Rare Files For Doom II
HARD TO FIND, BUT POPULAR, WAD FILES FOR DOOM II

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DWANGO History

DOOM][ has come to the Internet.

 Randy Heit, author of ZDOOM, will undoubtably go down in DOOM history as the person responsible for bringing a viable game of DOOM to the Internet. Thanks MUCHLY!

History Behind DWANGO WADs

DWANGO (short for Dial-up Wide Area Network Gaming Operation), was a commercial, pay-by-month/hour business.  It first took life as an effort to allow live, head-to-head play, using DOOM over a dial-up connection to a proprietary network. The users and some staff of DWANGO made these wads independently of one another. In later DWANGO days, it was popular for local DWANGO wad authors to name their DWANGO wads after the server they played on (Thus, AZDWANGO, DCDWANGO). DWANGO closed its doors to operation in late 1998. I believe this was largely due to the competition in that field, the popularity of Quake on the Internet, and the mis-adventures DWANGO experienced in their ill-advised partnership with Microsoft's Internet Gaming Zone (into which DWANGO poured some big bucks). However, DWANGO, at the time of this writing, lives on doing operations in Japan.

Why These WADs Were Not Found on CDROM.COM

Well, the short answer is that almost all of them contain at least one map which has code original to map 1 or map 7 from the commercial release of DOOM2. Additionally, when John Carmack (an id Software co-founder, I think) was approached by those interested in getting a release for these particular maps, he was understandably hesitant.  So, CDROM.COM has decided not to pursue it further. This is understandable (Thanks Ty Halderman, for all you do with CDROM.COM and TEAMTNT).


Suggested Deathmatch Options for Servers

Why anyone would want to play Doom II without the monumental enhancements made to the game, is beyond me. Certainly, Duke, Blood, Shadow Warrior, Quake, Quake II, Quake III, Unreal, and a host of other first-person shooters, would be coughed-up like feline hairballs if "jump" and "mlook" were disabled! Disabling improvements to Doom II defeats the reason for having them in the first place (which is to make the game more realistic - only wish we could duck too).

Thus, here is offered my not-so-humble opinions regarding how Doom II ought to be set up for DM. Here also are suggested map rotations for DWANGO wads, and others (work in progress).

Skill Level 5

There are at least two good reasons for using skill level 5:

  1. Skill 5 insures that all weapons coded in the map appear in the game.
  2. At lower skill levels (3 for instance), opponents require more damage to frag. For instance, with skill five, two well placed single barrel shots will bring down your opponent, even at long distances. On skill 3, it may take up to twice as many well placed shots, even at close range.

Weapons Stay

Have you ever exhausted yourself running around a map looking for a weapon - any weapon - and find there is none to pick up. Because weapon respawn takes so stinking long, usually you wind up empty handed with your head blown clean off. Unless there are only a few people playing, and loads of weapons and ammo laying around, this situation will occur often. It is thoroughly annoying.

"Weapons stay" insures that weapons never have to respawn - they are always ready to be picked up. This insures that when YOU respawn from being fragged, you'll get a weapon quickly to take out the marine that nailed ya seconds earlier!

Full Ammo

Have you ever picked up a weapon, like say . . . a shotgun, or a rocket launcher, and fired off three or four rounds, only to find your out? You thought this was supposed to be a fragfest, not an Easter Egg hunt for ammo.

I am not advocating infinite ammo. With infinite ammo, one can use the same weapon continually, without being forced to use any other. Full ammo runs out, and the Easter Egg hunt can eventually occur, it just takes longer before you have to get on all fours to find more ammo.

MLOOK (Mouse Look)

It is only obvious why MLOOK ought to be ENABLED. Originally, Doom II would lock onto targets which were above or below you, but only within a limited range. In ZDoom, the range could be extended incrementally, or infinitely. However, what if you want to shoot over one marine's head head to frag another marine above him? You have to turn off target locking, and have MLOOK on.

I prefer to use MLOOK with MSPRING toggling. Binding "F" to MSPRING toggling is handy for me.


ZDaemon Corners Flash After Upgrading GeForce Detonator Drivers

Submitted by Bluntman, Saturday, June 29, 2002

ZDaemon Flashing Corners? No Problem Sez Bluntman

I upgraded my GeForce Detonator drivers recently.  Afterward, the bottom corners of ZDaemon would flicker continuously.  However, I found that it worked fine in 512x384 rez, and multiples thereof.

I was on the server with Bluntman.  Another user came on having the same problem, begging for a solution.  So, Bluntman gave it to him, along with a rocket or two.  It worked.  So, here is the solution for those having this problem (for more info, see the ZDaemon COMMAND.TXT).

You can fix it by inserting the following in the command line:

-noptc 1

Or, you can fix it by inserting the following in your config file:

vid_noptc 1

Thanks Bluntman, for helping both of us out.