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Doom (2016)

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Title Screen

Doom

Developers: id Software, Certain Affinity (Multiplayer), BattleCry Studios (Post-launch updates), Escalation Studios (SnapMap), Panic Button (Switch), ZeniMax Online Studios (Switch)
Publisher: Bethesda Softworks
Platforms: Windows, Xbox One, PlayStation 4, Nintendo Switch, Google Stadia
Released internationally: May 13, 2016 (PS4/Windows/Xbox One), November 10, 2017 (Switch), August 18, 2020 (Stadia)


AnimationsIcon.png This game has unused animations.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • Find and show debug strings and developer text. The developer console should have some good stuff.
  • Some Reddit folks have uncovered even more unused stuff from the alpha and beta versions of the game. Stick those here.
  • Rage has assets from the Doom 4 days, both used and unused, slap it into a development page if need be.
  • Thanks to the recently released Wraith toolkit, we can properly extract models with textures. Now we can replace the model previews with proper renders that show the models in their true glory.
  • There are some cut glory kill animations. The link in the video description has some more information on the animations.
  • There's bunch of strings that went unused, which includes scrapped objectives, cut dialogue and many others. Add them later into the sub-page.

Doom, commonly referred to as Doom 2016, Doom 4 and stylized as DOOM, is a reboot of the 1993 game of the same name, featuring a full-fledged campaign, numerous multiplayer modes, and a built-in level editor.

The original production of the game got scrapped and the project was completely re-done. Evidently, a small amount of that version's content made it into the final release.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
DevTextIcon.png
Unused Strings
If you'll allow me to explain...

Cut Maps

Luckily for us a lot of dev-related files were left in the release.. including the lists used for the developer level select menu! (Found under generated/decls/devmenuoption/devmenuoption/ inside the resources file.)

A lot of the maps listed in them are boring tests/prototypes, but some of them sound like actual maps, and may have even been from the earlier Hell on Earth version of Doom 4!

Interesting-sounding maps have been listed here, test maps etc. have been skipped to save time (if someone wants to add them feel free!)

vsp

Unknown what vsp means, but there's a few maps listed here that seem to be related with the released campaign:

  • olympia_surface_west ("Olympia Surface West 1" and "Olympia Surface West 2")
  • olympia_engineering ("Argent Labs")
  • olympia_shipyard ("Olympia Shipyard")

vsp_old

The name (and contents) of this list gives a hint that these maps belong to the older, scrapped Doom 4 campaign.

  • veranda ("Veranda - Intro")
  • veranda_streets ("Parking Garage", "Street Combat" and "Buildings Crumble")
  • unearthed ("Unearthed - Intro", "Lure Demon Intro", "Lure Demon Stomach", "Chainsaw Melee")

vc

  • olympia_surface ("Surface 1", funnily enough this also mentions a layer on the map called "layer/game/sp/olympia_surface/not_xmas", could be related to the model below?)
  • user/jerry/cyberdemon_battle_test ("Cyberdemon Battle")
  • user/souders/surface_art/surface_art_geo_3 ("Olympia Surface - Art")

minidoom

Mini-doom, the campaign where Doomguy is 6 inches tall! Maybe, I dunno.

  • prototype/gameplay_systems/vs_systems/vs_crash_site ("Crash Site")
  • prototype/gameplay_systems/vs_systems/vs_hangar ("Hangar")
  • prototype/gameplay_systems/vs_systems/vs_tunnels ("Tunnels")
  • prototype/gameplay_systems/vs_systems/vs_installation ("Installation")

genesis

It's unknown what genesis refers to. Could be unreleased levels? Maybe another scrapped campaign, or possibly even single-player DLC?

  • hangar ("Hangar")
  • genesis_tunnels ("Genesis Tunnels")
  • genesis_surface ("Genesis Surface")
  • genesis_reactor ("Genesis Reactor")
  • genesis_research ("Genesis Research")
  • genesis_labs ("Genesis Labs")
  • genesis_engineering ("Genesis Engineering")

demo

Along with still including the maplists for the Gameinformer, E3, Xmas and even Conan demos (along with special map configurations for each one), there's also this map listed in the xmas_demo list which isn't included in the released game:

  • sp/olympia_surface/olympia_surface_qcon ("Surface", runs with quake_con_2014 layer active)

Misc.

Hmmm...
To do:
There's more to add here once we get the resources fully extracted.

Other than the lists, small bits such as layer definitions have also been left in for cut maps, which as a side-effect also give us the names of them:

  • game/sp/basalt_canopy

Cut Weapons/Modules

Thanks to a recently released tool, users now have access to (almost) all the commands from id Tech 6, allowing commands like "give" to be used, and when combined with the scripts found inside the resources file, a few unused modules and weapons can be found, some of them working, some of them not.

