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There are lots of images on this page, so I have placed some text before them which you may find interesting. Read it first and most of the images (if not all of them) will be ready for viewing. Note that this text is the same for each collection of Doom images, so after you have read it all once you should just jump down to the images.


The first time I saw anything about Doom was in the magazine, Computer Game World. It looked fun, and I wanted to play it. As the time of the release stated in the magazine neared (August, I think) I re-read the article a few times and I checked all the ftp sites every week. Then one day I found 4 files, named through I was very exited, but a little worried. These files didn't take up that much space (less than a meg), and I would of thought that more info would of been posted as soon as Doom was released. As soon as I got home I unzipped the files and my worries were confirmed. They were only screen shots, and in my disgust I deleted all of them.

You all know the story from here, Id Software released Doom much latter than planed, and crashed the ftp site that they put it on because of all the attempts to log on.

So, several years after Doom was posted I was looking around in an old ftp site, and found those screen shots that I had so hastily deleted. I looked at them, and wow, they were pretty neat. So here they are, for your viewing pleasure, along with whatever other pre-release info I could find.

About the Order

I have tried to put these files up in the order of the dates of the files in the archives, not by the numbering of archives. However, to keep everything simple, all the files that are in each archive are kept together. Another words, I have ordered the archives by date, but not the files within.

Misc Notes

With all the problems I point out in these picture you might get the idea that I am criticizing Id Software. Not so! I understand that beta software isn't supposed to be perfect. I just think it is neat to really study these pictures and try to get an idea of what they actually show.

Remember, all of the opinions I put forth here are mine, and could well be wrong. If anybody thinks that I have something wrong, please email me about it. Perhaps I will change my mind, and the annotation too!


This probably stands for Doom Press Release 3. If anybody has any of the earlier press releases, please send them to me! 
Id Software
1515 N. Town East Blvd. #138-297, Mesquite, TX  75150

Contact:        Jay Wilbur
FAX:            1-214-686-9288
Email: (NeXTMail O.K.)
Anonymous FTP: (/pub/msdos/games/id)
CIS:            72600,1333

Id Software to Unleash DOOM on the PC

Revolutionary Programming and Advanced Design Make For Great

DALLAS, Texas, January 1, 1993-Heralding another technical
revolution in PC programming, Id Software's DOOM promises to
push back the boundaries of what was thought possible on a 386sx
or better computer.  The company plans to release DOOM for the
PC in the third quarter of 1993, with versions planned for
Windows, Windows NT, and a version for the NeXTall to be
released later.

In DOOM, you play one of four off-duty soldiers suddenly thrown
into the middle of an interdimensional war!  Stationed at a
scientific research facility, your days are filled with tedium
and paperwork.  Today is a bit different.  Wave after wave of
demonic creatures are spreading through the base, killing or
possessing everyone in sight.  As you stand knee-deep in the
dead, your duty seems clear-you must eradicate the enemy and
find out where they're coming from.  When you find out the
truth, your sense of reality may be shattered!

The first episode of DOOM will be shareware.  When you register,
you'll receive the next two episodes, which feature a journey
into another dimension, filled to its hellish horizon with fire
and flesh.  Wage war against the infernal onslaught with machine
guns, missile launchers, and mysterious supernatural weapons.
Decide the fate of two universes as you battle to survive!
Succeed and you will be humanity's heroes; fail and you will
spell its doom.

The game takes up to four players through a futuristic world,
where they may cooperate or compete to beat the invading
creatures.  It boasts a much more active environment than Id's
previous effort, Wolfenstein 3-D, while retaining the
pulse-pounding action and excitement.  DOOM features a fantastic
fully texture-mapped environment, a host of technical tour de
forces to surprise the eyes, multiple player option, and smooth
gameplay on any 386 or better.

John Carmack, Id's Technical Director, is very excited about
DOOM: Wolfenstein is primitive compared to DOOM.  We're doing
DOOM the right way this time.   I've had some very good insights
and optimizations that will make the DOOM engine perform at a
great frame rate.  The game runs fine on a 386sx, and on a
486/33, we're talking 35 frames per second, fully texture-mapped
at normal detail, for a large area of the screen.  That's the
fastest texture-mapping around-period.

