Proto:Doom (PC)/Doom 0.5

Compiled on May 22nd, 1993, more changes were made from the previous alpha, and it is now somewhat playable. It is notable for being the last prototype compiled while Tom Hall was still working for iD Software.

Changes from Doom 0.4

 * The menu is now similar to the final version.
 * The engine now runs at a capped frame rate of 35 fps.
 * Windows are now present, but parallax skies aren't yet implemented so the view looks very barren.
 * Actor collision detection is now implemented; you can bump into monsters, rather than phasing through them.
 * Monsters can be killed with weapons - even though their death frames are present in the WAD data they just vanish - though the Bayonet and the Rocket Launcher has no effect.
 * The demon has a VERY different death animation from the final.
 * You can be hurt and killed by damaging floors (sludge etc.)
 * You can pick up items.
 * Attacking sprites are also present in the WAD data, though of course it's normally impossible to see them as there's no AI yet.
 * Skill levels can be chosen upon starting a new game, with the "I'm too young to die" difficulty being called "I just want to kill" here. In the final game's WAD file, the graphic for the easiest difficulty's name is still called "M_JKILL".
 * The status bar is still different from the final, but it actually works.
 * Unfinished implementation for high-color (or rather the Sierra Hi-Color DAC) and very high-resolution modes are present, but they crash the game instantly.
 * The intermission screen is now implemented, although it is very incomplete.
 * As with the last prototype, there is no sound... at all.

Controls
Arrow keys; Numpad (2, 4, 6, and 8 keys) - Move

Control - Shoot

Right Shift - Run

1 - Use bayonet

2 - Use rifle

3 - Use shotgun

Alt - Use; Open doors

[ and ] keys - Decrease/Increase Resolution

Q - High Quality

W - Medium Quality

E - Low Quality

A - Use Automap

Pressing any key other than 'A' while on the automap - Stop Using Automap

M - Drop to ground perspective

Weapons
You can now use the shotgun in this alpha. You now have 3 weapons - the bayonet, the rifle and the shotgun.

Missile Launcher

The sprite is now completed, but it still looks very different.

Darkclaw

Its sprite is missing here, making it unclear if any work has been done with it since Doom 0.4.

Items
Stimpack

The stimpack uses the Wolfenstein 3D medkit sprite in 0.5; obviously, it is temporary.

Medkit

The medkit is more basic than it is in the final version.

Clip

The clip graphic is very similar to the final version, but it has a bit of a slanted perspective to it.

Keys

The graphics are very preliminary at this point in development, only having a gloss and a color scheme. Weirdly, the internal names for the key's sprites in this alpha are "BKEYA0" (Bronze Key), "SKEYA0" (Silver Key), and "GKEYA0" (Gold Key). However, the keys are already red, yellow, and blue, like the final version.

Map 1
This map appears to be some sort of demonstration map.

Map 6
This level by Tom Hall was never quite finished for Doom 1, but it was revived and updated for use as level 10 of Doom 2.

Map 7
It is identical to E1M4 (Command Control), except there is no exit.

Map 12
This eventually became Deimos Anomaly. It's only a rough layout at this point.

E2M1
This is an early version of Limbo, but many of the textures required to play it are missing. You can hack the level into the Doom 0.4 Alpha, though it is barely playable, as only a small section has been worked on, at this point.