BFG Modules

The BFG was supposed to have a few modules, each with its own effects and power; the perks table is present on the BFG weapon decl file, but are unused. The modules are:

  • bfg_charge_sphere - Old-School BFG behavior, but supposedly charged manually and with no tendrils when close to enemies.
  • bfg_rapid_fire_sphere - Quake 3-like behavior, doesn't have charging and small delay between shots, also shoots in bursts of 2 spheres when Attack is held. Again, it has the old sphere behavior with no tendrils.
  • bfg_charge_beam - Similar to the Gauss Cannon or the old Railgun used in other id games, this mode fires a beam, although the weapon charges before firing.
  • bfg_charge_sphere_burn - BFG with a different explosion, instead of simply exploding it creates a fire vortex that stands for a few seconds in place, burning enemies that comes near to it.
  • bfg_charge_sphere_arc - Used BFG behavior.
  • bfg_rapid_fire_sphere_burn - Same as Rapid Firing, but with the burn effect applied on explosion.
  • bfg_rapid_fire_sphere_arc - Same as used BFG, but with Rapid Firing.
  • bfg_rapid_fire_beam_burn - Similar to a Flamethrower, it launches a burst of Napalm/Flames.
  • bfg_rapid_fire_beam_arc - Unknown effect, as it crashes the game when fired.
  • bfg_rapid_fire_beam - Rapid Firing beam with no elemental effect.

This also confirms the theory of the BFG being used as a normal weapon instead of a "powerup" at some point in the game.

Video with unused mods.

Unused Weapon Scripts

Hmmm...
To do:
Find more information. There probably are more files hidden.

Some scripts have also been found, probably leftovers from early indev versions or from the canceled DOOM 4.

  • assault_rifle_assaultrifle.decl - Assault Rifle from the scrapped version. Giving it to the player works, but it doesn't load since it lacks the correct animations on the hands for the model. Its icon is also used for unselectable weapons (Like the Mancubus Glory Kill [mancubus_gland]).
  • assault_rifle_assaultrifle_secondary.decl - Secondary function of the AR. (Probably the Iron sights?)
  • arc_cannon.decl - An energy weapon that's unused, giving it to the player gives the same result as the Assault Rifle since its model and animations don't exist. It was supposed to be a gun similar to the Hellshot, launching Fireballs and projectiles that would attract enemies. It used Argent Energy as ammunition.
  • assault_rifle_assaultrifle_secondary.decl - Secondary function of the Arc Cannon, launches fireballs (according to its Damage decl file).
  • nailgun.decl - Found in unlockInventory, probably the Nailgun from where the cut model comes from. It's impossible to get this weapon since its script is missing.

Unused Icons

Credits Screen

Located In "generated/images/models/storyboard/sb_credits_screen_3.bimage" is an image with the DOOM logo that was used for the rolling reboot period and appeared in the leaked 2012 concept trailer, which used footage from the original DOOM 4.

Logos

Located In "generated/images/textures/effects/particles/misc/" are logos of UAC and the Marines, most likely leftovers from the unreleased DOOM 4.

Death Type Icons

Located in “generated/textures/gui/hud/mp/icons/deathtypes", these appear to be leftovers from DOOM 4's Multiplayer. They can also be found in Doom Eternal.

In the closed Multiplayer Alpha, the rocket launcher icon is mirrored.

Multiplayer Icons

Located In "generated/image/textures/guis/hud/online/gamemode_icons" are also icons from Doom 4's multiplayer.

This image is located in "generated/image/textures/guis/hud/mp/reticle/hit_x.bimage".

BFG Modifications Icons

Unused icons for mods use the original sprite of the BFG. Most likely, they were placeholders that they then wanted to change to more suitable ones.

These icons can also be found in the closed alpha.

Weapon Icons

Located in "generated/image/textures/guis/icons/weapons", these are various weapon icons. There's also a early icon of the Lightning Gun, which seems to have been planned to have a sight. Perhaps it would have served as a minimalistic HUD like for the modified Plasma Rifle. In one of the tech demos this lightning gun icon can be seen on the player's hud using for rocket launcher.

The grenade launcher and its icon were most likely intended for its canceled Doom 4 counterpart.

In "generated/images/textures/guis/icons/weapons/assault_rifle_border.bimage" and in "generated/images/textures/guis/icons/weapons/sniper_border.bimage" are two weapon icons from DOOM 4.

Unused Demon Behavior

Cacodemon Magnet Attack

An attack in which the Cacodemon pulls the player to itself by method of three magnetic tendrils. They are the same color as the Caco's regular projectiles.

