Doom ii
Содержание:
v1.4
- Released June 28, 1994.
- Support for 14.4 and 28.8k modems.
- Improved null-modem/modem support.
- Improved version of setup:
-
- Phone number list.
- Database of modem control strings.
- Addition of a level warp key (F1).
- Allows up to 8 sound channels to be selected.
- Addition of Deathmatch 2.0 (altdeath mode).
- First inclusion of the Doom FAQ.
- Multiplayer demos can be recorded.
- Recorded demos no longer end when the player dies or at the end of a level. The ‘Q’ key must be pressed to end a demo.
- Addition of the » command line argument.
- Addition of multiplayer «spy» mode (F12 key).
- PWAD files can no longer be used with the shareware version.
- Maps can be reloaded using the IDCLEV cheat code when map editing on a LAN.[citation needed].
- support.
- AWE32 support.
- The in E1M4: Command Control was removed.
- No more sound pitch.
Bug fixes:
- Projectiles no longer trigger linedefs.
- More than two people can play over a network without crashes.
- Sound problem fixes.
- Fix for a bug with the PS/2 mouse.
- Savegame bug fix, where player saves a game under a door, restores it, then presses the use key.
- Difficulty can be selected when starting a null-modem/modem game.
- ‘+’ and ‘-‘ can be typed in multiplayer chat mode.
- Map bug fixes.
Levels[edit]
Doom II’s levels are divided into three «episodes», though these are not official. The sky texture for each episode is different, and an intermission screen describes the progress in story in transitioning between them. There are also two secret levels. There are further story interludes before level 7, before each of the secret levels, and after finishing the game. Old versions of SETUP.EXE give names for these episodes, though this was later removed.
Episode 1: «The Space Station»
- Level 1: Entryway
- Level 2: Underhalls (Exit to secret level; Xbox only)
- Level 3: The Gantlet
- Level 4: The Focus
- Level 5: The Waste Tunnels
- Level 6: The Crusher
- Level 7: Dead Simple
- Level 8: Tricks and Traps
- Level 9: The Pit
- Level 10: Refueling Base
- Level 11: ‘O’ of Destruction!1
- 1: Known as Circle of Death on the intermission screen.
Episode 2: «The City»
- Level 12: The Factory
- Level 13: Downtown
- Level 14: The Inmost Dens
- Level 15: Industrial Zone (Exit to secret level)
- Level 16: Suburbs
- Level 17: Tenements
- Level 18: The Courtyard
- Level 19: The Citadel
- Level 20: Gotcha!
Episode 3: «Hell»
- Level 21: Nirvana
- Level 22: The Catacombs
- Level 23: Barrels o’ Fun
- Level 24: The Chasm
- Level 25: Bloodfalls
- Level 26: The Abandoned Mines
- Level 27: Monster Condo
- Level 28: The Spirit World
- Level 29: The Living End
- Level 30: Icon of Sin
Secret levels:
- Level 31: Wolfenstein2(Exit to super secret level)
- Level 32: Grosse2
- 2: These two levels do not appear in the German version.
Bonus Xbox level:
Level 33: Betray
The new episode, No Rest for the Living, originally designed for the :
- Level 1: The Earth Base
- Level 2: The Pain Labs
- Level 3: Canyon of the Dead
- Level 4: Hell Mountain (Exit to secret level)
- Level 5: Vivisection
- Level 6: Inferno of Blood
- Level 7: Baron’s Banquet
- Level 8: Tomb of Malevolence
- Level 9: March of the Demons (Secret level)
From DoomWiki.org
The topic of this article is a common source of contention. Information added here will be held to the highest standards and will be required to include citations or supporting evidence. Please discuss planned edits on the talk page to ensure consensus before making extensive changes. |
The soundtrack of Doom II consists of music in MUS format composed by Robert Prince. 21 distinct tracks are present. At least some of these are known to have originally been written for Doom. Two of the tracks are re-adapted by Prince from his earlier work on Wolfenstein 3D.
