In case you're wondering about the 4 marines at the start of every level, there was supposed to be 4 playable characters with different stats. That was when Tom Hall was leading design, and there was a whole narrative arc and a more realistic concept. After Romero took over (and Hall left id), all that got scrapped in order to streamline the experience. That's why levels have abstract designs, for instance. They took the "fun" path instead of the "realistic" path. And while I love Tom Hall (Anachronox is one of the best games ever), I'm glad Romero took over.
Check Doomworld forums. I think some people have tried in the past, but as with most ambitious hobby projects, they never finished. You'd have to mod vanilla Doom extensively to implement the original idea. There'd need to be hub maps, global game states to log each Mars-base facility, and notoriously difficult-to-balance buddy-AI / squad commands.
@@CinderBlockCuisine no it's not. Rise of the triad is a *shining* example of _precisely how_ Tom Hall learnt to take the "fun" path rather than the "forced pseudo-realism" path as a game designer after leaving ID. ROTT is a FREAKING BALLAD to game design for fun rather than realism. EVERY SINGLE NON-MISSILE WEAPON IN THERE HAS INFINITE AMMO FOR CHRIST'S SAKE.
if you remember old 3D shooters from the 90's era, they've all had big ugly HUD. it was probably because computers of that age could not render all that graphics on full screen.
@@Quadraxon It's cool in that sense but the novelty would wear off quickly I think with restricting your field of view. Annoying that you cant even see the weapon you're holding. I'd have liked it more if they cut out that bottom piece
Zyll666 Early access is a joke. This game was released as a shareware(and no subscription needed), which was a playable game in itself for the most part and was probably one of the most famous shareware games actually released. You could get the shareware from anyone and pass it on to anyone for free.
The problem with early acess games is if it is sucessful the dev will milk people dry. Like I dont get it why steam is letting early acess games to have payed DLC?
Oddly enough, I can't find much in regards to Quake's alpha stages. I found an earlier, slightly different E1M1 for Quake in like version 0.8 or something, but that's it.
+Matt W If you're referring to Quake 1 that game was so rushed I doubt any form of that games alpha even exists, according to interviews they shat at the new technology but, along with a majority of the old team leaving that worked on Doom 1 and 2, almost all the new team was so against the story/enemy concepts in Quake 1 that, as you see Quake 2 completely redesigned the enemies and story.
3:43 - This must be E1M4, right? The best thing about this video is that we can see the oldest Doom areas ever made. So, folks, when you play levels like E2M7, always bear in mind that you are (literally) walking on the living history of the FPS genre.
Awesome video! I always love any behind-the-scenes DooM stuff, I'll always have the vivid memories of playing the shareware version with my dad when I was 5.
I believe these levels where made by tom hall, which consequently got him fired from ID in the first place because he wanted a more storied game with an actual narrative, hence the guys standing around playing cards. Also early in the Doom development Carmack told Hall to go do research on military bases, which Hall did, too well. When they changed the pacing of the game to be just as fast as wolfenstien they threw out everything that Hall did.
AELAHN [omg im out of fcks.] well kinda, since by Tom Hall's ideas it would have been more of a realistic game instead of a game where you are runnin' and gunnin' in every room a battle. I'm wondering how the game would have looked, if they took his idea to account.
Star Wars: Dark Forces that came out after Doom includes many gameplay elements and stronger narrative that were envisioned to be in the original Doom by Tom Hall but were cut away by Carmack because he did not like them at all. Ironically these elements made Dark Forces superior and more advanced than Doom in many ways according to critics at the time. Goes to show how Carmack is a very talented programmer but is not really a very creative game designer.
@@varisware The entire Dark Forces series (at least starting with DFII) had large modding communities over their entire lifespans. Sadly, too many private servers had abusive admins which basically killed off the multiplayer community.
Some things that I will never understand why they cut out of the final game: 1. The Semi Automatic Assault Rifle 2. That useful hud and the built in map system (this really should have been optional in the settings) 3. Some of the demonic artifacts that had cool supernatural abilities (the demon claw and the unmaker) 4. More emphasis on squad game play If there is anything that should had remained until the final game, it should have been the rifle. I still don't understand to this day why in the world they would cut that from the final release. The freaking space marine has it in his sprite ffs.
