Released December 16, 1993.
The first registered release of Doom.
First appearance of gamma correction, which is either on or off.
A more stable version of the DOS extender (DOS/4GW).
Sound Blaster 1.0 support.
Textual changes:
• At the text screen of Knee-Deep in the Dead "buy" is changed to "play" in the final sentence.
• The "This version is NOT SHAREWARE, do not distribute!" text was added, to be shown with the registered version.
• Many more, including capitalization, spelling corrections and additional error messages.
Serial mode multiplayer was added.
The command line parameters -send and -receive were added.
Version 1.2
Released February 17, 1994.
Rewritten sound code.
Modem/null-modem support. This release saw the network code split into external "drivers", providing a modular network system.
PAS-16 stereo support.
First appearance of "Nightmare!" skill level.
Mouse and joystick can be used in the menus.
Gamma correction mode was expanded to include five settings (0–4).
Improved joystick calibration.
Multiplayer text macros.
The -left and -right network options no longer work.
Textual changes:
• "CENTER the joystick and press button 1:" was added, changes to other joystick messages were also made.
• "I_StartupSound: forking sound daemon." in 1.1 was changed to "I_StartupSound: Hope you hear a pop."
• "OpenSocket: ..", "ListenForPacket: .." and a few others were removed.
The status bar is modified and now uses a single STBAR image as a backdrop.
Bug fixes:
• Fix for the broadcast packet bug which caused many networks to suffer decreases in performance.
• Runs under Windows.
• Z_Malloc error implemented.
• IRQ 2 works.
• Savegame slots 5 and 6 work.
• Switches and platforms work when reloading from a saved game.
• Network play no longer locks up when using a sound card.
Version 1.666
Released September 1, 1994.
OPL music playback crash was fixed.
First appearance of -statcopy.
Version 1.8
Released January 23, 1995.
Doom FAQ updated to version 6.666.
Version 1.9
Released February 1, 1995.
A large amount of text from readme.txt was cut, presumably because it duplicated information that was already covered in the bundled copy of the Doom FAQ.
Doom 2
Version 1.666
Compiled August 30, 1994.
Released September 30, 1994.
An alternate version, dated September 25, 1994 is considered to be pirated.
Addition of the -timer command line option.
Doom FAQ updated to version 5.8.
Lost souls no longer count as monsters (to accommodate for Doom II's pain elementals).
Version 1.7
Released October 11, 1994.
Various IWAD changes.
DeathManager! was not included in this release.
README.EXE file was added back.
No README.TXT file.
OPL music playback freeze was fixed.
Version 1.7a
Released November 8, 1994
Various level design bugs. (HOM, see through walls, etc.).
Sound code changes.
Re-appearance of DeathManager! version 1.1.
ENDOOM lump had a phone number change.
Version 1.8
Released January 23, 1995.
Doom FAQ updated to version 6.666.
Version 1.9
Released February 1, 1995.
A large amount of text from readme.txt was cut, presumably because it duplicated information that was already covered in the bundled copy of the Doom FAQ.
The Ultimate Doom
Released April 30, 1995.
The engine internal version is still 1.9.
Support for Ultimate Doom: can select the fourth episode, the ending text.
Only the bosses present in original maps can trigger tag 666.
The lost souls bounce off ceilings and floors (see Demo desyncing caused by bouncing lost souls).
The executable expects four demos, and will exit after the third demo if DEMO4 lump is not present.
Introduces a bug that would hide par times after idclev which affects Doom II and Final Doom.
Final Doom
Released June 17, 1996.
The engine internal version is still 1.9. The same executable is used for both the TNT: Evilution and The Plutonia Experiment; the game setting is selected depending on the IWAD name (either tnt.wad or plutonia.wad).
New level names and intermission texts if playing Evilution or Plutonia.
Teleporters do not set the Z coordinate, causing player to teleport into the air sometimes.
Setting joyb_speed to 31 in the configuration file doesn't make the player always run as in the previous 1.9 versions, though the value of 29 works in all versions.
Final Doom, id Anthology version
Some copies of the id Anthology contain an updated Final Doom; the rest use the version described above. The GOG.com release uses this alternate version.
Released November 30, 1996
The engine internal version is still 1.9, and likewise the same executable is used for both IWADs.
The teleportation bug introduced in the original Final Doom was fixed.
The bug with skies never changing was fixed.
The missing yellow key in TNT MAP31 was fixed.