Texture mapping, for those not following the game magazines, is
a technique that allows the program to place fully-drawn art on
the walls of a 3-D maze.  Combined with other techniques,
texture mapping looked realistic enough in Wolfenstein 3-D that
people wrote Id complaining of motion sickness.  In DOOM, the
environment is going to look even more realistic.  Please make
the necessary preparations.

A Convenient DOOM Blurb

DOOM (Requires 386sx, VGA, 2 Meg) Id Software's DOOM is
real-time, three-dimensional, 256-color, fully texture-mapped,
multi-player battle from the safe shores of our universe into
the horrifying depths of the netherworld!    Choose one of four
characters and you're off to war with hideous hellish hulks bent
on chaos and death!  See your friends bite it!  Cause your
friends to bite it!  Bite it yourself!  And if you won't bite
it, there are plenty of demonic denizens to bite it for you!

DOOM-where the sanest place is behind a trigger.

An Overview of DOOM Features:

        Texture-Mapped Environment

DOOM offers the most realistic environment to date on the PC.
Texture-mapping, the process of rendering fully-drawn art and
scanned textures on the walls, floors, and ceilings of an
environment, makes the world much more real, thus bringing the
player more into the game experience.  Others have attempted
this, but DOOM's texture mapping is fast, accurate, and
seamless.  Texture-mapping the floors and ceilings is a big
improvement over Wolfenstein.  With their new advanced graphic
development techniques, allowing game art to be generated five
times faster, Id brings new meaning to "state-of-the-art".

        Non-Orthogonal Walls

Wolfenstein's walls were always at ninety degrees to each other,
and were always eight feet thick.  DOOM's walls can be at any
angle, and be of any thickness.  Walls can have see-through
areas, change shape, and animate.  This allows more natural
construction of levels.  If you can draw it on paper, you can
see it in the game.

        Light Diminishing/Light Sourcing

Another touch adding realism is light diminishing.  With
distance, your surroundings become enshrouded in darkness.  This
makes areas seem huge and intensifies the experience.  Light
sourcing allows lamps and lights to illuminate hallways,
explosions to light up areas, and strobe lights to briefly
reveal things near them.  These two features will make the game
frighteningly real.

        Variable Height Floors and Ceilings

Floors and ceilings can be of any height, allowing for  stairs,
poles, altars, plus low hallways and high caves-allowing a great
variety for rooms and halls.

        Environment Animation and Morphing

Walls can move and transform in DOOM, which provides an
active-and sometimes actively hostile-environment.  Rooms can
close in on you, ceilings can plunge down to crush you, and so
on.  Nothing is for certain in DOOM.

To this Id has added the ability to have animated messages on
the walls, information terminals, access stations, and more.
The environment can act on you, and you can act on the
environment.  If you shoot the walls, they get damaged, and stay
damaged.  Not only does this add realism, but provides a crude
method for marking your path, like violent bread crumbs.

        Palette Translation

Each creature and wall has its own palette which is translated
to the game's palette.  By changing palette colors, one can have
monsters of many colors, players with different weapons,
animating lights, infrared sensors that show monsters or hidden
exits, and many other effects, like indicating monster damage.

        Multiple Players

Up to four players can play over a local network, or two players
can play by modem or serial link.  You can see the other player
in the environment, and in certain situations you can switch to
their view.  This feature, added to the 3-D realism, makes DOOM
a very powerful cooperative game and its release a landmark
event in the software industry.

This is the first game to really exploit the power of LANs and
modems to their full potential.  In 1993, we fully expect to be
the number one cause of decreased productivity in businesses
around the world.

        Smooth, Seamless Gameplay

The environment in DOOM is frightening, but the player can be at
ease when playing.  Much effort has been spent on the
development end to provide the smoothest control on the user
end.  And the frame rate (the rate at which the screen is
updated) is high, so you move smoothly from room to room,

turning and acting as you wish, unhampered by the slow jerky
motion of most 3-D games.  On a 386sx, the game runs well, and
on a 486/33, the normal mode frame rate is faster than movies or
television.  This allows for the most important and enjoyable
aspect of gameplay-immersion.

        An Open Game

When our last hit, WOLFENSTEIN 3D was released the public
responded with an almost immediate  deluge of home-brewed
utilities; map editors, sound editors,  trainers, etc.  All
without any help on file formats or game layout from Id
Software.  DOOM will be release as an OPEN GAME.   We will
provide file formats and technical notes for anyone who wants
them.   People will be able to easily write and share anything
from their own map editors to  communications and network

DOOM will be available in the third quarter of 1993.