They removed the rifle for fear that new players would get it confused with the shotgun. Since a pistol looks distinctly different, they used that instead. I don't necessarily agree with their decision, but that was why.
The artifacts and all that crap was removed because they wanted to move away from "arcade-style" play. That's why they removed the # of lives as well and made you just always start over with basically unlimited lives. Romero himself stated this in his IGN play-through of the first part of the game. Look it up on youtube.
@@analanus3131 DOOM was planned to be a squad type game,that was the original idea of Tom Hall,but when he abandoned ID software most of his ideas were deleted,Hall writted a document with all his ideas called the "DOOM Bible"
Hmm I kinda like the idea of starting off with a squad of marines but not for the whole game, make them have a certain amount of health and they can die, when they die they die permanently, that would of been interesting and btw 4 guys is not actually a Squad it's a Fire Team, Squad is 8 to 12 guys.
The "other marines" are player staring locations just like the one you step out of. Player 1 is green, 2 is indigo, 3 is brown and 4 is red, we may have seen a much different storyline about 4 marines if things had gone differently.
It's kind of interesting to witness Episode 2: Shores of Hell maps without Hellish architecture. Because now you have more of a before and after effect!
This is really cool to see some of the various ideas and concepts from early on in the game's development cycle that year which were eventually scrapped later on. The rapid fire BFG seen in the final pre release version in particular looked really cool, but of course it was altered in the finished game to a single projectile weapon due to lag issues as John Romero has mentioned previously. The base level shown in that one alpha edition later became the Refueling/Military Base stage in Doom II. They decided it was good enough to put in there rather than being left unused after being cut from the first game.
Elgan Bruner I don't think it's that much like Wolf3d, some levels are flat, which I kinda liked, but at least it has elevated floors, which Wolf3ds engine didn't have.
re-skin lol. Wolfenstein 3D was a ray caster and Doom is debatable on that one. Besides Doom was the first game to use BSP. They also added more height depth to the game then wolfenstein 3d has. And the source code for both are very much different. They released the source for there previous engine every time they made a new engine tho the Doom game used some libraries they couldn't release so a modded version was released.
Cem Altun At the time, it functioned as just a bigger plasma gun. It did a lot of splash damage like the rocket launcher. There are actually some source ports out there that bring back the old BFG behavior, as does Brutal Doom... The animations are different, but they function just like the pre-beta press version.
tbh john romero was right imo. it does look like christmas. the bfg in the released version is very original as a gun,, this one here on the other hand looks like just another wild plasma gun. bi de bu oyunu hatirlayan baska bi turk olmasi da guzel tabi:D
Whoah, at least they upgraded the level design, graphics and HUD for the final product because damn, this would've been boring as hell. Good move Romero and id. BTW. That map screen looked much worse than the map screen of Commander Keen. I'm guessing it was just a proxy screen at the time.
Kyle Batteson Freedoom is a collaborative project, so people can download a free doom source port, and still have a "complete" wad they can use in place of Doom or Doom 2. I think the main idea was to make it as fast as possible, then to improve it later. Anyway, apparently they got a bunch of architecture books about how military bases are designed, and copied the concepts. Then found that made for boring-looking, square rooms, so went with the abstract designs instead.
Quite interesting to see what could've been but I'm still happy with what we'd gotten in the end. ID made the right call with designing the game more around being fun to play rather than realistic
Nostalgia is when you look back on cherished memories and go "Ah yeah, playing Nightmare Creatures in the autumn, and Silent Hill in the night, those were the days.." Not when you play the same games today. What I am saying is that we still play Doom today and 10 years forward, but games like the first COD and BF, will only be lucky if they are still played in 5 years. Doom and the likes of oldschool games have stood the test of time. Few games of today can do so.
This game was absolutely terrifying to me as a 7 year old...I still remember the day my dad bought it from Egghead Software in Chicago, IL...we sat in the dark playing it and when the first Pinky Demon jumped out from the shadows, I quite literally fell from the stool I was sitting on. Man....
9:40 - The demonic dagger... Realy interesting waht the production looked like and than the final version. 1993 and now we are close to 2013 and this OLD DOS game is still present.
E2M2 ! A week ago i had never seen it & now i recognize it immediately : never really played the Game till i saw a few Eviterinty videos with Wrath of Cronos and i knew : now is the time - awesome that 30 , 300 , 3000 years from now people will still be learning and playing and enjoying it , the joy of discovering the secrets one by one , gaining the instinct to recognize the patterns And _this_ is how it began 💖 T H A N X for the Upload !
