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Doom WAD

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"Doom Construction Kit: Mastering and modifying Doom" was one of many guide books for creating WADs. It included a CD with editing programs and complete WADs that could be played or studied.
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"Doom Construction Kit: Mastering and modifying Doom" was one of many guide books for creating WADs. It included a CD with editing programs and complete WADs that could be played or studied.

Doom WADs are mods for the computer game Doom or its sequel Doom II, standing for "Where's All the Data?". Immediately after its release in 1993, Doom attracted a sizeable following of players who created their own WAD files — packages containing levels, graphics and other game data — and played a vital part in spawning the mod-making culture which is now commonplace for first-person shooters. Literally thousands of WADs, ranging from single custom levels to full original games, have been created for Doom; most of these can be downloaded for free over the Internet. Several WADs have also been released commercially, and for some people the WAD-making hobby became a gateway to a professional career as a level designer.

There are two types of WADs: PWADs and IWADs. IWADS contain the data necessary to load the game, while PWADs contain additional data such as custom levels.

History

Extensibility in Doom

When developing Doom, id Software was aware that many players had tried to create custom levels and other modifications for their previous game, Wolfenstein 3D. However, the procedures involved in creating and loading modifications for that game were cumbersome.

John Carmack, lead programmer at id, 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 separate from the game engine, in "WAD files". According to Doom's initial design document, WAD stands for "Where's All the Data?".

The idea of making Doom easily modifiable was primarily backed by Carmack, a well-known supporter of copyleft and the 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. Not everybody in the id Software crew was happy with this development; some, including Jay Wilbur and Kevin Cloud, objected due to legal concerns and in the belief that it would not be of any benefit to the company's business.

Utilities and WADs appearing

The Doom Editing Utility was the first of many programs allowing people to create their own Doom levels.
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The Doom Editing Utility was the first of many programs allowing people to create their own Doom levels.

Immediately after the initial shareware release of Doom, on December 10, 1993, enthusiasts began working on tools to modify the game. On January 26, 1994, the first version of the Doom Editing Utility, a program created by Doom fans which made it possible to create entire new levels, was uploaded to the Internet, and many other editing programs followed. (Carmack additionally 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 for most people, who were PC users.)

Soon, countless hobbyists were building custom WADs and sharing them over AOL and CompuServe forums, and other Internet-based channels. Many of the WADs were in the style of the stock game, others were based on TV series, movies, or original themes. Some of the id Software staff have revealed that they were impressed by some of the WADs; John Carmack later said the following about a Star Wars-themed modification:

"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." [link]
Another particularly notable early modification is the Aliens TC (see below in the conversions section), based on the movie Aliens.

Even those WADs which transformed the game by replacing graphics and sounds were somewhat limited; much of the game's behaviour, including the timing and power of weapons and enemies, was hard-coded in the Doom executable file and impossible to alter from WADs. One program called DeHackEd addressed this fact by letting users modify parameters inside the Doom executable itself.

Commercial WADs

"The Doom Hacker's Guide" by Hank Leukart, who also created and maintained the official Doom FAQ
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"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 BBSs and via CD collections found in computer shops or bundled together with instruction guides for level creation (in later years Internet FTP servers became the primary method for obtaining these works). Although the Doom software license required that no profit be made from custom WADs, such CD compilations could be sold as long as the price only covered distribution costs.

id Software was at the time working on their next game Quake, using new technology, but started side projects picking up some of the most talented WAD makers from the community to create official expansions and compete with the unauthorized collection CDs. The team produced the 21 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 arbitrarily from the Internet. In 1996, Final Doom, a package of two 32-level sets created by TeamTNT, was released as an official id Software product.

Additionally, a handful of first-person shooter games released at the time used the Doom engine under a commercial license from id Software, as such essentially being custom WADs packaged with the Doom engine. An example is the 1997 release HacX.

In addition to the many people who contributed to commercially released WADs, some authors became involved with the development of other games:

The source port era

Around 1997, interest in Doom WADs began to decline, as attention was drawn to newer games with more advanced technology and yet more customizable design, including id's own Quake.

In late 1997, id Software released the source code to the Doom engine (initially under a restrictive license; it was however released again under the terms of the GNU GPL). With the source code available, it became possible for programmers to modify any aspect of the game, remove technical limitations and bugs, and add entirely new features.

These engine modifications, or Doom source ports, have since become the target for much of the WAD editing activity (although some purists prefer the original, unmodified engine). As of 2004, several source ports are still actively developed, and Doom retains a following of people who still create WADs.

Types of modifications

Levels and level packs

The most common kind of WAD consists of a single level, usually retaining theme of the original game, but possibly including new music and some modified graphics to define a more unique setting or mood. Both single-player and deathmatch multiplayer levels are common.

Common are also WADs which contain several levels, sometimes in the form of an episode, replacing some 8-10 levels, and sometimes in the form of a megawad, which replaces all or most levels in the game (36 in Doom, 32 in Doom II).

Megawads often represent the work of several people over several months and in some cases years.

Conversions

WADs which change the appearance or behaviour of weapons, enemies, etc, are called conversions. There are partial conversions (PCs) which modify some parts of the game, and total conversions (TCs) which change most or everything in the game, including levels, enemies, weapons, and possibly even the basic gameplay (e.g. Chex Quest).

Notable WADs

The following is a non-inclusive listing of highly popular, unique or historically significant WADs that may be considered uncontroversial in its selection. See the external links section below for alternative lists and review sites.

Megawads

Total conversions

Batman Doom exchanges the Doom space marine for the Dark Knight and the hell-infested cities in Doom II for Gotham City.
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Batman Doom exchanges the Doom space marine for the Dark Knight and the hell-infested cities in Doom II for Gotham City.

Miscellaneous

Editors

Many level editors are available for Doom. The original Doom Editing Utility has been ported to a number of operating systems, but lost significance over time; however, many of today's editors still have their roots in DEU and its editing paradigm, including DETH, DeePsea, Linux Doom Editor, and Yadex. Other level editors include WadAuthor and the relatively young Doom Builder (initially released in summer 2003), which, among other things, features a 3D editing mode.

A number of other, specialized editors also were created over time to modify graphics and sound lumps, most notably Wintex and XWE. Things, such as monsters and items, and weapon behavior can also be modified to some degree using the executable patching utility DeHackEd.

The utility Slige can be used to automatically generate random maps.

Guide books

References

External links

 


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