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. WW: July 26, 2019Mode(s),Doom II: Hell on Earth is a video game, the second title of 's franchise.
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A direct sequel, it was originally released for computers in 1994 and computers in 1995. Unlike, which was initially only available through shareware and mail order, Doom II was a commercial release sold in stores. Master Levels for Doom II, an that includes 21 new levels, was released on December 26, 1995.Due to its success and popularity, Doom II was later released for the in 2002, on in 2010, and on, and in 2019.
The release of the original Doom has facilitated ports to many other platforms, including the Apple and several other types of cell phones. The in useDoom II was not dramatically different from its predecessor. There were no major technological developments, graphical improvements, or substantial gameplay changes.
Instead, the development team took advantage of advances in computer hardware since the release of the original game that allowed them to do more with their game engine by making much larger and more intricate levels. The game still consists of the player navigating large nonlinear levels.
Each level is infested with demons that can be killed with a variety of weapons that can be picked up throughout the game. Levels are completed by finding an exit, whether it be a switch or a teleporter; the goal is simply to advance to the next area. As with its predecessor, Doom II's levels can be completed in a straightforward fashion. However, because the levels are players can wander off the beaten path, and those that do are often rewarded with bonuses, like health pickups and more powerful weapons. Due to the larger and more complicated maps with larger groups of monsters, the game had somewhat higher system requirements than the original.Rather than the player playing through three related episodes as in the first Doom, gameplay takes place over one giant episode, albeit with interludes for when the story develops.
Instead of watching the player's progress on a map (as in the original episodes of Doom), the screens between each level simply show a background (a style carried over to the bonus fourth episode of Doom available in, the re-release of the original Doom). This also means the player is never forced to lose all of their inventory after completing an episode.Doom II doubled the number of non- monster types and started using bosses from the original Doom as normal level enemies, in addition to adding a new weapon, the double-barreled shotgun (called the Super Shotgun in the game), and a new power-up, the Megasphere.Multiplayer Doom 's multiplayer functionality was greatly improved in Doom II, including 'out of the box' support for a vastly increased number of dial-up modems. The two-player dial-up connection allowed one player to dial into the other player's computer in order to play either cooperatively or in -style combat. There was also (LAN) functionality added, which was improved upon as patches and updates were released. This functionality was later incorporated into the original Doom. As with the original, multiplayer games used to be played using the dial-up or LAN by the internal setup program (setup.exe), through the online service or with once-popular programs like and Kahn (using SPX) in Windows 95. Nowadays, in the modern standards, Doom II can be played with almost any version of Windows across the internet using third-party such as, and are still popular today.
The port of Doom II supports online multiplayer via.Plot The continuous 30 levels are divided into four areas; UAC Underground, UAC's Starport (Hellish Outpost), City, and.Immediately following the events in Doom, the player once again assumes the role of. After defeating the Spider Mastermind, The demons of hell open a portal to Earth for the marine, as he has 'proven too tough for Hell to contain'.
After returning to Earth, the marine finds that it has also been invaded by the demons, who have killed billions of people.The humans who survived the attack have developed a plan to build massive which will carry the remaining survivors into space. Unfortunately, Earth's only ground spaceport has been taken over by the demons, who placed a flame barrier over it, preventing any ships from leaving.
The marine then battles hordes of demons and is able to deactivate the force field, allowing the remaining humans to escape. Once all the survivors have escaped Earth, the marine is the only human left on the planet.Just as he sits down to await death, knowing that he saved humanity, the marine then receives an off-planet transmission from the survivors in, who have managed to find out where the armies of Hell are coming from. The message reveals that the demonic base is in the center of the marine's own hometown.
He then fights through the city until he reaches the base, but sees there is no way to stop the invasion on that side. He then decides to step into the portal to try deactivating it from the other side, entering Hell.After fighting through the hordes of Hell, the marine reaches the location of the biggest he has ever seen, called the Icon of Sin. He kills the Icon of Sin by firing rockets into its exposed brain. Its death causes devastation on Hell, and the portal to Earth is sealed. With Hell defeated, the marine joins with the other humans in an effort to rebuild and restore life on Earth.Development Most of the levels were designed by, with playing a significant role as well.
