Proto:Doom (PC, 1993)/Doom 0.3
This is a sub-page of Proto:Doom (PC, 1993).
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Download Doom 0.3
File: Doom0 3.zip (587 KB) (info)
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Compiled on February 28, 1993, this version has much more added and contains many things described in the scrapped concept document known as the Doom Bible. However, what is added is in a very incomplete state. Because of this, it tends to be very crash-prone. The read-me dubs this version as a pre-alpha. The odd thing about this particular prototype is that it was not discovered and spread until August 3, 2015. This is because it was not distributed to testers, but rather to game programmers of the time.
Changes from 0.2
- The engine can now render areas with different floor and ceiling heights, and different light levels.
- CONFIG.LMP is made, storing the screen size, detail level, and floor/ceiling detail level, as well as a prototype high score table with six entries attributed to "Id Software".
- The frame rate is set to 70 frames per second.
- A spinning 3D title screen has been added, but it was removed from the final game.
- A menu is in place, but it is nothing like the final version and can only do basic things such as selecting a level.
- Dots appear along the bottom of the screen, displaying the framerate like -devparm does in the final game.
- Alongside the Shotgun from the last build, the Bayonet, Rifle and Machine Gun are all selectable and can be fired.
- Enemies still cannot be damaged, and they still walk in place.
- Exits are present, but do not work.
- The palette has been reordered from 0.2 to match the final game's ordering, with a few ranges still unfilled. Some sprites still use the older palette, however, making them have the wrong colors in game.
- A high-color graphics mode has been added, but it requires specific hardware such as the Sierra Hi-Color DAC. This uses the COLORS15 lump in the WAD file, which contains 15-bit color values for each light level, rather than indexes into a 256 color palette. Most hardware and emulators don't support the 15-bit color mode needed, and will therefore display wrong.
- An ANSI error message is present, but it was also not kept in the final build.
- The 'use' key is implemented as ALT, but has no use in this prototype.
- Items now spawn, but are rendered incorrectly and appear in the floor.
Controls
- Esc - Go back to Menu/Game.
- 1 to 9 - Go to level # (in the main menu).
- Q - Quits.
- Arrow Keys - Move.
- Control/Pause - Shoot.
- Alt - Strafe.
- Right Shift (w/ arrow keys) - Run.
- 1 - Bayonet.
- 2 - Rifle.
- 3 - Shotgun.
- 4 - Machine Gun.
- Q - High Quality.
- W - Medium Quality.
- E - Low Quality.
- R - High-color mode.
- T - Causes the player to turn in order to measure the rendering frame rate.
- P - Start a profile (written to profile.dat); pressing it a second time causes Doom to create a profile file and quit the program.
- A - Full screen.
- S - Regular (helmet view).
- D - Reduced (small helmet view).
- Z - Full texture mapping.
- X - No ceiling texture mapping.
- C - No ceiling/floor texture mapping.
HUD
Alpha 0.2 | Alpha 0.3 | Final |
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The large helmet HUD remains and is only slightly more functional than before. The top-left element now tracks your weapon, although it doesn't update unless one changes HUD modes. It is also worth noting that the HUD weapon display order is off-by-one, as the rifle takes two slots instead of one due to its bayonet. The HUD is stored differently in the WAD, being stored in chunks instead of the previous prototype's single image. Much more impressively, the automap is functionally implemented in this build.
A new, smaller HUD has also been implemented, which can be seen by pressing 'A' to activate Fullscreen mode. It is non-functional, only showing static stats like the helmet. The 'D' key can be pressed to activate a reduced view mode, similar to the final game's window sizes.
Weapons
At this point, most of the weapons are rough outlines of what they should be. It is worth noting that the HUD weapon display order is off-by-one, as the rifle takes two slots instead of one due to its bayonet.
The featured weapons are the following :
Bayonet
Alpha 0.3 | Final |
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A short-range bayonet at the end of the rifle. Replaced later with the fists. Neither an HUD Entry nor a pickup sprite is present in the game's files, therefore its damage and RPS are unknown.