Track name | Lump | Levels | Length | Inspiration / base |
---|---|---|---|---|
Running From Evil | D_RUNNIN | MAP01: Entryway | 03:49 | |
D_RUNNI2 | MAP15: Industrial Zone | |||
The Healer Stalks | D_STALKS | MAP02: Underhalls | 04:51 | |
D_STLKS2 | MAP11: Circle of Death | |||
D_STLKS3 | MAP17: Tenements | |||
Countdown to Death | D_COUNTD | MAP03: The Gantlet | 03:49 | |
D_COUNT2 | MAP21: Nirvana | |||
Between Levels | D_BETWEE | MAP04: The Focus | 02:34 | Wolfenstein 3D — Zero Hour (E6M4/E6M8 music) |
DOOM | D_DOOM | MAP05: The Waste Tunnels | 04:18 | |
D_DOOM2 | MAP13: Downtown | |||
In the Dark | D_THE_DA | MAP06: The Crusher | 06:57 | |
D_THEDA2 | MAP12: The Factory | |||
D_THEDA3 | MAP24: The Chasm | |||
Shawn’s got the Shotgun | D_SHAWN | MAP07: Dead Simple | 04:17 | Slayer — 1 |
D_SHAWN2 | MAP19: The Citadel | |||
D_SHAWN3 | MAP29: The Living End | |||
The Dave D. Taylor Blues | D_DDTBLU | MAP08: Tricks and Traps | 04:59 | |
D_DDTBL2 | MAP14: The Inmost Dens | |||
D_DDTBL3 | MAP22: The Catacombs | |||
Into Sandy’s City | D_IN_CIT | MAP09: The Pit | 04:39 | Stone Temple Pilots — Sex Type Thing 1 |
The Demon’s Dead | D_DEAD | MAP10: Refueling Base | 04:23 | Black Sabbath — |
D_DEAD2 | MAP16: Suburbs | |||
Waiting for Romero to Play | D_ROMERO | MAP18: The Courtyard | 05:06 | Pantera — This Love |
D_ROMER2 | MAP27: Monster Condo | |||
Message for the Archvile | D_MESSAG | MAP20: Gotcha! | 04:38 | |
D_MESSG2 | MAP26: The Abandoned Mines | |||
Bye bye American Pie | D_AMPIE | MAP23: Barrels o’ Fun | 01:38 | Alice in Chains — Them Bones 1 |
Adrian’s Asleep | D_ADRIAN | MAP25: Bloodfalls | 01:55 | Alice in Chains — Angry Chair 1 |
Getting too Tense | D_TENSE | MAP28: The Spirit World | 04:42 | |
Opening to Hell | D_OPENIN | MAP30: Icon of Sin | 04:39 | |
Evil Incarnate | D_EVIL | MAP31: Wolfenstein | 01:11 | Spear of Destiny — MAP21 music |
Cast sequence | ||||
The Ultimate Challenge/Conquest | D_ULTIMA | MAP32: Grosse | 01:18 | Wolfenstein 3D — Ultimate Conquest (E3M9/E6M9 music) |
untitled | D_DM2TTL | Title music | 00:16 | |
untitled | D_DM2INT | Intermission music | 02:52 | |
untitled | D_READ_M | Text screen music | 04:47 |
- The inspirations for the tracks noted above are substantiated by metadata comments found in the unreleased MIDI tracks released by John Romero, many of which are alternate versions of the MIDI tracks used in Doom.
Triviaedit
«The Dave D. Taylor Blues», which is present thrice in the IWAD, exists in two slightly different versions:
-
-
Lump names Size CRC-32 D_DDTBLU 64571 629660ef D_DDTBL2 and D_DDTBL3 64808 6ab6cf4e
-
- Audible differences:
- A cymbal crash can be heard at the very beginning of D_DDTBL2 and D_DDTBL3, which is absent from D_DDTBLU.
