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. |