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This article needs additional citations for. Unsourced material may be challenged and removed. (June 2010) Doom WAD is the default format of package files for the and its sequel, that contain sprites, levels, and game data. WAD stands for Where's All the Data?

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Immediately after its release in 1993, Doom attracted a sizeable following of players who created their own for WAD files—packages containing, and other game data—and played a vital part in spawning the mod-making culture which is now commonplace for 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. Several WADs have also been released, and for some people the WAD-making became a gateway to a career as a. 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. Main article: Around 1997, interest in Doom WADs began to decline, as attention was drawn to newer games with more advanced technology and more customizable design, including id Software's Quake.

On December 23, 1997, id Software released the source code to the (initially under a restrictive license; on October 3, 1999, it was released again under the terms of the ). With the source code available, it became possible for programmers to modify any aspect of the game, remove technical limitations and, and add entirely new features. These engine modifications, or, have since become the target for much of the WAD editing activity (although some purists prefer the original, unmodified engine). As of 2017, several source ports are still actively being developed, and Doom retains a strong following of people who still create WADs. Types of WADs Levels and level packs The most common type of WAD consists of a single, 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 and levels are common.

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Also common are WADs which contain several levels, sometimes in the form of an episode, replacing nine levels, and sometimes in the form of a megawad, which replaces 15 or more levels in the game (27 in Doom, 32 in Doom II, 36 in The Ultimate Doom). Megawads often represent the work of several people over several months or years. Total conversions A WAD that gives the game an overhaul to incorporate an entirely different, character set, and story, instead of simply providing new levels or graphic changes, is called a total conversion. 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. Notable WADs The following is a non-inclusive listing of highly popular, unique, or historically significant WADs that may be considered uncontroversial in its selection.

See the section below for alternative lists and review sites. Megawads. 10 Sectors started as a competition at Doomworld, where entrants were challenged to make the best level they could for the source port using only 10 sectors, with the winner, Michal Mesko, receiving a Voodoo 5 5500 AGP graphics card. Doom The Way id Did is a 27-level megawad for Doom released in 2012. It was originally proposed by Jason 'Hellbent' Root and realized as a Doomworld collaboration project.

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The purpose of the WAD was to create three episodes of Doom levels that looked and felt as though they could have been in the original game, but without any homages to it. A 32-level sequel, Doom II The Way id Did, was released in 2013. Eternal Doom is 32-level megawad for Doom II created by Team Eternal and. It was released non-commercially in several versions, with the final one being released on November 14, 1997. Eternal Doom places the player and the original Doom 's monsters in levels varying in the theme of and futuristic high-tech bases, featuring a sub-plot. A distinguishing aspect of Eternal Doom is the size of the levels, the average being about four times the size of the levels in Doom and Doom II.

Eternal Doom has been praised for the levels' grand and complex layouts, but the size of some of the largest castles, combined with level design that sometimes forces the player to travel back and forth between switches located around the map, which are sometimes difficult to find, has also been subject to criticism. Hell Revealed is a 32-level megawad for Doom II released on May 2, 1997. It was created by Yonatan Donner, one of the players behind the Doom Done Quick project, and Haggay Niv. Hell Revealed was designed with the intent of providing a challenge for expert players, and has become infamous for its difficulty: the hardest levels in the set feature battlegrounds where the player is pitted against dozens of the hardest monsters at once, some levels containing around 500 monsters in total. Second to the original games Doom and Doom II, Hell Revealed has been subject to the most Doom speedrunning competition of any Doom WAD.

A 32-level sequel megawad built around the same concept and featuring even more monsters, Hell Revealed II, was created by a different team and released on December 31, 2003. Total conversions. Action Doom 2: Urban Brawl is a 2008 developed with the ZDoom, featuring graphics. Aliens TC is an 11-level total conversion based on the movie (1986), created by Justin Fisher and released on November 3, 1994. Aliens TC was the first total conversion and is one of the most famous: in the week following the release of, there was more discussion in the Doom related to Aliens TC than Doom II.

