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Doom (PC, 1993)/Revisional Differences

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This is a sub-page of Doom (PC, 1993).

Hmmm...
To do:
What about the new green censored crosses in that new DOOM 1 and 2 port?

Revisions

  • v1.0, the first shareware version of the game, is called "DOOM Operating System v0.99" in the start up text, but was distributed in DOOM1_0.ZIP. id chose to go with the latter numbering.
  • v1.1 was the first registered version of the game.
  • v1.2 made extensive changes to the engine and was the first version that could be run under Windows.
  • v1.3 was leaked, but is commonly referred to as a "bootleg" v1.4 due to a hacked executable showing a different, hardcoded version number.
  • v1.25 was only distributed as shareware with The Official Doom Survivor's Strategies and Secrets guide published by Sybex. Despite the version number, it appears to be a version between v1.3 and v1.4.
  • v1.4, v1.5, and v1.6 shareware betas were released by id. Doom II is supported to some extent in each version.
  • v1.666 was the first version with full Doom II support and incorporates many changes from the betas.
  • v1.8 includes v1.7's engine fixes, as that version was never officially released for Doom. It's called the "FINAL version of DOOM" in its readme.
  • v1.9 fixes a bug with the IDDT cheat in network games. It's also called the "FINAL version of DOOM."
  • The Ultimate Doom is still called v1.9 internally, but makes many changes to the engine in order to support the fourth episode. A prototype of this version is also available.
  • v1.10 (Linux Doom) is the version used for the official source code release. This version was ported to Linux by Dave D. Taylor and "cleaned up" for public release by Bernd Kreimeier. This version is the basis for essentially all fan-made source ports.
  • v1.11 (Doom Classic) is used for the Xbox, Xbox 360, Doom 3 BFG Edition, and PSN Doom Classic Complete versions of the game.

Doom was also ported to Windows by Microsoft in two forms:

  • WinDoom is an unreleased Windows 3.1 port led by Gabe Newell of future Valve fame. Three betas are available. They're derived from DOS v1.8 and run under Windows 3.1 with Win32s and WinG.
  • Doom95 was led by DirectX creator Alex St. John. It requires Windows 95 and DirectX, and has support for Final Doom. This was the primary engine used for rereleases in the late 90s and early 2000s.

General/Technical Differences

v1.1

  • One time use locked doors no longer print a message about requiring a colored skull instead of a keycard. Even in v1.0, these doors can be opened with the correct colored keycard.
  • A new version of the DOS/4GW extender is used. Batch files are included in the distribution to use an older version or restore the newer version.
  • A gamma correction key, F11, was added, but it only had 'on' and 'off' settings.
  • The MAXDRAWSEGS limit was increased from 128 to 256. It was possible to see rendering errors in E1M8 of v1.0 due to this limit being set too low.

v1.2

  • Nightmare difficulty was added along with the -fast and -respawn command line parameters.
  • The -nomonsters parameter was added.
  • Radiation Shielding Suits no longer count to the Items percentage.
  • Monsters can no longer target themselves for melee attacks. In previous versions, it is possible for a monster that hurts itself via an exploding barrel to acquire itself as their target, causing it to wander around randomly and melee itself to death, which looks absolutely hilarious.
  • Projectiles no longer trigger walkover line types when passing over them. The projectiles added in Doom II, however, still trigger them.
  • Five different levels of gamma correction were added.
  • The configuration file and save games are now stored in the game's own directory instead of C:\DOOMDATA.
  • Support for using the mouse and joystick to navigate the menus was added.
  • Demo support was improved to prevent desyncs.
  • Attempting to save in slot 5 or 6 now works correctly instead of saving to slot 1.
  • Z_Malloc errors when changing levels have been fixed.

v1.3

  • Previously, walking close to a wall in a room with a ceiling 560 units or higher could cause the screen flash in a moire pattern quasi-randomly, getting worse the taller the room was. v1.3 fixed this, although rooms with a height of 2,500 units or more remained unstable, and the maximum height was capped at 4096. Previously heights up to 32767 worked fine, outside of the moire patterns.
  • Reloading a saved game and attempting to manually close an opened door no longer crashes the game. The crash does not occur if the door is allowed to close on its own.
  • Stopped lifts and crushers also no longer behave incorrectly when loaded from a save game.
  • The sky is compressed vertically when low detail mode is active in this version, this causes it to tile. Low detail mode in this version actually had a detrimental effect on the framerate on machines of the day.

