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15. DOOM Press Release 

Copy the following Text into documents you send. There's a quick blurb, followed 
by a general press release. Lastly, there is a full-blown technical overview. 

15.1 Blurb 

DOOM (Requires 386sx, VGA, 2 Meg) 

It's a real-time, three-dimensional, 256-color, fully texture-mapped, multi-player 
battle from the safe shores of our universe into the horrifying depths of the 
netherworld! Choose one of four characters and you're off to war with hideous 
hellish hulks bent on chaos and death! See your friends bite it! Cause your 
friends to bite it! Bite it yourself! And if you won't bite it, there are plenty of 
demonic denizens to bite it for you! 

DOOM -- where the sanest place is behind a trigger. 

15.2 General Press Release 
15.3 Technical Overview 

See the following pages for the press release and overview. 

Coming in 1993: 

DOOM

You are one of four off-duty soldiers suddenly thrown into the 
middle of an interdimensional war! Wave after wave of demonic 
creatures spread through the research base where you're stationed. 
You must eradicate the enemy and find out where they're coming 
from. When you find out the truth, your sense of reality may be 
shattered! 
 Later episodes feature a journey into another dimension, filled to 
its hellish horizon with fire and flesh. Decide the fate of two 
universes as you battle to survive! Succeed and you will be 
humanity's heroes; fail and you will spell its doom. 

Program Features: 
· Fully texture-mapped walls, floors, and ceilings 
· Light Diminishing and Light Sourcing-so distant objects are 
· enshrouded in darkness, unless a light source is nearby 
· 256-Color VGA graphics 
· Status readouts in your helmet 
· Tons of punch-packing powerups and wicked weapons 
· Explore a seamless world-inside and outside 
· Incredible movie-like cinematic sequences 
· Available speech pack 
· Four players at once on LANS, two by modem 
· Six exciting episodes of violent mayhem 

DOOM -- the sanest place is behind a trigger. 
  

DOOM 

Produced by Id Software, creators of Wolfenstein 3-D. Requires a 
386sx PC compatible or better; VGA graphics; 2 Megabytes of 
memory. 

For Immediate Release: 

Id Software to Unleash DOOM on the PC 

Revolutionary Programming and Advanced Design Make For Great Gameplay 

DALLAS, Texas, December 1, 1992 -- Heralding another technical revolution in 
PC programming, Id Software's DOOM promises to push back the boundaries of 
what was thought possible on a 386sx or better computer. The company plans to 
release DOOM in the third quarter of 1993, with versions for the PC in DOS, 
Windows, Windows NT, and a version for the NeXT. 

In DOOM, you play one of four off-duty soldiers suddenly thrown into the 
middle of an interdimensional war! Stationed at a scientific research facility, 
your days are filled with tedium and paperwork. Today is a bit different. Wave 
after wave of demonic creatures are spreading through the base, killing or 
possessing everyone in sight. As you stand knee-deep in the dead, your duty 
seems clear-you must eradicate the enemy and find out where they're coming 
from. When you find out the truth, your sense of reality may be shattered! 
 The first episode of DOOM will be shareware. When you register, you'll 
receive the next two episodes, which feature a journey into another dimension, 
filled to its hellish horizon with fire and flesh. Wage war against the infernal 
onslaught with machine guns, missile launchers, and mysterious supernatural 
weapons. Decide the fate of two universes as you battle to survive! Succeed and 
you will be humanity's heroes; fail and you will spell its doom. 

The game takes up to four players through a futuristic world, where they may 
cooperate or compete to beat the invading creatures. It boasts a much more 
active environment than Id's previous effort, Wolfenstein 3-D, while retaining the 
pulse-pounding action and excitement. DOOM features a fantastic fully texture- 
mapped environment, a host of technical tour de forces to surprise the eyes, 
multiple player option, and smooth gameplay on any 386 or better. 

John Carmack, Id's Technical Director, is very excited about DOOM: Wolfenstein 
is primitive compared to DOOM. We're doing DOOM the right way this time. 
I've had some very good insights and optimizations that will make the DOOM 
engine perform at a great frame rate. The game runs fine on a 386sx, and on a 
486/33, we're talking 35 frames per second, fully texture-mapped at normal 
detail, for a large area of the screen. That's the fastest texture-mapping around   
period. 

Texture mapping, for those not following the game magazines, is a technique 
that allows the program to place fully-drawn art on the walls of a 3-D maze. 
Combined with other techniques, texture mapping looked realistic enough in 
Wolfenstein 3-D that people wrote Id complaining of motion sickness. In DOOM, 
the environment is going to look even more realistic. Please make the necessary 
preparations. 