+MegaWater S. As much as i like the finished BFG9000, i think a plasma flametrower like BFG is probably one of the most badass things ever conceived by fiction.
I keep coming back to this, it's sort of inspirational to see how the game improved over time. Thanks to your video I was introduced to these alpha versions and I've proceeded to download and play every one of the alphas. Thank you very much for uploading this video.
I can definitely say I like the Alpha version's movement sway better. I don't mind 0.2's HUD either, but it's a bit too cluttered for 320x200. Some of the extra details like the lockers are pretty cool too.
Tom Hall is quite definitely a king, but John "Jules" Carmack is the graphics guy. I know for sure that Tom Hall's level designs have such a narrative and go in so many directions.
Interesting to see those early clips, gives a lot of insight to the development of the game. Some levels seem so different to their final versions. Would've liked the idea of the "card playing other marines" there or some AI controlled friends, but well, it was a long while ago. The idea with the locker room and the likes would've been so great to improve the story-driven challenge. @Viyark: Which MOD are you referring to? There is more than one, do you mean the link Zygo posted or what?
Isn't it funny how technology has improved and games now a days have such great graphics and realism? The early FPS like wolfenstein and doom I played single player because that's all there was...of course unless you knew how to do local network schemes and then you could play co-op. Regardless I believe it was a lot better back then. But I'm sure newer generations would disagree.
In the Wiki, they say that they removed the red blasts from the plasma rifle and BFG(BIG [censored] gun) 9000, because by mixing the red blasts with green blasts, at least in their opinion, it looked like Christmas.
***** The rifle probably would've done as much damage as the pistol and had the same mechanics. I guess they didn't want people confusing the rifle with the shotgun and wanted to make each gun seem more unique, so they switched the design to a pistol. I had always wondered when I was like 8 why the zombiemen had rifles that had the same mechanics as the pistol and I had a pistol...
Fun fact - BFG didn't change that much ... it still shoots alot of tiny projectiles, but there isn't any projectile animation, only weapon firing animation, hurting of monsters one and a direct single projectile one. It still shoots alot of invisible plasma jolts as far as the engine is concerned. They home on enemies a bit.
they must have been blown away, when carmack showed them the engine for the first time, all the advancements from wolf3d engine... completely different story.
I like that in the pre-beta release the item pickup messages appear in the bottom HUD bar instead of the top corner. I think it looked better that way.
The textures in the pre-alpha looked way cooler in my opinion. It looked like an actual space marine base, whereas the textures in the Doom we know and love today looks more like a castle but with pipes, wires, buttons and acid pools.
@rev2xs The alpha versions didn't have music. The music in the video is from mp3s later recorded and released by Bobby Prince, who made the music for the games.
*You pick up an unholy bible*
*You pick up an evil sceptre*
*You pick up a skullchest*
*You pick up a demonic dagger*
if only those were usable items lol
*SPINNING PLANET*
@@MrTheil **HERETIC AND HEXEN**
Seems like they wanted to make an inventory like in Heretic/Hexen, but Romero said otherwise.
@@DanielLopez-zt4ig It was more like the treasures you find from Wolfenstein 3D.
In case you're wondering about the 4 marines at the start of every level, there was supposed to be 4 playable characters with different stats. That was when Tom Hall was leading design, and there was a whole narrative arc and a more realistic concept. After Romero took over (and Hall left id), all that got scrapped in order to streamline the experience. That's why levels have abstract designs, for instance. They took the "fun" path instead of the "realistic" path. And while I love Tom Hall (Anachronox is one of the best games ever), I'm glad Romero took over.
But you can play 4-player cooperative anyway.
@@ButcherGrindslam not his point
Check Doomworld forums. I think some people have tried in the past, but as with most ambitious hobby projects, they never finished. You'd have to mod vanilla Doom extensively to implement the original idea. There'd need to be hub maps, global game states to log each Mars-base facility, and notoriously difficult-to-balance buddy-AI / squad commands.
Guess what, this was accomplished, but not in Doom, it was instead Rise of the Triad.
@@CinderBlockCuisine no it's not.
Rise of the triad is a *shining* example of _precisely how_ Tom Hall learnt to take the "fun" path rather than the "forced pseudo-realism" path as a game designer after leaving ID.
