Doom II

Last updated

Doom II
Doom II - Hell on Earth Coverart.png
Cover art by Brom, depicting the Doomguy firing a shotgun at a Cyberdemon
Developer(s) id Software [lower-alpha 1]
Publisher(s) GT Interactive [lower-alpha 2]
Designer(s)
Programmer(s)
Artist(s)
Composer(s) Robert Prince [lower-alpha 3]
Series Doom
Engine Doom engine [lower-alpha 4]
Platform(s)
Release
October 10, 1994
  • MS-DOS
  • Mac OS
    • NA: June 27, 1995
    • JP: August 1995
  • PC-98
    • JP: September 29, 1995
  • PlayStation
    • NA: November 16, 1995
    • EU: December 1995
  • Sega Saturn
    • NA: March 1997
    • EU: 1997
  • Game Boy Advance
  • Tapwave Zodiac
  • Xbox 360
    • WW: May 26, 2010
  • PlayStation 3
    • WW: November 20, 2012
  • Nintendo Switch, PlayStation 4, Xbox One, Android, iOS
    • WW: July 26, 2019
Genre(s) First-person shooter
Mode(s) Single-player, multiplayer

Doom II, also known as Doom II: Hell on Earth, is a first-person shooter game in the Doom franchise developed by id Software. It was released for MS-DOS in 1994 and Mac OS in 1995. Unlike the original Doom , which was initially only available through shareware and mail order, Doom II was sold in stores.

Contents

Compared to its predecessor, Doom II features larger levels, new enemies, a new Super Shotgun weapon, and a new power-up. Master Levels for Doom II, an expansion pack with 21 new levels, was released on December 26, 1995. Another expansion, No Rest for the Living, which adds nine extra levels, was developed for the release of the game on Xbox Live Arcade and is also included in the Doom 3: BFG Edition , as part of Doom Classic Complete, and as a free add-on for the 2019 Unity engine port of Doom II. It was also included in the 2024 KEX Engine port.

Reception of Doom II was very positive, with critics praising that the game refined the already good aspects of the original Doom. It has sold more than 1.8 million copies and earned over $74 million in revenue in the United States alone and is considered to be one of the greatest video games ever made.

Doom II was ported to the Game Boy Advance in 2002, Tapwave Zodiac in 2004, on Xbox Live Arcade in 2010, and on Nintendo Switch, PlayStation 4 and Xbox One in 2019. The release of the Doom source code has facilitated ports to platforms including iOS and other cellphone systems. Doom II was included in the Doom ports for the PlayStation and Sega Saturn in 1995 and 1997.

Gameplay

The Super Shotgun in use DOOM2 ingame 1.png
The Super Shotgun in use

Doom 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 nonlinear 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 32 levels (two of which are secret levels that can be accessed from level 15), 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 Ultimate Doom , the retail 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-boss monster types and started using bosses from the original Doom as normal level enemies, in addition to adding a new weapon, the super shotgun (a very powerful double-barreled shotgun), 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 deathmatch-style combat. There was also local area network (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 with 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

Immediately following the events in Doom, the player once again assumes the role of Doomguy. After defeating the Spider Mastermind, the marine finds a portal to Earth opened by demons. After returning to Earth, the marine finds that it has also been invaded by the demons, who have killed billions of people. [9] [10]

The humans who survived the attack have developed a plan to build massive spaceships which will carry the remaining survivors into space. Unfortunately, Earth's only ground spaceport has been taken over by the demons, who placed a barrier over it, preventing any ships from leaving. [9] The marine 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. [11]

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 orbit, 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 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 demon he has ever seen, called the Icon of Sin (Baphomet). 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. The marine wonders where evil people will go when they die now that Hell has been destroyed, and reflects that rebuilding the world will be more fun than saving it as he begins his journey back home.