Unused Possessed Behavior

It seems that the Possessed were planned to be much more aggressive in attacking the player. They would have run after the Doomguy, as well as having a faster attack.

Unused Models

As expected, this game has a decent amount of unused models that range from interesting to just strange.

Early Doomguy Helmet

Located in "generated/basemodel/md6/player/human/base/assets/mesh" is what looks to be an early Doom marine helmet modeled after its original concept art:

Doommarinehelmet.png

Nailgun

Found in "generated/basemodel/md6/objects/weapons/mp_weapons/" is a nailgun.

Nihal Doom 2016 Nailgun Textured Render ( Blender ).png

Its design resembles a weapon of the same name in Quake, so it's likely that this is either leftover from a Quake-themed project, or they wanted to combine the arsenal of both Quake and Doom. In further inspection, the model appears to be a heavily modified version of the early Doom 4 Grenade Launcher model.

Magnum

Found in "generated/basemodel/md6/objects/weapons/mp_weapons/" is a weapon that calls itself a "magnum."

Doommagnummodel.png

It looks to be some sort of harpoon gun.

Early Weapon Crate

Located in "cooked/model/models/weapons/weapon_crate_01/" is some sort of weapon crate.

Doom 2016 early weeapn crate render.png

This doesn't seem to be the one used in-game. The final model is wider on the sides.

Pickups

Located in "cooked/model/models/pickups/" are various pickup models that don't appear in the game.

Doomsantahelmet.png

A Santa hat, obviously was meant to be used around Christmas.

DoomBluePickupPlaceholder.png

A model named "placeholder_armor_custom". A placeholder for some sort of armor pickup.


Test Models

Located in "cooked/model/models/test" are two pickup models which might have been used in the early iteration of the game.

DoompickupsMREammopickup.PNG

This one is labeled ammodrop_lg - "lg" likely stands for "large".

DoompickupsMREalternate.PNG

This one is labeled upgradedrop_sm - "sm" likely stands for "small". Shares the same textures with ammodrop_lg. texture sets use the name "MRE".


Plasma Rifle With Different Texture

Located in "cooked/models/weapons/energy/plasma_rifle.bmodel". The Plasma Rifle on the left is a separate model with an unused texture. Its color scheme is based on concept art.

Unused Used
Doom2016 plasmariflea.png Doom2016 plasmarifleb.png


Boomerang

Located in "generated/basemodel/md6/objects/weapons/thrown/boomerang/assets/mesh/". It is unknown where this model is from.

Doom2016 boomerang.png

Celling Turret

Located in "generated/basemodel/md6/objects/weapons/turret/ceiling/turret_a/assets/mesh/". A similar model appears in the early hologram study video.

According to the design document of the Lazarus Labs level, this turret was planned to be an enemy, and in one moment as an ally in a specific area of the map.

Doom2016 ceilingturreta.png

Olivia's Guard

Located in "generated/basemodel/md6/characters/monsters/oliviasguard/base/assets/mesh/oliviasguard.bmd6model", this is a separate untextured model of a Hell Knight that was used as a placeholder model for the Hell Guards. They appear in gameplay footage in the second part of old DOOM 2016 development documentaries authored by Noclip. They wielded early models of a staff and hammer as weapons.

Doom 2016 Oliviasguard.png

These weapons are located separately from each other, located in "generated/basemodel/md6/objects/weapons/melee/hammer/assets/mesh/hammer.bmd6model" and in "generated/basemodel/md6/objects/weapons/melee/staff/assets/mesh/staff.bmd6model".

Doom 2016 Cuthellknightweapons.png

Textures and other files in the folder of the final model of the Hell Guard, called talisman_guard, have oliviasguard in their names.

Pavdemon

Located in "generated/md6/characters/monsters/mp_pavdemon/base/assets/mesh/mp_bfd_weaponproxy.bmd6model" is the cube model that was used for the pinky AI test before the model was finished.

DoomPavdemon.png

Doom 4 leftovers

Leftovers from the first iteration of the game.

Guardian Assault

Located in "generated/basemodel/md6/characters/humans/male_rage/player_coop/assets/mesh", this model is implied to be a leftover from Rage, however, it has the UAC logo on its shoulder. It's also shown as a player model from the earlier Doom 4 Multiplayer component.

Doom 2016 Playermodels.PNG

Assault Rifle

Located in "cooked/model/models/weapons/assault_rifle_3/" is an assault rifle.

Doomassaultriflescoped.png

Despite the similarities, this is not the Heavy Assault Rifle used in the final game. Instead, this is a rifle used in the canceled earlier version of the game.