The final level, Icon of Sin, contains an where two of the artists put the disembodied head of as the hidden behind the icon on the wall which must be hit by rockets three times to win the game. Romero, while playing the level to work on its sound effects, accidentally stumbled upon this in-joke of himself. After realising what his co-workers had done, Romero himself answered by recording his voice saying 'To win the game, you must kill me, John Romero', putting it through various to distort it, then reverse the recording to create the 'demonic chant' spoken by the head upon spotting the player.
The photo that was scanned for the 'John Romero's head'-sprite was from a photo shot in 1994. Release A version was announced to be in development by Art Data Interactive, but it never materialized.Doom II was first released on October 10, 1994 (one of the days of the and exactly ten months after the original), in both North America and Europe. Expansions Master Levels for Doom II Master Levels for Doom II is an official for Doom II which was released on December 26, 1995. The CD contains 20 files created by various authors under contract. There was also an additional bonus called Maximum Doom consisting of 3,000 levels.
![Doom Ii Characters Doom Ii Characters](/uploads/1/2/4/3/124385590/264716426.jpg)
No Rest for the Living No Rest for the Living is the title of an expansion pack developed by for the release of Doom II on for the Xbox 360. It consists of eight regular levels and one secret level. It is also included in the 2012 Doom II release from, as part of Doom Classic Complete for the, and as been released as a free add-on for the 2019 port of Doom II.Reception Sales According to in, id Software shipped 600,000 units of Doom II to stores in preparation for its launch. This initial shipment sold out within a month on shelves, despite its being expected to last for three months.
Pre-orders for the game were so massive that it was difficult to buy from a store. The game products were displayed on pallets rather than shelves. The game was the United States' highest-selling computer title of 1994. It placed 10th for 1996, with 322,671 units sold and $12.6 million earned in the region that year alone.In the United States, Doom II was the third-best-selling computer game between 1993 and 1999, with 1.55 million units sold during that period. Its revenues in that country ultimately reached $80 million, while those in Europe reached $20 million. Of the latter figure, Kushner wrote that '30 percent. came from Germany—a country that had banned the game from its shelves.'
Critical reviews ReceptionAggregate scoreAggregatorScorePC: 83/100GBA: 77/100X360: 77/100Review scoresPublicationScore3/10 (Master Levels)The reception of Doom II was positive, with reviewers saying it refined everything that made the original Doom good. According to Dragon, 'if mindless but intense carnage is what you want, you'll get your money's worth. It's not just a must-have game; it's a keep-on-the-hard-drive-forever game. If you need to have more Doom, get this.' Writer/game designer used the level 'Barrels O' Fun' to illustrate a point about death in video games, explaining he chose the level as his example because it is 'one of the most complex and sophisticated challenges in one of the very best games of the 1990s'.reviewed the PC version of the game, rating it three stars out of five, and stated that 'Now that the first person interface has become the design of choice for the entire industry, Id will need to find new innovations, or it will quickly find it's playing catch-up in its own game niche.' Awards Doom II won the for Best Fantasy or Computer Game of 1994.
Doom II was ranked as the 115th best game of all time in 's 'statistical meta-analysis of 53 “Best Video Games of All Time” lists' in 2019. Archived from on June 14, 2008.
Retrieved 2009-06-28. Larsen, Henrik; John W. 'Dr.Sleep' Anderson; Jim Flynn; Shawn Green; Chris Klie; Sverre Kvernmo; Ledmeister; Rez; Rob Hayward; Tom Mustaine; John Romero. Archived from on 2009-09-03. Retrieved 2009-06-28. Brahmin, Mad. From the original on 2010-10-28.
Retrieved 2012-06-15. Jim Reilly. Archived from on 2012-02-18.
Retrieved 2012-06-15. Craddock, Ryan (2019-07-26).
Retrieved 2019-07-26. From the original on 2013-03-10. Retrieved 2013-02-19. From the original on 2013-03-02. Retrieved 2013-02-09. Archived from on 2008-10-24.
Retrieved 2008-10-28. From the original on 2012-03-16. Retrieved 2012-06-15.
