The many secrets and facts of DOOM and DOOM 2.....
* The original code "IDDQD" really has a meaning behind it. Of course, ID stands for the compnay we have all come to know and love, but the DQD stands for "Delta Q Delta", a fraternity Dave Taylor (a programmer of DOOM) had joined, whom quit their courses in college before getting F's.
* The code IDKFA doesn't stand for "ID's Key and FULL AMMO", but rather, its true meaning is "ID's Killer Fucking Ammo"
* The IDDT cheat in the automap was really the initials of Dave Taylor, (DT)
* The IDSPISPOPD code stands for "Smashing Pumpkins Into Small Piles Of Putrid Debris", which was a term for a fictious game many talked about on a USENET group, after getting bored waiting for the original DOOM to be released.
* The code IDCHOPPERS prints a message after you enter the cheat, and gives you the chainsaw. The message that is printed "Doesn't Suck --GM" actually has a meaning behind it, and it is a joke ID software has never told anyone about.
* In DOOM, there is a level called "HALLS OF THE DAMNED". In this level, although almost unnoticeable, there is a design of the virgin mary in a specific room, although some say it is a desgin of John Carmack's cat with a smile on its face.
* The orginal plan behind DOOM was much diffrent than it ended up. Nearly 93% of the ideas in the original plan were cut or modified. You can see the original plan by reading the DOOM BIBLE at DOOMWORLD.COM.
* In DOOM 2: HELL ON EARTH, there is a head behind the demons face on the wall you fight in the last level. Although it is severed, the head is of John Romero, a former programmer of DOOM.
* In the same area of DOOM 2, as stated above, when you first come across the demon head in the last level, it chants something. It sounds satanic, but if you extract that sound file, and play it backwards, the chant then says "TO WIN THE GAME, YOU MUST DEFEAT ME, JOHN ROMERO..."
* In one of the secret levels of DOOM 2, the level resembles the a same level from Wolfenstein 3D's first episode, where you are ready to fight Han's Grosse. Han's Grosse is replaced with the cyber-demon in this level, but their are still nazi guards. There are also bodies of a boy hanging in a room. This boy is Commander Keen, the first official ID game. Although many think this is a meaning from ID that "Keen sucks", it really meant to be seen as "A good-bye to old technology", but not the games themselves.
* Some of the levels from DOOM 2 were actually designed after certain places where ID software is located in Texas.
* Although it did not appear to be this way, the original DOOM had started out as a space station. As the levels progressed, the enviornment became less and less like space, and more like Hell, until it eventually was Hell. This is not actually a big deal, but rather something that had gone unnoticed by many players. Most players thought "One spisode is a space station, the other is a base on the lost deimos moon floating above hell, and then theres hell." It is really meant to be viewed as each level becomes more diformed, more wicked, more satanic, until you finally reach hell itself.
* Most of the levels in both Games were designed to be like war scenes from the Vietnam War, World War 2, prehistoric, and mideval and renaissance architechture.
* The BFG9000 stood for "Big Fucking Gun"
* Once ID had finished the orginal DOOM, they actually started to develop Quake, and then began to develop DOOM 2 while developing Quake at the same time.
* Quake's actual name, before being released, was going to be WHOR, but ID changed it as a last minute thing.
* Most of the characters in QUAKE, and
some in DOOM, were actually just characters that some of
the people at ID had created while playing D&D (Dungeons an
Dragons) between themselves.
* Each piece of music you find in the DOOM
levels were either created independently to "fit" that
level, or given to other levels alike.
* The DOOM cheat codes were never thought to be used as something useful to play with, but rather they were intended for and used by ID software to make developing and testing the game easier and faster.
* The rabbits head you see being held up at the end of INFERNO, in the original DOOM, is not signyfying that you are so happy to be home that you ripped off a critters head in pride, but a undead soldier has made it to earth, along with many other demons and legions of hell spawn, burning the city you see in the background, as well as killing the YOUR pet rabbit, and probably taking civilians hostage, or slaughtering them by the mass. This is further explained in the ending scene for Ultimate DOOM's episode 4.
* The DOOM series is the best selling of all time, and DOOM 1 is the best selling shareware title.