ROTT is a FREAKING BALLAD to game design for fun rather than realism.
EVERY SINGLE NON-MISSILE WEAPON IN THERE HAS INFINITE AMMO FOR CHRIST'S SAKE.
"Hey, man- if this gets out, you can all kiss your autographed DOOM hintbooks goodbye."
RIP hintbooks.
I don't get it why
+Sam Sırri it was leaked
+Alexstrazsa no it didn't, John Romero gave the alphas to the cutting room floor wiki
by john romero
No, it was released by id themselves in the late 90's.
Notice also how slow are the elevators to go up and down. I am glad in the final version they made them function faster!
@@financialapathy They ran out of budget 😂
1:16 - "Hey, man-if this gets out, you can all kiss your autographed Doom hintbooks goodbye."
Well damn.
this looks sick, when is the full game coming out?
+pepe--the--frog I think it got canceled :(
+Hunter-Bros Man that one went so far over your head I think it made a new crater on the moon.
+pepe--the--frog lol, from the dusty shelf in the basement?
its already out man check Wikipedia
+Meninx87 Can't belive that! the game looked so promising!
thank god they got rid of the helmet view
Dick Ploughzer that helmet view was sick. it looks like you're really wearing Doom guy's helmet. It looks so authentic.
if you remember old 3D shooters from the 90's era, they've all had big ugly HUD. it was probably because computers of that age could not render all that graphics on full screen.
@@Quadraxon It's cool in that sense but the novelty would wear off quickly I think with restricting your field of view. Annoying that you cant even see the weapon you're holding. I'd have liked it more if they cut out that bottom piece
well helmet could add more immersion if it was made subtle
@@Quadraxon yeah
Today it would be sold as "early access" ;)
I can't decide whether i hate Steam or love it.
Zyll666 I imagine,in the future,early access games will be games that are stripped down to just being there.
***** It makes game development easier but it also means less games on discs. I can't buy most of the games physically.
Zyll666 Early access is a joke. This game was released as a shareware(and no subscription needed), which was a playable game in itself for the most part and was probably one of the most famous shareware games actually released. You could get the shareware from anyone and pass it on to anyone for free.
The problem with early acess games is if it is sucessful the dev will milk people dry.
Like I dont get it why steam is letting early acess games to have payed DLC?
Back when alpha state actualy meant alpha, and the game improved tremendously from the alpha to the finished product.
+JF_paes15 alpha to beta patches these days.
"Added a pistol"
If you're lucky
Back before there were readily available cheap/free game engines to use that do all the heavy lifting... John Carmack is a fucking genius.
Oddly enough, I can't find much in regards to Quake's alpha stages. I found an earlier, slightly different E1M1 for Quake in like version 0.8 or something, but that's it.
+Matt W If you're referring to Quake 1 that game was so rushed I doubt any form of that games alpha even exists, according to interviews they shat at the new technology but, along with a majority of the old team leaving that worked on Doom 1 and 2, almost all the new team was so against the story/enemy concepts in Quake 1 that, as you see Quake 2 completely redesigned the enemies and story.
Many levels are still left in the final version. They were just retextured and slightly rebuilt. But other than that, you can really see the likeness.
“If you have a copy of this, you are naughty.”
“Hey man if this gets out, you can all kiss your autographed Doom hintbooks goodbye.”
God I love Id.
still looks better than most of the steam greenlight stuff
+jim5140 except killing floor 2
+L4UT1X Vergador got nerfed by microtransactions
etdgamer You know that the game drops you free skins?
yep
etdgamer i just get 3 dollars for selling one skin XDDD
The BFG sure has changed.
for the best
it sucks now
@@Juicewrldfan-mt2rv It's unique and esoteric, instead of just being a stupid and clunky version of the plasma gun. It's better in every way.
Yea glad the BFG did change from the press release beta to the full game. Like John Romero said, it looks like cristmad
The most weighting reason it was changed because having up to 40+ projectiles on screen at once tanked the frame rate even on then-powerful computers
3:43 - This must be E1M4, right?
The best thing about this video is that we can see the oldest Doom areas ever made. So, folks, when you play levels like E2M7, always bear in mind that you are (literally) walking on the living history of the FPS genre.