v1.25

  • Loading PWADS when using the shareware IWAD is no longer allowed.
  • Most command line parameters can now be used without -devparm.
  • The LowerAndChange sector floor logic adds a check for the lowest neighboring sector. Previously it always copied the floor flat and sector type from the back sector of the lowest numbered two-sided linedef, regardless of its height. This change introduced bugs into E3M1 and E3M9, which are documented below.
  • v1.25 and v1.4 shareware beta won't allow spaces to save file name.
  • When the save file is looked with a text editor, it says "version 103".

v1.4

  • Armor is now capped at 200%. It was uncapped in prior versions.
  • The MAXVISPLANES limit was increased from 128 to 256 to accommodate Doom II's levels.
  • The demo header is extended, allowing for demos to span multiple levels, multiple lives, and record all players in multiplayer games.
  • Both issues with low detail mode were fixed.
  • Monsters no longer try to attack through one-sided walls.

v1.5

  • Demons and Spectres now use an instant damage attack like all other monster melee attacks. Previously, they used range-limited hitscans for their bite attacks, which meant that they could damage and trigger infighting with other monsters and that the Partial Invisibility powerup could make them miss the player.
  • The IDKFA cheat now gives Doom II's Super Shotgun, and since its sprites aren't included in the IWAD, the game will crash when slot 3 is selected.

v1.6

  • Health is now capped at 200% instead of 199%.
  • The IDKFA cheat "fixes" the Super Shotgun bug by disabling slot 3 entirely after using the cheat, which also makes it impossible to use the regular shotgun.

v1.666

  • Lost Souls no longer count towards the end of level monster percentage, to accommodate Doom II's Pain Elementals.
  • The IDFA and IDMUS cheats were added.
  • The IDKFA cheat is fixed so that it only gives the Super Shotgun in Doom II.
  • Because this version of the game was available on CD-ROM, the new -cdrom parameter forces the executable to use C:\DOOMDATA again and changes the loading floppy disk icon to a CD-ROM.
floppy disk icon CD-ROM icon
Doom floppy icon.png Doom cdrom icon.png

The Ultimate Doom

  • This version adds support for the fourth episode and adds a fourth demo to the opening reel before starting a game.
    • Interestingly, the code that prints the level names in the automap has support for a fifth episode, using the placeholder token "NEWLEVEL".
    • Sector tag 666's behavior in E1M8, used to lower the walls surrounding the star arena, was changed in The Ultimate Doom to only activate when the last Baron of Hell present in the level is killed, rather than when the last of any boss monster is killed. This change, while having no noticeable effect in E1M8, broke custom levels reliant on the old behavior. New behavior was added for E4M6 and E4M8.
  • Lost Souls now bounce off floors and ceilings if they collide with them.

v1.10 (Linux Doom)

  • Some fixed-point math operations were changed to floating-point, which can cause some demos to desync during playback.

v1.11 (Doom Classic)

  • The code base was ported from C to C++.
  • Episode 4's maps now have par times.
  • The MAXVISPLANES limit was raised from 256 to 384 and the MAXDRAWSEGS limit was increased from 256 to 1280, to accommodate Doom II's "No Rest for the Living" expansion.
  • View bobbing is reduced by 25%.

Sound Differences

v1.1

  • Sound Blaster 1.0 support was added.

v1.2

  • Pro Audio Spectrum 16 stereo support was added.
  • Using IRQ 2 now works correctly.

v1.3

  • The maximum number of sound channels was increased from four to eight.
  • Sound effect pitch variation was made more intense.

v1.25

  • Gravis Ultrasound support was disabled.

v1.4

  • Gravis Ultrasound support was re-enabled, but broken.
  • Sound effect pitch variation was removed entirely. This was actually caused by poorly-documented changes to the DMX API which Doom's code base failed to correctly account for (see this Doom Wiki article for technical details).

v1.5

  • Gravis Ultrasound support was mostly fixed, but sound effects are unfiltered.
    • On the plus side, Gravis Ultrasound instrument mapping was revised in v1.5 to improve the music on 1MB cards.
  • Support for standard MIDI files was added. Prior to this MIDIs had to be converted to Doom's MUS format manually.
    • Standard MIDI files are still internally converted to MUS before playback, which means the resulting converted file cannot be larger than 64 kilobytes or use more than nine MIDI channels.

v1.6

  • Gravis Ultrasound support properly fixed sound filtering.

v1.666

  • Sound Blaster AWE32 support was added.
  • Gravis Ultrasound support removed sound filtering again.
  • A new sound effect is played when picking up a sphere, rather than using the standard item collection sound.
  • Sounds are now played when crushers, steps, and other sector types stop moving. It is the same sound that is used when lifts stop.
  • OPL music playback (Adlib/Sound Blaster) could cause the game to crash at certain points in certain tracks.

v1.8

  • The OPL music crash was fixed for Doom II in v1.7, and officially made available for Doom in this version.

