses [[Glitch|glitches]] in the [[ZDoom]] sourceport to create graphical and musical distortion, and changes in enemy behavior, resulting in a "glitchcore nightmare".<ref>{{Cite web |last=Tarason |first=Dominic |title=Celebrate 24 years of classic Doom modding and mapping with the annual Cacowards |url=https://www.pcgamesn.com/Doom-2/Doom-2-Cacowards-2017 |website=PCGamesN|date=10 December 2017}}</ref> ''Lilith'' was also a winner in the 2017 ''Cacowards''.<ref>{{Cite web |title=Doomworld - The 2017 Cacowards |url=https://www.doomworld.com/24years/best1.php |website=Doomworld}}</ref> * ''[[MyHouse.wad]]'' – posted by Doomworld user Steve Nelson (Veddge) in March 2023, ''MyHouse.wad'' was supposedly a remake of a WAD made by the creator's recently deceased friend, featuring that friend's house. In reality, the WAD is a [[Liminal space (aesthetic)|liminal]] horror map loosely inspired by the 2000 novel ''[[House of Leaves]]'' by [[Mark Z. Danielewski]], and the online urban legend [[The Backrooms]]. It also has a number of other references to other things on the internet considered mysterious, such as an area inspired by the art of Jared Pike,<ref>{{Cite news |last=Katsikopoulou |first=Myrto |date=February 18, 2023 |title=diving into 3D artist jared pike's pool dreamscapes and imaginary liminal interiors |url=https://www.designboom.com/art/diving-3d-artist-jared-pike-imaginary-liminal-interiors-pool-dreamscapes-02-18-2024/ |work=DesignBoom}}</ref> and also using previously mysterious [[Fex (band)|Fex]] single [[Subways of Your Mind]]. Being an extremely cryptic and surreal experience, it features an abundance of lore found both in-game and across other sources on the Internet. It is praised as one of ''Doom II''{{'}}s most technologically advanced mods.<ref>{{Cite news |last=Tarason |first=Dominic |date=2023-03-20 |title=The Doom mod of the year just dropped in a mysterious forum post, and goes so hard we don't even want to spoil what comes next |language=en |work=PC Gamer |url=https://www.pcgamer.com/the-doom-mod-of-the-year-just-dropped-in-a-mysterious-forum-post-and-goes-so-hard-we-dont-even-want-to-spoil-what-comes-next/ |access-date=2023-12-03}}</ref> ====Freedoom==== {{Infobox software | collapsible = | name = | logo = Freedoom-logo.png | title = Freedoom | screenshot = File:Freedoom title screen.png | caption = Phase 1 title screen (v0.12.1) | platform = [[Linux]], [[Microsoft Windows]], [[macOS]], [[MS-DOS]], [[Android (operating system)|Android]] | released = {{Start date and age|2003|04|16|df=yes}} | latest release version = 0.13.0 | latest release date = {{Start date and age|2024|01|29|df=yes}} | latest preview version = | latest preview date = | genre = [[Single-player video game|Single-player]], [[Multiplayer video game|multiplayer]] [[first-person shooter]] | author = Various contributors | license = [[3-clause BSD]] (requires a ''Doom'' engine source port under the [[GNU General Public License|GNU GPL-2.0-or-later]] to play) | website = https://freedoom.github.io/ }} Freedoom is a project aiming to create a [[Free software|free]] replacement (modified [[BSD License]]) for the set of [[Computer graphics|graphics]], [[music]], [[sound effect]]s, and [[level (video gaming)|levels]] (and miscellaneous other resources) used by ''Doom''.<ref>{{Cite web |url=https://www.nextpit.com/play-doom-on-android |title=Knee deep in the 'droid: weird ways to play DOOM on Android |website=NextPit|date=18 October 2018}}</ref><ref>{{cite news |url=https://www.altchar.com/game-news/brutal-doom-completed-after-8-years-of-development-aQXuP7F3YvNu |title=After 8 years of development, Brutal Doom is finally complete |quote=FreeDoom, the open source initiative to bypass the legalities of Doom's code being open source, while Doom's engine isn't.}}</ref> Since the [[Doom engine|''Doom'' engine]] is [[free software]], it can be distributed along with the new resources, in effect providing a full, free game. The project distributes three IWAD files: the two single-player campaigns named ''Freedoom: Phase 1'' and ''Freedoom: Phase 2'', and ''FreeDM'', which contains a collection of [[deathmatch (video games)|deathmatch]] levels.<ref>{{Cite web |url=http://www.washburnreview.org/features/freedoom-app-review-play-id-software-s-classic-on-mobile/article_b1672714-1f65-11e9-82cf-f7c66524d22b.html |title='Freedoom' app review: play id Software's classic on mobile |access-date=2019-11-30 |archive-date=2019-11-23 |archive-url=https://web.archive.org/web/20191123004340/http://www.washburnreview.org/features/freedoom-app-review-play-id-software-s-classic-on-mobile/article_b1672714-1f65-11e9-82cf-f7c66524d22b.html |url-status=dead}}</ref> Originally a Boom-oriented mapset, it was later made merely limit-removing, and finally fully vanilla compatible, allowing play through the original executable and conservative ports like [[Chocolate Doom]].