They got me at "Spinning Planet/Story"
The sounds, music tracks and colors make DOOM so special. It has this amazing atmosphere other games somehow fail to reproduce.
6:00 Medkits from Wolf!
4:33 - And that's E3M3 from the time it was meant to be a "laboratory" :P
Awesome video! I always love any behind-the-scenes DooM stuff, I'll always have the vivid memories of playing the shareware version with my dad when I was 5.
TheCarPassionChannel same
My God, I agree with literally everything in your commentary.
I believe these levels where made by tom hall, which consequently got him fired from ID in the first place because he wanted a more storied game with an actual narrative, hence the guys standing around playing cards. Also early in the Doom development Carmack told Hall to go do research on military bases, which Hall did, too well. When they changed the pacing of the game to be just as fast as wolfenstien they threw out everything that Hall did.
this text made me feel bad for him
AELAHN [omg im out of fcks.] well kinda, since by Tom Hall's ideas it would have been more of a realistic game instead of a game where you are runnin' and gunnin' in every room a battle. I'm wondering how the game would have looked, if they took his idea to account.
@@phoenixslayer6067 Basically like Hideous Destructor
Star Wars: Dark Forces that came out after Doom includes many gameplay elements and stronger narrative that were envisioned to be in the original Doom by Tom Hall but were cut away by Carmack because he did not like them at all. Ironically these elements made Dark Forces superior and more advanced than Doom in many ways according to critics at the time. Goes to show how Carmack is a very talented programmer but is not really a very creative game designer.
@@varisware The entire Dark Forces series (at least starting with DFII) had large modding communities over their entire lifespans. Sadly, too many private servers had abusive admins which basically killed off the multiplayer community.
The reason the BFG doesn't do the automatic fire thing in the final game is because it made it lag out way to much.
+James Wesker And the same reason Q3 Plasma Gun firing looks a bit odd, skipping frames rendering the projectiles.
That actually seems pretty reasonable but I think that it made the BFG better. It's so satysfying to accumulate that force and unleash ummm... hell.
This is also why they didn't do those rays off of the projectile. Luckily we have modern source ports of DooM (GZDooM) that can handle it.
Some things that I will never understand why they cut out of the final game:
1. The Semi Automatic Assault Rifle
2. That useful hud and the built in map system (this really should have been optional in the settings)
3. Some of the demonic artifacts that had cool supernatural abilities (the demon claw and the unmaker)
4. More emphasis on squad game play
If there is anything that should had remained until the final game, it should have been the rifle. I still don't understand to this day why in the world they would cut that from the final release. The freaking space marine has it in his sprite ffs.
It would still be wrong for the rest of the weapons by the way (the sprite).
They removed the rifle for fear that new players would get it confused with the shotgun. Since a pistol looks distinctly different, they used that instead. I don't necessarily agree with their decision, but that was why.
The artifacts and all that crap was removed because they wanted to move away from "arcade-style" play. That's why they removed the # of lives as well and made you just always start over with basically unlimited lives. Romero himself stated this in his IGN play-through of the first part of the game. Look it up on youtube.
There wasn't going to be any squad related shit. And even if there was going to be there, they would of removed it so the game would play faster.
@@analanus3131 DOOM was planned to be a squad type game,that was the original idea of Tom Hall,but when he abandoned ID software most of his ideas were deleted,Hall writted a document with all his ideas called the "DOOM Bible"
Hmm I kinda like the idea of starting off with a squad of marines but not for the whole game, make them have a certain amount of health and they can die, when they die they die permanently, that would of been interesting and btw 4 guys is not actually a Squad it's a Fire Team, Squad is 8 to 12 guys.
lol, nerd
Never thought anything military related would be considered nerdy lol
Malachi Grundstein nerdy that you mention it like anyone gives a fuck
Malachi Grundstein and your avatar
are you an atheist btw?
I don't care if anyone gives a fuck, and yes I'm an atheist.....but I don't think that's on my Google/TH-cam account...how'd you know?
Damn! Why they changed that *rifle* by a *pistol*? D:
Because After A Final Release. The Rifle Was Cut In Game And Was Replaced With The Favor Of Pistol And Chaingun
uvhn
The "other marines" are player staring locations just like the one you step out of. Player 1 is green, 2 is indigo, 3 is brown and 4 is red, we may have seen a much different storyline about 4 marines if things had gone differently.
It was supposedly going to be a squad.
