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Doom + Doom II

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Title Screen

Doom + Doom II

Developers: id Software, Night Dive Studios, MachineGames
Publisher: Bethesda Softworks
Platforms: Windows, PlayStation 4, Xbox One, Nintendo Switch, PlayStation 5, Xbox Series X
Released internationally: August 8, 2024


AreasIcon.png This game has unused areas.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.


Hmmm...
To do:
  • Look for any thing unused in the Legacy of Rust expansion.
  • See if there are any other test maps. Remasters by Night Dive often include a ton of them.

The FPS that defined the era gets a remaster of a remaster, jettisoning the previous re-release's crunchy Unity-based shell for the same KEX Engine as the Quake remasters and a ton of new content by many of the same guilty parties.

Test Map

Legacy of Rust includes a normally inaccessible MAP99 (or "???", as it claims to be in the intermission screen), named "Test Map Please Ignore" and credited in the console to "nobody, this map just appeared out of thin air like a damn ghost". As its name suggests, this spectrally-spawned locale is dedicated to testing the assets and actors created for the new expansion.

id Vault Extras

Hmmm...
To do:
Upload and describe all this stuff. Will take a minute...

As with the Quake II and Dark Forces remasters also by Night Dive Studios, the "vault" full of development materials contains more stuff than is actually exposed in the game itself, placed specifically for the pleasure of dataminers, modders and other overly nosy sorts.

These are in the vault subdirectory of common.kpf, which as with all other Night Dive games is just a renamed zip file. This is conspicuously separate from the actual in-game vault, which stores its assets in menu\vault.

Sprites

Many (but not all) of the sprites displayed in the vault as id's internal DeluxePaint spritesheets are also present in an form ready for modern source ports, as PNG files with appropriate lump names, cropped with transparency and with sprite offsets applied. Almost as if they were placed there specifically to save mod-makers the trouble of cropping them out and setting them up themselves. Hmm. Hmmmm.

Music

Filename Asset Description
OPENING1.MID
A sinister whistling fanfare, intended for Doom's title screen. Eventually dramatically lengthened and used for MAP30: Icon of Sin in Doom II.
UN121.MID
A simple hard rock riff for guitar, bass and drums. Likely inspired by "March of the S.O.D." by Stormtroopers of Death.

Sounds

Filename Asset Description
spidth2.wav
An unfinished version of the Spider Mastermind's death sound, missing the loud crash of it hitting the ground.
rlauncs.wav
An early rocket launcher sound that was eventually fed through assorted filters to become the final Plasma Rifle firing sound.
rfly.wav
The rocket launcher firing sound from the SNES version of Wolfenstein 3D.
podeth3.wav
A very distorted monster sound. What sounds like the lost soul can be heard in the background, while faintly the possessed being injured can also be heard. "PODETH3" possible details "possessed death 3," meaning this is an unused possessed marine death sound before it was replaced by "DSPODTH3.WAV"

sounds/pre-beta

Of particular note in this folder is that there are a lot of sound effects from the SNES port of Wolfenstein 3D, which was developed (very quickly) during Doom's early development. As the behind the scenes "A Visit to id Software" video from 1993 reveals, the sounds were then used by Doom as placeholders until the last few months of development.

