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Doom II: Hell on Earth (PC)/Revisional Differences

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This is a sub-page of Doom II: Hell on Earth (PC).

Seven official DOS versions of Doom II exist: 1.666, 1.666 German, 1.7, 1.7a, 1.8, 1.8 French, and 1.9. The German version of 1.666 uses a different executable and its copy of DOOM2.WAD omits the MAP31 and MAP32 secret levels. 1.7a only changes the phone number listed on the ENDOOM text screen displayed in DOS after exiting the game. The French version of 1.8 has received a full translation.

In addition to these, there is also a bootleg copy of 1.666 which was leaked prior to the official release of the game, which the upgrade patches are not compatible with, but has no known differences with the official 1.666 release. The 1.3 through 1.6 beta versions of Doom also have partial Doom II support, as the game was in development when those betas were published.

The source for the Linux port was released publicly—this was released as version 1.10. The source code to Doom 3: BFG Edition has also been released; its Doom Classic engine is version 1.11.

Engine

  • Version 1.7 fixes the Soundblaster/Adlib music crash.
  • Versions of the engine not running on DOS or Linux support higher resolutions than 320x200.
  • The engine used for the Xbox Live Arcade release, later re-used for Doom 3: BFG Edition and Doom Classic Complete, increases several of the engine's internal limits in order to support the new No Rest For The Living expansion, which has significantly more detailed maps than the original engine can run.

Maps

Hmmm...
To do:
Enemy and possible item differences between revisions

Level 1: Entryway

v1.666 - v1.7a, v1.9 v1.8
Doom2-MAP01 flats1 17a.png Doom2-MAP01 flats1 18.png
v1.666 - v1.7a, v1.9 v1.8
Doom2-MAP01 flats2 17a.png Doom2-MAP01 flats2 18.png

For whatever reason, the entire map was shifted southwest, closer to the 0, 0 coordinate, in version 1.8. As a result of this, some flats became unaligned. The map was shifted again in version 1.9 to fix the flat alignment. Things were also shifted, but not by the same amounts, meaning they have slightly different positions in relation to the map geometry in each version.

Level 2: Underhalls

v1.666 v1.7 onward
Strangely these bars are still present in the GBA port/remake. Doom2-MAP02 bars 19.png

In v1.666, there was a door made of silver bars which blocked the alcove with the switch that opens the western half of the map, similar to the red key bars that remain in the opposite alcove. These were removed in v1.7 and a monster blocking line was put in their place to keep the shotgun guy contained.

v1.666 - v1.7a, v1.9 v1.8
Doom2-MAP02 teleporter 17a.png Doom2-MAP02 teleporter 18.png
Doom2-MAP02 stuck 18.png

Like Level 1, the entire map was shifted southwest to be closer to the 0, 0 coordinate in v1.8. And once again, some flats became unaligned, the most obvious being the secret teleporter. This was fixed in 1.9.

Things were shifted too, with hilarious results as several enemies ended up stuck in the walls. These were also mostly corrected for v1.9, with the exception of a single shotgun guy who is still stuck in a barrel near the blue key.

Level 3: The Gantlet

This was probably intended to make the level flow a bit better in deathmatch; it's really out of the way in singleplayer.

A new secret area was added to the room with the blue armor and shotgun in v1.9. It contains a teleporter to a small room with a backpack and door to the central area.

Level 5: The Waste Tunnels

In v1.9, the lift near the start that drops the player into the dark tunnel can be activated from inside the tunnel.

Entering the area to the right of the lift that drops you into the tunnel closes the door behind you. It can be reopened with a switch in the alcove closest to the door. Originally, entering the room with the mega-armor would also close this door. Since the door switch is one-time use, this was basically a trap and the player would be forced to leave this area through a tougher section of the map. This was changed in 1.9 so that entering the mega-armor room doesn't close the door.

Level 11: Circle of Death / The 'O' of Destruction!

Doom2-MAP11 arachnotron 1666.png

A hard difficulty Arachnotron was originally stuck in a wall in the outside section right before the first arch-vile of the game. It was finally freed in v1.9.

v1.666 - v1.8 v1.9
The switch releases some pain elementals in all versions, too. The jump was never really that hard, but this makes the level flow a lot better.

