Final Doom (PC)

Final Doom is an official compilation of two fan-made Doom II map sets, The New Technology: Evilution and The Plutonia Experiment. Each map set is treated as a standalone game.

Unused Graphics
Menu heading and option for a display options menu. These are left over from the Doom 0.5 alpha.

Headings for the load and save game menus. These menus just reuse their option graphics for their headings.

Additionally, the "Read This!" menu option does not appear in Final Doom, but its graphic is still present in the IWADs.

As are all of the graphics for Doom's episode selection menu.

The "ouch" face was meant to occur if the player lost 20 or more health in a single attack. A mistake in the game's coding makes it visible only if you gain 20 or more health while taking damage, rendering the face unseen outside of uncommon situations, like getting hurt while standing on a medikit. Like most of Doom's status bar faces, the ouch face has five different sprites depending on how much health the player has remaining.

Unused Textures
Likely as a result of how the WADs were developed, both TNT.WAD and PLUTONIA.WAD contain all of Doom II's patch graphics and texture definitions. Some of the newly defined textures are also unused, however.

TNT.WAD
BTNTSLVR. The SILVER1 texture with a blue TNT logo.

PLUTONIA.WAD
A-CONCTE. A gray concrete wall. It's composed of a single patch named CONCRETE, which is not used in any other textures.

A-VINE2. A transparent brown vine texture copied from Doom.

SLIME8. A double-wide variant of the BRICK10 texture with a light panel.

Medikit Message
If the player gets a medikit with less than 25 health, this should be displayed: Picked up a medikit that you REALLY need! However, health is added before the check is made, so the player's health is always greater than 26 when it checks which message to use.

Quit Messages
There are several unused quit messages defined in the source code:

The first seven messages are under a comment saying "FinalDOOM?", but this was added by Bernd Kreimeier when he was cleaning the source for release to the public. These messages were never intended for Final Doom - they were "development mode only" messages written by John Romero. "Ron" referred to Ron Chaimowitz, CEO of GT Interactive.

Debug Mode
Entered by passing the parameter "-devparm" when starting the game, the Doom engine's debug mode is pretty bare-boned. You can take screenshots (in PCX format) by pressing F1 (which replaces its original function of bringing up the help screen), and a series of dots appears in the bottom left that roughly indicate the frame rate. One dot indicates the full 35FPS, while more dots indicate a frame rate of 35/(number of dots).

Original Retail
The original DOS executable, still named doom2.exe and called version 1.9, is actually based on the one used by The Ultimate Doom.


 * This executable adds support for loading tnt.wad and plutonia.wad, prioritizing the latter if both files are in the same directory.
 * New text strings have been added for each wad's start up text, level names, and intermission/ending story sequences.
 * A new bug has been introduced where teleporters do not correctly set the Z height of things after teleporting, which can cause the player and teleport fog to appear in the air.
 * The engine still expects a fourth demo for the opening reel, and will crash when trying to load it since it isn't present in either iwad.

id Anthology
A little-known update was made to Final Doom in some copies of the id Anthology compilation, so little-known that id themselves seem to be unaware of it, and later collections and digital releases reuse the original buggy retail version.


 * The yellow key on Level 31 of TNT has had the multiplayer-only flag removed from it. It originally was not present in single-player due to this flag.
 * Deathmatch starts have been added to some Plutonia maps.
 * The executable no longer crashes looking for a fourth demo.

Doom Classic Complete
As was already done in the Xbox Live Arcade version of Doom II and Doom 3: BFG Edition, the red crosses on the Stimpack, Medikit, and Berserk powerup were replaced by a red and white capsule for the PSN release of Final Doom.