Missing deathmatch starts in both TNT: Evilution and The Plutonia Experiment were added.
Executable expects 3 demos again to resolve issues with IWADs other than Ultimate Doom. As a result, Ultimate Doom will only show the first 3 demos and it won't crash on IWADs where the fourth demo is missing.
BFG Edition
Released October 16, 2012
In the PC version of BFG Edition classic Doom content is available through three WAD files found in <Steam directory>/SteamApps/common/DOOM 3 BFG Edition/base/wads; these are DOOM.WAD, DOOM2.WAD, and NERVE.WAD.
Ultimate Doom and Doom II
• In the PC version multiplayer is disabled.
• All cheat codes have been disabled.
• The keyboard function keys and related functions are disabled.
• It is not possible to input the original command line parameters. However, custom IWADs can still be used if loaded as a normal Doom 3 style mod.
• There is no confirmation when selecting Nightmare! skill.
• On Nightmare!, the fast monsters mechanic has been removed entirely: fireballs shot by imps, cacodemons, barons of Hell and Hell knights are no longer sped up, and neither is the running speed of demons. Monsters retain increased reaction times.
• The pickup sprites for the stimpack, medikit, and berserk (STIMA0, MEDIA0, PSTRA0) are modified in compliance with the Red Cross' wish that its symbol not be used in games. Instead, the symbol is replaced by a red and white pill.
• A new DMENUPIC lump is present, though unused. This was the title screen in the original Xbox 360 version.
• An M_MULTI menu graphics lump has been added, which reads "multiplayer".
• M_GDHIGH reads "Fullscreen:" instead of "high".
• M_SCRNSZ reads "Gamepad:" instead of "Screen Size".
• Four new menu graphics lumps are present: M_ACPT ("accept"), M_CAN ("cancel"), M_EXITO ("Are you sure?"), and M_CHG ("change game"). They have been inserted in between the DEMO2 and DEMO3 lumps in DOOM.WAD, and placed at the very end of the file in DOOM2.WAD.
• The engine ignores the sound effects' sample rate, and instead uses a fixed rate of 11025 Hz. The "item respawn" sound (DSITMBK) and some super shotgun sounds (DSDBOPN, DSDBCLS, DSDBLOAD), however, are still sampled at 22050 Hz; therefore when they are played back they are slower and lower pitched than intended.
• The player's view bobbing is reduced by 25%.
Ultimate Doom specific
• All animation has been removed from the intermission screens; the lumps for the animations are still present in the IWAD though.
Doom II specific
Several of the changes made to Doom II may cause compatibility issues with classic source ports:
• The TITLEPIC lump, not used, is entirely missing from the IWAD. This creates a severe incompatibility with the original exe, as well as most source ports. Chocolate Doom, Doomsday, the Eternity Engine, and ZDoom and derivatives can handle the missing lump.
• All Wolfenstein SS have been search-and-replaced by zombiemen. In multiplayer with another player using a non-BFG IWAD, the difference in actors will create desyncs in the secret levels.
• MAP33: Betray is present, though it is not normally accessible. The secret level exit in MAP02 that took the player there in the Xbox version is present, but does not function properly. Note many source ports fix this, including the Eternity Engine and ZDoom-family ports.
• The load game menu now includes a sub-menu allowing the user to access the save games for either Doom II or NRFTL from either game.
The rest of the changes are purely cosmetic and should not affect gameplay directly:
• The Wolfenstein SS sprites (SSWV*) are all replaced by copies of POSSA1 with bad offsets. Oddly, the offsets change for each sprite, even though none of them look usable. The last four sprites of the gib death (the S, T, U, and V frames) are unchanged, however.
• MAP31: Wolfenstein and MAP32: Grosse become MAP31: IDKFA and MAP32: Keen. The CWILV30 and CWILV31 lumps are changed to reflect this.
• The ZWOLF* texture with Nazi iconography (Hitler portraits, swastikas, Reichsadlers, etc.) now look like their unadorned counterparts. ZWOLF2, ZWOLF3, and ZWOLF4 look like ZWOLF1; ZWOLF6 and ZWOLF7 look like ZWOLF5; ZWOLF12 and ZWOLF13 look like ZWOLF11. The definitions in TEXTURE1 are identical; it is the patches that have been changed.
• D_EVIL and D_ULTIMA are now copies of D_DOOM.
• The INTERPIC lump is used instead of TITLEPIC.
• The M_EPISOD lump is used and reads "Which expansion?" instead of "Which Episode?"
