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» DooM - xFAQ «
Main IWAD Versions and Errors
By Matthew S. Fell.
Errors
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There are some imperfections in the DOOM.WAD file. All versions up to 1.666 have the SW18_7
lump included twice. Versions before 1.666 have the COMP03_8 lump twice.
And with version 1.666 somebody really messed up, because every single DP*, DS* and D_*
lump from the shareware DOOM1.WAD is in the registered DOOM.WAD twice!
The error doesn't adversely affect play in any way, but it does take up an unnecessary 800k on the hard drive.
Unused resources
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Some of the lumps in the sprite section are unused. Versions before 1.666 had PBULx0 and PSHEx0,
(where x=A-B), which were pictures of bullet and shell casings being ejected after
the player fired a weapon (this feature was obviously removed). Also there were four more "fireball" sprite-lump sets:
BAL3x0, BAL4x0, (x=A-E) and BAL5x0 and BAL6x0,
(x=A-B.) The only unused lump left in 1.666 is SMT2A0,
which is a small grey stalagmite, similar to the SMIT sprite which is THING #47.
There are some new sprite lumps in version 1.666 of DOOM which are "semi-unused" because they aren't used in DOOM,
but they are used in DOOM II. They are all projectile sprites,
so this is probably just a little leftover from compiling the WAD.
IWAD differences
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In case it might help with converting demos, or for any other reason, here is a list,
entirely by Paul Falstad, of all the changes to the levels between DOOM 1.2 and DOOM 1.666.
The 1.4 and 1.5 beta's levels are in most if not all respects identical to 1.666's - I haven't checked.
- E1M2
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LINEDEF #530 changed from a door that closes to one that stays open.
This is the south side of the door out of the maze. This change allows
deathmatch players who start in there to get out from the inside.
- E1M4
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- The swastika got changed to a different shape. A bunch of things in the swastika room got moved around to accomodate the new layout.
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THING #185 (a deathmatch start position) got moved from (768, 1952) to (736, 1824).
This is in the room with the ledge NW of the player 1 starting room, and results in the deathmatch start moving from the ledge onto the main floor.
- E1M5
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THING #216 (a deathmatch start) got moved from (-2112, 512) to (-800, 1200).
This is a move from the west courtyard (the one with the supercharger) to the hidden hallway just south of the pentagram.
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Sector #105's floor was lowered from 88 to 80.
This has the effect of enlarging the window west of the yellow keycard a bit. Also, the associated LINEDEFs are no longer marked impassable.
- E1M6
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- THING #116 (the Sargeant in the middle of void space in the southeast corner of the map) was removed.
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Sectors #139 and #142 had their floors changed from FLOOR0_6 to FLOOR4_8 for consistency with the surrounding sectors.
These are the floors underneath the yellow doors on the northwest and northeast corners of one of the rooms.
- E1M7
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LINEDEF #782 was type 0; now it's type 31 (door that stays open).
This is south side of the last door before the exit door; it can now be opened from the inside, so a deathmatch player that started in the exit room can get out.
- E1M8
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- The computer map in the pentagram has been changed to a shotgun.
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LINEDEFS 35, 136, and 140 no longer have their upper textures unpegged.
This is the secret door to the supercharger; it now looks like a real door when it opens.
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A secret door was added in the east baron's alcove.
When you push on the east wall, a secret chamber opens with a switch.
That switch lowers the lift to the south, so that you can get back into the complex.
(Though you always could anyway, by jumping through the window on the west or east side
of the hallway south of the lift...) Actually, it lowers the lift to the lowest adjacent floor,
which (after the two barons are dead) is lower than the hallway floor height--probably not the intended effect!
- VERTEX #223 got moved ever so slightly NW for some reason.
- E2M4
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LINEDEF #??? changed from type 0 to ??? (open door)
Northwest of the big green "O", there is a secret room containing a Partial Invisibility power-up.
The door to the room closes when you walk north through a hallway just southwest of it.
You're supposed to shoot the door to re-open it.
However, if you run north quickly over the trigger line and then run east through the door,
you can just make it before the door closes. In 1.2 you'd then be trapped inside,
since the door would not open from the east side. In 1.666, the linedef type of the east edge
of the door has been changed, so that you can open the door from inside the secret room.
- E3M1
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Sector 8's trigger number is now 0.
Previously, it was 6, which is the same number as one of the lines you walk over when getting the shotgun.
This line would cause the floor to be lowered. However, sector 8's floor is already lower than that
of any adjacent sectors, so nothing happened.
- E3M4
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SIDEDEFs 1327 and 1332 have had their texture offsets fixed.
These are the SIDEDEFs on either side of the window between the room with the Beserker power-up, and the room with two Spectres and a Teleporter, east of the Player 1 starting point. Now, the window looks better than it did before, but still not perfect.
- E3M6
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- There is now a BFG9000 (oh yes!!) sitting in the northwest window in the building which you're facing at the start of the level. It only appears in multiplayer mode.
- The structure which has the switch leading to the secret level had its north wall thickened, so that you can't trigger the switch from outside of the structure.