- The intro passage is an extra measure long in D_DDTBL2 and D_DDTBL3.
- The instrument on the descending tones that repeat every two bars throughout the song is changed for the sixth «repeat» of the song in D_DDTBLU (to a kalimba), and is not for D_DDTBL2 and D_DDTBL3 (where it remains the instrument from the fifth repeat — FX 2 (soundtrack)).
- The final note in the song’s lead melody is the correct length in D_DDTBLU, while in D_DDTBL2 and D_DDTBL3 it appears to be of infinite length (in General MIDI this is defined as 546 bars and 15 tics). In-game it will either play for the length of the whole final measure, or hang indefinitely; in the latter cases it will either prevent the song from looping, or the note will persist across all further loops of the song.
- It can perhaps be surmised that D_DDTBLU is the «correct» version of the track.
- «Waiting for Romero to Play» was used instead of «Dark Halls» for E1M3 in an unreleased beta, as seen during a Visit to id Software.
- In the version of Doom II included in Doom 3: BFG Edition, D_EVIL and D_ULTIMA are copies of D_DOOM. The «Doom» song is therefore used in both secret levels and during the cast sequence.
External linksedit
- Doomworld page about Doom II music
- Doom Covers, an article at Doomworld in which samples of Prince’s music are compared with his sources
- , from the Doomworld forums
Reviews and sales[edit]
Doom II sold over two million copies, the most sales of any id Software game at the time. The new and varied enemies, and its innovative non-linear level design were praised by critics. While well-received, the game was regarded by some as a disappointment due to the lack of major new features and boring level design. It was released around the same time as Star Wars: Dark Forces which presented more obvious enhancements to the genre.
There was no shareware version of Doom II released and it was only sold in retail stores. Internally Doom II is referred to as the «commercial» version, though an enhanced version of the first game was also later re-released in stores as The Ultimate Doom. Official ports were made to various platforms, including the Apple Macintosh, PlayStation, Game Boy Advance, and Xbox.
Игровой процесс
Хотя геймплей особенно не отличается от того, который был в первой части этой игровой серии, все же некоторые новшества и дополнения вы здесь увидите. Например, введено большое количество новых врагов: пулеметчик, рыцарь Ада, Арахнотрон, элементаль боли, Ревенант, Манкубус и Архвайл. Устрашающие имена и еще более страшные способности. Каждый монстр неповторим и имеет свои возможности. Например, Рыцарь Ада может метать убийственные сгустки энергии, Элементаль боли испускает потерянные души, Манкубус имеет очень большой запас здоровья и стреляет двумя огромными пушками. Самым же страшным врагом является Архвайл, который мало того что сам имеет большой запас здоровья, так еще и может воскрешать других монстров. Победить его с помощью оружия практически невозможно, но от него можно спастись, уйдя из поля зрения. Время для этого обычно есть, пока он готовится к атаке. Вообще количество стандартных монстров во второй части удвоилось по сравнению с предыдущей, а те, что были боссами, здесь теперь попали в разряд обычных. Помимо практически бесконечных драк с противниками вашему герою надо по обыкновению собирать разноцветные ключи — синий, красный и желтый, чтобы открывать ими нужные двери. Если вы заинтересовались, тогда мы настоятельно советуем вам Doom 2: Hell on Earth скачать торрент.
Особенности Doom 2: Hell on Earth
Какие еще особенности этого сиквела можно отметить?
- Новый вид оружия. Здесь ваш герой может вооружиться двустволкой, которая стреляет двумя патронами. Есть аналогия с уже знакомым вам дробовиком, но только тут один выстрел – это двадцать дробей. Но при этом скорость стрельбы ниже.
- Игра состоит из одного большого эпизода, поделенного на тридцать уровней. На каждом уровне есть секретные места, и при этом вы можете открыть еще два секретных уровня. Так что сюрпризов будет много.