Filename Asset Description
BFG2.WAV
An early BFG being fired. The debris-like crashing noises may suggest this was for the BFG-2704 rather than the BFG-9000.
BKGRD1.WAV
A looping ambient sound of... something. Slime being squeezed through a tube? Likely meant as ambience for episode 2 with it's fleshy textures.
BKGRD2.WAV
A (terrible) looping ambient sound of a reactor hum, with lots of clicking noises as the loop wasn't adjusted correctly. Likely was meant for episode 1 with all of the machinery.
BKGRD4.WAV
A looping ambient sound of loud gusty wind of the kind you'd hear high up a mountain. Likely meant for episode 3 due to the nature of the description matching the background of the environment. Also, apparently "BKGRD3.WAV" doesn't exist within the archive.
BONUS.WAV
Four quiet, low-pitched bell notes paired with a male choral sound. Presumably intended for picking up bonus treasure items, part of a powerup, or 1-up sound that wasn't finished.
BRSKHT.WAV
Something related to the Baron? The filename suggests this is a sound detailing "baron ??? hit," possibly a swing sound similar to how the Revenant produces its "swoosh" sound before punching the player?
CHOMP.WAV
An animal eating something slowly. Possible meant for the Pinky or Cacodemon's melee attacks.
DBITE.WAV
A dog, growling. Possible meant for the Pinky as the filename details "demon bite."
DEATH1.WAV
A human screaming twice. The second scream was used in the final version for the player's "normal" death sound.
DEMON1.WAV
An animal growling. Possibly meant for the Pinky once more.
DEMON2.WAV
The same sound as DEMON1, fed through a noise filter.
DIE.WAV
A human male voice groaning in muffled pain. The filename suggests this is an early player death sound.
DMNDIE.WAV
An odd sound presumably intended for the Pinky's cancelled "energy dissipation" explosion death animation. The stock sound effect that makes up its second half was repurposed as the first half of the BFG9000 firing sound.
EDIE.WAV
The enemy death sound from the SNES version of Wolfenstein 3D used for a placeholder.
EDIE1.WAV
A thud. Incorporated into the final version's Pinky death sound.
ELEVMV.WAV
A looping sound for an elevator moving. Possibly meant for lifts or perhaps the end of E1M1 in the switch room, as structurally, that's an elevator that transitions to E1M2. Elevator buttons did also exist in development graphics as well.
ELVMOV.WAV
A looping sound for an elevator moving.
ELVSTP.WAV
An early version of the platform-stopping sound.
ELVSTR.WAV
An early version of the platform-starting sound.
EPAIN.WAV
A human voice going "Ah!". Likely intended for SNES Wolfenstein 3D that wasn't used there.
EVLGRN.WAV
A gravelly energy hum that is similar to the flying soul cube sound. The filename suggests "evil grin," likely meant for the HUD face when a weapon was picked up. If you pick up a weapon in the game, it plays DSWPNUP.WAV, thus having this sound becoming redundant. It's unknown if the evil grin face was meant for anything else besides picking up a weapon. Strangely, the hertz rate of the file is 11111 HZ compared to the rest of the other sound effects usually held at 11025 HZ.
EXTRA.WAV
The extra life sound from the SNES version of Wolfenstein 3D. Possibly set as a placeholder for a better-suiting extra life sound, but that didn't happen as the lives system was removed entirely after the pre-beta.
FLSHRP.WAV
The source stock sound effect for what became the final gib/slop noise. The filename suggests "flesh rip."
FSLPSH.WAV
A noisy sound. Unknown usage.
FTHROW.WAV
Same as rfly.wav above - it doubled as a flamethrower sound in the SNES version of Wolfenstein 3D. Used in Legacy of Rust for the Incinerator weapon, with an extra flame sound added to the start.
GUN.WAV
A gunshot sound.
GUNSHT.WAV
A slightly higher-pitched pistol sound from SNES Wolfenstein 3D.
HITHUD.WAV
What sounds like a whip being slashed. Filename suggests "high thud" or perhaps "hit HUD."
KNFHIT.WAV
A knife being used. Early development of Doom suggested the player used a knife as the primary melee weapon before being replaced by the fists.
KNIFE.WAV
A stock whiffing noise. Likely meant to be played for the knife when used. Repurposed and pitched down a semitone for Doom 2's Revenant punches.
MGSHT1.WAV
A slightly higher-pitched machine gun sound from SNES Wolfenstein 3D. Likely was going to be used for the machine gun before it was replaced by the chain gun. The chain gun also doesn't have its own sound effect, but instead uses the pistol's.
MISILE.WAV
A sci-fi projectile firing sound. Probably intended for a rocket (or missile, as it was called the "missile launcher" back then) while flying through the air.
MISSLE.WAV
A sci-fi energy recharge sound. Possibly intended for reloading the missile launcher.
MLAUNC.WAV
A sci-fi projectile firing sound. Intended for launching a missile. Also was reused for the plasma rifle's firing sound.
MSPLSH.WAV
A short rumble sound. Possibly referring to "mud splash?"
MSTEP.WAV
The sound of Mecha-Hitler Staatmeister's footsteps from the SNES version of Wolfenstein 3D.
OPENDR.WAV
The door open sound from the SNES version of Wolfenstein 3D.
PDIE.WAV
The player death sound from the SNES version of Wolfenstein 3D.
PISTL1.WAV
An early, slightly less refined version of the pistol firing sound.
PLASM1.WAV
A duplicated file of "HITHUD.WAV," probably as a placeholder for the plasma rifle.
PUMP1.WAV
A quiet and not enormously meaty sound of a weapon being cocked.
PUNCH01.WAV
Several following sounds of stock punches. id Software probably wasn't decisive of what punch sound to use for the fists. The punch itself was repurposed for the cyberdemon's metal hoof hitting the floor, albeit slowed down by 50% the speed and pitch.
PUNCH02.WAV
Another stock punch sound.
PUNCH03.WAV
Ditto. The punch itself sounds similar to the Revenant punch, but not exactly.
PUNCH08.WAV
Ditto.
PUNCH09.WAV
Ditto.
PUNCH10.WAV
Sounds similar to the Revenant punch, but not exactly.
PUNCH11.WAV
Ditto.
PUNCH12.WAV
(todo description)
PUNCH13.WAV
Ditto.
PUNCH14.WAV
Ditto.
PUNCH15.WAV
Ditto.
PUNCH16.WAV
There we go!
PUNCH17.WAV
PUNCH02.WAV ditto.
PUNCH18.WAV
Repurposed for the cyberdemon's metal hoof hitting the floor, albeit slowed down by 50% the speed and pitch.
PUNCH19.WAV
Repurposed for the Revenant
PWALL.WAV
The pushwall sound from the SNES version of Wolfenstein 3D.
RATDIE.WAV
The rat death sound from the SNES version of Wolfenstein 3D.
RCOCHT.WAV
A movie-style bullet ricochet.
RICHOC.WAV
A movie-style bullet ricochet.
SAWDN.WAV
An unused chainsaw sound, likely to be used for switching the chainsaw to another weapon as the filename suggests "saw down."
SAWID4.WAV
A longer version of what became the final Chainsaw idle sound.
SCREM1.WAV
A bunch of stock male screams exist. These might be familiar to anyone who played Command & Conquer back in the day. Later used for the common demon pain scream, albeit the audio is slowed down by half and the audio was cut down. Also, if you have very keen ears, you may notice this scream was also repurposed for the player's death sound in Doom PSX/Doom 64!
SCREM2.WAV
Another stock male scream.
SCREM3.WAV
The speed was lowered down by half, and one specific segment was sampled to be used by the possessed soldiers' pain sound.
SCREM4.WAV
'SCREM2.WAV' ditto.
SCREM5.WAV
The pitch was lowered by 12 semitones, and was used as a possessed soldier death, specifically as DSPODTH3.WAV in the final game.
SHOTGUN.WAV
A stock gunshot sound effect.
SHTGN1.WAV
A louder and refined version of SHOTGUN.
SLIME.WAV
A footstep into something gross sounding. Probably meant for stepping into acid or other hazardous floors.
SWING97.WAV
These few sounds are stock swing sounds.
SWING98.WAV
Lowered by two semitones and was repurposed as the Revenant swing before laying a punch.
SWING99.WAV
Similar vein to the first 3 punch sounds.
THROW.WAV
A copy of FTHROW.WAV.
WARN1.WAV
An alarm siren. Likely was suppose dot be used for the warning light graphics seen in some development resources.
WARN2.WAV
Ditto. Would be used in Legacy of Rust as ambience during E2M7's last fight.
WATER.WAV
A looping waterfall sound. There were waterfall textures in Doom 2 that were left unused.
XPLO1.WAV
A stock explosion noise. Trimmed down and repurposed for the generic explosion.
XPLO2.WAV
Ditto.