Development

Most of the levels were designed by Sandy Petersen, [12] with American McGee playing a significant role as well. The final level, Icon of Sin, contains an easter egg where two of the artists put the severed head of John Romero as the sprite hidden behind the icon on the wall which must be damaged by rocket splash damage 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 filters to distort it, then reverse the recording to create the "demonic chant" spoken by the head upon spotting the player. [13] [14] The photo that was scanned for the "John Romero's head"-sprite was from a Businessweek photo shot in 1994. [15] One of Petersen's ideas that never made it to the final game was replacing the Fists weapon with a hand axe. [16]

Advertising for the game was between $3 million and $5 million. [17]

Releases

Doom II was released for DOS on October 10, 1994 (one of the days of the Doomsday rule and exactly ten months after the original) in North America and Europe. [18] [19] [20] [21]

The Mac OS version was ported by Lion Entertainment Inc. and released in 1995. [22]

Ports for the PlayStation and Sega Saturn came included with the Doom ports released in 1995 and 1997 respectively.

A port for the Game Boy Advance was released in 2002, for the Tapwave Zodiac in 2004, for Xbox Live Arcade in 2010, [23] [24] and for Nintendo Switch, PlayStation 4 and Xbox One in 2019, with the latter-most platforms (with PlayStation 5 and Xbox Series X/S versions) receiving a further expanded port in 2024 alongside the original Doom. [25] [26] [27]

An Atari Jaguar port was announced in early 1995 but it was never released. [28] Likewise, a 3DO Interactive Multiplayer version was announced to be in development by Art Data Interactive, but it never materialized. [29] [30] [31]

The release of the Doom source code has facilitated ports to many other platforms, including iOS and other cellphone systems.

In August 2024, Bethesda announced a definitive edition of Doom and Doom II at QuakeCon. The new edition includes Doom, Doom 2, TNT: Evilution, The Plutonia Experiment, Master Levels for Doom 2, No Rest for the Living, Sigil (by John Romero), a new deathmatch map pack with 26 maps, and a new episode titled Legacy of Rust. Legacy of Rust was developed by id Software, Nightdive Studios, and MachineGames. The bundle also included in-game mod support across both titles. [32]

Expansions

Master Levels for Doom II

Master Levels for Doom II is an official expansion pack for Doom II which was released on December 26, 1995 by id Software. [33] The CD contains 20 WAD files created by various authors under contract. There is also a bonus called Maximum Doom consisting of over 3,000 homebrew levels. [34] Romero wrote about the origin of the expansion in 2023. Back in 1995, some retailers were selling disks in stores that simply contained many Doom WADs scraped from the internet. Though the levels were available for free online, many players had slow internet access at the time and so would purchase the disks, which were "selling like hot-cakes". Realising this, id decided to officially license a similar disk- by approaching mappers and commissioning them for levels, in addition to the large shareware collection. More broadly, the disk was part of an effort by Romero to diversify id Software's income at a time when much of the team was waiting for the Quake engine to be ready. [35] Reviewer Ed Dawson for PC PowerPlay praised the quality of the levels, but noted the "uniformly medium size" of the commercial levels and the high purchase price for predominantly shareware content. [36]

No Rest for the Living

No Rest for the Living is an expansion pack developed for the release of Doom II on Xbox Live Arcade for the Xbox 360. It was developed by Nerve Software, under the direction of id Software and was released on May 26, 2010. [37] It consists of eight regular levels and one secret level. It is also included in the 2012 Doom II release from Doom 3: BFG Edition , as part of Doom Classic Complete for the PlayStation Network, and has been released as a free add-on for the 2019 Unity engine port of Doom II. Although no detailed plot information is given, this expansion appears to take place after the main campaign of Doom II. Brandon James, president of Nerve Software, said this expansion was designed to be played on Ultra-Violence difficulty, contains "a plethora of secrets to find," and "is geared toward a more hardcore experience." [38]

Legacy of Rust

Legacy of Rust was developed by id Software, Nightdive Studios, and MachineGames. Released on August 8, 2024, Legacy of Rust is the first official episode since Doom II to feature brand-new enemies/weapons. The new episode is divided into two chapters, "The Vulcan Abyss" and "Counterfeit Eden," which contain a combined total of 16 maps. [39]

