Doom II: Hell on Earth

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Doom II: Hell on Earth
Doom II - Hell on Earth Coverart.png
The cover artwork for Doom II: Hell on Earth, painted by fantasy artist Gerald Brom, depicts the Doom space marine firing a double-barreled shotgun at a Cyberdemon.
Developer(s) id Software
Nerve Software (XBLA)
Publisher(s) GT Interactive (DOS)
Activision (Game Boy Advance)
Bethesda Softworks (Xbox Live Arcade)
Distributor(s) GT Interactive
Virgin Interactive Entertainment Ltd. (Europe)
Director(s) Sandy Petersen
Designer(s) Sandy Petersen, Shawn Green, American McGee
Programmer(s) John Carmack, John Romero, Dave Taylor
Artist(s) Adrian Carmack, Kevin Cloud
Composer(s) Bobby Prince
Series Doom
Engine id Tech 1
Platform(s) DOS, Macintosh, Game Boy Advance, Tapwave Zodiac, Xbox Live Arcade, Xbox 360, PlayStation 3
Release date(s) DOS
  • NA September 30, 1994
  • EU October 10, 1994
Macintosh
Game Boy Advance
  • NA October 28, 2002
  • EU November 15, 2002
Xbox Live Arcade
May 26, 2010
Xbox 360, PlayStation 3 (as part of Doom 3 BFG Edition)
October 16, 2012
Genre(s) First-person shooter, horror
Mode(s) Single player
Multiplayer
Distribution 3½" floppy disk, CD, Downloadable Content

Doom II: Hell on Earth is an award winning first-person shooter video game and the second title of id Software's Doom franchise.[1] It was originally released for MS-DOS computers in 1994 and Macintosh computers in 1995. The Macintosh version was developed in Austin, Texas by developers such as Brett Butler. Unlike Doom 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 expansion pack that includes 21 new levels, was released on December 26, 1995 by id Software.[2]

Due to its popularity and success, Doom II was later released for the Game Boy Advance in 2002, the Tapwave Zodiac in 2004, and on Xbox Live Arcade in 2010. The release of the original Doom source code has facilitated ports to many other platforms, including the Apple iPod, and several types of cellphones. On August 13, during the QuakeCon 2009 media conference, it was announced that Doom II would be ported to Xbox Live Arcade,[3][4] and was released in May the following year.

Gameplay[edit]

A screenshot from Doom II featuring a cameo from Commander Keen. One of the hanging Keens has already been shot.

Doom II was not dramatically different from its predecessor. There were no major technological developments, graphical improvements, or substantial gameplay changes. The game still consisted of the player navigating large non-linear 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 door, elevator etc., the goal is simply to advance to the next area. The levels in Doom II can be completed in a somewhat linear fashion, however, because the levels are non-linear 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 (as in the bonus fourth episode of Doom available on The Ultimate Doom expansion pack). This also means the player is never forced to lose all of his or her inventory after completing an episode.

Doom II doubled the number of non-boss 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[edit]

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 in to the other player's computer in order to play either cooperatively or in deathmatch 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 Doom, multiplayer games used to be played using the dial-up or LAN by the internal setup program (setup.exe), through the online service DWANGO or with once popular programs like Kali and Kahn (using SPX) in Windows 95. Nowadays, in the modern standards, Doom II can be played in almost any version of Windows across the internet using third party source ports such as Odamex,[5] Zandronum,[6] ZDaemon,[7] and are still popular today.[8] The Xbox Live Arcade port of Doom II supports online multiplayer via Xbox Live.

