Doom modding

Doom modding is the practice of creating modifications for games in the first-person shooter franchise Doom developed by id Software, such as the original Doom and its sequel, Doom II: Hell on Earth. These modifications allow players to design new levels, change graphics and sounds, and adjust gameplay mechanics.

During the development of Doom, id Software designed the game to be easier to modify and change; game content was separated from the engine itself. Levels, textures, sounds, and other game data were packaged as WAD files. The name "WAD" stands for “Where’s All the Data?”. The WAD format made it possible to create and share new content without patching the game or writing code. There are two types of WADs: internal and patch WADs (IWAD and PWAD). An IWAD contains the data necessary to load the game, while additional PWADs contain add-on data, such as more character sprites, other weapons, and other content. Immediately following Doom's release in 1993, it attracted a sizeable following of players who created and shared WADs.

Following id Software's release of the Doom engine source code in 1997 (and its re-licensing under the GNU GPL in 1999), the community began developing modified versions of the engine called source ports. These expanded the technical limits of the original game and enabled new forms of modding, including advanced scripting, 3D environments, and modern rendering features. As a result, Doom modding has remained very active well past its release date. Although mods exist for later games in the series, such as Doom 3 and Doom Eternal, modding has continued to focus on the first games.

Doom modding is considered a significant portion of Doom's identity, and has played a vital part in making modding more accessible and commonplace in gaming, including games other than first-person shooters. Thousands of mods have been created, ranging from small levels to full original games; most of these are freely shared and downloadable on the internet. Several mods have also been released commercially. Some modders later became professional game developers, with several joining commercial studios.

History

Development of Doom

When developing Doom, id Software was aware that many players had tried to create custom levels and other modifications for their previous game, Wolfenstein 3D, but the procedures involved in creating and loading modifications for that game were cumbersome.

John Carmack, the lead programmer at id Software, designed the Doom internals from the ground up to allow players to extend the game. In particular, game assets, levels, and other content was separated from the engine in WAD files. Tom Hall is responsible for coming up with the name WAD.

The idea of making Doom easily modifiable was primarily backed by Carmack, a well-known supporter of copyleft and the hacker ideal of people sharing and building upon each other's work, and by John Romero, who had hacked games in his youth and wanted to allow other gamers to do the same. In contrast, some video game artists, including Jay Wilbur and Kevin Cloud, objected due to legal concerns and the belief that it would not be of any benefit to the company's business.

Utilities and first mods

Immediately after the initial shareware release of Doom on December 10, 1993, players began working on various tools to modify the game. On January 26, 1994, Brendon Wyber released the first public domain version of the Doom Editing Utility (DEU) program on the Internet, a program for creating new levels. DEU continued development until May 21. It was made possible by Matt Fell's release of the Unofficial Doom specifications. Shortly thereafter, Doom players became involved with further enhancing DEU. Raphaël Quinet spearheaded the program's development efforts and overall project release, while Steve Bareman led the documentation effort and creation of the DEU Tutorial. More than 30 other people also helped with the effort and their names appear in the README file included with the program distribution. Yadex, a fork of DEU 5.21 for Unix systems running the X Window System, was later released under the GNU GPL license. Carmack released the source code for the utilities used to create the game, but these were programmed in Objective-C, for NeXT workstations, and were therefore not directly usable by the mass userbase of IBM PC compatible.

Jeff Bird is credited with creating the first custom WAD for Doom, called Origwad, on March 7, 1994. Soon, many players were creating custom WADs and sharing them over AOL, the CompuServe forums, and other Internet-based channels. Many of the WADs were made in the style of the base game, others were based on existing TV series, films, or original themes. Some of the id Software staff were impressed by some of the WADs; John Carmack later said the following about a Star Wars-themed modification:

I still remember the first time I saw the original Star Wars DOOM mod. Seeing how someone had put the Death Star into our game felt so amazingly cool. I was so proud of what had been made possible, and I was completely sure that making games that could serve as a canvas for other people to work on was a valid direction.

Another early modification is Aliens TC, a total conversion based on the film Aliens.

Although the WAD format allowed modifying the game to a higher degree that most others, the amount of customization was still limited. Much of the game's behavior, such as the timing of enemies and strength of weapons, was hard-coded in the Doom executable file and impossible to alter via WADs. DeHackEd, a Doom editing program created by Greg Lewis, addressed this by letting users modify parameters inside the Doom executable itself, allowing for a greater degree of customization.

Commercial mods

Around 1994 and 1995, mods were distributed primarily through BBSs and via CD collections found in computer shops or bundled together with instruction guides for level creation. In later years, FTP servers became the primary method for obtaining these works. Although the Doom software license required that no profit be made from custom WADs (and with Shawn Green objecting to people selling their mods), some WAD sets and shovelware bundles were nonetheless sold at certain outlets.

To compete with unauthorized collection CDs, id Software also began hiring and recruiting particularly talented modders in the Doom community to create official expansions. The team produced Master Levels, an expansion pack containing 21 levels. It was released on December 26, 1995, on a CD, along with Maximum Doom, a collection of 1,830 other mods that had been downloaded from the internet. During this time, id Software was also working on their next game, Quake.