Multiplayer Differences

v1.2

  • The networking code was completely rewritten. The networking component was stripped out of the main executable and into separate IPXSETUP.EXE and SERSETUP.EXE drivers.
  • Support for a serial connection via modem or null modem for two player games was added.
  • Support was added for ten chat macros, which are stored in the configuration file. They can can be sent by hitting Alt + the corresponding number key.
  • The game's netcode now sends packets only to computers that are actually part of the game, instead of broadcasting to every machine on the entire network. On (at the time) large networks the resulting flood could bring down the entire network!
  • Attempting to play a network game with a sound card will no longer lock up the game.

v1.3

  • Deathmatch 2.0 rules were added. These are activated with the -altdeath parameter, which can be used instead of the standard -deathmatch parameter for a deathmatch game, and cause most items to respawn after a period of time. Weapons are now picked up and unavailable until they respawn, too.

v1.9

  • A bug with the IDDT automap reveal cheat in network games was fixed.

Three Screen Mode

Using networked PCs, it is possible to extend the game's field of view over three monitors. The player needs to set up a network game on the center PC, then the left and right PCs must launch with the -left and -right parameters. This mode was seemingly disabled by accident in v1.2 - its code is still present in the Linux Doom v1.10 source release.

(Source: Chocolate-Doom.org - Three screen mode)

Map Differences

E1M1: Hangar

There was originally a stimpack in the inaccessible area outside of the green armor room. This was removed in v1.2.

v1.0 to v1.1 v1.2 onward
Doome1m1mapver10secret.png Doome1m1mapver19secret.png

A new lift was added next to the secret area with the shotgun in v1.2. It leads to a secret tunnel containing some armor bonuses and a box of shotgun shells.

v1.0 to v1.9 The Ultimate Doom
Doom-E1M1Pillar.png Doom-E1M1PillarUD.png
Doom-E1M1CourtyardDoorUD.png

An additional change was made in The Ultimate Doom - a switch was added in the room to the left of the start, which provides shortcuts to the center courtyard and exit. Interestingly, this change brought the level's total line count up to 666. Some additional things were added for deathmatch mode, including more barrels, a shotgun, and a berserk powerup.

Doom-E1M1CompWinUD.png
Doom-E1M1XboxSec.png

A secret exit was added in the courtyard in the Xbox version of The Ultimate Doom. Activate the wall in the screenshot to be taken to E1M10: Sewers. This exit is not present in future ports of the game.

E1M2: Nuclear Plant

The door leading out of the secret courtyard was changed from a standard door in v1.0 to a single use door that never closes in v1.1. In v1.0, it was possible to permanently prevent players from accessing the courtyard from the inside, since the standard door trigger would automatically close it and the secret switch to open it can only be activated one time.

E1M3: Toxin Refinery

v1.0 v1.1 onward
Switch... No switch!
v1.0 v1.1 onward
No switch... Switch!

The method for activating the raising floor in the nukage pit changed between v1.0 and v1.1. In 1.0 there were actually two ways of raising the floor: walking over the rim of the pit and a switch on the far side of the room. The walkover triggers and switch were removed in v1.1 and a new switch was added inside the pit itself. This change may have been in response to a bug where it was possible to use both methods of activating the floor, or even the same one twice, if the game was saved and reloaded while the floor was in motion, which would result in the floor behaving unexpectedly.

v1.0, v1.1 v1.2 onward
DR SR

The activation line for the door to leave the area with the yellow door was changed from a standard door to a switch activated door in v1.2. This has the advantage of animating the switch texture it uses, but means the door can no longer be closed manually.

E1M4: Command Control

v1.0 to v1.1 v1.2 v1.25 onward
Doome1m4map10swastika.png Doome1m4map12swastika.png Doome1m4map19swastika.png

This map originally featured a swastika in the northeast section of the map, as an homage to Wolfenstein 3D. It was flipped horizontally in v1.2 and changed to something resembling the Hebrew symbol "aleph" (א) in v1.25.