* A 3rd installment for DOOM is planned after ID's next game "Return to Castle Wolfenstein", scheduled to be released sometime by the end of 2000.
* The Klesk in Quake 3 Arena is designed after DOOM's Imp, but their background is completely different.
* The final enemy, the Demon's Head that spits out enemies, really has a name, and there is a name for it in the manual of Final DOOM, as the Baphomet, but even then, ID software claimed the name given to it wasn't the "official" name.
* Quake 3 Arena's weapons were actually designed to replecate more DOOM-style weapons than any other ID game, as well as most of the levels.
* Although the graphical visions of the walls in Quake 2 were a bit different then DOOM's, ID software had said Quake 2 had been influenced by DOOM, and if it wasn't for somethings that wouldn't seem proper labeled as DOOM, they would have named it DOOM 3. They actually said Quake 3 was also supposed to resemble an reflect DOOM, even more so than Quake 2.
* The face you see in DOOM that gets bloodier as you take hits has allways been thought to be the same face as the guy's from Wolfenstein 3D, B.J. Blackowitz. But, it really isn't B.J. Blackowitz's face at all, according to ID. And the face from DOOM is a space marine, not an allied spy.
*Most of the levels from DOOM were designed by John Romero and Sandy Petersen.
* The satanic messages and symbols, as well as the crucified bodies and severed bodies and other design of death, landed ID software into more trouble with religious groups than the actual "shooting" theme did.
* Most of the character designs were designed and modeled by ID, except for one. The Spider Mastermind was modeled by a guy ID software had hired to help them in the design of it. His name is Gregor Punchatz, who also helped design characters for Robocop and Nightmare on Elm Street.
* The spider mastermind is the only non-biped creature in the entire game. This means he walks on 4 legs, not two.
* The last level of Inferno, from the origial game, called "DIS" doesn't mean "ID'S, but it really doesn't mean anything at all. It is actually named after a cable channel one of the ID guys had flipped through, and had a laugh at, and just used it as a label for a level. As a matter of fact, that channel is still on every cable service provided througout the U.S., as well as satellite. See if you can find the channel, labeled "DIS" for short.
* John Carmack had once said DOOM is only 32,000 lines of C code.
* There were 3 known attempts to make a DOOM movie. 2 were cancelled, 1 is undecided.
* There is a mini-novel series for DOOM. The two are "Infernal Sky" and "End Game".
* There is also a DOOM comic book.
* In Quake 3 Arena, some of the wall textures are wall textures straight from DOOM (such as the demons face, the UAC box, etc.)
* There is a current available DOOM soundtrack CD available.
* Final DOOM is not DOOM 3, but rather a
add-on with a new storyline for DOOM 2, and it was not developed
by ID, but rather TEAM TNT.
* Doom has been transferred to almost every console world-wide
* The original version of the viewing screen in DOOM was the player would be looking through a helmet. It was sort of like the Journeyman Project, but the idea was scrapped.
* The PAR for each DOOM level was the time it actually took John Romero, a former programme of ID, to finish the game.
* Daikatania actually uses most of DOOM's original ideas. (the ideas were long since cut before DOOM made it to the market.
* Intel had banned DOOM from their servers, due to the fact that their employee's had contstantly played it while on a lunch/break, and it flanked the server with too much information constantly.
* The handgun in DOOM is actuallya 45 mag, not a 9 mm.
* In the original version of DOOM, the max frame rate was 35 fps.
* If you run DOOM from the DOSprompt with the DEVPARM parameters, you'll see three dots at the bottom of the game. These dots actually are telling you the framerate of the game. Each dot represents a framerate.
* Although DOOM does not have any slopes, inslanting walls, or lacks the ability to have a sector ontop of or underneath another sector, there was a patch made by ID that had never made it beyond development mode that allowed such things.
* DOOM was also influenced by movies the TERMINATOR and ALIENS.
* ID software actually lost more money from DOOM from software piracy (well, thats just about any game).
Thanx to everyone, including ID software and several magazines, strategy guides, and friends I have knwon to help me collect some of this information. I will paste newer facts as I find them out. NOTE: I only paste facts that I know are true....
Justin Strunk