Plot[edit]

Immediately following the events in Doom, the player once again assumes the role of the unnamed space marine / Doomguy. After returning from Hell, Doomguy finds that Earth has also been invaded by the demons, who have killed millions of people.[9]

The humans who survived the attack have developed a plan to build massive spaceships which will carry the remaining survivors into space. Unfortunately, the only space port that's capable of launching such ships has been taken hostage by the demonic invaders, who have placed a force field over it, causing it to malfunction.[9] Doomguy then battles millions of demons and is able to deactivate the force field, allowing the remaining humans to escape. Once all the survivors escape Earth, Doomguy is the only human left on the planet.[10]

Just as he sits down to await death, knowing that he saved mankind, Doomguy then receives an off-planet transmission from humans in orbit, who have managed to find out where the armies of Hell are coming from. The message reveals that the alien base is in the center of Doomguy's own hometown. Doomguy 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.

After fighting through the hordes of Hell, Doomguy reaches the house of the biggest demon he has ever seen, called the Icon of Sin. He kills the Icon of Sin by firing rockets into its exposed brain. The Icon of Sin's death results in the destruction of the Hellish portal. Now with Hell in ruins, Doomguy joins with the other humans in an effort to restore life on Earth.[10]

Expansions[edit]

Master Levels for Doom II[edit]

Master Levels for Doom II is an expansion pack for Doom II which was released officially on December 26, 1995 by id Software. The CD contains 20 WAD files created by various authors under contract. The file teeth.wad contains a secret level, so there are a total of 21 levels. As a bonus, 1,830 amateur WAD files downloaded from the Internet are also included (191 Doom WAD files, 1,629 Doom II WAD files, and 10 Heretic WAD files), collectively called "Maximum Doom".

Final Doom[edit]

Main article: Final Doom

Final Doom consists of two 32-level megawads (level files), TNT: Evilution by TeamTNT, and The Plutonia Experiment by the Casali brothers. Final Doom was released on May 31, 1996 as a standalone title and distributed as an official id Software product.

No Rest for the Living[edit]

No Rest for the Living is the title of an expansion pack developed by Nerve Software for the release of Doom II on Xbox Live Arcade for the Xbox 360. It consists of eight regular levels and one secret level. It is also included in the latest Doom II release from Doom 3: BFG Edition and as a part of Doom Classic Complete for the PlayStation Network.

Reception[edit]

The reception of Doom II was very positive, and it is widely regarded as a refinement of everything that made the original Doom good.[11] 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."[12]

References[edit]

  1. ^ "1994 - Academy of Adventure Gaming Arts and Design, List of Winners". Archived from the original on June 14, 2008. Retrieved 2009-06-28. 
  2. ^ Larsen, Henrik; John W. "Dr.Sleep" Anderson, Jim Flynn, Shawn Green, Chris Klie, Sverre Kvernmo, Ledmeister, Rez, Rob Hayward, Tom Mustaine and John Romero. "The Un-official Master Levels for Doom II FAQ". Retrieved 2009-06-28. 
  3. ^ Brahmin, Mad. "Shacknews". Shacknews. Retrieved 2012-06-15. 
  4. ^ var authorId = "192818379" by Jim Reilly. "IGN". Uk.xboxlive.ign.com. Retrieved 2012-06-15. 
  5. ^ "Online Multiplayer Doom, Doom 2, and Quex Quest". odamex.net. 2013-02-19. Retrieved 2013-02-19. 
  6. ^ "Zandronum - Multiplayer ZDoom". Zandronum.com. Retrieved 2013-02-09. 
  7. ^ "Online Multiplayer Doom - ZDaemon.org". Zdaemon.org. Retrieved 2008-10-28. 
  8. ^ "Classic Doom Online". Doom.wyesoft.com. Retrieved 2012-06-15. 
  9. ^ a b Transcripts from printed manuals by Ledmeister (Date of publication unknown). "DOOMTEXT.HTM: Storylines for Doom, Doom II, Final Doom, Doom 64". Retrieved June 25, 2011. 
  10. ^ a b Tim Brastow (May 13, 2009). "Doom II FAQ/Walkthrough". Retrieved June 25, 2011. 
  11. ^ "Doom II for PC". GameRankings. 1994-09-30. Retrieved 2012-06-15. 
  12. ^ Cook, David (April 1995). "Eye of the Monitor". Dragon (216): 63–66. 

External links[edit]