Doom Constant Progress


In December of 1993 a file called Doom1-0. zip was uploaded to the University of Washington’s FTP network. It contain the first of three episodes that would make up Doom what happened next would establish the most notable first-person shooter in that the genre itself spring forth from it. It wasn’t the first but it was the definitive and today we are going to take you on a trip through the Evolution of Doom. After ID Software had created Wolfenstein 3D and its sequel Spear of Destiny John Carmack set to work in the creation of a new engine that could be used to create much more detailed areas and scenarios that engine which is now known as IDTECH1 was the dual engine. What the game Doom would eventually be built upon was actually a very interesting and in some ways complicated way of rendering a world. To understand how Doom works is to understand Doom itself and how it was a phenomenon because it was pretty much the first to do so many of the things that it did. The naked eye it appears to be a 3D game however this is not entirely correct. It’s actually considered a 2.5 D game, all the levels are built on a 2D floor plan and a multi-layered area was completely impossible. Meaning you couldn’t have a room that was above another room, another thing that you couldn’t do was have a slope you could have stairs in that you would create small areas and give them different heights and you could have what looked like areas with different heights and functioned very much as we would expect it to you in a 3d space but the fact is a lot of it was kind of faking you out on that and the fact that it works so well is testament to exactly how well the engine was written.




The first time I played Doom my immediate reaction was not i’ll bet this is just a collection of 2d vertices with heights assigned to them that being said it did garner some criticism. Walls are drawn vertically with textures applied to them on the floor and ceiling work in sort of a flood fill like way. They have an algorithm that actually draws them as horizontal quote-unquote Visplanes. You were able to use noclip for instance which was the cheat that basically allows you to go through walls you would see that the floor continuously goes on and on and on on. This sounds like it might be over complicated or even in some ways unnecessary but you have to understand this was a time where computers were not nearly as powerful as they are today and in order to do something 3d it had to be in a way that wasn’t so processor-intensive.

This month coming up with ways that could make something look 3d without it necessarily taking up a lot of data in the ram which by the way there was almost no handling systems at this point especially compared to today’s Doom actually required eight megabytes of ram, 8 megabytes of ram and a lot of data had to be fit into that eight megabytes. It’s really quite ingenious if you think about it the way they constructed levels and environments in Doom is not one that many people would think of but it really paid off. Doom was praised and received numerous very good reviews rightfully so too if you had ever played Doom think of it in comparison to other games at the time it was just mind-blowing was completely different and the guns from shotguns all the way up to the bfg do made a massive impact and has been often listed as a source for inspiration for guns in countless other games.


For more video games that you want to know and how they areĀ  check out Mobile Strike , Halo all series, Mass Effect, Super Mario and many more.