The area around the switch that grants the player the rocket launcher and entry into the final area of the map was modified in v1.9. Originally, all this switch did was lower the rocket launcher and the barrier preventing entry to the final area. The player was forced to find a switch in the nukage pit to get back up onto the central "O" structure, then run from the center of the "O" to jump across to the newly accessible ledge. This was made significantly easier with the addition of a new wall which lowers alongside the rocket launcher and barrier, and allows the player to walk over to the ledge leading to the final area rather than having to make a tough jump.

Level 14: The Inmost Dens

v1.666 v1.7 onward
Doom2-MAP14 crusher 1666.png Doom2-MAP14 crusher 19.png

The ceiling in the crusher room with the rocket launcher has been raised by 32 units in v1.7. This reveals a missing upper texture.

Near the center of the map there is a set of door and lift bars which open as the player runs towards them. In v1.666, the trigger lines for these were closer together than in 1.7.

Level 15: Industrial Zone

A single zombieman located to the northeast of the central tower was removed from this map in v1.7.

Level 17: Tenements

The spectres stuck inside of each other never got fixed, though.

The teleporter in the lava pit with the caged arch-vile originally did nothing in single player and teleported the player to the dark cave area near the yellow skull in multiplayer. In v1.7, the teleporter was changed to teleport to the central pillar with the supercharge instead.

Level 18: The Courtyard

v1.666 v1.7 onward
How do you miss something like this?! Doom2-MAP18 line 17a.png

There was an entire linedef missing from one of the metal boxes near the yellow skull in v1.666, which was fixed in 1.7.

Level 24: The Chasm

v1.666 v1.7 onward
This, on the other hand, is pretty easy to miss Doom2-MAP24 teleporter 19.png

The back side of the lift which lowers to reveal the teleporter out of the red skull room was originally untextured. This was fixed in 1.7.

Level 25: Bloodfalls

The blood pillar with a revenant on top could only be lowered from the side closest to the lift in v1.666. V1.7 made it so it could be activated from all sides.

v1.666 v1.7 onward
And American McGee claims he never liked brown. Doom2-MAP25 lift 19.png

The lift near the blood pillar originally used the same tan stone as the surrounding walls. It was replaced with a gray stone texture in 1.7, making the lift more obvious.

Doom2-MAP25 bluedoor 19.png

The blue door was highlighted with a bright, blinking light in v1.7.

v1.666 v1.7 onward
Doom2-MAP25 textures 1666A.png Doom2-MAP25 textures 19A.png
v1.666 v1.7 onward
Doom2-MAP25 textures 1666B.png Doom2-MAP25 textures 19B.png

Some walls in the side rooms before the metal room with the megasphere have had their textures changed to match the surrounding walls in v1.7.

Every version from 1.7 onward and 1.666 German have 2 secrets in this map.

Level 28: The Spirit World

Three deathmatch spawns were added in v1.7. The one in the scrolling spine room was moved slightly.

Level 29: The Living End

Co-op starts were added in v1.7.

Level 31: Wolfenstein / IDKFA

All secret areas were updated to count towards the secret total in v1.9.

This level has been renamed "IDKFA" in Doom 3: BFG Edition and Doom Classic Complete. The Wolfenstein SS enemies have been replaced by zombiemen: Since the XBLA and Doom 3: BFG Edition versions of Doom II can play network games with one another, this will cause the game to de-sync in this level.

Level 32: Grosse / Keen

Like in level 31, the four pillars that can be raised to reveal goodies, along with the two side areas, were updated to count towards the secret total in v1.9.

This level has been renamed "Keen" in Doom 3: BFG Edition and Doom Classic Complete. Like level 31, the Wolfenstein SS enemies have been replaced by zombiemen, and this will cause desyncs when playing with the XBLA version.

Level 33: Betray

Not that great as a level, but a pretty cool Easter egg.

When the classic Doom games were ported to the 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 included version of Doom II contains Betray, a 1995 level by Michael Bukowski.

In level 2, grab the red keycard, drop down, and enter the northeast chamber that has just opened up. Walk up to the narrow, stone wall in the northwest of this chamber, and press on it to be sent to Betray. Once you complete it, you'll be sent ahead to level 3.