Reception

Critical reception

The reception of Doom II was positive, with reviewers saying it refined everything that made the original Doom good. [51] The game was reviewed in 1995 in Dragon #216 by David "Zeb" Cook in the "Eye of the Monitor" column, who stated that, "if mindless but intense carnage is what you want, you'll get your money's worth. It's just not a must-have, keep-on-the-hard-drive-forever game. If you need to have more Doom, get this." [52]

Writer/game designer Chris Crawford 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". [53]

Next Generation 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." [47]

Awards

Doom II won the Origins Award for Best Fantasy or Science fiction Computer Game of 1994. [54]

Sales

According to David Kushner in Masters of Doom , 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. [55] 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. [56] The game was the United States' highest-selling software product of 1994, [57] and sold more than 1.2 million copies within a year. [58] It placed 10th for 1996, with 322,671 units sold and $12.6 million earned in the region that year alone. [59] According to PC Data, which tracked sales in the United States, Doom II sold 1.81 million units and earned $74.7 million in revenue in the United States. This led PC Data to declare it the country's third-best-selling computer game for the period between January 1993 and April 1998. [60] 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." [55]

In Australia, the game sold 10,000 copies in the first two days of its release. [61]

Legacy

In 2022, John Romero created a new level called "One Humanity" [62] for the game to raise money for the Ukrainian Red Cross, and the United Nations Central Emergency Response Fund following the outbreak of the 2022 Russian invasion of Ukraine. [63] [64] [65] By March 2022, the new level had raised more than $29,000. [66]

Notes

  1. Ported to PC-98 by Infinity Co., Mac OS by Lion Entertainment, Game Boy Advance by Torus Games, Zodiac by Machineworks Northwest, Xbox 360 by Nerve Software, who also developed the 2019 release, and Nvidia Shield by Nvidia Lightspeed Studios, while the 2024 release was developed by Nightdive Studios
  2. The European MS-DOS version, Game Boy Advance, Xbox 360 and PlayStation 3 versions, as well as the 2019 and 2024 releases, were published by Virgin Interactive Entertainment, Activision and Bethesda Softworks respectively.
  3. The 2024 release featured a new "IDKFA" arrangement soundtrack by Andrew Hulshult.
  4. The 2019 release uses Unity, while the 2024 release uses the KEX Engine.
  5. Some online sources point to a September 30, 1994 release date, but that date refers to when the game shipped. The October 10, 1994 date refers to the actual release date of the game.

Related Research Articles

<i>Doom</i> (1993 video game) First-person shooter

Doom is a first-person shooter game developed and published by id Software. Released on December 10, 1993, for DOS, it is the first installment in the Doom franchise. The player assumes the role of a space marine, later unofficially referred to as Doomguy, fighting through hordes of undead humans and invading demons. The game begins on the moons of Mars and finishes in hell, with the player traversing each level to find its exit or defeat its final boss. It is an early example of 3D graphics in video games, and has enemies and objects as 2D images, a technique sometimes referred to as 2.5D graphics.

<i>Heretic</i> (video game) 1994 dark fantasy first-person shooter video game developed by Raven Software

Heretic is a dark fantasy first-person shooter video game released in December 1994. It was developed by Raven Software and published by id Software through GT Interactive.

id Software American video game developer

id Software LLC is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack.

<i>Quake II</i> 1997 video game

Quake II is a 1997 first-person shooter video game developed by id Software and published by Activision. It is the second installment of the Quake series, following Quake.

<i>Quake</i> (video game) 1996 video game

Quake is a first-person shooter game developed by id Software and published by GT Interactive. The first game in the Quake series, it was originally released for MS-DOS, Microsoft Windows, and Linux in 1996, followed by Mac OS and Sega Saturn in 1997 and Nintendo 64 in 1998.

<i>Wolfenstein 3D</i> 1992 video game

Wolfenstein 3D is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game Castle Wolfenstein, and is the third installment in the Wolfenstein series. In Wolfenstein 3D, the player assumes the role of Allied spy William "B.J." Blazkowicz during World War II as he escapes from the Nazi German prison Castle Wolfenstein and carries out a series of crucial missions against the Nazis. The player traverses each of the game's levels to find an elevator to the next level or kill a final boss, fighting Nazi soldiers, dogs, and other enemies with a knife and a variety of guns.