Maps

Filename Asset Description
COMM1.wad
Doom2024 comm1.png
A nefarious maze in the vein of much of Sandy Petersen's level designs, albeit in an unrefined, boxy form. Previously had editor screenshots leaked out that described it as an early take on Doom II's MAP28.
COMM2.WAD
Doom2024 comm2.png
A level developed for Doom by Tom Hall that was later developed further into Doom II's MAP10. (TODO: Need to compare with Alpha 0.5 version)
COMM3.wad
Doom2024 comm3.png
An early version of E1M8. The basic crux of it is here, but the outline is fairly different - the two little dark caves where Spectres hung out were originally huge caverns that looped back around, and the Baron arena was much smaller and fairly oddly shaped.
COMM4.WAD
Doom2024 comm4.png
A pitch-dark level built around a tall staircase with a lot of Light Amplification Visors. Ascending takes you to an computer room(?) with more Lightamps, and opens a monster closet behind you with a Baron and a Plasma Gun. Proceeding from the top of the staircase takes you to a room with a Cyberdemon and a poorly marked switch opening another monster closet on the staircase with some imps and medkits. The "plus" shaped computer is supposed to open a third monster closet on the steps when used, featuring some pinkies and a blur sphere, but it doesn't quite seem to function for some reason.
COMM5.wad
Doom2024 comm5.png
A version of level 1 from the Alpha 0.5 prototype with some nasty surprises - entering the exit room opens a wealth of monster closets creating a new path recontextualizing what you've been through, while hitting the "exit" switch locks you in with a Cyberdemon! Presumably an early experiment in what would become E3M9's "deja-vu" level design prankery.