Rifle
Alpha 0.3 | Final |
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A semi-automatic rifle which is equipped on spawn and has no pickup sprite, just like the final's pistol, which replaces it. According to the HUD, it does 5 damage per shot and has a RPS of 2.
Shotgun
Alpha 0.2 | Alpha 0.3 | Final |
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Alpha 0.3 | Final |
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The Shotgun's view sprite has been expanded and redrawn slightly compared to its previous incarnation, it won't be modified again until the final game. According to the HUD, it does 25 damage per shot and has a RPS of 1.
Machine Gun
Alpha 0.3 | Final |
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An automatic firearm which takes the place of the final's chaingun. According to the HUD, it does 5 damage per shot but has a RPS of 6.
It also has an early pickup sprite, left as a simple gradient.
Missile Launcher
Alpha 0.3 | Final |
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The Missile Launcher's pickup sprite is still a simple gradient.
This weapon isn't implemented in this build, but due to the off-by-one error, its HUD entry can still be seen in-game, where it boasts a hefty 50 damage per shot with a RPS of 3.
Dark Claw
A lump can be found detailing its HUD entry, but it cannot be viewed in-game without game files modifications. Its damage and RPS are both listed as "??".
It also has a sprite pickup image in the game's files, but nothing else is present in this build. The pick-up sprite is also colored incorrectly by default, since the sprite was initially drawn with 0.2's palette.
BFG 2704
Alpha 0.3 | Final |
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The BFG has a rough, gradient pickup sprite.
A lump can be found detailing its HUD entry, but it cannot be viewed in-game without game files modifications. It would have done an hefty 99 damage per shot and would have a RPS of 1.
Chainsaw
Alpha 0.3 | Final |
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Only a rough, gradient pickup sprite is present in the game's files.
Knife
A pickup sprite for a knife is present in the game's files, grouped with the other weapon pickup sprites rather than the item pickup sprites. It is also different from the dagger sprite, which was a score item in the press-release.
Pistol
A pickup sprite for the Pistol makes its first appearance here before disappearing entirely in later builds. Its sprite is located with the other weapon pickup sprites, suggesting that it was intended to be a weapon at that point.
The marking at the top is part of the sprite.
Items
Alpha 0.3 | Final |
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While the clip itself would be refined in later builds, it ultimately was redrawn to be upfront.
Alpha 0.3 | Final |
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The shotgun shell pickup is a loose pile of shells, similar to the sprite used in later prototypes for the larger shell pickup.
Alpha 0.3 | Final |
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The rocket in this build is more reminiscent of an artillery shell rather than a missile. There are two different colors of the sprite, probably meant to be two different types of ammo.
Alpha 0.3 | Final |
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The 0.3 build's energy cell is simply a battery rather than one that looks like actual ammo.
Alpha 0.3 | Final |
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The Stimpack used a very different graphic, an elaborate blue syringe.
Alpha 0.3 | Final |
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The Medkit has a very preliminary graphic.
Alpha 0.3 | Final |
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An early sprite for what would eventually become the soul sphere. Tom Hall proposed the jar shape in the Doom Bible if a sphere was seen as too reminiscent to Wolfenstein 3D, but the sphere won out.
Alpha 0.3 | Final |
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Some crude sprites for four different types of armor exist, as opposed to the final's two types of armor. The Doom Bible did mention four types of armor, Duty, Guard, Battle, and Demon armor. The Demon armor is likely the red armor seen here.
The treasures make their introduction here, but their art would be refined in the following build. They don't do much at this point. The treasure featured here are a dagger, blood receptacle (or chalice), an unholy Bible, and a candle.
A collection of sprites for a never implemented set of shield pickups.
10(!!!) graphics for various unknown power-ups, possibly placeholders.
Monsters
Demon
Alpha 0.3 | Final |
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The Demon's sprites remain the same as in Alpha 0.2.
Imp
Alpha 0.2 | Alpha 0.3/Final |
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The Imp's sprites have been updated, removing the orange mouth and eyes, and will remain the same in the final game.
Lost Soul
Alpha 0.3 | Final |
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Lost Souls appear for the first time in 0.3, with a completely different look from the final game. Of note, is that Lost Souls are the only enemy in this version that has a full sprite set, with attacking and dying animations present in the .WAD. All other enemies only have their standard walk cycle present.