<span class="mw-page-title-main">John Romero</span> American video game designer (born 1967)

Alfonso John Romero is an American video game developer. He co-founded id Software and designed their early games, including Wolfenstein 3D (1992), Doom (1993), Doom II (1994), Hexen (1995) and Quake (1996). His designs and development tools, along with programming techniques developed by the id programmer John Carmack, popularized the first-person shooter (FPS) genre. Romero is also credited with coining the multiplayer term "deathmatch".

<i>Doom 3</i> 2004 video game

Doom 3 is a 2004 survival horror first-person shooter video game developed by id Software and published by Activision. Doom 3 was originally released for Microsoft Windows on August 3, 2004, adapted for Linux later that year, and ported by Aspyr Media for Mac OS X in 2005. Developer Vicarious Visions ported the game to the Xbox, releasing it worldwide on April 4, 2005.

Doom WAD is the default format of package files for the video game Doom and its sequel Doom II: Hell on Earth, that contain sprites, levels, and game data. WAD stands for Where's All the Data?. Immediately after its release in 1993, Doom attracted a sizeable following of players who created their own mods for WAD files—packages containing new levels or graphics—and played a vital part in spawning the mod-making culture which is now commonplace for first-person shooter games. Thousands of WADs have been created for Doom, ranging from single custom levels to full original games; most of these can be freely downloaded over the Internet. Several WADs have also been released commercially, and for some people the WAD-making hobby became a gateway to a professional career as a level designer.

<i>Doom 3: Resurrection of Evil</i> 2005 video game

Doom 3: Resurrection of Evil is a survival horror first-person shooter video game developed by Nerve Software and published by Activision. It was released for Microsoft Windows worldwide on April 4, 2005, as an expansion pack and sequel to Doom 3 and on October 5, 2005, for the Xbox video game console. The Xbox version does not require the original Doom 3 in order to play, and includes The Ultimate Doom, Doom II: Hell on Earth and Master Levels for Doom II. A remastered version of Resurrection of Evil was included with Doom 3: BFG Edition.

<i>Final Doom</i> 1996 video game

Final Doom is a first-person shooter video game developed by TeamTNT, and Dario and Milo Casali, and was released by id Software and distributed by GT Interactive in 1996. It was released for MS-DOS and Macintosh computers, as well as for the PlayStation, although the latter featured a selection of levels from the game and from Master Levels for Doom II.

Doom, a first-person shooter game by id Software, was released in December 1993 and is considered one of the most significant and influential video games in history. Development began in November 1992, with programmers John Carmack and John Romero, artists Adrian Carmack and Kevin Cloud, and designer Tom Hall. Late in development, Hall was replaced by Sandy Petersen and programmer Dave Taylor joined. The music and sound effects were created by Bobby Prince.

<i>Doom 64</i> 1997 video game

Doom 64 is a 1997 first-person shooter video game developed and published by Midway Games for the Nintendo 64. It is the second spin-off in id Software's Doom series after Final Doom (1996), and the fourth game in the series overall. A remaster was developed by Nightdive Studios and published by Bethesda Softworks for Nintendo Switch, PlayStation 4, Windows, and Xbox One in March 2020, and for Stadia in May 2020.

<i>Doom</i> (2016 video game) First-person shooter

Doom is a 2016 first-person shooter video game developed by id Software and published by Bethesda Softworks. The game is the first major installment in the Doom series since 2004's Doom 3 and was a reboot of the franchise. It was released for PlayStation 4, Windows, and Xbox One in May 2016. A port for Nintendo Switch was co-developed with Panic Button and released in November 2017, and a version for Google Stadia was released in August 2020. Players take the role of an unnamed space marine, known as the "Doom Slayer", as he battles demonic forces within an energy-mining facility on Mars and in Hell.

