The following three posts list most of the changes made to DOOM and DOOM II by the various upgrades since v1.666. Uploaded with permission of the authors. -- Frans P. de Vries | fpv@xymph.iaf.nl | Rec.Games.Computer.Doom FAQ maintainer From: pf@well.sf.ca.us (Paul Falstad) Newsgroups: alt.games.doom.ii,alt.games.doom.announce Subject: 1.7a wad changes Date: 14 Nov 1994 10:02:59 -0000 Organization: The Whole Earth 'Lectronic Link, Sausalito, CA This is a complete (I hope) list of all the differences in the doom2.wad between version 1.666 (the one dated August 29) and version 1.7a. Level 2: Underhalls Just to the south of your starting point is a door leading to two switches. The four pillars blocking the east switch has been removed; it must have been too confusing for people, who thought they needed to hit a switch or find a key to open it. Both niches containing those switches now have a "monsters cannot cross" line in front of them. A whole bunch of sectors in that area of the map had a tag value of 4 for some reason (the same tag number as the blue door leading to the exit), but this has been fixed. (I can't see how this would have caused any harm before.) Sector 39 (the little niche just to the right of the west switch) is still unclosed, amazingly enough, even though a bunch of fixes were made right next to it. Level 14: The Inmost Dens The crushing ceiling just northwest of your starting point is a bit higher now. And the two trigger lines which open the two parts of the door to the supercharger are a bit farther apart. Level 15: Industrial Zone Thing #227, one of the troopers on the north side of the lake, got nuked. No idea why. BTW, you still can't get all the secrets on this level. Level 17: Tenements In the northwest area of the map, there's a room with a circular pathway around a caged arch-vile. The teleporter on the floor used to go to an area in the west part of the map; now it goes to the top of the pillar in the center of the map. Level 18: The Courtyard The building in the northwest that had a HOM effect on its east inside wall has been fixed, but the HOM effect on the tracks of the door west of the center pillar have not. Level 24: The Chasm The area with the red key has a small alcove to the south, behind a lift with a skull switch on it. Before, if you entered the alcove and waited for the lift to rise up, the north wall would have a HOM effect on it. Now, it has the SILVER1 texture. Level 25: Bloodfalls The pillar with the revenant on it can now be lowered by hitting the space bar anywhere on it, rather than just on the east side. The lift to the east of it is now easier to spot, because it has a different texture. The area right in front of the blue door south of the pillar blinks on and off now. The sector just past the (unofficially) secret door leading to the rocket launcher is now marked secret, and some of the textures in that area have been cleaned up. Also, the room with the BFG9000 is now marked secret, and the linedef on its south side (i.e. the north side of the door) is marked secret to help keep this a secret. However, the SOUTH side of the door is not secret, and still shows up plain as day on the automap, so this secret is still not very secret. Level 28: The Spirit World Thing #146 (a deathmatch start) got moved slightly south. Also, three more deathmatch starts have been added, for a total of five. Level 29: The Living End Start positions for players 2 through 4 have been added. Other stuff: The tech support number in ENDOOM has changed, and the three demos were redone. From: pjf@crash.cts.com (Paul Falstad) Newsgroups: rec.games.computer.doom.announce Subject: Doom and Doom II 1.9 level changes Date: 9 Feb 1995 13:55:16 -0000 Organization: League For Fighting Chartered Accountancy I've compiled a list of changes to the Doom I and II levels made by the 1.9 patch. I don't have the time or inclination right now to make an exhaustive list of changes, so I'll be brief. The only Doom I level that changed was E3M9. They fixed the bug that caused the game to crash. Get the shotgun, then go back to the door north of the starting area. To the northeast is a door to an area with imps and cacodemons. Walk down to where the monsters are. The game used to crash here, but it doesn't anymore. (BTW, did anyone else notice the BFG and radiation suit southwest of the shotgun? They are revealed after you try to take the fake exit teleporter.) The following Doom II levels were the only ones that changed. MAP01, MAP02: Everything in these maps was moved a certain distance, to make everything have coordinates closer to (0, 0). This shouldn't affect gameplay much, except for small movements (16 units or less) of things relative to other things, possibly caused by roundoff error. Demos no longer work. MAP03: I didn't make a complete list of changes to this map, but I did notice that there is another secret door. In the northeast area, which you hit the switch that raises the walkway that leads north to a teleporter, a secret door opens in the southwest corner of the pool. There's a backpack behind it. When you hit this switch, it also opens a door in the starting area, behind the door that opens when you get the blue armor. It contains a teleporter to the backpack just mentioned. MAP05: I didn't make a complete list of changes to this map, but I did notice that when you go down the lift east of the starting area, you can now get back up again; the lift lowers when you approach it from the east. MAP11: I didn't make a complete list of changes to this map, but I did notice that it's easier to get to the exit. As before, there's a switch you have to hit which lets you take the passage north of the circle; this passage leads to the exit. When you hit the switch now, it also lowers a walkway which lets you easily walk to the passage north of the circle, rather than having to jump. MAP31: There are four secrets now. No goodies have been added, but existing hidden areas have been marked secret. MAP32: There are six secrets now. No goodies have been added, but existing hidden areas have been marked secret. From: sxs111@po.cwru.edu (Serge Smirnov) Newsgroups: rec.games.computer.doom.editing Subject: a list of DOOM ][ 1.666 -> 1.9 MAP CHANGES Date: 17 Aug 1995 22:26:49 GMT Organization: Case Western Reserve University The other day I got curious about what differences exist between DOOM ][ 1.666 levels and DOOM ][ 1.9 levels, so I sat down and used DEU to find them. Here's what I found out. MAP01 The entire map was shifted by (-1664,-2368). In addition to that, most things were moved either North or South by a few units. MAP02 The entire map was moved by (-1600,-1736). thing 66 was moved 40 units North; things 22 and 24 were moved 24 units North; thing 32 was moved 24 units South; things 8,9,17-20,25-30,33,34,71,73,82,100,136,137,139-142,145,147, 156-160,163 were moved 8 units North; all the other things were moved 8 units South. Things 85,136,137,159 were moved 16 units West; things 34,53,66,70,100,144 were moved 16 units East. Structural changes. Most notably, the first switch you have to activate is now readily accessible -- the ugly metal door with shoot-through slits in it is gone. There are other minor changes, at least one of which has to do with the fact that the door was removed. MAP03 Structural changes. A secret teleporter was added, but that's probably not all. MAP04 UNCHANGED MAP05 Structural changes (where ?) MAP06 UNCHANGED MAP07 UNCHANGED MAP08 UNCHANGED MAP09 UNCHANGED MAP10 UNCHANGED MAP11 Structural changes (where ?) MAP12 UNCHANGED MAP13 UNCHANGED MAP14 Linedef 220 now has its "upper texture unpegged" flag set. Sidedef 288 (first side of linedef 220) now has an upper texture: BSTONE2. It previously had only a lower texture. Vertexes 850 and 851 were moved 8 units East. Sector 256 had its ceiling height increased from 160 to 192. MAP15 The trooper at (1472,-1600) was removed (why ?) MAP16 UNCHANGED MAP17 Linedef 1264-1267 had their sector tag changed. They now teleport a player to the soul sphere on the tall pillar in the center of the central room. MAP18 Vertexes 457 and 458 were connected with a linedef, so sector #9 is now closed. MAP19 UNCHANGED MAP20 UNCHANGED MAP21 UNCHANGED MAP22 UNCHANGED MAP23 UNCHANGED MAP24 Sidedefs 1456,1554,1556 now have lower textures (SILVER1). MAP25 Linedefs 472-479 now all lower the pillar. Previously, only 475 had the tag and type to do it. Linedef 688 is now marked as secret. Sidedefs 597 and 598 had their upper and lower STONE6 textures changed to STONE4; sidedefs 637, 885, 886 had thir normal textures changed from PANEL2 and STONE6 to PANCASE2; second sidedefs 664,666,888,890 had their normal textures changed from PANEL2 to METAL2. Sectors 22 and 101 are now marked as secret; sector 92 was brightened from 128 to 208 and changed from normal to "light blinks" (type 13). MAP26 UNCHANGED MAP27 UNCHANGED MAP28 Thing #146 (deathmatch start at -576, -2496) was moved 16 units South; three more deathmatch starts were added at (1216,-1344), (384,-960), and (-704,-128). MAP29 Player 2,3, and 4 starts were added. Thus, the map is now suitable for cooperative play. MAP31 Sectors 21,74,76,77 are now marked as secret. MAP32 Sectors 1,2,5,7,8,9 are now marked as secret. ------------ Serge Smirnov -- sxs111@po.cwru.edu 3rd year computer engineering student at CWRU