- Огромные карты. По сравнению с первой частью, в этой серии карты и локации были сильно увеличены и количество врагов на них, соответственно, тоже повысилось.
- Мультиплеер. У любого игрока есть возможность разделить тяжкую ношу спасения Земли вместе со своими друзьями или же, наоборот, сразиться против них. В любом случае помните, что вы не одни.
- Сложнейший последний уровень. Он действительно самый сложный, ведь там вам предстоит убить последнего, но очень коварного босса, да еще и в крайне неудобных условиях. Вы будете сидеть на столбе, висящем над бурлящей токсичной жидкостью и двигающемся вверх-вниз. При этом вам нужно попасть в противника, что достаточно сложно в этом положении.
На этой странице по кнопке ниже вы можете скачать Doom 2: Hell on Earth через торрент бесплатно.
Сюжетная линия
Сюжетная линия Doom 2 описывает события, произошедшие после первой части, когда Палачу Рока удалось разобраться с большим количеством монстров и демоном в подземном царстве мертвых. Теперь вам тоже предстоит побороться с силами зла и наконец искоренить этих тварей раз и навсегда, и вернуть их в Ад. Здесь вы играете за того же морского котика, как и раньше. Имя его — Палач Рока, хотя, по сути, оно тут никогда так прямо и не называется. Вы возвращаетесь после длительной экспедиции на Марсе на свою родную Землю и видите, что она стала заселена полчищами внеземных тварей. Теперь вам придется расчехлить свою старую пушку, которая завалялась в пыли, и пойти убивать этих монстров, которые, видимо, в первый раз так ничего и не поняли. Впрочем, теперь игра будет развиваться не в Аду, а на Земле. Ведь людям нужна помощь. Они без вас не справляются и умирают. У вас будет всего 30 полноценных уровней, в которых нужно уничтожить все силы зла и вернуть, по возможности, их обратно в Ад. Пусть лучше жарятся в раскаленных котлах, чем портят вам жизнь на планете Земля. Кстати говоря, когда пройдете все уровни, вам откроется дополнительные 2 секретные задания. Выполните их и получите потрясающее оружие, которым можно убить практически всех оппонентов и даже самых страшных боссов. Правда, на него никогда нет боеприпасов, а искать их приходится только в нескольких секретных местах, но ничего, оно того стоит. Добейтесь успеха на своем поприще и искорените силы зла, пусть уходят из нашей планеты и возвращаются к себе в Ад. Впрочем, все равно в конце вы должны убить главного дьявола, который впоследствии разрушит весь Ад. Скачать торрент Doom 2 следует всем любителям и ценителям добротных игр, с изумительным сюжетом и уникальным геймплеем.
v1.6
The registered version for 1.6 appears to be «semi-official», the patch was created by Eric Yick Leung
and was distributed around various newsgroups, the IWAD file has changed since 1.2 and is not reported modified by the game executable.
- Released August 3, 1994.
- ENDOOM had changed, text was added by Eric, calling himself a «DOOM-GOD» and John Romero a «Chicken», a reference of the former also appears on a newsgroup thread.
- All demos are different, but are recreations of earlier demos. DEMO1 is almost the same, DEMO2 is a demo, possibly of Leung and Romero playing, and DEMO3 is another recreation, that desyncs towards the end.
Levels
The levels can be divided up into three episode-like sections, defined by their corresponding sky texture and separated by a textual intermission in addition to the standard intermission screen; as well as two secret levels. Additional textual interludes appear before MAP07, before each of the secret levels, and at the conclusion of the game.
MAP01 to MAP06; subterranean/outpost levels:
- Level 1: Entryway (Petersen)
- Level 2: Underhalls (McGee; exit to secret level; Xbox only)
- Level 3: The Gantlet (McGee)
- Level 4: The Focus (McGee)
- Level 5: The Waste Tunnels (McGee)
- Level 6: The Crusher (McGee)
- Level 7: Dead Simple (Petersen and McGee)
- Level 8: Tricks and Traps (Petersen)
- Level 9: The Pit (Petersen)
- Level 10: Refueling Base (Petersen and Hall)
- Level 11: ‘O’ of Destruction!1(Romero)
- 1: Known as Circle of Death on the intermission screen.