A variant of this rifle appears in "generated/basemodel/md6/objects/weapons/assaultrifles/assaultrifle", which does not include the sight.

Doom 2016 Assualt rifle textured render Blender.png

Grenade

Located in "cooked/model/models/weapons/grenade/" is a grenade used for the early Doom 4.

Doomgrenademodel.png

Since its purpose is unclear, it could have been a placeholder to develop the usable grenades for the final game.

Pistol

Found in the same folder as the "Magnum".

Doom 2016-Doom 3 Pistol.png

A more traditional pistol, also visible in the "push-forward combat" animatic used to justify the project reboot. As such, it's probably a leftover from the first version of the game.

Unused Zombie Model

Located in "generated/model/basemodel/md6/zombie/zombie_a" is a model without textures, most likely a variant of an enemy with 3 heads and 5 arms shown in the same "push-forward combat" animatic and leaked 2012 Doom 4 concept trailer. It is missing from the Multiplayer alpha's files.

Zombie a doom4.png

Proximity Mine

Located in "cooked/models/weapons/proximity_mine/". Most likely, this is C4 and another leftover from the original project.

Doom2016 proximitymine.png

Rage Leftovers

Leftovers from Rage, another game developed by id Software.

Pickups

Doomwaterbottlepickup.png

A water bottle.

Doombandagepickup.png

Some bandages.

Player's hand

Located in "cooked/model/models/characters/player/" is a hand model.

DoomRagehands.png

Wall Turret

Located in "prototypes/weapons/turrets/wall Model". This turret appeares in Rage's DLC The Scorchers.

Doom 2016 Wall turret.png

Unused Animations

imp_parking_garage

Located in "cineractive/maps/vsp/veranda/imp_parking_garage" are two animations called “imp_into" and “imp_out" that are leftovers from the canceled DOOM 4. The legs do not move for some reason.

Unused Audio

Hmmm...
To do:
Upload more samples. There's a LOT to do here.

For reference, these all use the proper filenames from "base\sound\soundbanks\pc\soundbanksinfo.xml". A script can be used to rename files extracted from the WWISE archives for ease of browsing.

Unused Music

Hmmm...
To do:
I'll upload the various "sting" sounds at a later date.

These all sit in the root of the SFX folder after everything is extracted and sorted under the proper filenames.

Goodbye Horses - Q Lazzarus.wav is, unsurprisingly enough, the 1988 new-wave hit, presumably used as a placeholder by a really big fan of Silence of the Lambs. Files starting with D4_QuakeCon_ are, as the name suggests, left over from the 2014 closed-door reveal at QuakeCon. The D4_QuakeCon_Chainsaw_WIP_v3_ tracks, notably, are a quite early and very different version of "At Doom's Gate" without any guitar - it's all distorted synths.

"D4_QuakeCon_Arena_Part01". This tune made it into the final game as the hell guardian theme, but was slightly modified prior to release.

"D4_QuakeCon_Arena_Part02".

"D4_QuakeCon_Arena_Part03".

This particular track can also be heard in the E3 2015 demo, when the player picks up the chainsaw. Fittingly, the file is called "D_QuakeCon_Chainsaw_WIP_v3".

"D4_QuakeCon_Mood_bodyroom".

Unfiltered Voice-Over

Some of the files, for unexplained reasons, contain voice acting (either unused or alternate takes) without the vast array of post-processing filters specific to those characters.

The Origin

sfx/sp/origin/ contains versions of one of The Origin's Snapmap Speaker lines, except quieter and without any filters. The real lines are in dlc1/origin/.

Demonic Voice

Similarly, sfx/demon/, has two similarly quiet and unfiltered versions of one of the Demonic Voice's Snapmap lines.

sfx/sp/Demonic_Voice/ contains unfiltered versions of the Demonic Voice's campaign voice-over.

Placeholder Snapmap Voice-Over

Hmmm...
To do:
Post all of these clips. Maybe. Somehow. There's a LOT of them.

"base\sound\soundbanks\pc\English(US)\streamed_vo_dlc3.pck" (added in the December 7 2016 patch) contains a sizable amount of placeholder VO. Their filenames in soundbanksinfo.xml start with things like vo_snapmaps_genericfemale1_ and vo_snapmaps_genericmale1_, pointing to these likely being intended for generic character voice-overs for campaign-style Snapmaps. Additional placeholder VO is present starting with vo_vega_dlc3_arcademode_, and it appears to be placeholder versions of VEGA's arcade mode voice-over from before VEGA's voice actor was brought in. Why exactly this was added after Arcade Mode was finished and released is unknown.