<i>Catacomb</i> (video game) 1990 video game

Catacomb is a 2-D top-down third-person shooter developed and published by Softdisk. It was originally created for the Apple II, and later ported to IBM PC compatibles. It supports EGA and CGA graphics. Catacomb is programmed by John Carmack, who would later work on successful games such as Wolfenstein 3D and Doom. The fast action and the ability to strafe in Catacomb foreshadow Carmack's later work. The enemy movement code in Wolfenstein 3D is based on code from Catacomb.

<i>Doom</i> (franchise) Video game franchise

Doom is an American media franchise created by John Carmack, John Romero, Adrian Carmack, Kevin Cloud, and Tom Hall. The series usually focuses on the exploits of an unnamed space marine operating under the auspices of the Union Aerospace Corporation (UAC), who fights hordes of demons and the undead to save Earth from an apocalyptic invasion.

<span class="mw-page-title-main">First-person shooter</span> Video game genre

A first-person shooter (FPS) is a video game centered on gun fighting and other weapon-based combat seen from a first-person perspective, with the player experiencing the action directly through the eyes of the main character. This genre shares multiple common traits with other shooter games, and in turn falls under the action games category. Since the genre's inception, advanced 3D and pseudo-3D graphics have proven fundamental to allow a reasonable level of immersion in the game world, and this type of game helped pushing technology progressively further, challenging hardware developers worldwide to introduce numerous innovations in the field of graphics processing units. Multiplayer gaming has been an integral part of the experience, and became even more prominent with the diffusion of internet connectivity in recent years.

<i>Sigil</i> (mod) 2019 Doom episode

Sigil is the unofficial fifth episode of the 1993 video game Doom. Published by Romero Games on May 31, 2019, the Megawad was created by an original co-creator of Doom, John Romero, independently of the main game's then-current owner, Bethesda Softworks. It has nine missions, each with a deathmatch version, and a new soundtrack created by James Paddock and Buckethead. While initially released independently, Bethesda later released the episode as a patch for the console ports of Doom.