A deathmatch spawn was moved from the platform with the blue armor to the floor below in v1.6. This was done to prevent a bug where the trap door could be activated from up there without activating the rising floor. If the floor is activated after the door, it will rise too high and can trap players.

E1M5: Phobos Lab

v1.0 to v1.2 v1.25 onward
Doom-E1M5Wall12.png Doom-E1M5Wall14.png

The window in the yellow key room had its floor lowered in v1.25. It also had its impassibility flags removed for seemingly no reason, since the opening is still too short to pass through.

v1.0 to 1.1 1.2 onward
Doome1m5mapver10addedstuff.png Doome1m5mapver19addedstuff.png
Doom-E1M5Star.png

A new secret room was added in v1.2, which connects three formerly separate areas of the map together, and contains a pentagram-shaped teleporter back to the starting area of the map. This room also has a partial invisibility powerup and some health bonuses.

A deathmatch spawn was also moved from the outside courtyard with the supercharge and chainsaw to the secret room with the partial invisibility and teleporter.

E1M6: Central Processing

Versions prior to 1.666 featured a shotgun guy trapped outside the boundaries of the map in difficulty 4.

Doom-MonsterOutofBounds1.png

Doom-MonsterOutofBounds2.png

v1.0 to v1.25 v1.4 onward
Doom-E1M6Floor12.png Doom-E1M6Floor14.png

The floor flat under the yellow doors was changed to match that of the surrounding sectors in v1.4.

E1M7: Computer Station

The door leading from the exit area was given an activation line on its back side so that players wouldn't get trapped there in deathmatch mode if they spawned before the door had been opened.

E1M8: Phobos Anomaly

The teleport lines were one-time use in v1.0, which would allow co-op players to walk onto the teleporter structure itself rather than teleporting if they crossed a line that had already been used. The lines were made repeated use in v1.1 and the room the players are teleported to was also increased in size.

A new secret switch was added to the western alcove that the Barons of Hell emerge from in v1.4, which lowers a lift and grants access to the starting area from the star. The extra computer area map in the star is also swapped for another shotgun pickup.

E1M10: Sewers

Doom-Sewers FPV.png

When the classic Doom games were ported to Xbox as part of the Collectors Edition of Doom 3, the programmers responsible decided to slip in a couple of ancient levels they made back in the day. The Ultimate Doom contains Sewers, an old map from 1994 that was originally made by David Calvin, the lead programmer on Doom 3 for Xbox. Completing this level sends you back to E1M1.

(Source: ClassicDoom.com)

Unlike its counterpart in Doom II, Betray, this level is not in any future versions.

E2M1: Deimos Anomaly

The teleporter lines were given the block monster flag in v1.2 to prevent monsters from following you through the teleporters.

E2M2: Containment Area

v1.1 v1.2 onward
Needs less pipes Needs more green, skull engraved marble

The texture on the wall behind the raising stairs was changed to match the surrounding walls in v1.2.

v1.1 v1.2 onward
Switch... No switch
Switch-activated Blue key locked

The door on the alcove containing the red key was originally opened by a switch in the area where the blue key is found. In v1.2, it was changed to be locked with the blue key. This was likely done because it was possible to trigger the switch from the window outside of its room in v1.1, giving early access to the red key and bypassing an entire section of the level.

v1.1 v1.2 onward
Easily visible yellow border. The old frame was better. Step's nice, though.
Nothing, nothing at all. Just what this level needed, more crates!

The frame of the yellow door leading to the room with the chaingun was modified in v1.2. A step was also added under the window that overlooks the area with the rocket launcher, intended to be used to fire through the window in deathmatch. On the other side of the window, small crates were added for the same reason.

Crusher activation lines were added inside of the crusher hall in v1.2. In v1.1, it was possible to trap players between the crushers in multiplayer.

A deathmatch only plasma gun was added in v1.2.

E2M4: Deimos Lab

E2M4 gains some multiplayer goodies in v1.2: A rocket launcher, six medikits, three backpacks, and a supercharge.

v1.1 v1.2 onward
This texture is often used for detail, but it's obvious a switch here The poor texture alignment actually makes this look worse

The switch texture for the lift near the start was changed in v1.2 to better match the surrounding walls.

One of the monster alcoves in the gray vine area originally had the wrong sector tag and it was possible for players to get trapped in there in v1.1.

