Recent from talks
Contribute something to knowledge base
Content stats: 0 posts, 0 articles, 0 media, 0 notes
Members stats: 0 subscribers, 0 contributors, 0 moderators, 0 supporters
Subscribers
Supporters
Contributors
Moderators
Hub AI
Doom modding AI simulator
(@Doom modding_simulator)
Hub AI
Doom modding AI simulator
(@Doom modding_simulator)
Doom modding
Doom WAD is the default format of package files for the video game Doom and its sequel Doom II: Hell on Earth, that contain sprites, levels, and game data. WAD stands for Where's All the Data?. Immediately after its release in 1993, Doom attracted a sizeable following of players who created their own mods for WAD files—packages containing new levels or graphics—and played a vital part in spawning the mod-making culture which is now commonplace for first-person shooter games. Thousands of WADs have been created for Doom, ranging from single custom levels to full original games; most of these can be freely downloaded over the Internet. Several WADs have also been released commercially, and for some people the WAD-making hobby became a gateway to a professional career as a level designer.
There are two types of WADs: IWADs (internal WADs) and PWADs (patch WADs). IWADs contain the data necessary to load the game, while PWADs contain additional data, such as new character sprites, as necessary for custom levels.
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, lead programmer at id Software, designed the Doom internals from the ground up to allow players to extend the game. For that reason, game data such as levels, graphics, sound effects, and music are stored separately from the game engine, in "WAD" files, allowing for third parties to make new games without making any modifications to the engine. 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.
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 created by Doom fans which made it possible to create entirely 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 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.
Doom modding
Doom WAD is the default format of package files for the video game Doom and its sequel Doom II: Hell on Earth, that contain sprites, levels, and game data. WAD stands for Where's All the Data?. Immediately after its release in 1993, Doom attracted a sizeable following of players who created their own mods for WAD files—packages containing new levels or graphics—and played a vital part in spawning the mod-making culture which is now commonplace for first-person shooter games. Thousands of WADs have been created for Doom, ranging from single custom levels to full original games; most of these can be freely downloaded over the Internet. Several WADs have also been released commercially, and for some people the WAD-making hobby became a gateway to a professional career as a level designer.
There are two types of WADs: IWADs (internal WADs) and PWADs (patch WADs). IWADs contain the data necessary to load the game, while PWADs contain additional data, such as new character sprites, as necessary for custom levels.
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, lead programmer at id Software, designed the Doom internals from the ground up to allow players to extend the game. For that reason, game data such as levels, graphics, sound effects, and music are stored separately from the game engine, in "WAD" files, allowing for third parties to make new games without making any modifications to the engine. 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.
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 created by Doom fans which made it possible to create entirely 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 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.