• M_EPI1 is used and reads "Hell on earth"; M_EPI2 is used and reads "No rest for the living". (M_EPI3 remains unused and still reads "Inferno".)
• CWILV32, MAP02, MAP33, MAP31, and MAP32 are moved below the F_END marker and before the four new menu graphics, in that order, rather than being placed in sequence.
No Rest for the Living
No Rest for the Living is a Doom II expansion set originally developed by Nerve Software's Arya Iwakura and Russell Meakim for the release of Doom II on Xbox Live Arcade. It is also now available as part of Doom 3: BFG Edition, in the PlayStation 3 release of Doom Classic Complete, and as an add-on for the Doom Classic Unity ports.
No Rest for the Living was one of the winners in the 17th Annual Cacowards.
The episode consists of nine levels in all, eight standard levels and a single secret level, as a homage to the similarly structured nine-map episodes in the original Doom, particularly Knee-Deep in the Dead. As Doom II did not have episodes per se calling No Rest for the Living an episode is technically a misnomer. Indeed, the episode selection screen reads "Which expansion?", listing options "Hell on Earth" and "No Rest for the Living", selectable at the inception of a new game, in a fashion similar to Doom's episode selection. Selecting "Hell on Earth" propels the player into the classic 32 map Doom II campaign, whereas selecting "No Rest for the Living" starts the new 9 map addition. This expansion selection prompt is also displayed when the player intends to load a previously saved game, with each campaign having its separate save game directories. Completing No Rest for the Living in singleplayer on any difficulty unlocks the "And Back Again" Achievement, and unlocks the "Doom II Marine Suit" Avatar award.
According to Nerve Software president Brandon James the expansion set "continues on Earth after Hell's forces have [seemingly] been vanquished".
Secret level. Completing takes the player to MAP05.
Note: 1. These tracks are only applicable to the original Xbox Live Arcade release, the Doom Classic Unity port add-on, and compatible fan-made source ports. The versions included in Doom 3: BFG Edition and in the PlayStation 3 release of Doom Classic Complete instead play the tracks corresponding to the similarly numbered Hell on Earth levels, meaning Level 1 will play D_RUNNIN and so on.
2. These skies from Doom II are only applicable to the Doom Classic Unity port add-on and the most current releases of Crispy Doom. All former official releases use SKY1 for all maps.
3. The expansion pack lacks the metadata it had in the Xbox 360 port. This means that the sound track and par times are unchanged from Doom II.
SIGIL & SIGIL II
SIGIL (also styled SI6IL) is an episode WAD for Doom and Ultimate Doom that was released in limited editions on May 22, 2019, while the free release appeared on May 31, 2019. It was announced on Doom's 25th anniversary on December 10, 2018 by its designer, John Romero.
Although billed as a megawad with 18 maps, Romero clarified in an interview that each of the nine single-player levels includes a separate deathmatch arena, making it a standard episode. The levels were created using Doom Builder 2.
SIGIL was named as a runner-up at the 2019 Cacowards, although in a break from tradition, its write-up was not contained to the sidebar, instead sharing a "Runner-up Spotlight" page with Doom 3: Phobos.
On December 11, 2019, Bethesda announced support for SIGIL as the first in a series of curated community WADs to be featured as an add-on for the Doom Classic Unity port, added alongside the official Final Doom and No Rest for the Living. The first version of the game allowing users to download SIGIL was released as an update on January 9, 2020.
A sequel, SIGIL II, was announced on August 15, 2021 and was released on Doom's 30th Anniversary, on December 10, 2023.
Doom 64 EX v2.5
Doom 64, released March 31, 1997 for the Nintendo 64, is a sequel to Doom II. The game has all new graphics and runs on a modified Doom engine, based on the Sony PlayStation port. Doom 64 was released by Midway, in cooperation with id Software. GT Interactive Software distributed the European PAL version of the game, which was released on December 2, 1997.
Doom64 EX is a reimplementation of Doom 64 for Linux, macOS, Windows, and Nintendo DS by Samuel "Kaiser" Villarreal. It is based on Doom3D, though rewritten for OpenGL rather than DirectX, and includes many bug fixes from Boom and MBF. It aims to recreate the look and feel of Doom 64 as closely as possible, based on specifications obtained through reverse engineering, similar to how Kaiser also created SvStrife and Chocolate Strife.
Released July 10, 2008. Latest release February 17, 2014