Well, in the manual the story states that your squad went ahead with all the good stuff, leaving you with a pistol.
It's kind of interesting to witness Episode 2: Shores of Hell maps without Hellish architecture. Because now you have more of a before and after effect!
This is really cool to see some of the various ideas and concepts from early on in the game's development cycle that year which were eventually scrapped later on. The rapid fire BFG seen in the final pre release version in particular looked really cool, but of course it was altered in the finished game to a single projectile weapon due to lag issues as John Romero has mentioned previously.
The base level shown in that one alpha edition later became the Refueling/Military Base stage in Doom II. They decided it was good enough to put in there rather than being left unused after being cut from the first game.
I always wondered why the Doomguy sprite has a rifle. Now I know why.
The Imp's eyes and mouth looks better than it does in the final, and the Baron of Hell seems to have slightly different legs.
Does anybody remember when this video had its own popup text telling its own thoughts about the alphas?
It had?
@@BrunoSantos-jp1lv back before TH-cam removed annotations apparently
Still a better love story than Twilight
NO NO NO NO NO NO!!!!!!!!!!!!!
@jake doll why are you replying to me? this reply is 1 year ago
@@jhudieltheone308 What did they say?
Basically all the unused concepts, art, weapon actions, fonts, we're used later in ROTT & Heretic
The Unmaker ended up in Doom 64 and Eternal and concepts such as monorail were used on Doom 3 and possibly the 2016 reboot.
Haha, notice the Wolf3D Medipack sprite around 5:59 ! :D
Well... I"m glad they decided to NOT release DOOM : The Wolfenstein 3D reskin.
Elgan Bruner I don't think it's that much like Wolf3d, some levels are flat, which I kinda liked, but at least it has elevated floors, which Wolf3ds engine didn't have.
It was an early version of the engine, it would have looked better even if the original game plan was done.
Yeah
re-skin lol. Wolfenstein 3D was a ray caster and Doom is debatable on that one. Besides Doom was the first game to use BSP. They also added more height depth to the game then wolfenstein 3d has. And the source code for both are very much different. They released the source for there previous engine every time they made a new engine tho the Doom game used some libraries they couldn't release so a modded version was released.
scriptless Doom has been proven time and time again to not be a raycaster.
Who else noticed that in the final alpha, the ammo hud reads "MISS" (missile) instead f rocket
They most likely changed it to RCKT due to MISS sounding more a like a counter for how many shots you missed.
i really like bfg at alpha version
Cem Altun At the time, it functioned as just a bigger plasma gun. It did a lot of splash damage like the rocket launcher. There are actually some source ports out there that bring back the old BFG behavior, as does Brutal Doom... The animations are different, but they function just like the pre-beta press version.
tbh john romero was right imo. it does look like christmas. the bfg in the released version is very original as a gun,, this one here on the other hand looks like just another wild plasma gun. bi de bu oyunu hatirlayan baska bi turk olmasi da guzel tabi:D
Takipçisiyiz hojam
the old walking animation looks better than the new one
No. I think you mean the old wanking animation, it featured you.
Johny Ringo I sense great butthurt in you!
Looks like they decided to remove the life counter on the last minute. Also, is there a mod for playing with the old BFG9000?
Going to see if he added that ridiculous double-bayonet back in...
there is still health counter but in numerical presentation
@@ThommyofThenn life counter is different.
Its called WAD you uncultured kid
@@Destro65 stfu it can also be called mod
Whoah, at least they upgraded the level design, graphics and HUD for the final product because damn, this would've been boring as hell. Good move Romero and id. BTW. That map screen looked much worse than the map screen of Commander Keen. I'm guessing it was just a proxy screen at the time.
Yea the weapons look so shitty as well
Nathan_2002 I don't know, I kinda liked that rifle.
But then you wouldn't be comedically stuck with the pistol your buddies didn't take :P
Did you guys see that Freedoom mod? That looks worse than this. Gawd damn. The cluttered level design and beyond cheesy sprites didn't help either.
Kyle Batteson
Freedoom is a collaborative project, so people can download a free doom source port, and still have a "complete" wad they can use in place of Doom or Doom 2. I think the main idea was to make it as fast as possible, then to improve it later.
Anyway, apparently they got a bunch of architecture books about how military bases are designed, and copied the concepts. Then found that made for boring-looking, square rooms, so went with the abstract designs instead.