It's possible to run into the partial invisibility secret as the door is lowering. In versions prior to v1.666, this would result in the player getting trapped.

E2M5: Command Center

v1.1 v1.2 onward
Doom-E2M5Berserk11.png Doom-E2M5Berserk12.png

The berserk powerup and cell charge near the start were given difficulty tags, previously they had none and would not appear in the level as a result.

v1.1 v1.2 onward
Wood bleeding onto marble. Just marble.

There were originally two unclosed sectors making up the western ledge of the chaingun courtyard. They were merged into one closed sector in v1.2 and a vertex was moved to make this ledge perfectly symmetrical with the one on the eastern side.

One of the dead lost soul things, which are entirely worthless since lost souls no longer leave a corpse in any release of the game, was removed in v1.2.

E2M6: Halls of the Damned

Two shotgun guys in the fake exit room now appear on the easy skill levels.

E2M7: Spawning Vats

The two demons behind the blue door in were moved slightly in v1.2 for some reason.

A multiplayer-only rocket launcher and plasma gun were added in v1.2.

The switch object from the crate room to the blue key can be activated from both sides in v1.2.

E3M1: Hell Keep

v1.1 to v1.2 v1.25 onward
Doom-E3M1Bridge12.png Doom-E3M1Bridge1666.png

In v1.25, the code used to lower the bridge with the shotgun was updated to copy from the lowest neighboring sector when changing its sector floor flat and type. This makes the bridge sections appear to sink beneath the blood, rather than sitting on its surface.

v1.1 to v1.2 v1.25 onward
Doom-E3M1Floor12.png Doom-E3M1Floor1666.png

This fix also introduced a crash into the level: A sector in the outside area to the right of the entrance was mistakenly given the same tag as one of the dropping bridge sections. In previous versions, this would only cause this sector's texture to be changed when the bridge was lowered, which was merely a cosmetic issue. The code change in 1.25, however, makes this sector read garbage for its type since there are no lower sectors surrounding it, and the game will crash when the player steps into a sector with an unknown type. This was fixed in v1.666, which was the first registered version of the IWAD to be released after the code change.

E3M3: Pandemonium

If you're too young to die you don't need medikits.

Some medikits near the cell charge pack and the supercharge powerup were flagged to appear on the easy difficulties in v1.2.

E3M4: House of Pain

The alignment of the wall textures on the window looking into a secret area was corrected in v1.666.

E3M6: Mt. Erebus

Numerous things in this map, 49 in total, had no difficulty flags assigned to them in v1.1. These were corrected in v1.2. Most notably, two teleport destinations that were required to get out of a room were not flagged to appear in easy difficulties.

Several tree and stalagmite things were swapped in v1.2.

A portion of the outer wall of the blue box with the secret exit switch was thickened in v1.666. This was due to an oversight where it was possible to activate the switch from outside the box. Even with the wall thickened, it is still possible to hit the switch from outside the box.

E3M9: Warrens

v1.1 to v1.2 v1.25 onward
Doom-E3M1Bridge12.png Doom-E3M1Bridge1666.png

In v1.25, the code used to lower the bridge with the shotgun was updated to copy from the lowest neighboring sector when changing its sector floor flat and type. This makes the bridge sections appear to sink beneath the blood, rather than sitting on its surface.

v1.1 to v1.2 v1.25 onward
Doom-E3M1Floor12.png Doom-E3M1Floor1666.png

This fix also introduced a crash into the level: A sector in the outside area to the right of the entrance was mistakenly given the same tag as one of the dropping bridge sections. In previous versions, this would only cause this sector's floor flat to be changed when the bridge was lowered, which was merely a cosmetic issue. The code change in 1.25, however, makes this sector read garbage for its type since there are no lower sectors surrounding it, and the game will crash when the player steps into a sector with an unknown type. Unlike in E3M1, where this could only be encountered by loading the v1.2 registered IWAD into one of the beta engines, the erroneous sector tag in this level was not corrected until v1.9.

Thy Flesh Consumed

The Ultimate Doom contains a new nine level episode, created by a combination of talent at id and the Doom mapping community.