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The popularity of the Aliens TC even reached outside the Doom community, for instance providing inspiration for the 1998 PC game. Fisher was offered employment by various game developers (including DreamWorks for the team that would later make Jurassic Park: Trespasser), but declined in order to finish his university degree. Aliens TC was noted for its suspenseful atmosphere. The first level (E2M1) is devoid of enemies, a surprising feature considering the fast-paced action of Doom. Later on, however, the player faces the and even gets to use the powerloader from Aliens as a weapon. The mod contains new enemies and weapons based on those from the film, new sound effects, and a new boss, the Queen Alien. The original WAD was made for the first Doom, replacing the entire second episode with levels that roughly follow the 1986 movie (E2M1 to E2M8) with the secret level E2M9 being the Alien ship.

The bonus levels of the TC are E3M1 (the cut portion from the E2M5 map, as the original design was too large) and E3M2 (a variation of the E2M1 but with enemies added). Maps E2M5 and E3M1 are designed for more deathmatch (with proximity sensors) in contrast to the other levels which are more linear. A fan has adopted the WAD for Doom II. Fisher had gotten the idea to create the Aliens TC within his first five minutes of playing Doom in late December 1993, noting a similarity in atmosphere of Doom and the movie.

Incidentally, it has later become known that id Software originally planned to base Doom on an Aliens license, but abandoned the idea in the early stages of development. Batman Doom is a 32-level total conversion created by and released in April 1999. It contains modified game behavior along with new weapons, items, and characters from the world of the. is a 5-level total conversion released in 1996 by so that Doom could be approved for younger audiences. This was originally packaged in cereal boxes as a, though Chex Quest was later put up as on the after the promotion ended. Chex Quest received two sequels, and, released in 1997 and 2008, respectively, both of which contained five levels and were released as freeware. Doom 64 TC is a replication of, a version of Doom released for the, which contains different levels, graphics, and audio based on the game.

Goldeneye Doom 2 is a Doom II modification that adds elements from the game. Hacx: Twitch 'n Kill was originally released in September 1997 by as a commercial Doom II add-on, and was later released as freeware in 2000. On October 9, 2010, a standalone version, version 1.2, was released.

Hacx includes all-new content, such as 21 new levels, new weapons, new music, new sound effects, new graphics, and new enemies, and the game behavior has been extensively modified to account for its unique cybernetic science fiction setting. Paranoid is an 8-level Doom II modification (using the GZDoom source port) that is intended to be a faithful recreation of. It features new weapons, enemies, graphics, sounds, models, skies, 3D architecture, a hub structure, a story-driven mission, and additional features. Sonic Robo Blast 2 is a Doom modification that uses the Doom Legacy source port to change the game from a first-person shooter to a third-person platformer based on. The Darkest Hour is a 7-level Doom II modification that puts the player in the universe. It was followed by a 5-level 'prequel' called Dawn: A Prelude. Void is a single-level modification based on the 2000 game.

Miscellaneous. Screenshot from Freedoom. Doomsday of UAC (also known as UACDEAD.WAD after the filename) by Leo Martin Lim, released on June 23, 1994, featured what was considered one of the most realistic environments of the time. Exploiting an until-then unknown bug in the Doom engine's rendering code, it also introduced a special effect in the form of an 'invisible stairway'; this trick has been used extensively later on.

D!Zone by, an expansion pack featuring hundreds of levels for Doom and Doom II. D!Zone was reviewed in 1995 in #217 by Jay & Dee in the 'Eye of the Monitor' column. Jay gave the pack 1 out of 5 stars, while Dee gave the pack 1½ stars. – A project aiming to create a replacement (modified ) for the set of, and (and miscellaneous other resources) used by Doom. Since the is, it can be distributed along with the new resources, in effect providing a full game that is free.

Freedoom would also allow users to play any of the thousands of other WADs that normally require the original game. Despite its name, Freedoom resources require an executable with support for additional features introduced by the and will not work correctly with an executable build from the original source code release of the. The WAD, alongside, is packaged in the software repository. A similar project, Blasphemer, aims to create a complete free version of. Origwad – Created by Jeffrey Bird and released on March 7, 1994, it is notable for being the first custom WAD to be released for Doom.

