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  2. Doom II - Wikipedia

    en.wikipedia.org/wiki/Doom_II

    Another expansion, No Rest for the Living, which adds nine extra levels, was developed for the release of the game on Xbox Live Arcade and is also included in the Doom 3: BFG Edition, as part of Doom Classic Complete, and as a free add-on for the 2019 Unity engine port of Doom II. It was also included in the 2024 KEX Engine port.

  3. Doom modding - Wikipedia

    en.wikipedia.org/wiki/Doom_modding

    Many level editors are available for Doom. The original Doom Editing Utility (DEU) was ported to a number of 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 ...

  4. MyHouse.wad - Wikipedia

    en.wikipedia.org/wiki/MyHouse.wad

    It is the easiest ending, as it does not require any artifacts and needs only one key item to use. Going through the subsequent Doom II level, Underhalls, will send the player back to the My House level. The obituary of Steven Nelson, the alleged creator of the mod. Ending one is achieved by leaving the airport with less than 14 artifacts.

  5. List of Doom ports - Wikipedia

    en.wikipedia.org/wiki/List_of_Doom_ports

    This version features 59 levels in total; 23 levels from the PC version of Doom (edited much like the Jaguar and 32X versions), both of the levels designed for the Jaguar version, six new levels designed by the Midway team, five levels from The Ultimate Doom ' s fourth episode, and 23 levels from Doom II.

  6. Spawning (video games) - Wikipedia

    en.wikipedia.org/wiki/Spawning_(video_games)

    Respawning is the recreation of an entity after its death or destruction, perhaps after losing one of its lives. Despawning is the deletion of an entity from the game world. All player characters typically spawn at the start of a round, whereas some objects or mobs may spawn after the occurrence of a particular event or delay.

  7. Doom engine - Wikipedia

    en.wikipedia.org/wiki/Doom_engine

    Viewed from the top down, all Doom levels are actually two-dimensional, demonstrating one of the key limitations of the Doom engine: room-over-room is not possible. This limitation, however, has a silver lining: a "map mode" can be easily displayed, which represents the walls and the player's position, much like the first image to the right.

  8. Grezzo 2 - Wikipedia

    en.wikipedia.org/wiki/Grezzo_2

    Much like Doom, the gameplay of Grezzo 2 requires the player to navigate to the exit of each level while surviving various hazards on the way. The game contains an exhaustive variety of weapons, many of which are taken from other Doom mods; such weapons include beer bottles, plasma rifles, crucifix launchers, and the "Lanciaratzinger", a powerful cannon which launches digitized sprites of Pope ...

  9. Sandy Petersen - Wikipedia

    en.wikipedia.org/wiki/Sandy_Petersen

    He was a fast level designer and produced all maps for the third episode of Doom, Inferno. Petersen designed 17 levels for Doom II, a little over half of the 32 total. An 18th, Dead Simple, was redesigned by American McGee before release. [8] Petersen was then involved with The Ultimate Doom in 1995 as well as the R&D phase for Quake.