DOOM, Id, and Wolfenstein are trademarks of Id Software, Inc.

Overview of the screen shots

Judging from the different dates that do not agree with the archive numbering and the different formats of the files, I would guess that Id Software took these pictures over the span of a month, and them released them all at once.

Or maybe the dates in the files just got messed up.

This archive came with 4 true LBM screen shots of Doom, and nothing else. These screen shots were taken on 2-4-28 at 3:12PM.



Wow, cool. Lots of interesting ideas here, altho they waste lots of space. The map looks cool but it's clear that the map is not real. In fact, none of this is "live", I think it's just a static drawing. Lets se what else we can gather from this picture. Well, looking at the bar graph, it looks like originally there was going to be a Shield, Armor (or something else starting with "a"), and Health. I like the bar graph idea, I wish they had implemented it. Continuing on, we have a bunch of numbers, which I can not fathom. We have a "keyboard" that is what it looks like, anyway. And, we have 3 different names for the episodes. Finally, a list of ammo types: Pistol, Shotgun, MAC (I can just see little apples coming out of your gun), Missiles, CLA (CLAmor mines?), pro???, SPR (Solid Propelled Rocket ?), BFG (Big f'en gun), VNM (??? Nuclear Mine, ??? Nuclear Missile).



Note that all the status bars are exactly the same. This is true of every picture from this zip set. I don't remember this floor pattern, but it is a cool one. It will cause moire patterns, tho.


This file is an exact copy of, but in a self extracting form.

This archive came with 9 files with a LBM extension, but they were not true LBMs. The only program that could read them was included with the archive. At was called SK.EXE, and in a moment, I will show you the text it prints when you enter it with no command line. The archive also came with a batch file that you were supposed to use to run SK.EXE. The screen shots were taken on 2-28-93 from 8:19PM to 8:26PM.

SK.EXE Output

Show & Kill LBM v1.1 by Carmack & Romero (C) 1991 Id Software

Merely supply me with a filename and I'll be happy to help you!
You can include wildcard characters in your filename so I can blaze
through a bunch of files.  Use the arrow keys to scroll screens.
The ESC key will exit.

The -n will NOT print a message on the bottom of the screen!


@echo off
echo DOOM Official Pre-Alpha Slide Show
echo by Id Software, Inc. Copyright (c) 1993
echo ---------------------------------------
echo Coming summer 1993.
echo Direct public inquiries to
echo Direct press inquiries to
echo ---------------------------------------
echo Press a key between screens.
echo ---------------------------------------
sk -n *.lbm
echo It plays even cooler than it looks!
echo ---------------------------------------
echo DOOM - coming soon. Don't miss it.



Now this is a really cool status bar! It wastes no space, and confirms that there was going to be both Armor, and Shield. Of all the status bars I have seen in the beta pictures, this is by far the best. 



This map I recognize! True story: I played 1.0 version of doom, which had a game saving bug, which trapped me on level 1.2 for a whole week, until I finally cheated, to get to the next level. I still know this one like the back of my hand, and probably always will. The things you remember! Back to the picture, check out the cool cannon! Much better than the default gun.



Man, I really like that gun! The level looks cool, too. 



Death match! But with only green guys? Any, cool variation on the gun.



Looks like the map does not rotate with the direction that the player is facing.

This archive came with 12 files with LBM extensions, but they were not true LBMs. The only program that could read them was included with the archive. It was called SK.EXE, (refer to for more info on SK.EXE) The archive also came with a batch file that you were supposed to use to run SK.EXE. All it did was run sk -n *.lbm The screen shots were taken on 3-03-93 from 12:24PM to 12:40PM.



What a lame flame!



Yet antoher copy of 1.2, methinks.



3.something, I think. One of my fav levels, why can't I remember its name?



From the same level.



Deathmatch again, level 1.2 again, with green dudes only again.

I know less about this zip than any other. One of the files is corrupted, but it did originally contain 5 true .lbm files.



Despite the name, this picture comes from a older beta of Doom.

Parts of text are © 1998 by Alan Robinson (email alan at HCI Design ) of  HCI Design
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