MAP12 to MAP20; city levels:
- Level 12: The Factory (Petersen)
- Level 13: Downtown (Petersen)
- Level 14: The Inmost Dens (McGee)
- Level 15: Industrial Zone (Romero; exit to secret level)
- Level 16: Suburbs (Petersen)
- Level 17: Tenements (Romero)
- Level 18: The Courtyard (Petersen)
- Level 19: The Citadel (Petersen)
- Level 20: Gotcha! (Romero)
MAP21 to MAP30; Hell levels:
- Level 21: Nirvana (Petersen)
- Level 22: The Catacombs (McGee)
- Level 23: Barrels o’ Fun (Petersen)
- Level 24: The Chasm (Petersen)
- Level 25: Bloodfalls (Green)
- Level 26: The Abandoned Mines (Romero)
- Level 27: Monster Condo (Petersen)
- Level 28: The Spirit World (Petersen)
- Level 29: The Living End (Romero)
- Level 30: Icon of Sin (Petersen)
MAP31 and MAP32; secret levels:
- Level 31: Wolfenstein2(Petersen, exit to super secret level)
- Level 32: Grosse2(Petersen)
- 2: These two levels do not appear in the German version.
MAP33; bonus Xbox level:
Level 33: Betray (Michael Bukowski)
Speedrunning
Current records
The Compet-N episode records for Doom II are:
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV Episode, MAP01-MAP10 | 06:32 | Drew «stx-Vile» DeVore | 2002-12-02 | 0632uv01.zip | |
UV Episode, MAP11-MAP20 | 09:52 | Radek Pecka | 2003-08-08 | 0952uv11.zip | |
UV Episode, MAP21-MAP30 | 08:59 | Radek Pecka | 2004-09-28 | 0859uv21.zip | |
UV Run | 26:09 | Radek Pecka | 2003-12-28 | 30uv2609.zip | |
NM Episode, MAP01-MAP10 | 07:11 | Juho «ocelot» Ruohonen | 2003-09-03 | 0711nm01.zip | |
NM Episode, MAP11-MAP20 | 11:19 | Drew «stx-Vile» DeVore | 2002-03-24 | 1119nm11.zip | |
NM Episode, MAP21-MAP30 | 13:35 | Vincent Catalaá | 2002-07-22 | 1335nm21.zip | |
NM Run | 29:56 | Drew «stx-Vile» DeVore | 2004-10-18 | 30nm2956.zip | |
UV Max Episode, MAP01-MAP10 | 25:50 | Radek Pecka | 2001-06-15 | 2550uv01.zip | |
UV Max Episode, MAP11-MAP20 | 47:10 | Radek Pecka | 2002-04-18 | 4710uv11.zip | |
UV Max Episode, MAP21-MAP30 | 39:16 | Radek Pecka | 2002-08-29 | 3916uv21.zip | |
UV Max Run | 113:18 | Radek Pecka | 2002-04-22 | 30uvmax4.zip | |
NS Episode, MAP01-MAP10 | 14:25 | Drew «stx-Vile» DeVore | 2002-01-27 | 1425ns01.zip | |
NS Episode, MAP11-MAP20 | 23:48 | Drew «stx-Vile» DeVore | 2002-01-11 | 2348ns11.zip | |
NS Episode, MAP21-MAP30 | 18:27 | Jan «Doomgeek» Vida | 2002-07-15 | 1827ns21.zip | |
NS Run | 56:00 | Drew «stx-Vile» DeVore | 2004-05-30 | 30ns5600.zip | |
UV -fast Episode, MAP01-MAP10 | 25:52 | Ian Sabourin | 2002-04-27 | 2552fa01.zip | |
UV -fast Episode, MAP11-MAP20 | 57:44 | Radek Pecka | 2002-08-31 | 5744fa11.zip | |
UV -fast Episode, MAP21-MAP30 | 61:35 | Vincent Catalaá | 2001-02-15 | 6135fa21.zip | |
UV -fast Run | 128:04 | Radek Pecka | 2003-06-24 | 30famax2.zip |
Data
Attributes | |
---|---|
ID # | 67 (decimal), 43 (hex) |