References

  1. "Doom II". EB Games . Archived from the original on October 22, 2002. Retrieved July 4, 2024.
  2. "Doom II". GameZone. Archived from the original on December 29, 2004. Retrieved July 4, 2024.
  3. "Doom II". Gameplanet . Archived from the original on September 14, 2003. Retrieved July 4, 2024.
  4. "What's New?". Eurogamer.net. 2002-11-15. Retrieved 2023-03-25.
  5. "Online Multiplayer Doom, Doom 2, and Quex Quest". odamex.net. 2013-02-19. Archived from the original on 2013-03-10. Retrieved 2013-02-19.
  6. "Zandronum - Multiplayer ZDoom". Zandronum.com. Archived from the original on 2013-03-02. Retrieved 2013-02-09.
  7. "Online Multiplayer Doom". Zdaemon.org. Archived from the original on 2008-10-24. Retrieved 2008-10-28.
  8. "Classic Doom Online". Doom.wyesoft.com. Archived from the original on 2012-03-16. Retrieved 2012-06-15.
  9. 1 2 Transcripts from printed manuals by Ledmeister. "DOOMTEXT.HTM: Storylines for Doom, Doom II, Final Doom, Doom 64" . Retrieved June 25, 2011.
  10. Lombardi, Chris (July 1994). "To Hell and Back Again". Computer Gaming World. pp. 20–24.
  11. Tim Brastow (May 13, 2009). "Doom II FAQ/Walkthrough" . Retrieved June 25, 2011.
  12. "Does John Romero Still Enjoy Shooting People?". Next Generation . No. 30. June 1997. p. 10.
  13. Archived at Ghostarchive and the Wayback Machine: Romero, John (September 5–7, 2013). "John Romero talks about being the final boss in Doom 2" (Live interview). Salt Lake Comic Con, 2013 via YouTube.{{cite interview}}: CS1 maint: location (link)
  14. Archived at Ghostarchive and the Wayback Machine: "Real speech of Icon of Sin". December 28, 2010 via YouTube.
  15. Romero, John [@romero] (December 11, 2014). "The Icon of Sin, original scan of my head from a Businessweek photo shoot in 1994. Not the exact pic, but from then" (Tweet) via Twitter.
  16. "Interview with Jay Wilbur and Sandy Petersen". PC Joker. No. 21. April 1994. pp. 61–63.
  17. "It's war in Game Industry". Newsday . September 16, 1994. p. 55. Retrieved September 23, 2021 via Newspapers.com.
  18. Nuttycombs, Dave (October 10, 1994). "PAC-MAN, TETRIS -- AND NOW IT'S DOOM'S DAY". The Washington Post . Retrieved September 30, 2019.
  19. Dransfield, Ian (October 18, 2014). "Doom 2: Hell on Earth turns 20 years old this week, and it's still great". Digital Spy . Retrieved September 30, 2019.
  20. "Out of the Blue". Blue's News. October 10, 1998. Retrieved September 30, 2019.
  21. "Doom II : Hell on Earth now available from GT Interactive Software; more than 500,000 fans pre-order hyper-realistic combat game". GT Interactive . October 10, 1994. Archived from the original on November 5, 1996. Retrieved August 12, 2024.
  22. Johnston, Chris (April 26, 2000). "More Mac Games". GameSpot . Retrieved July 4, 2024.
  23. Brahmin, Mad (13 August 2009). "Shacknews". Shacknews. Archived from the original on 2010-10-28. Retrieved 2012-06-15.
  24. Jim Reilly. "IGN". Uk.xboxlive.ign.com. Archived from the original on 2012-02-18. Retrieved 2012-06-15.
  25. Craddock, Ryan (2019-07-26). "The Original DOOM, DOOM II And DOOM 3 Have All Surprise Launched On Nintendo Switch". Nintendo Life . Retrieved 2019-07-26.
  26. Lyles, Taylor (2024-08-08). "DOOM and DOOM 2 Getting New Enhanced Versions With a Brand-New Episode and More". IGN. Retrieved 2024-08-08.
  27. Peters, Jay (2024-08-08). "Doom and Doom II get a 'definitive' re-release that's packed with upgrades". The Verge . Retrieved 2024-08-08.
  28. "Scene: Atari '95 - Eine Auswahl an geplanten Titeln". Mega Fun (in German). No. 28. CT Computec Verlag GmbH & Co. KG. January 1995. p. 22. Archived from the original on 2020-07-30.
  29. "E-3 The Biggest And Best Electronic Entertainment Show Ever! – '95 Next Generation Software Listing". GameFan . Vol. 3, no. 7. July 1995. p. 41.
  30. "Preview – Coming Soon". 3DO Magazine . No. 10. Paragon Publishing. May 1996. pp. 33–34.
  31. "Preview – Coming Soon". 3DO Magazine . No. 12. Paragon Publishing. July 1996. pp. 33–34.
  32. Chalk, Andy (8 August 2024). "Id Software just surprise launched Doom + Doom 2, a 'definitive' bundle that adds cross-platform multiplayer and in-game mod support to every retro Doom". PC Gamer. Retrieved 13 August 2024.