Baron of Hell
0.3 Prototype | Final |
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The Baron of Hell also hasn't been updated since 0.2.
General Artwork
Decorations
Doom 0.3 | Wolfenstein 3D |
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This decorative barrel was reused from Wolfenstein 3D, modified slightly to remove its shadow.
Doom 0.3 | Wolfenstein 3D |
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These flag graphics are redrawn from the Wolfenstein 3D flag decoration.
Doom 0.3 | Wolfenstein 3D |
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This puddle graphic was reused from Wolfenstein 3D.
This decorative column also appears in the files.
Walls
Alpha 0.3 | Final |
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Several of the walls had tiny little alterations, mostly to remove green and white spots.
Alpha 0.3 | Final |
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W11_3, W11_5, and W11_7 have been renamed WALL21_3, WALL21_1, and WALL21_5 respectively. The blue paths have been changed from a gradient to a solid color, and the paths themselves were made more complicated.
Alpha 0.3 | Final |
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The 'WALL06' set has been renamed 'TP2' and has been modified and expanded.
Alpha 0.3 | Final |
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The 'WALL07' set has been tiled differently and the brown set was changed to gray.
Alpha 0.3 | Final |
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The 'WALL09' set has been tiled differently and renamed as 'SW#'.
Alpha 0.3 | Final |
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'WALL08_4' has been renamed 'SW15_3' and has been tiled differently, with the pipes replaced with a standard wall segment.
Alpha 0.3 | Final |
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'WALL08_3' had both of its detailed segments modified and reused for a few textures in the final game.
Alpha 0.3 | Final |
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'WALL03_1' had a kick plate added to the bottom.
Alpha 0.3 | Final |
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'COMP01_1' was expanded.
Alpha 0.3 | Final |
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'COMP01_5' was renamed 'COMP01_6' and expanded.
Alpha 0.3 | Final |
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'COMP01_6' was renamed 'COMP1C_6' and expanded.
Alpha 0.3 | Final |
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'W11_1' was renamed 'WALL03_4' and was brightened slightly.
Alpha 0.3 | Final |
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'AG128_1' was modified, tiling the gradient in the middle.
Alpha 0.3 | Final |
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'AG128_2' was also modified.
Alpha 0.3 | Final |
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'W13_8' had its stainless gradient edges trimmed and was otherwise compressed horizontally slightly.
0.2 Prototype | 0.3 Prototype | 0.4/5 Prototype | Final |
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'WALLBB_2' was slightly modified in 0.3 and renamed WALLBC_2. It was later turned into PLAT1_1 in 0.4, then PLAT2_1 in the final game.
Alpha 0.3 | Final |
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The exit sign was given a gradient.
Alpha 0.3 | Final |
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This bezel has slightly more subtle shading in the final.
The following walls appear in most prototype, but not in the final game.
Some metal rusting from grey to brown.
Patches for "STAR" textures.
Some pillars.
Textures for living quarters, including filing cabinets, lockers, what look like coffee machines, and assorted tech doodads.
Unused steps for unbuilt stairs.
Variants of the wall-mounted lights.
Metal panels displaying numbers 1 through 4.
More stripey-blue walls, one with a light.
Red equivalent to the blue techno-stucco seen in the final.
A drain texture for the floor.
Small gray crates stacked like this exist in the final, but not brown.
- This matches the length on the bottom of the Exit sign, but is a wall, not a flat.
Flats
Alpha 0.3 | Final |
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'SEWAGE1-3' was renamed 'NUKAGE1-3' and was completely redrawn.
Alpha 0.3 | Final |
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These consoles were finished in the next build, with a gradient, more generic screen, and less colorful lights.
Alpha 0.3 | Alpha 0.4 | Final |
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Flat 20 has a greater resemblance with the texture from the next alpha, rather than the bland texture in the final game. In 0.4 the cards received some additional detail and were spread out through the whole texture.
Alpha 0.3 | Final |
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'FLOOR1_7' had its three lights unified into one lightbar.
Alpha 0.3 | Final |
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'FLOOR4_1's pattern was given a darker outline.