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Origwad consists of a single level with two rooms separated by one door; the first room contains a shotgun and a Shotgun Guy, while the second room contains three Imps, two Barons of Hell, and an exit switch. The – Doom and Doom II levels created by Eric Harris, one of the two perpetrators of the. The following levels are available to download: Deathmatching in bricks (BRICKS.WAD), Hockey.wad (HOCKEY.WAD), KILLER (KILLER.WAD), Mortal Kombat Doom (FIGHTME.WAD), Outdoors (outdoors.wad), Station (STATION.WAD), and UAC Labs (UACLABS.WAD).

Dylan Klebold, a friend of Harris and the other perpetrator of the massacre, was credited by Harris for playtesting the Deathmatching in bricks level. The ENDOOM screen for UAC Labs shows the names of other WADs made by Harris, though no files of them are known to be available to download: Assault, Techout, Thrasher, Realdeth, and Realdoom, the last of which is a patch (possibly for Realdeth).

The Sky May Be – A notable joke WAD and the 'Strangest WAD ever made', most of the game takes place in an oversized sector, where many textures are replaced with solid colors, and many sounds replaced with audio from British television programs. The WAD was mentioned in Doomworld's The Top 10 Infamous WADs list.

UAC Military Nightmare – A WAD made by 'Terry' which was notorious for its use of vulgar scripts, strange graphics, unfair difficulty, and otherwise-useless data that existed to either bloat the WAD's file size or tamper with the player's settings. The WAD itself was removed from Doomworld in 2014 due to the aforementioned useless data, but has since been reuploaded with said data removed. Editing Many are available for Doom.

The original Doom Editing Utility (DEU) was ported to a number of, 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. Other level editors include WadAuthor, Doom Builder (released in January 2003), and Doom Builder 2 (released in May 2009 as the successor to Doom Builder). Some Doom level editors, such as Doom Builder and Doom Builder 2, feature a 3D editing mode. As of now those two are discontinued, but a newer fork has been released and is regularly updated, known as GZDoom Builder.

A number of other, specialized Doom editors were created over time to modify graphics and audio lumps, most notably XWE, SLADE, Wintex, and SLumpEd. Things, such as monsters and items, and weapon behavior can also be modified to some degree using the executable patching utility. In ZDoom, users can create new monsters, weapons, and items through a scripting language called DECORATE, made to address many of the shortcomings of DeHackEd, such as not being able to add new objects, and not being able to deviate far from the behavior of the original weapons and monsters. The utility Slige could be used to automatically generate random levels. Slige had a cumbersome approach when creating maps, however, and a newer tool called Oblige has since been created. This tool is entirely coded in.

WAD2 and WAD3 In Quake, WAD files were replaced with 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. Notes. Joseph Bell, David Skrede: The Doom Construction Kit: Mastering and Modifying Doom, Waite Group Press (April 1, 1995),. Richard H. 'Hank' Leukart, III: The Doom Hacker's Guide, Mis Press (March 1, 1995),.

Steve Benner, et al.: 3D Game Alchemy for Doom, Doom II, Heretic and Hexen, SAMS Publishing (1996),. Kushner, David: Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, Random House Publishing Group 2003,; pages 166–169. Larsen, Henrik: The Unofficial Master Levels for Doom II FAQ, version 1.02 (retrieved October 4, 2004) References.

Archived from on 2013-10-29. Retrieved 2007-04-13. Green, Shawn; McGee, American (1994). Planet Rome.ro.

Archived from on April 15, 2008. Retrieved May 7, 2008. article at the 05-07-08.

Fisher, Justin (1998). Retrieved May 7, 2008. article at the. ^. on drnostromo.com. ^ Jay & Dee (May 1995).

'Eye of the Monitor'. Dragon (217): 65–74. Freedoom project website. Retrieved 2008-10-29. February 1, 2010, at the. Pinchbeck, Dan (2013).

Ann Arbor, MI: University of Michigan Press. Retrieved December 19, 2013. External links. (retrieved December 6, 2004).