<ref>{{cite web|url=https://www.gamingonlinux.com/2024/08/chocolate-doom-310-brings-many-new-features-for-the-classic-source-port/|title=Chocolate Doom 3.1.0 brings many new features for the classic source port|first=Liam|last=Dawe|date=2024-08-06|access-date=2024-08-08|website=GamingOnLinux|quote=The Freedoom single-player IWAD files are now officially supported, since recent versions changed all levels to be vanilla compatible.}}</ref> A similar project, ''Blasphemer'', aims to create a complete free version of ''[[Heretic (video game)|Heretic]]'', but is less fully developed than Freedoom, from which it has recycled assets.<ref>{{Cite web |url=http://www.jeshimoth.com/jutegyte/blasphemer/ |archive-url=https://web.archive.org/web/20100201110939/http://www.jeshimoth.com/jutegyte/blasphemer/ |archive-date=2010-02-01 |url-status=dead |title=Blasphemer |website=jeshimoth.com |first=Adam |last= Kalmbach |accessdate=2024-08-10}}</ref> Currently three episodes are drafted and a deathmatch set called BlasphDM is available.<ref>{{cite web|url=https://www.riscository.com/2024/heretic-2024-update/|title=Heretic gets a 2024 update|date=2024-04-25|last=M Hudd|first=Vince|website=Riscository|accessdate=2024-07-14}}</ref> ''Zauberer'' and ''Lastermaul'' have also been initiated for ''[[Hexen (video game)|Hexen]]'',<ref>{{Cite web |url=https://github.com/CireG/Zauberer/ |title=Zauberer project|website=[[GitHub]]}}</ref><ref>{{Cite web |url=https://github.com/GeorgePieVG/Lastermaul |title=Lastermaul project|website=[[GitHub]]}}</ref> and ''Animosity'' for ''[[Strife (1996 video game)|Strife]]''.<ref>{{Cite web|url=https://opengameart.org/content/animosity|title=Animosity|website=[[OpenGameArt.org]]|first=Graham|last=Wilson|date=17 January 2024 |access-date=2024-08-10}}</ref> ==Editing== Many [[level editor]]s are available for ''Doom''. The original Doom Editing Utility (DEU) was ported to various [[operating system]]s, but lost significance over time; many modern ''Doom'' editors still have their roots in DEU and its editing paradigm, including DETH, DeePsea, Linux Doom Editor, and Yadex and its fork Eureka. Other level editors include WadAuthor, Doom Builder (released in January 2003), Doom Builder 2 (released in May 2009 as the successor to Doom Builder), GZDoom Builder (released in March 2012), and Doom Builder X (released in September 2017). Some ''Doom'' level editors, such as Doom Builder family feature a 3D editing mode. As of now, these variants have been discontinued, but a newer fork has been released and is regularly updated, known as Ultimate Doom Builder.<ref>{{Cite web |title=Is Doom Builder 2 Development Discontinued? |url=https://www.doomworld.com/forum/topic/103918-is-doom-builder-2-development-discontinued/ |access-date=2022-08-09 |website=Doomworld |date=13 January 2019 |language=en-US}}</ref> ==WAD2 and WAD3== In ''Quake'', WAD files were replaced with [[List of file formats#Video game data|PAK]] files. WAD files still remain in ''Quake'' files, though their use is limited to textures. Since WAD2 and WAD3 use a slightly larger directory structure, they are incompatible with ''Doom''. ==See also== * [[Quake modding|''Quake'' modding]] ==References== {{Reflist}} ==Bibliography== * Joseph Bell, David Skrede: ''The Doom Construction Kit: Mastering and Modifying Doom'', Waite Group Press (April 1, 1995), {{ISBN|1-57169-003-4}} * Richard H. "Hank" Leukart, III: ''The Doom Hacker's Guide'', Mis Press (March 1, 1995), {{ISBN|1-55828-428-1}} * Steve Benner, et al.: ''3D Game Alchemy for Doom, Doom II, Heretic and Hexen'', SAMS Publishing (1996), {{ISBN|0-672-30935-1}} * Kushner, David: ''Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture'', Random House Publishing Group 2003, {{ISBN|0-375-50524-5}}; pages 166–169 * Larsen, Henrik: ''The Unofficial Master Levels for Doom II FAQ'', version 1.02 (retrieved October 4, 2004) ==Further reading== * Zak, Robert (December 2018). [https://www.techradar.com/how-to/the-ultimate-guide-to-modding-doom "The ultimate guide to modding Doom"] ''[[TechRadar]]'' * Hamilton, Andi (December 2018). [https://www.pcgamer.com/the-cult-of-doom-the-thriving-mod-scene-behind-ids-classic/ "The cult of Doom: the thriving mod scene behind id's classic"] ''[[PC Gamer]]'' == External links == * [http://www.doomworld.com/10years/bestwads/ Doomworld: The Top 100 WADs Of All Time] (retrieved December 6, 2004) {{Archive formats}} {{DOOMgames}} {{DEFAULTSORT:Doom Wad}} [[Category:Doom (franchise)]] [[Category:Doom mods| ]] [[Category:Copyleft media]] [[Category:Fan labor]] [[Category:Video game modding]]
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)
Pages transcluded onto the current version of this page
(
help
)
:
Template:'
(
edit
)
Template:Archive formats
(
edit
)
Template:Cite book
(
edit
)
Template:Cite journal
(
edit
)
Template:Cite magazine
(
edit
)
Template:Cite news
(
edit
)
Template:Cite web
(
edit
)
Template:DOOMgames
(
edit
)
Template:ISBN
(
edit
)
Template:Infobox
(
edit
)
Template:Infobox software
(
edit
)
Template:Main
(
edit
)
Template:Main other
(
edit
)
Template:Quotation
(
edit
)
Template:Redirect
(
edit
)
Template:Reflist
(
edit
)
Template:Short description
(
edit
)
Template:Template other
(
edit
)