In 1996, Final Doom, a package of two 32 level megawads created by TeamTNT, was released as an official id Software product.

Various first-person shooter games released at the time use the Doom engine under a commercial license from id Software, such as HacX: Twitch 'n Kill (1997). In some instances, these are simply custom WADs packaged with the Doom engine.

In addition to the many people who contributed to commercially released mods, various authors became involved with the development of other games:

Source port era

Around 1997, interest in Doom mods began to decline, as attention was drawn to newer games with more advanced technology and more customizable design, including id Software's own Quake and Quake II, but a dedicated following continued into the new century, with modern Doom modding becoming more popular than Quake modding.

On December 23, 1997, id Software released the source code to the Doom engine, initially under a restrictive license. On October 3, 1999, it was released again under the terms of the GNU GPL-2.0-or-later. With the source code available, it became possible for programmers to modify any aspect of the game, remove technical limitations and bugs, and add entirely new features.

These engine modifications, or Doom source ports, have since become the focus for much of the WAD editing activity, and with the decline of MS-DOS, using a source port became the only feasible way for most people to play Doom. Many source ports exist, and several are in active development.

Notable mods

Since their releases, many Doom mods have been created. Some have acquired fame even outside of the modding community. The following is a select listing of popular and historically significant mods.

The types of mods are:

Level
A level, usually retaining the theme of the original game, but possibly including new music and some modified graphics to define a more distinctive setting or mood. Both single-player and deathmatch multiplayer levels are common. There are 27 levels in Doom, 32 in Doom II, and 36 in The Ultimate Doom.
Joke WAD
A mod made as a joke. Some joke WADs are parodies, intentionally poorly designed, or have content otherwise unrelated to Doom.
Episode replacement
A mod that is intended to replace an individual episode of Doom. They typically contain 9 levels. Some mods may include more than one episode replacement.
Megawad
A mod that contains at least 15 levels. The term comes from a mod called "MegaWAD", which was a compilation of many other mods. The term gradually became to mean a large modding project.
Total conversions, partial conversions
A mod that overhauls the game to incorporate an entirely different game setting, character set, and story, instead of simply providing new levels or graphic changes. The phrase was coined by Justin Fisher, as part of the title of Aliens TC, or Aliens Total Conversion. Add-ons that provide extensive changes to a similar degree but retain distinctive parts or characteristics of the original games, such as characters or weapons, are often by extension called partial conversions.

Levels

Megawads

Total conversions

Miscellaneous

Freedoom

Freedoom
Original authorVarious contributors
Release16 April 2003; 23 years ago (2003-04-16)
Stable release
0.13.0 / 29 January 2024; 2 years ago (2024-01-29)
PlatformLinux, Microsoft Windows, macOS, MS-DOS, Android
TypeSingle-player, multiplayer first-person shooter
License3-clause BSD (requires a Doom engine source port under the GNU GPL-2.0-or-later to play)
Websitehttps://freedoom.github.io/
Screenshot from Freedoom

Freedoom is a project aiming to create a free replacement for the graphics, music, sound effects, levels, and other resources used by Doom. Since the engine is free software (but its assets are not), it can be distributed along with Freedoom, to provide a fully free game. It is licensed under a modified 3-clause BSD license.

The project distributes three IWAD files: the two single-player campaigns named Freedoom: Phase 1 and Freedoom: Phase 2, and FreeDM, which contains a collection of deathmatch levels. Originally a Boom-oriented mapset, it was later made merely limit-removing, and finally fully vanilla compatible, allowing play through the original executable and conservative ports like Chocolate Doom.

Other similar "free replacement" projects exist. Blasphemer aims to create a complete free version of Heretic, but is less fully developed than Freedoom, from which it has recycled assets. Currently three episodes are drafted and a deathmatch set called BlasphDM is available. Zauberer and Lastermaul are projects targeting Hexen, as well as Animosity for Strife and Freedom Scoops for Chex Quest.

Editors

Many level editors are available for Doom. The original Doom Editing Utility (DEU) was ported to various operating systems, but lost significance over time; many modern Doom editors still have their roots in DEU and its editing paradigm, including DETH, DeePsea, Linux Doom Editor, and Yadex (and its fork Eureka). Other level editors include WadAuthor, Doom Builder (released in January 2003), Doom Builder 2 (released in May 2009 as the successor to Doom Builder), GZDoom Builder (released in March 2012), and Doom Builder X (released in September 2017). Some Doom level editors, such as Doom Builder family feature a 3D editing mode. As of now, these variants have been discontinued, but a newer fork has been released and is regularly updated, known as Ultimate Doom Builder.

WAD2 and WAD3 formats

In Quake, WAD files were replaced with PAK files. WAD files still remain in Quake files, though their use is limited to textures. Since WAD2 and WAD3 use a slightly larger directory structure, they are incompatible with Doom.

See also

References

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Bibliography

Further reading