Doom (2016)
Doom |
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Developers: id Software,
Certain Affinity (Multiplayer),
BattleCry Studios (Post-launch updates),
Escalation Studios (SnapMap),
Panic Button (Switch),
ZeniMax Online Studios (Switch) This game has unused animations. This game has a prototype article This game has a prerelease article |
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. |
To do:
|
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.
Contents
- 1 Sub-Pages
- 2 Cut Maps
- 3 Cut Weapons/Modules
- 4 Unused Icons
- 5 Unused Demon Behavior
- 6 Unused Models
- 7 Unused Animations
- 8 Unused Audio
Sub-Pages
Prototype Info |
Prerelease Info |
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.
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
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:
Nailgun
Found in "generated/basemodel/md6/objects/weapons/mp_weapons/" is a nailgun.
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."
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.
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.
A Santa hat, obviously was meant to be used around Christmas.
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.
This one is labeled ammodrop_lg - "lg" likely stands for "large".
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 |
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Boomerang
Located in "generated/basemodel/md6/objects/weapons/thrown/boomerang/assets/mesh/". It is unknown where this model is from.
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.
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.
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".
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.
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.
Assault Rifle
Located in "cooked/model/models/weapons/assault_rifle_3/" is an assault rifle.
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.
Grenade
Located in "cooked/model/models/weapons/grenade/" is a grenade used for the early Doom 4.
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".
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.
Proximity Mine
Located in "cooked/models/weapons/proximity_mine/". Most likely, this is C4 and another leftover from the original project.
Rage Leftovers
Leftovers from Rage, another game developed by id Software.
Pickups
A water bottle.
Some bandages.
Player's hand
Located in "cooked/model/models/characters/player/" is a hand model.
Wall Turret
Located in "prototypes/weapons/turrets/wall Model". This turret appeares in Rage's DLC The Scorchers.
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
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
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
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.
The Doom series
| |
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DOS | Doom (1993) (Prototypes) • Doom II: Hell on Earth (Prototypes) • Final Doom |
Windows | Doom (1993) (Prototypes) • Doom 3 (Prototypes) • Doom (2016) • Doom 64 • Doom Eternal • Doom + Doom II |
Mac OS Classic | Doom (1993) • Doom II: Hell on Earth • Final Doom |
Mac OS X | Doom 3 |
Linux | Doom (1993) (Prototypes) • Doom II: Hell on Earth • Doom 3 |
Jaguar | Doom |
32X | Doom (Prototypes) |
3DO | Doom |
SNES | Doom |
PlayStation | Doom (Prototypes) • Final Doom |
Sega Saturn | Doom |
Nintendo 64 | Doom 64 (Evaluation Prototype) |
Game Boy Advance | Doom • Doom II: Hell on Earth |
J2ME, BREW | Doom RPG • Doom II RPG |
Xbox | Doom • Doom II: Hell on Earth • Doom 3 (Prototype) |
Xbox 360 | Doom • Doom II: Hell on Earth |
PlayStation 3 | Doom Classic Complete (Doom, Doom II: Hell on Earth, Final Doom) |
Nintendo Switch, Xbox One, PlayStation 4 | Doom (1993) • Doom II: Hell on Earth • Doom (2016) • Doom 64 • Doom Eternal • Doom + Doom II |
Google Stadia | Doom (2016) • Doom 64 • Doom Eternal |
Xbox Series X, PlayStation 5 | Doom Eternal • Doom + Doom II |
- Pages missing developer references
- Games developed by id Software
- Games developed by Certain Affinity
- Games developed by BattleCry Studios
- Games developed by Escalation Studios
- Games developed by Panic Button
- Games developed by ZeniMax Online Studios
- Pages missing publisher references
- Games published by Bethesda Softworks
- Windows games
- Xbox One games
- PlayStation 4 games
- Nintendo Switch games
- Google Stadia games
- Pages missing date references
- Games released in 2016
- Games released in May
- Games released on May 13
- Games with unused animations
- Games with hidden development-related text
- Games with unused graphics
- Games with unused models
- Games with unused sounds
- Games with debugging functions
- Works In Progress
- To do
- Doom series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Cleanup > Works In Progress
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused animations
Games > Games by content > Games with unused graphics
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