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Download games summary 1

Postby Minos В» 13.05.2019

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Players assume the role of a space marine , popularly known as " Doomguy ", fighting his way through hordes of invading demons from Hell. An updated version with an additional episode and more difficult levels, Ultimate Doom , was released in and sold at retail.

Along with its predecessor Wolfenstein 3D , Doom helped define the FPS genre and inspired numerous similar games, known as " Doom clones ".

It is one of the most significant games in video game history , and is frequently cited as one of the greatest games of all time. It pioneered online distribution and technologies including 3D graphics , networked multiplayer gaming , and support for customized modifications via packaged files WADs.

Its graphic violence and hellish imagery also made it a subject of controversy. Doom has been ported to numerous platforms. The source code was released in , inspiring further adaptations. Id returned to the franchise with Doom 3 , a horror-focused retelling using the id Tech 4 engine, followed by a Doom film.

A reboot also titled Doom , powered by id Tech 6 , returned to the fast-paced action of the first games. Doom is a first-person shooter presented with early 3D graphics. The player controls an unnamed space marine—later termed the Doomguy —through a series of levels set in military bases on the moons of Mars and in Hell. To finish a level, the player must traverse through the area to reach a marked exit room. Levels are grouped together into named episodes, with the final level focusing on a boss fight with a particularly difficult enemy.

While the levels are presented in a 3D perspective, the enemies and objects are instead 2D sprites presented from several set viewing angles, a technique sometimes referred to as 2. Levels are often labyrinthine, and a full screen automap is available which shows the areas explored to that point. While traversing the levels, the player must fight a variety of enemies, including demons and possessed undead humans, while managing supplies of ammunition, health , and armor.

Enemies often appear in large groups, and the game features five difficulty levels which increase the quantity and damage done by enemies, with enemies respawning upon death and moving faster than normal on the hardest difficulty setting. The monsters have very simple behavior, consisting of either moving toward their opponent, or attacking by throwing fireballs, biting, and clawing.

They will fight each other if one monster is accidentally harmed by another, though most monsters are not harmed by other monsters of the same kind. Levels can also include pits of toxic waste , ceilings that lower and crush anything below them, and locked doors which require a keycard , skull-shaped key device, or a remote switch to be opened. The player can find weapons and ammunition placed in the levels or can collect them from dead enemies; weapons include a pistol, a chainsaw , a plasma rifle , and the BFG , among others.

The levels also feature power-ups such as items that give health or armor points, increase the player character's maximum ammunition or health, fill out the automap, give partial invisibility, or allow the player to survive in toxic waste. There are also items which apply time-limited effects such as invulnerability or a berserker status.

In addition to the main single-player game mode, Doom features two multiplayer modes playable over a local network: " cooperative ", in which two to four players team up to play through the main game, [5] and " deathmatch ", in which two to four players play against each other.

The game itself contains very few plot elements, with the minimal story instead given in the instruction manual and short text segues between episodes. In the future, the player character an unnamed space marine has been punitively posted to Mars after assaulting a superior officer, who ordered his unit to fire on civilians.

The space marines act as security for the Union Aerospace Corporation's radioactive waste facilities, which are used by the military to perform secret experiments with teleportation by creating gateways between the two moons of Mars, Phobos and Deimos.

Three years later, Deimos disappears entirely and "something fraggin' evil" starts pouring out of the teleporter gateways, killing or possessing all personnel.

The Martian marine unit is dispatched to investigate, with the player character left to guard the perimeter with only a pistol while the rest of the group proceeds inside the base and is killed. Being unable to pilot the shuttle off of Phobos by himself, he realizes that the only way to escape is to go inside and fight his way through the complexes of the moon base.

As the last man standing, the player character fights through the onslaught of demonic enemies to keep them from attacking Earth. In "Knee-Deep in the Dead", he fights through the high-tech military bases, power plants, computer centers and geological anomalies on Phobos. It ends with the player character entering the teleporter leading to Deimos, only to be overwhelmed by monsters. In "The Shores of Hell" he fights through installations on Deimos, similar to those on Phobos, but warped and distorted from the demon invasion and interwoven with beastly architecture.

After defeating the titanic Cyberdemon , the marine discovers the vanished moon is floating above Hell. The marine fights his way through Hell and defeats the Spider Mastermind that planned the invasion. A hidden doorway back to Earth opens for the hero, who has "proven too tough for Hell to contain". However, a burning city and a rabbit's head impaled on a stake named in The Ultimate Doom as the marine's pet rabbit, Daisy show that the demons have invaded Earth, setting the stage for Doom II: Hell on Earth.

In "Thy Flesh Consumed", the marine fights the demons on Earth through a variety of disconnected high-tech bases and demonic temples, though ultimately the forces of Hell prevail in the invasion of Earth. In May , id Software released Wolfenstein 3D , later called the "grandfather of 3D shooters", [11] [12] specifically first-person shooters, because it established the fast-paced action and technical prowess commonly expected in the genre and greatly increased the genre's popularity.

Following the release of Spear of Destiny in September , the team began to plan their next title. They wanted to create another 3D game using a new engine Carmack was developing, but were largely tired of Wolfenstein. They initially considered making another game in the Commander Keen series, as proposed by co-founder and lead designer Tom Hall , but decided that the platforming gameplay of the series was a poor fit for Carmack's fast-paced 3D engines.

Additionally, the other two co-founders of id, designer John Romero and lead artist Adrian Carmack , wanted to create something in a darker style than the Keen games. The team agreed to pursue the Doom concept, and development began in November They also decided to cut ties with Apogee Software , their previous publisher, and to instead self-publish Doom. Early in development, rifts in the team began to appear.