Alpha 0.3 | Final |
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'FLOOR3_3' had its pattern removed.
The rest of these flats begin to appear in later builds starting here, but not in the final game.
Diagonal consoles reading either "OFF" or "ON".
Variations of the blue carpeting with beige paths on them. Some of them seem to have a grey trim, but they're incomplete, as the Doom engine can't rotate textures and they only point leftwards and upwards.
Grey floors with hard-to-see outlines of tech stuff.
Various shades of brown floor with varying shapes and outlines.
Grey tile flooring made of "L"-shaped blocks.
A tech panel... without any tech. Would make for a good toaster.
Wood paneling. Wooden textures like these would later appear in Doom II: Hell on Earth
A large "2". Similar numbers appear on the sides of UAC crates in the final.
Maps
This early version contains 9 official, accessible maps. Levels E1M4-E1M7 and E1M9 are only near-identical stub levels, consisting of a single empty room, while the other levels are very early drafts of the final's maps.
All levels have no traces of demonic textures unlike some of the final's, as the map order was changed further in development.
There are also several more maps not mentioned in the game's README file, accessible by including their name as a parameter for the executable file.
Stub Levels
All stub levels have one marine present, with the exception of E1M9, which has 3 marines standing.
To do: What are the differences to the final's levels? |
E1M1
This level is an early version of the final's E2M7.
E1M2
This level is an early version of the final's E2M2.
E1M3
This level is an early version of the final's E2M3.
E1M8
This level is a very early version of the final's E1M2. It has no monsters or objects in this build, and the textures in the 0.3 build were completely changed for the final build.
Doom 0.3 | Doom 1.9 |
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The spawn area is roughly similar to the final's, barring the door behind the player spawn which has yet to be added.
Doom 0.3 | Doom 1.9 |
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The corridor in front of the spawn area did not have a room on the left yet.
Doom 0.3 | Doom 1.9 |
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The right side of the spawn area is pretty bare compared to the final build : there is neither pillars nor doors on the right, making this area a dead end.
Doom 0.3 | Doom 1.9 |
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The left side is less bare, but not by much. The pillars and doors are absent from this build, and the console in the background was replaced by a small room containing ammo and health.
Doom 0.3 | Doom 1.9 |
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The armor alcove at the end of the spawn area has a different layout for this build : it was originally supposed to connect to the area past the red door in a dark corridor.
For the final build, this connection was scrapped and the area past the red door leads instead to a slime-filled dead end.
Doom 0.3 | Doom 1.9 |
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The final build requires the player to find the red key to open the door, and to remotely open the entrance to the maze on the left. Those two tasks are not implemented in this build, and the player can go freely to these areas.
Doom 0.3 | Doom 1.9 |
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The entrance to the Doom 0.3 maze is roughly similar to the final's...
Doom 0.3 | Doom 1.9 |
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...but the maze's layout is entirely different from the final's. Not only it was redone between those builds, but the final build's maze is strictly angular compared to the early build's curvy corridors, as shown in the comparison above.
Doom 0.3 | Doom 1.9 |
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The Doom 0.3's small room was replaced by stairs in the final.
Doom 0.3 | Doom 1.9 |
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This area was completely redesigned for the final's build. This build sports two paths which rejoin shortly after, and the right path is further split into two paths which rejoin themselves with the left path. This somewhat unjustified redundancy is eliminated in the final build, replaced by slime.
Doom 0.3 | Doom 1.9 |
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The ambush room at the end was significantly darkened and heightened in the final build, and the windows were put higher up to use the added space.
MENUMAP
This level is used for the 3D menu, right after the 3D spinning intro. This level can be accessed using the command "doom menumap". When accessed, it is shown to be identical to the stub levels mentioned above.
THESTORE
This level is unused in this build, but can be played using the command "doom thestore". Accessing it shows a single room with some placeholder textures, which doesn't seem to match any of the further build's level's rooms.
SHAWN2
This level is unused in this build, but can be played using the command "doom shawn2". The name refers to ID employee Shawn Green. Accessing it shows a map draft which doesn't seem to match any of the final's levels. This map has few variations in ceiling and floor height, and long, empty corridors.