  33. Larsen, Henrik; John W. "Dr.Sleep" Anderson; Jim Flynn; Shawn Green; Chris Klie; Sverre Kvernmo; Ledmeister; Rez; Rob Hayward; Tom Mustaine; John Romero. "The Un-official Master Levels for Doom II FAQ". Archived from the original on 2009-09-03. Retrieved 2009-06-28.
  34. "Master Levels for Doom II (1994)". id Software. Archived from the original on February 4, 1998.
  35. Romero, John (2023). DOOM Guy: Life in First Person. Abrams Press. pp. 236–247. ISBN   978-1419758119.
  36. Dawson, Ed (May 1996). "Master Levels For Doom II". PC PowerPlay (1): 62.
  37. Makuch, Eddie (May 25, 2010). "Doom II, Green Day demo lead XBL releases". GameSpot . Retrieved July 4, 2024.
  38. McCaffrey, Ryan (December 2009). "Insert Coin: Doom II". Official Xbox Magazine. No. 103. p. 24. ISSN   1534-7850.
  39. "31 Years Later, DOOM Is Still Getting Official New Content (& It's Available Now)". Screen Rant. 8 August 2024. Retrieved 13 August 2024.
  40. "DOOM II for PC Reviews". Metacritic. Archived from the original on March 3, 2015. Retrieved August 5, 2014.
  41. "Doom II for Game Boy Advance Reviews". Metacritic . Retrieved July 26, 2019.
  42. "DOOM II for Xbox 360 Reviews". Metacritic . Retrieved July 26, 2019.
  43. House, Matthew. "Doom II". AllGame. Archived from the original on November 14, 2014. Retrieved August 22, 2023.
  44. House, Matthew. "Doom II". AllGame. Archived from the original on November 14, 2014. Retrieved August 22, 2023.
  45. Gamespot Staff (May 1, 1996). "Doom II Review (GameSpot)". GameSpot . Retrieved April 9, 2020.
  46. Fryman, Avi (October 26, 2002). "GameSpy: Doom II". GameSpy. Archived from the original on October 30, 2004. Retrieved April 9, 2020.
  47. 1 2 "Finals". Next Generation . No. 1. Imagine Media. January 1995. p. 94.
  48. D., E. (May 1996). "Master Levels for Doom II". PC PowerPlay (1): 62.
  49. LeVitus, Bob (March 1996). "The Game Room". MacUser . Archived from the original on February 21, 2001. Retrieved July 23, 2018.
  50. Nashawaty, Chris (October 28, 1994). "PC Game Review: 'Doom II: Hell on Earth'". Entertainment Weekly . Retrieved April 9, 2020.
  51. "Doom II for PC". GameRankings. 1994-09-30. Archived from the original on 2012-07-18. Retrieved 2012-06-15.
  52. Cook, David (April 1995). "Eye of the Monitor". Dragon (216): 63–66.
  53. Crawford, Chris (May 1996). "The Way Games Ought to Be". Next Generation . No. 17. pp. 126–7.
  54. "Origins Award Winners (1994)". Academy of Adventure Gaming Arts & Design. Archived from the original on 2007-08-30. Retrieved 2007-09-18.
  55. 1 2 Kushner, David (2003). Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture . Random House. 182, 210. ISBN   0-375-50524-5.
  56. Online Game Pioneers at Work, p. 251
  57. Pitta, Julia (March 23, 1995). "News Analysis: Playing the Interactive Game". Los Angeles Times . p. 2. Archived from the original on September 2, 2017.
  58. O'Connell, Brian (1999). Gen E: Generation Entrepreneur is Rewriting the Rules of Business. Entrepreneur Press. p. 50. ISBN   978-1-891984-07-5. Doom II soon rolled out and was an instant hit, selling more than 1.2 million copies within a year
  59. Miller, Greg (March 3, 1997). "Myst Opportunities: Game Makers Narrow Their Focus to Search for the Next Blockbuster". Los Angeles Times . Archived from the original on May 18, 2016.
  60. Staff (September 1998). "Player Stats: Top 10 Best-Selling Games, 1993 – Present". Computer Gaming World . No. 170. p. 52.
  61. Sarno, Tony (October 25, 1994). "The Doom Boom". The Sydney Morning Herald . p. 38. Retrieved September 23, 2021 via Newspapers.com.
  62. "One Humanity". Romero. Retrieved 2024-05-16.
  63. LeBlanc, Wesley. "John Romero Releases New Doom 2 Level to Raise Money for Ukraine". Game Informer . Archived from the original on March 3, 2022. Retrieved 2022-03-03.
  64. Machkovech, Sam (2022-03-04). "John Romero releases new Doom II map to "support the Ukrainian people"". Ars Technica. Retrieved 2024-03-24.
  65. "Doom designer creates new level to support Ukraine". Eurogamer.net. 2022-03-07. Retrieved 2024-03-24.
  66. Chalk, Andy (2022-03-08). "John Romero's new Doom 2 level raises over $29,000 for Ukraine". PC Gamer. Retrieved 2024-03-24.