At the end of November, Hall delivered a design document , which he named the Doom Bible , that described the plot, backstory, and design goals for the project. Over a series of levels the player discovers that the aliens are demons while hell steadily infects the level design over the course of the game.

Tom disliked the idea, but the rest of the team sided with Carmack. At the start of , id put out a press release, touting Hall's story about fighting off demons while "knee-deep in the dead".

The press release proclaimed the new game features that John Carmack had created, as well as other features, including multiplayer gaming features, that had not yet even been designed. Soon, however, the Doom Bible as a whole was rejected: Romero wanted a game even "more brutal and fast" than Wolfenstein , which did not leave room for the character-driven plot Hall had created.

Additionally, the team believed it emphasized realism over entertaining gameplay, and they did not see the need for a design document at all. John Carmack and Romero, however, disliked Hall's military base-inspired level design. Romero especially believed that the boxy, flat level designs were uninspiring, too similar to Wolfenstein , and did not show off the engine's capabilities.

He began to create his own, more abstract levels for the game, which the rest of the team saw as a great improvement.

Hall was upset with the reception to his designs and how little impact he was having as the lead designer. Doom was programmed largely in the ANSI C programming language, with a few elements done in assembly language. This allows for any part of the game's design to be easily changed without needing to adjust the engine code. Carmack designed this system specifically to enable fans to be able to easily modify the game; he had been impressed by the modifications made by fans of Wolfenstein 3D , and wanted to support that with an easily swappable file structure along with releasing the map editor online.

Unlike Wolfenstein , which had flat levels with walls at right angles, the Doom engine allows for walls and floors at any angle or height, though two traversable areas cannot be on top of each other. The lighting system was based on adjusting the color palette of surfaces directly: rather than calculating how light traveled from light sources to surfaces using ray tracing , the game calculates the "light level" of a small section of a level based on its distance from light sources.

It then modifies the color palette of that section's surface textures to mimic how dark it would look. Adrian Carmack was the lead artist for Doom , with Kevin Cloud as an additional artist.

They designed the monsters to be "nightmarish"; their intent was to have graphics that were realistic and dark as opposed to staged or rendered, so a mixed media approach was taken to the artwork.

As with Wolfenstein 3D , id hired composer Bobby Prince to create the music and sound effects. Romero directed Prince to make the music in techno and metal styles; many tracks were directly inspired by songs by metal bands such as Alice in Chains and Pantera. Prince created the sound effects based on short descriptions or concept art of a monster or weapon, and adjusted them to match the completed animations. Because id planned to self-publish, as Doom neared completion they had to set up the systems to sell it.

Jay Wilbur, who had been brought on as CEO and sole member of the business team, planned the marketing and distribution of Doom. Instead, he reached out directly to software retailers, offering them copies of the first Doom episode for free, allowing them to charge any price for it, in order to spur customer interest in buying the full game directly from id.

Doom ' s original release date was the third quarter of , which the team did not meet. By December , the team was working non-stop on the game, with several employees sleeping at the office; programmer Dave Taylor claimed that working on the game gave him such a rush that he would pass out from the intensity. Id began receiving calls from people interested in the game or angry that it had missed its planned release date, as hype for the game had been building online.

At midnight on December 10, , after working for 30 straight hours, the development team at id uploaded the first episode of the game to the internet, letting interested players distribute it for them. So many users were connected to the first network that they planned to upload the game to—the University of Wisconsin—Parkside FTP network—that even after the network administrator increased the number of connections while on the phone with Wilbur, id was unable to connect, forcing them to kick all other users off to allow id to upload the game.

When the upload finished thirty minutes later, 10, people attempted to download the game at once, crashing the university's network. Within hours of Doom ' s release, university networks were banning Doom multiplayer games, as a rush of players overwhelmed their systems.

In late , Doom was estimated to be installed on more computers worldwide than Microsoft's new operating system, Windows 95 , even with Microsoft's million-dollar advertising campaigns. The development team was led by Gabe Newell , who later founded the game company Valve.

The popularity of Doom led to the development of an expanded version, The Ultimate Doom , which includes a fourth episode. An unofficial port of Doom to Linux was released by id programmer Dave Taylor in ; it was hosted by id but not supported or made official. The ability for others to create custom levels and otherwise modify the game using WAD files turned out to be a popular aspect of Doom.

Gaining the first large mod -making community, Doom affected the culture surrounding first-person shooters, and also the industry. Several future professional game designers started their careers making Doom WADs as a hobby, among them Tim Willits , who later became the lead designer at id Software.

The first level editors appeared in early , and additional tools have been created that allow most aspects of the game to be edited. Some add-on files were also made that changed the sounds made by the various characters and weapons.

Around and , WADs were primarily distributed online over bulletin board systems or sold in collections on compact discs in computer shops, sometimes bundled with editing guide books. FTP servers became the primary method in later years. Several thousand WADs have been created in total: the idgames FTP archive contains over 18, files, [52] and this represents only a fraction of the complete output of Doom fans. Third-party programs were also written to handle the loading of various WADs, since the game is a DOS game and all commands had to be entered on the command line to run.

A typical launcher would allow the player to select which files to load from a menu, making it much easier to start. In , WizardWorks released the D! Zone pack featuring hundreds of levels for Doom and Doom II.

The 5th episode is titled Sigil of the Baphomet. The music for the 5th episode is composed entirely by Buckethead. Doom became a problem at workplaces, both occupying the time of employees and clogging computer networks.

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