A Convenient DOOM Blurb 

DOOM (Requires 386sx, VGA, 2 Meg) 
Id Software's DOOM is real-time, three-dimensional, 256-color, fully texture- 
mapped, multi-player battle from the safe shores of our universe into the 
horrifying depths of the netherworld! Choose one of four characters and you're 
off to war with hideous hellish hulks bent on chaos and death! See your friends 
bite it! Cause your friends to bite it! Bite it yourself! And if you won't bite it, 
there are plenty of demonic denizens to bite it for you! 

DOOM -- where the sanest place is behind a trigger. 

An Overview of DOOM Features 

 Texture-Mapped Environment 

DOOM offers the most realistic environment to date on the PC. Texture- 
mapping, the process of rendering fully-drawn art and scanned textures on the 
walls, floors, and ceilings of an environment, makes the world much more real, 
thus bringing the player more into the game experience. Others have attempted 
this, but DOOM's texture mapping is fast, accurate, and seamless. Texture- 
mapping the floors and ceilings is a big improvement over Wolfenstein. With 
their new advanced graphic development techniques, allowing game art to be 
generated five times faster, Id brings new meaning to "'state-of-the-art." 

 Non-Orthogonal Walls 

Wolfenstein's walls were always at ninety degrees to each other, and were always 
eight feet thick. DOOM's walls can be at any angle, and be of any thickness. 
Walls can have see-through areas, change shape, and animate. This allows more 
natural construction of levels. If you can draw it on paper, you can see it in the 
game. 

 Light Diminishing/Light Sourcing 

Another touch adding realism is light diminishing. With distance, your 
surroundings become enshrouded in darkness. This makes areas seem huge and 
intensifies the experience. Light sourcing allows lamps and lights to illuminate 
hallways, explosions to light up areas, and strobe lights to briefly reveal things 
near them. These two features will make the game frighteningly real. 

 Variable Height Floors and Ceilings 

Floors and ceilings can be of any height, allowing for stairs, poles, altars, plus 
 low hallways and high caves-allowing a great variety for rooms and halls. 

 Environment Animation and Morphing 

Walls can move and transform in DOOM, which provides an active--and 
sometimes actively hostile environment. Rooms can close in on you, ceilings 
can plunge down to crush you, and so on. Nothing is for certain in DOOM. 
To this Id has added the ability to have animated messages on the walls, 
information terminals, access stations, and more. The environment can act on 
you, and you can act on the environment. If you shoot the walls, they get 
damaged, and stay damaged. Not only does this add realism, but provides a 
crude method for marking your path, like violent bread crumbs. 

 Palette Translation 

Each creature and wall has its own palette which is translated to the game's 
palette. By changing palette colors, one can have monsters of many colors, 
players with different weapons, animating lights, infrared sensors that show 
monsters or hidden exits, and many other effects, like indicating monster 
damage. 

 Multiple Players 

Up to four players can play over a local network, or two players can play by 
modem or serial link. You can see the other player in the environment, and in 
certain situations you can switch to their view. This feature, added to the 3-D 
realism, makes DOOM a very powerful cooperative game and its release a 
landmark event in the software industry. 
 This is the first game to really exploit the power of LANs and modems t 
otheir full potential. In 1993, we fully expect to be the number one cause of 
decreased productivity in businesses around the world. 

 Smooth, Seamless Gameplay 

The environment in DOOM is one big world. You enter and exit buildings, walk 
around outside, explore underground, take something off a table, and so on. Just 
like real life. Everything is actual size. You never have to leave the game 
environment unless you quit or save your first game. And the frame rate (the 
rate at which the screen is updated) is high, so you move smoothly from place to 
place, turning and acting as you wish, unhampered by the slow jerky motion of 
most 3-D games. On a 386sx, the game runs well, and on a 486/33, the normal 
mode frame rate is faster than movies or television. This allows for the most 
important aspect of gameplay-immersion. 

DOOM will be available in the third quarter of 1993. Our shareware distributor 
is Apogee Software, P.O. 496389, Garland, TX, 75049-6389. Or call: 1-800- 
GAME123. 
 Our commercial distributor is FormGen, Inc. Reach them at: FormGen, Inc., 13 
Holland Drive, Bolton, Ontario, Canada L7E lG4. 

DOOM, Id, and Wolfenstein are trademarks of Id Software, Inc.

 
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