Hit points | 600 |
Speed | 8 map units per frame(70.0 map units per second) |
Width | 96 |
Height | 64 |
Reaction time | 8 |
Pain chance | 80 (31.25%) |
Pain time | 6 tics |
Mass | 1000 |
Bits | 4194310 |
Bits list |
---|
1: Obstacle 2: Shootable 22: Affects Kill % |
Sprites & sounds | |
---|---|
Sprite name | FATT |
Alert sound | DSMANSIT |
Action sound | DSPOSACT |
Pain sound | DSMNPAIN |
Death sound | DSMANDTH |
Ranged attack | |
---|---|
Type | Projectile |
Speed | 20 map units per tic(700 map units per second) |
Damage | 8-64 (per fireball)48-384 (total) |
Width | 6 |
Height | 8 |
Sprite name | MANF (in flight)BEXP (impact) |
Sound | DSMANATK (loading)DSFIRSHT (firing)DSFIRXPL (impact) |
Damage done by a full fireball volley (all six fireballs hit)
Fireballs needed to kill1 | Mean | Min | Max | |
Player (100%health, no armor) | 3.37 | 0.88 | 2 | 6 |
Player (100%health, security armor) | 4.78 | 1.04 | 3 | 8 |
Player (200%health, combat armor) | 11.68 | 1.70 | 8 | 16 |
Barrel | 1.27 | 0.51 | 1 | 3 |
Trooper | 1.27 | 0.51 | 1 | 3 |
Sergeant | 1.44 | 0.60 | 1 | 4 |
Wolfenstein SS | 2.04 | 0.77 | 1 | 5 |
Imp | 2.25 | 0.76 | 1 | 5 |
Chaingunner | 2.56 | 0.73 | 2 | 5 |
Lost Soul | 3.37 | 0.88 | 2 | 6 |
Commander Keen | 3.37 | 0.88 | 2 | 6 |
Demon | 4.78 | 1.04 | 3 | 8 |
Spectre | 4.78 | 1.04 | 3 | 8 |
Boss Brain2 | 7.66 | 1.32 | 5 | 11 |
Revenant | 9.04 | 1.46 | 6 | 13 |
Cacodemon | 11.68 | 1.70 | 8 | 16 |
Pain Elemental | 11.68 | 1.70 | 8 | 16 |
Hell Knight | 14.55 | 1.88 | 10 | 19 |
Arachnotron | 14.55 | 1.88 | 10 | 19 |
Mancubus3 | ||||
Arch-vile | 20.10 | 2.11 | 14 | 25 |
Baron of Hell | 28.43 | 2.43 | 23 | 34 |
Spiderdemon | 84.14 | 2.60 | 79 | 93 |
Cyberdemon | 112.12 | 2.48 | 107 | 117 |
- This table assumes that all calls to P_Random for damage, pain chance, impact animations, and backfire checks are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as ). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of «consecutive» calls.
- Assumes that direct hits are possible, which does not occur in any stock map.
- Hardcoded exception to infighting negates damage (excepting indirect damage caused by exploding barrels).
Trivia
- Various screenshots on the back cover of the original game box display scenery — possibly an early version of MAP15 and sky from the first game — and an Arachnotron sprite which are not found in the officially released game. These were likely screenshots from a pre-release version of Doom II which had differing level structure and graphics than what was included in the official commercial release. These unconventional screenshots have been later used in various Doom II re-releases, including the Doom95 repackaging in 1995, the Steam release in 2007, and on id Software’s own Doom II page.
