Final Doom (DOS, Mac OS Classic, PlayStation 3)
|Oh dear, I do believe I have the vapors.|
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: Romero being Romero.
Final Doom is an official compilation of two fan-made Doom II map sets, The New Technology: Evilution and The Plutonia Experiment. Each map set is treated as a standalone game.
Menu heading and option for a display options menu. These are leftover from the Doom 0.5 alpha.
Headings for the load and save game menus. These menus just reuse their option graphics for their headings.
Additionally, the "Read This!" menu option does not appear in Final Doom, but its graphic is still present in the IWADs.
As are all of the graphics for Doom's episode selection menu.
The "ouch" face was meant to occur if the player lost 20 or more health in a single attack. A mistake in the game's coding makes it visible only if you gain 20 or more health while taking damage, rendering the face unseen outside of uncommon situations, like getting hurt while standing on a medikit. Like most of Doom's status bar faces, the ouch face has five different sprites depending on how much health the player has remaining.
Two unused frames for the pistol. Why they're not used is unknown.
An unused frame for the BFG. Again, why it's unused is a mystery.
Likely as a result of how the WADs were developed, both TNT.WAD and PLUTONIA.WAD contain all of the Doom II patch graphics and texture definitions. Some of the newly defined textures are also unused, however.
BTNTSLVR - the SILVER1 texture with a blue TNT logo.
A-CONCTE - a gray concrete wall. It's composed of a single patch named CONCRETE, which is not used in any other textures.
A-VINE2 - a transparent brown vine texture copied from Doom.
SLIME8 - a double-wide variant of the BRICK10 texture with a light panel.
Light amplification visor. A powerup which would light up the whole level. Nowhere used in Plutonia levels.
If the player gets a medikit with less than 25 health, this should be displayed:
Picked up a medikit that you REALLY need!
However, health is added before the check is made, so the player's health is always greater than 26 when it checks which message to use.
There are several unused quit messages defined in the source code.
|fuck you, pussy!
get the fuck out!
|you quit and i'll jizz
in your cystholes!
|if you leave, i'll make
the lord drink my jizz.
|hey, ron! can we say|
'fuck' in the game?
|i'd leave: this is just
more monsters and levels.
what a load.
|suck it down, asshole!
you're a fucking wimp!
|don't quit now! we're
still spending your money!
|THIS IS NO MESSAGE!|
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The first seven messages are under a comment saying "FinalDOOM?", but this was added by Bernd Kreimeier when he was cleaning the source for release to the public. These messages were never intended for Final Doom, and were "development mode only" messages written by John Romero. "Ron" refers to Ron Chaimowitz, CEO of GT Interactive.
There is a single sound included in both Doom and Doom 2, called DSSKLDTH, which due to its position whithin both WAD files, seems to have originally been intended to serve as the Lost Soul's death sound. However, it's simply a duplicate of the DSOOF sound the player makes when bumping into a wall, due to Lost Souls simply reusing the fireball explosion sound (DSFIRXPL). The sound file's name, possibly coming from "Skull Death" was probably a leftover from the Doom Press Release Beta's version of the lost soul, whose death animation consisted in breaking apart and falling into pieces. This file is also present in the Final Doom IWADs.
Entered by passing the parameter "-devparm" when starting the game, the Doom engine's debug mode is pretty bare-boned. You can take screenshots (in PCX format) by pressing F1 (which replaces its original function of bringing up the help screen), and a series of dots appears in the bottom-left that roughly indicate the frame rate. One dot indicates the full 35FPS, while more dots indicate a frame rate of 35/(number of dots).
The original DOS executable, still named doom2.exe and called version 1.9, is actually based on the one used by The Ultimate Doom.
- This executable adds support for loading tnt.wad and plutonia.wad, prioritizing the latter if both files are in the same directory.
- New text strings have been added for each wad's start up text, level names, and intermission/ending story sequences.
- A new bug has been introduced where teleporters do not correctly set the Z height of things after teleporting, which can cause the player and teleport fog to appear in the air.
- The engine still expects a fourth demo for the opening reel, and will crash when trying to load it since it isn't present in either IWAD.
A little-known update was made to Final Doom in some copies of the id Anthology compilation, so little-known that id themselves seem to be unaware of it, as later collections and digital releases reuse the original buggy retail version.
- The yellow key on Level 31 of TNT has had the multiplayer-only flag removed from it. It originally was not present in single-player due to said flag.
- Deathmatch starts have been added to some Plutonia maps.
- The executable no longer crashes looking for a fourth demo.
Doom Classic Complete
As was already done in the Xbox Live Arcade version of Doom II and Doom 3: BFG Edition, the red crosses on the Stimpack, Medikit, and Berserk powerups were replaced by a red-and-white capsule for the PSN release of Final Doom.
|The Doom series|
|DOS||Doom (1993) (Prototypes) • Doom II: Hell on Earth • Final Doom|
|Windows||Doom (1993) (Prototypes) • Doom 3 (Prototypes) • Doom (2016) • Doom Eternal|
|Mac OS Classic||Doom (1993) (Prototypes) • Doom II: Hell on Earth • Final Doom|
|Mac OS X||Doom 3 (Prototypes)|
|Linux||Doom (1993) (Prototypes)|
|PlayStation||Doom (Prototypes) • Final Doom|
|Nintendo 64||Doom 64|
|Game Boy Advance||Doom • Doom II: Hell on Earth|
|J2ME||Doom RPG • Doom II RPG|
|Xbox 360||Doom II: Hell on Earth|
|PlayStation 3||Doom Classic Complete (Doom II: Hell on Earth, Final Doom)|