E4M1: Hell Beneath

Hmmm...
To do:
Add more images
The Ultimate Doom (DOS)
Ultimate doom nin.png

The room on the eastmost side of the level with the blue skull key has a secret that opens upon pressing the Use key on one of the red torches, revealing Nine Inch Nails' "NIN" logo and triggering an ambush from a swarm of Barons of Hell. In the Xbox version of The Ultimate Doom, the trigger to reveal the secret has been removed, rendering it impossible to get 100% kills or 100% secrets on the level. As of the 2019 Doom Classic release on consoles and mobile, access to the secret has been restored but the actual "NIN" logo has been removed, likely to avoid trademark infringement. An identical change was made to the same level in the Playstation version of the game.

Graphics

Title Screen

v1.0, v1.1, v1.2 Registered to v1.9 Registered v1.2 Shareware to v1.9 Shareware The Ultimate Doom
Doom-TITLEPIC.png Doom-TITLEPICsw.png Doom-title.png

Shareware versions from v1.2 on add a black bar at the bottom of the title screen, which alerts the player that the shareware version was provided by id for free, and suggests a price of $9.00 for physical copies of it. The Ultimate Doom updates the screen with the new title.

Credits Screen

v1.0 v1.1 to v1.2, v1.4 to v1.9
I can read them. I can barely read them...
v1.25 The Ultimate Doom
This is even worse! Finally, they're readable again!

The credits screen in in v1.1 renamed "Map Designer" to "Designer", fixed the misspelling of Sandy Petersen's name, and added American McGee. The text was recolored to blue, making it harder to read. The mention that the game was made on NeXT computers was also removed - according to a 2018 Facebook post by John Carmack,

We loved our NeXTs, and we wanted to launch Doom with an explicit “Developed on NeXT computers” logo during the startup process, but when we asked, the request was denied. Some time after launch, when Doom had begun to make its cultural mark, we heard that Steve had changed his mind and would be happy to have NeXT branding on it, but that ship had sailed. I did think it was cool to trade a few emails with Steve Jobs.

Curiously, while this image was used for all of id's releases until The Ultimate Doom, the 1.25 shareware version distributed with The Official Doom Survival Guide seems to use a transitional image, keeping the credits from v1.0, but recoloring them blue, and using a darker shade for the positions. The Ultimate Doom gives this screen a major overhaul: It adds Mike Abrash, bumps American McGee up to designer, and adds every level designer involved with Episode Four. The screen's background has been replaced with a brick wall and the text is mostly back to its original v1.0 colors, but new shading and lighting has been applied to it.

Ordering Screen

v1.0 v1.1 to v1.25 v1.4 onward
We're in the red! We got the green, boys! DoomORDER14.png

The text color was changed from red to bright green for readability in v1.1. Highlights were also added to the screenshot borders, and a topmost highlight was removed from the Doom logo. v1.4 updated this screen again to remove mention of the hint disk and add American Express to the list of accepted cards – this new text spills over onto the bottom screenshot. This screen has been removed from The Ultimate Doom IWAD.

Controls Screen

v1.0 v1.1 v1.666
Press Butan, Red Thing Scroll Wheel, Green Thing DoomControls1666.png

This screen also had its text color changed to green for readability. v1.666 finally adds the gamma correction key.

Status Bar

v1.0 to v1.1 v1.2 onwards
Doom-STMBARL.png Doom-STMBARR.png Doom-STBAR.png

In versions prior to v1.2, the base status bar was actually composed of two graphics instead of one. This was a remnant of the pre-beta, where the right half of the bar could be replaced by the text feed.

Red Crosses

Original PC, Xbox XBLA, BFG Edition, PSN PS4, Xbox One, Switch, PC (Bethesda.net)
Doom-STIMA0.png Doom-STIMA0BFG.png Doom2-Unity-STIMA0.png
Doom-MEDIA0.png Doom-MEDIA0BFG.png Doom2-Unity-MEDIA0.png
Doom-PSTRA0.png Doom-PSTRA0BFG.png Doom2-Unity-PSTRA0.png

The version of The Ultimate Doom included in Doom 3: BFG Edition replaces the red crosses on the Stimpack, Medikit, and Berserk powerup with a red and white capsule, as had previously been done in the Xbox Live Arcade release of Doom II. As of the January 2020 update for the 2019 re-release, the graphics have been re-replaced to use the original artwork but with a green cross instead of a red one.

Menu Text

Original PC BFG Edition
Screen Size Gamepad:
high Fullscreen:

Two menu graphics were updated for Doom 3: BFG Edition, since the engine removes the screen size and detail options. The graphics used for these were replaced with ones that read gamepad and fullscreen.