^ Transcripts from printed manuals by Ledmeister. Retrieved June 25, 2011. Lombardi, Chris (July 1994). Computer Gaming World.
Pp. 20–24. Tim Brastow (May 13, 2009).
Retrieved June 25, 2011. P. 10. (September 5–7, 2013). (Live interview)., 2013. CS1 maint: location.
December 28, 2010. (December 11, 2014). (Tweet) – via. Vol. 3 no. 7. Pp. 33–34. Nuttycombs, Dave (October 10, 1994).
Retrieved September 30, 2019. Dransfield, Ian (October 18, 2014). Retrieved September 30, 2019. October 10, 1998. Retrieved September 30, 2019. Archived from on February 4, 1998. ^ Kushner, David (2003).
182, 210. Online Game Pioneers at Work, p. 251. Pitta, Julia (March 23, 1995). Archived from on September 2, 2017. Miller, Greg (March 3, 1997).
From the original on May 18, 2016. IGN Staff (November 1, 1999). Archived from on March 2, 2000.
Retrieved May 31, 2018. From the original on March 3, 2015. Retrieved August 5, 2014.
Retrieved July 26, 2019. Retrieved July 26, 2019. House, Matthew. From the original on November 14, 2014. Retrieved September 26, 2014. ^ 'Finals'.
January 1995. P. 94. D., E. (1): 62. LeVitus, Bob (March 1996). Archived from on February 21, 2001.
Retrieved July 23, 2018. From the original on 2012-07-18.
Retrieved 2012-06-15. (April 1995). 'Eye of the Monitor'. Dragon (216): 63–66. Crawford, Chris (May 1996).
'The Way Games Ought to Be'. Academy of Adventure Gaming Arts & Design. Archived from on 2007-08-30. Retrieved 2007-09-18. Retrieved March 4, 2020.External links. at.
From DoomWiki.org
Credits screen from the end of Doom II
The Doom II cast sequence is an animated sequence at the conclusion of Doom II that displays the monsters found in the game. As the climax of the sequence, the Doomguy himself is presented. The characters are displayed over a depiction of the face of the final boss as the background and the track from MAP31 is played: 'Evil Incarnate' from Wolfenstein 3D: Spear of Destiny in Doom II, 'Sign of Evil' in The Plutonia Experiment, and a song based on Grave Digger's 'Legion of the Lost' in TNT: Evilution.
The sequence does not include the spectre (presumably due to some difficulty in rendering the fuzz effect) and Easter egg opponents found only in the secret areas or levels. Each character is seen walking and firing. When a key is pressed, the dying animation of the present character is shown, the corpse frame is cleared, and the next character is displayed.
- 2Variations
Order of appearance[edit]
The characters come in the following order, after which the sequence cycles:
Variations[edit]
PSX versions[edit]
In the PlayStation versions of Doom and Final Doom, the text 'cast of characters' is displayed on the top of the screen, and while the final boss is not present in any of the games, it still appears in the background. The arch-vile is not included since it was removed from the game, and just like the spectre, the nightmare spectre is not included either. Otherwise, the order of appearance remains unchanged from the PC version. The PSX version also adds a shotgun firing sound when pressing buttons to proceed through the sequence.
Doom 64[edit]
In Doom 64, the screen is also displayed at the end of the game. Unlike in the PC version, the spectre is included, along with the nightmare imp that is exclusive to the port. The Mother Demon is absent, however. The following sequence is displayed in Doom 64:
Notes[edit]
- Some keys may cause the screen melt effect restarting the whole sequence again from zombieman.
- According to the source code commentaries, the monsters are supposed to be presented 'in order of appearance'.
- While the player (Doomguy) does not actually fire at the screen, he has the firing sound of the super shotgun defined for the cast sequence. That sound was subsequently used in Doom 64, which includes the firing sequence for the player.
- The revenant in the PC version and the imps in Doom 64 are the only characters to use more than one attack. Apparently, this is because they are the sole monsters with multiple attacks that use different graphics for each.
See also[edit]
![Characters Characters](/uploads/1/2/4/3/124385590/111954251.jpg)
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