Michael Martin It just doesn't look right, to me.
I wonder if "other marines" are just placeholders for other player's starting locations in coop
Kinda weird how the gun textures are worse in the final version than in the Alpha and Pre-Alpha stages.
Didn't animate smooth though.
The 0.5 version has this „i found this game at a garage sale” kinda vibe to it.
Quite interesting to see what could've been but I'm still happy with what we'd gotten in the end. ID made the right call with designing the game more around being fun to play rather than realistic
I guess you can say goodbye to your autographed Doom hintbook ;)
I actualy think they had a better movement for the gun here then in the final release. It looks more natural.
Nostalgia is when you look back on cherished memories and go "Ah yeah, playing Nightmare Creatures in the autumn, and Silent Hill in the night, those were the days.."
Not when you play the same games today.
What I am saying is that we still play Doom today and 10 years forward, but games like the first COD and BF, will only be lucky if they are still played in 5 years. Doom and the likes of oldschool games have stood the test of time. Few games of today can do so.
The first hud is really cool
it is hideous
This game was absolutely terrifying to me as a 7 year old...I still remember the day my dad bought it from Egghead Software in Chicago, IL...we sat in the dark playing it and when the first Pinky Demon jumped out from the shadows, I quite literally fell from the stool I was sitting on. Man....
Nice MIDI setup.
I like how the gun bobs so nonchalantly to one of the most mellow tunes in the first game.
Hey, Man-If this gets out, you can all kiss your autographed DOOM hintbooks goodbye.
I've been addicted to Doom for almost 20 years.. Wondering if it will ever end..
29 now
was that a wolf 3d medipack? 6:02
Yeah :D
yes during development they used a lot of assets from wolf 3d including sprites and even sounds (originally the former humans sound like the soldiers)
One is the one from Wolfenstein 3D, but the other one (6:52), even though this came before it, reminds me of Quake. I blame the light brown color.
What kind of soundcard were you guys using? I can't find it and dark halls sounds sick.
2:04 VAC boxes. The unboxing of the nineties. 100% chance to get VAC ban!
Mister Pingu UAC*
Spaceman Pingu facepalm
Owned.
a few things I enjoyed that never made the cut... the helmet shaped hud... the collectable artifacts.. the multiplasma bfg... spinning planet/story :D
I guess this is the look Tom Hall designed with the barracks look that the rest of I'd thought was boring.
9:40 - The demonic dagger...
Realy interesting waht the production looked like and than the final version.
1993 and now we are close to 2013 and this OLD DOS game is still present.
Happy 20th birthday, DOOM!
I still like to play it today.
planetX15 im always playing brutal doom
E2M2 ! A week ago i had never seen it & now i recognize it immediately : never really played the Game till i saw a few Eviterinty videos with Wrath of Cronos and i knew : now is the time - awesome that 30 , 300 , 3000 years from now people will still be learning and playing and enjoying it , the joy of discovering the secrets one by one , gaining the instinct to recognize the patterns
And _this_ is how it began 💖 T H A N X for the Upload !
Now, THAT Should've Been The BFG We Want!!!!
+Zatoh Rondohoon Looks like it was the original plasma rifle.
Yup!
+Ash Williams No, it was to simillar to the Plasma Rifle. I think the final BFG9000 is a lot more cool and effective.
MegaWater S. With Single Fire? Nah, It Could Have Multi-fire Rounds!
+MegaWater S. As much as i like the finished BFG9000, i think a plasma flametrower like BFG is probably one of the most badass things ever conceived by fiction.
Love how recognizable those early maps already are
The bobbing in 0.2-0.4 was way better
Hard disagree
Yeah
where did you get that soundfont? "At Doom's Gate" sounds great with this.
I like the hud on the first part
I keep coming back to this, it's sort of inspirational to see how the game improved over time. Thanks to your video I was introduced to these alpha versions and I've proceeded to download and play every one of the alphas. Thank you very much for uploading this video.
8:51
"You pick up an unholy bible."
Should've been in the final version.
I can definitely say I like the Alpha version's movement sway better. I don't mind 0.2's HUD either, but it's a bit too cluttered for 320x200. Some of the extra details like the lockers are pretty cool too.
7:44 onwards - what happened to that music?