- The was drawn by occult/fantasy artist Gerald Brom.
- A modified version of the cover art also makes an appearance in Jazz Jackrabbit 2 as the image of the shareware episode. The typeface is also similar to that of Doom.
- Doom II was the first Doom game to be commercially released to the retail market. The original Doom could only be purchased through mail order, and an updated version, The Ultimate Doom, wouldn’t be released until April 30, 1995.
Gameplay
Doom II is not a dramatically different game from its predecessor. There were no significant technological developments and no major graphical improvements; gameplay still consists of the player navigating non-linear levels, picking up keys to unlock new areas, and killing as many monsters as possible.
Unlike Doom, Doom II takes place over a single continuous sequence of linked levels, with brief textual interludes in order to advance the story, whereas the original Doom separated eight levels each into three episodes and a bonus fourth episode with a text interlude shown after beating the eighth level of each episode. The intermission screens following each level show a simple background image instead of a map. The player can carry his weapons throughout the entire game (unless he is killed, of course), rather than starting from scratch several times as one
episode ends and another begins.
The level design, as with Doom, is only loosely based on the areas the player is supposed to travel through. The initial third of the maps have a techbase theme as the player moves through the different military installations of the starport. Afterwards, as the player roams the cities and residential areas searching for the source of the infestation, the levels have an urban look and somewhat resemble terrestrial locations. Toward the end of the game, Hell has begun to merge with reality, and the final levels take place in a nightmarish, Dante-esque subterranean miasma of flowing lava and hot springs.
New enemies include the Heavy Weapon Dude (a.k.a. Chaingunner), Hell Knight, Mancubus, Revenant, Arachnotron, Pain Elemental, Arch-vile, and a new final boss. Being far more varied and innovative than the original Doom monsters, these dramatically changed the single-player gameplay.
The Wolfenstein SS from Wolfenstein 3D appears in the two secret levels, which are throwbacks in design (and music) to the Wolfenstein 3D. Also, a Commander Keen figure makes a cameo in the second secret level.
The player’s only new weapon is the super shotgun (double-barreled shotgun). There is also one new powerup, the megasphere, and a few new decorations, including a burning barrel, a couple of lamps, six hanging mutilated corpses, and three other small pieces of gore.
Doom II required slightly more powerful hardware than its predecessor, due to having larger and more complicated maps with a larger amount of enemies.
Геймплей
На самом деле, представленный игровой проект полностью отличается от очередной части. Как вы помните, в предыдущей части не было никаких существенных технологических разработок и серьезных графических улучшений. Теперь геймплей также состоит из нелинейных уровней с поиском ключей для открытия новых локаций и перестрелками с монстрами.
Самое главное, в отличие от оригинального проекта, сюжет Doom 2 подается с непрерывной последовательностью связанных уровней, различными текстовыми вставками и сюжетной кампанией, в то время, как одиночный режим Doom включает в себя сразу восемь уровней и четыре бонусных эпизода, которые доступны после завершения кампании. Также экран загрузки вместо карты изобилует фоновым изображением. В игровом проекте имеется 30 уровней, а также две секретных миссии. Интересно, что уровни во многом идентичны оригинальной версии игры, только за некоторым исключением. Стоит отметить, что в игре секретных уровней стало значительно больше, теперь на них вы можете найти амуницию и обратить против противников. Подробнее о геймплее вы узнаете сразу после того, как решитесь скачать Doom 2 через торрент на сайте нашего удобного меню.