(Source: ClassicDoom.com)

This map is still included within the IWAD in the Xbox Live Arcade, Doom 3: BFG Edition, and Doom Classic Complete versions of Doom II. The exit that leads to it was removed in the console versions, making it unused. Interestingly, the exit is present in the version of Doom II included in the PC version of Doom 3: BFG Edition, but the code to go to level 33 is not, so it will either take the player back to level 1 or restart level 2, depending on which level the game was started on.

No Rest For The Living

The Xbox Live Arcade, Doom 3: BFG Edition, and PSN Doom Classic Complete ports of Doom II feature a new nine level expansion from Nerve Software. Strings for its level name and end text have been added to the executable, along with code to make its secret exit in level 5 function. Additionally, its PWAD contains new intermission map name graphics.

Hmmm...
To do:
What about PSN?
Level XBLA Music
1 Message For The Archvile
2 The Dave D. Taylor Blues
3 DOOM
4 Shawn's Got The Shotgun
5 Into Sandy's City
7 Into Sandy's City
8 Shawn's Got The Shotgun
9 The Dave D. Taylor Blues

This expansion has its own music track assignments in the XBLA version. Doom 3: BFG Edition reuses the standard Doom II track assignments, and as a result, only level 6 plays the same music in both versions.

Graphics

Red Crosses

Original PC, Xbox XBLA, BFG Edition, PSN
Doom-STIMA0.png Doom-STIMA0BFG.png
Doom-MEDIA0.png Doom-MEDIA0BFG.png
Doom-PSTRA0.png Doom-PSTRA0BFG.png

Starting with the Xbox Live Arcade release of Doom II, the red crosses on the Stimpack, Medikit, and Berserk powerup were replaced by a red and white capsule.

Wolfenstein Patches

Original PC, Xbox, XBLA BFG Edition, PSN
Doom2-WOLF2.png Doom2-WOLF3.png Doom2-WOLF4.png Doom2-WOLF1.png
Doom2-WOLF6.png Doom2-WOLF7.png Doom2-WOLF5.png
Doom2-WOLF14.png Doom2-WOLF17.png Doom2-WOLF13.png

The WOLF patches with Nazi symbols, used in the secret levels, were replaced with their blank wall equivalents in Doom 3: BFG Edition.

All of the Wolfenstein SS enemy's sprites except for parts of the gibbing animation are replaced with poorly offset copies of the zombieman's first forward facing frame in the PC version of Doom 3: BFG Edition, but oddly not on Xbox 360.

Menu Text

Original PC BFG Edition
Which Episode? Which expansion?
Knee-Deep in the Dead Hell on earth
The Shores of Hell No rest for the living
Screen Size Gamepad:
high Fullscreen:

Several menu strings were updated for the version included in Doom 3: BFG Edition. The previously unused episode selection graphics leftover from Doom are re-purposed for selecting which expansion to play. The updated engine removes the screen size and detail options, and graphics related to these were replaced with ones that read "Gamepad:" and "Fullscreen:".

accept
cancel
change game
Are you sure?

Graphics have been added for a new menu, which is displayed instead of the original text strings when quitting the game. They allow you to accept/cancel quitting, or go back to the Doom 3 BFG Edition game selection screen. Interestingly, these are only present in the Doom 2 IWAD, despite also being used in The Ultimate Doom, meaning the engine always loads them from DOOM2.WAD.

Level Names

Original PC, Xbox, XBLA BFG Edition, PSN
wolfenstein
idkfa
grosse
keen

New graphics obviously had to be made for the secret levels' new names in Doom 3: BFG Edition.

betray

Betray's name is also present in the Doom 3: BFG Edition IWAD.

Music

Original PC, Xbox, XBLA BFG Edition, PSN

Evil Incarnate and Ultimate Conquest, the two music tracks based on ones from Spear of Destiny and Wolfenstein 3D, which are used in the secret levels and ending cast of characters, were replaced with copies of DOOM, the music played in levels 5 and 13, in Doom 3: BFG Edition.


(Source: Unofficial Change Log v1.01 (DOS Doom II differences))