Stubbz I think this was used for E1M8 the final ep 1 level
Every person playing video games (of all kinds) should watch this. This is were it all begun ! Thanks for the share, mate :)
9:22 the BFG 2704
It's like the dreams I used to have of doom levels that looked all warped and twisted
Jules Sucks. Tom is King.
Tom Hall is quite definitely a king, but John "Jules" Carmack is the graphics guy. I know for sure that Tom Hall's level designs have such a narrative and go in so many directions.
Adrian :)
really like how you explain all the stuff
Close to the 9 minute mark..."you pick up unholy bible"
Interesting to see those early clips, gives a lot of insight to the development of the game. Some levels seem so different to their final versions. Would've liked the idea of the "card playing other marines" there or some AI controlled friends, but well, it was a long while ago. The idea with the locker room and the likes would've been so great to improve the story-driven challenge.
@Viyark: Which MOD are you referring to? There is more than one, do you mean the link Zygo posted or what?
Isn't it funny how technology has improved and games now a days have such great graphics and realism? The early FPS like wolfenstein and doom I played single player because that's all there was...of course unless you knew how to do local network schemes and then you could play co-op. Regardless I believe it was a lot better back then. But I'm sure newer generations would disagree.
nuff said. well said
+John Parker I don't disagree I love DooM.
+John Parker That's pretty subjective... I think Doom has better graphics than *a lot* of modern games.
In the Wiki, they say that they removed the red blasts from the plasma rifle and BFG(BIG [censored] gun) 9000, because by mixing the red blasts with green blasts, at least in their opinion, it looked like Christmas.
Very very interesting!
And omg is the first hud garbage.
He didn't misspell anything.
Michael Oglesby is the first HUD garbage! he said. IS in this type of text is making it like he is asking, though he means something else
I love how even though they are very notably different you can still tell which levels are actual betas of real doom levels here. It's neato.
Why are your annotations always cut shor...
My videos had that problem too. TH-cam recently messed up the annotations on the older videos!
BFG was quite different. And anyone notice that you have missiles instead of rockets.
Doom had a rifle in the beta versions? Why did id switch it to a pistol?
Those were alpha versions of the shotgun.
+Cyberlord No they weren't. The name of the weapon is shown in the video.
***** Oh.
+Cyberlord. Why switch the weapon to a pistol and keep his third person sprite with a rifle?
***** The rifle probably would've done as much damage as the pistol and had the same mechanics. I guess they didn't want people confusing the rifle with the shotgun and wanted to make each gun seem more unique, so they switched the design to a pistol. I had always wondered when I was like 8 why the zombiemen had rifles that had the same mechanics as the pistol and I had a pistol...
Care to tell me what soundfont is being used for this video?
The boxes said VAC
ID SOFTWARE VAC BAN CONFIRMED
Foolish Steam Peasant!
don't wanna be that guy but uh the boxes say "uac" short for "union aerospace corporation"
UAC stands for User Admin Controls.
man, that is such a 2009 intro...
*Looks at video upload date*
oh... well... that explains a lot.
what a trip
I wished that rifle that sends demons to an alternate dimension was in the final game. :(
Greatest
game
ever!!!
super neat to see level architectures in earlier forms :3
edit. oh, and the "christmas" version of da BFG
still better than doom 3
Fun fact - BFG didn't change that much ... it still shoots alot of tiny projectiles, but there isn't any projectile animation, only weapon firing animation, hurting of monsters one and a direct single projectile one.
It still shoots alot of invisible plasma jolts as far as the engine is concerned. They home on enemies a bit.
Bam bam bam.
1:19 DAMN YOU! Now we will never get our autographed DooM hintbooks no- wait, this is 2012.
they must have been blown away, when carmack showed them the engine for the first time, all the advancements from wolf3d engine... completely different story.
@CuteFloor where did you get that soundfont? "At Doom's Gate" sounds great with this.
2:05 whoah UAC boxes from dooom 3! how did it get in doom?
I like that in the pre-beta release the item pickup messages appear in the bottom HUD bar instead of the top corner. I think it looked better that way.
The textures in the pre-alpha looked way cooler in my opinion. It looked like an actual space marine base, whereas the textures in the Doom we know and love today looks more like a castle but with pipes, wires, buttons and acid pools.
@rev2xs The alpha versions didn't have music. The music in the video is from mp3s later recorded and released by Bobby Prince, who made the music for the games.