Tactical analysis
Mancubi are dangerous opponents, but have a number of exploitable weaknesses. They are slow, and make large targets, so are easy to kill with rapid-fire weapons. Much like Cacodemons, Mancubi have a high pain chance and generally aren’t able to fire when under attack from a chaingun or plasma rifle. The rocket launcher is possibly the most effective weapon against the Mancubi. Furthermore, because they pause briefly before attacking, and also give out their distinctive «come tomorrow» battle cry before firing, it is pretty easy to prevent them from attacking using slower weapons, even the super shotgun. When they do attack, it is helpful to attempt to keep one’s distance. Otherwise, the player might end up taking two fireballs instead of just one. When dodging from a greater distance, it is important to avoid over-dodging. With the first two attacks from the Mancubus, one fireball will go straight toward the player while the other will fly off diagonally to the other side (left or right, depending on the player’s location); in the third volley, one will go left and one right. This pattern can be figured out and used to avoid Mancubus attacks.
Once a Mancubus has begun to attack its target, it continues to fire (if it remains unhurt while firing) until all six bursts have been discharged, even if the target has moved out of its sight. This characteristic of their attack can be abused to cause monster infighting. Their huge build and high pain chance can afford a player an opportunity to conserve ammo and health by using a Mancubus as a «living shield». This tactic can be risky, but in a situation of other monsters, especially when there are Chaingunners or Arachnotrons lurking near a Mancubus, it can work to the player’s advantage.
Story[edit]
The Ultimate Doom’s story ended with the Marine protagonist’s defeat of the second Spider Mastermind in a gateway between Hell and Earth. Stepping through a portal to Earth which opens after the creature’s death, however, there is a cliffhanger ending — it is discovered that the demons which invaded the Mars moonbases have now invaded Earth as well.
After Earth’s major cities are left in ruins by the attack, the human survivors await evacuation from a starport, but the demons have surrounded it with a barrier of flames. All of humanity’s remaining soldiers make a desperate assault on the starport, but eventually they are annihilated and only the Marine remains.
Fighting through the starport, the Marine manages to lower the demonic defenses, allowing the survivors to escape to the safety of space. Left behind, he at first prepares for death, but soon receives a radio message from the ships’ commanders that they have pinpointed the source of the demonic invasion not far from his current location. He fights through the ravaged city, where Hell’s reality is once again beginning to merge with our own, twisting and corrupting the heavily damaged ruins. After finding the portal to Hell and returning once more to the underworld, the Marine eventually confronts the ultimate source of the hellspawn, a gigantic demon. Pumping his rockets into the creature’s exposed brain, it dies, devastating miles of Hell’s surface in all directions in its death throes, ending the invasion and giving humanity a chance to rebuild.
Trivia[edit]
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Lump names Size CRC-32 D_DDTBLU 64571 629660ef D_DDTBL2 and D_DDTBL3 64808 6ab6cf4e
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- Audible differences:
- A cymbal crash can be heard at the very beginning of D_DDTBL2 and D_DDTBL3, which is absent from D_DDTBLU.
- The intro passage is an extra measure long in D_DDTBL2 and D_DDTBL3.
- The instrument on the descending tones that repeat every two bars throughout the song is changed for the sixth «repeat» of the song in D_DDTBLU (to a kalimba), and is not for D_DDTBL2 and D_DDTBL3 (where it remains the instrument from the fifth repeat — FX 2 (soundtrack)).
- The final note in the song’s lead melody is the correct length in D_DDTBLU, while in D_DDTBL2 and D_DDTBL3 it appears to be of infinite length (in General MIDI this is defined as 546 bars and 15 tics). In-game it will either play for the length of the whole final measure, or hang indefinitely; in the latter cases it will either prevent the song from looping, or the note will persist across all further loops of the song.
- It can perhaps be surmised that D_DDTBLU is the «correct» version of the track.
- «Waiting for Romero to Play» was used instead of «Dark Halls» for E1M3 in an unreleased beta, as seen during a Visit to id Software.
- In the version of Doom II included in Doom 3: BFG Edition, D_EVIL and D_ULTIMA are copies of D_DOOM. The «Doom» song is therefore used in both secret levels and during the cast sequence.